Slayers 2 Clans: Rarity, Roll Odds and Passives
Your clan in Slayers 2 is rolled with spins and gives permanent passives. Supreme clans drop at 0.1% per spin, so most players will reroll for a while. This page lists all 41 clans by rarity with skills, passives and what each is best for — and the Common list too, so you can tell a keeper from a day-one reroll.

Roll odds
| Rarity | Chance per spin | Clans | Spins for 50% chance |
|---|---|---|---|
| Supreme | 0.1% | 4 | 693 |
| Mythic | 0.9% | 6 | 77 |
| Legendary | 4% | 4 | 17 |
| Rare | 12% | 5 | 6 |
| Uncommon | 23% | 5 | 3 |
| Common | 60% | 17 | 1 |
50% column = spins needed for a coin-flip chance of at least one clan of that rarity (geometric distribution). The 0.1% is the chance of the Supreme bracket, not of one specific clan.
Supreme clans (0.1% per spin)
| Clan | Tier | Skills & passives | Best for |
|---|---|---|---|
| Kamado | S | Indomitable Will, Regen Adrenal, Combat Intuition, Headbutt, Enhanced Speed, Pain Resistance, Adaptive Breathing, Damage Reduction Factor, Sun Immunity | The safest all-round pick for almost any build. Demons get the most from it: Sun Immunity frees a gear slot and Regen Adrenal only works on the demon path. V0.2 removed Headbutt's guard break, but the stat package still leads. |
| Rengoku | S | Indomitable Will, Heart Ablaze Mode, Pain Resistance, Master Swordsman, Ignition Hit, Status Immunity | Flame Breathing and aggressive Katana builds; it has the highest damage bonus of any clan, and Ignition Hit makes every basic-attack string open with a burn. |
| Uzui | S | Enhanced Hearing, Vital Draw, Musical Score, Enhanced Speed, Indomitable Will Immunity, Tactical Intellect, Pain Resistance, Poison Conversion | Technical PvP, fist and stamina-heavy builds, and levelling thanks to the quest EXP bonus. It has no Sound Breathing bonus, so it works on any style. |
| Soyama | S | Indomitable Will, Combat Intuition, Bell Splitter, Enhanced Speed, Pain Resistance | Counter-heavy PvP duelists who win by reading attacks; on the demon path it pairs well with Shockwave. The shared counter cooldown means you cannot stack it with other counter tools. |
Mythic clans (0.9% per spin)
| Clan | Tier | Skills & passives | Best for |
|---|---|---|---|
| Himejima | A | Stone Skin Mode, Enhanced Hearing, Pain Resistance, Tactical Intellect, Repetitive Action | Tanky melee and M1-heavy builds that mix skills into swings, for PvP and bosses. It has no Stone Breathing bonus despite the name — the tank passives are the reason to pick it. |
| Iguro | A | Kaburamaru, Flash Step, Serpent's Wrath Mode, Pain Resistance, Master Swordsman, Venomous Precision, Serpent's Venom | Serpent Breathing and poison duelists who reposition a lot — Flash Step plus the snake's bind makes the whole kit about controlling space. |
| Shinazugawa | A | Marechi's Blade, Windstorm Vigor Mode, Pain Resistance, Tactical Intellect, Marechi's Blood, Unyielding Spirit, Weapon Versatility | Wind Breathing and aggressive Katana bruisers — Marechi's Blade turns every basic attack into a poison applicator, which pairs perfectly with Wind's pressure style. |
| Agatsuma | A | Enhanced Hearing, Sleepless Knight Mode, Master Swordsman, Tactical Intellect, Unconscious Combat, Enhanced Speed | Thunder Breathing mains — most of its damage bonus is tied to Thunder, so it is much weaker on any other style. If you did not roll it, do not pick Thunder for the pairing alone; Thunder is strong anyway. |
| Douma | A | Extrasensory Perception, Speed & Reflex, Pain Resistance, Reactive Adaptation, Keen Intellect | Defensive demon and Evil Art builds that want ways out of combos, especially in PvP. Keen Intellect makes it the progression clan for demon mains. |
| Tamayo | A | Pharmaceutical Skills, Demon Coagulant, Blood Bewitchment | Party support and boss runs: a heal plus a full cooldown reset for the whole group. The V0.2 stat buff made it viable for solo play too, but groups are where Pharmaceutical Skills prints value. |
Legendary clans (4% per spin)
| Clan | Tier | Skills & passives | Best for |
|---|---|---|---|
| Shabana | A | Core Detachment, Poison Generation, Pain Resistance, Status Immunity, Tainted Blood, Siblings Bond | Group PvE and M1-pressure demon builds — the zone buffs the whole party, and stacking Blood Poison on every swing gives real sustained damage. Solo, the value drops. |
| Tomioka | A | Flowing Motion, Pain Resistance, Flowing Counter, Serenity Discount, Water's Clarity, Tidal Blood | Water Breathing players who like longer fights and cooldown resets; the Wen discount also helps progression — it effectively rebates 30% of every trainer fee. |
| Kocho | A | Poison Draw Mode, Insect Affinity, Status Immunity, Toxic Essence, Aerial Mastery, Butterfly's Grace | Insect Breathing and poison builds — since V0.17 Poison Draw adds damage, speed and cooldown reduction for its duration. Poison-immune opponents blunt the whole plan. |
| Ubuyashiki | B | Self-Destruct, Soothing Voice, Demon Slayer Summon, Enhanced Growth, Enhanced Drop Luck, Status Resistance | Farming and levelling: the EXP and drop bonuses help, but the damage and stamina penalties make it a poor combat clan. Level on it, then reroll into a fighter. |
Rare clans (12% per spin)
| Clan | Tier | Skills & passives | Best for |
|---|---|---|---|
| Urokodaki | A | Water Breathing Affinity, Breathing Discipline, Instructor's Intuition, Maskful Sight, Mask of the Master | The strongest Rare clan by consensus — an easy Water Breathing pick: passive Water damage and stamina savings with nothing to activate, plus strong defence if you wear a mask. Stop rerolling if you get this and plan to play Water. |
| Sabito | B | Ghost Attendance Mode, Family Bond, Expert Swordsman | Water Breathing and Katana builds; the dash and sword damage mode is unusually strong for a Rare — many players keep it over mismatched Mythic rolls. |
| Makomo | B | Ghost Attendance Mode, Family Bond | Defensive Water Breathing and Katana builds that block a lot; the Water bonus needs a Sabito or Makomo in your party, so it shines in duo play. |
| Yahaba | C | Disruption Pulse, Party Buff, Arrow Regen | Arrow demons, especially in a party with another Yahaba or Susamaru — the party buff is the only reason it stays on the board. |
| Susamaru | C | Party Buff, Tamari Regen | Tamari demons, especially in a party with another Susamaru or Yahaba. Outside Tamari, reroll. |
Uncommon clans (23% per spin)
| Clan | Tier | Skills & passives | Best for |
|---|---|---|---|
| Kaneki | B | Family Bond | The best general-purpose Uncommon: Health, movement and damage that suit any early build. Keep it until you can roll for something build-matched. |
| Yamagiri | B | Family Bond | Stamina-hungry builds while levelling; the only Uncommon that trades damage for stamina. Pairs well with fist builds or long dungeon runs. |
| Kurotsume | B | Family Bond | Early offence and movement; the same bonuses as Kaneki with slightly less Health — strictly worse unless you value the speed for questing. |
| Aoshima | B | Family Bond | A plain early-game damage roll with no build requirement — a placeholder until spins come. |
| Aori | B | Family Bond | Early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up. |
Common clans — all 17 names (60% per spin)
Common clans are the default families you roll most of the time — 60% of every spin. Each gives one small stat and nothing else, so reroll as soon as you have spins to spare.
| Clan | Listed bonus |
|---|---|
| Ando | Max Health +11 |
| Aokawa | Additional Damage Factor +3% |
| Fujiwara | Max Stamina +9 |
| Fukukoshi | Movement Speed Factor +2% |
| Hagiwara | Health Regen Speed +2% |
| Hozumi | Block Points +3 |
| Kanzaki | Additional Damage 20% |
| Kazetani | Stamina Regen Speed +2% |
| Kuroaki | Max Health +9 |
| Kurosaki | Block Regen +10% |
| Mori | Damage Reduction +1 |
| Saito | Additional Damage Factor +2% |
| Sakurai | Max Stamina +7 |
| Suzuki | Damage Reduction Factor +1% |
| Toka | Movement Speed Factor +2% |
| Tsukino | Max Health +12 |
| Yukimori | Additional Damage 30% |
Labels are kept as the community database lists them: Kanzaki and Yukimori list "Additional Damage" while the rest list "Additional Damage Factor" — those are different stat lines in game, and the displayed percentages are not a verified increase to final hit damage.
What the shared skills actually do
Several Supreme and Mythic clans share the same skills. Here is what each one does in game, so you can compare clans on mechanics instead of names.
- Indomitable Will
- Tap for a burst that pushes nearby enemies away, stuns them briefly and applies Fear (slowed movement and dash). Hold to drop a much larger zone: anyone inside stays stunned while in it and is stunned again on the way out. Also on the Rengoku and Soyama clans.
- Combat Intuition
- Banks damage for 10 seconds; a tenth of the banked amount (0.07 in Ranked since V0.2) is added to your weapon and style damage for 7 seconds. Press again to cash in early. Also on the Soyama clan.
- Regen Adrenal
- Demons only. +14% Health Regen Speed for 7 seconds, and health keeps regenerating during combat for that time.
- Headbutt
- A short wind-up, then a headbutt that drives the target into the ground instead of knocking them away. V0.2 removed its 3-second guard break, so the target can block again once they get up.
- Enhanced Hearing
- Stomp to send out a ring-shaped shockwave; everyone caught is marked and takes bonus damage from you. V0.17 gave the ring 20% more range. Also on the Himejima and Agatsuma clans (20% for 14 seconds; Uzui's version is 25% for 10).
- Vital Draw
- Rolls one of three effects — Heart heals 150 HP; Muscle dodges the next 5 M1 hits and adds +15% Additional Damage Factor with fists for 11 seconds (6 before V0.2); Lungs adds +150 Max Stamina for 15 seconds.
- Musical Score
- Records an enemy skill; when the recorded skill comes back, the attacker is stunned and you dodge it for 2 seconds. V0.2 added the dodge and cut the cooldown from 56.25 to 42.19 seconds.
- Kaburamaru
- Hold to aim and release to send the snake — it homes in and bites for 6 seconds, each bite dealing 2% of the target's Max Health and poisoning (1% per second for 4 seconds, no stack). Up close it latches on and pressing again binds for 1.3 seconds.
- Flash Step
- Hold to vanish for up to 1.5 seconds and fly in any direction, up and down included. Release to reappear.
- Serenity Discount
- Tomioka's 30% discount on everything bought with Wen — a progression discount that stacks with any style.
Skill details are community-reported (Pro Game Guides clan database, October 2026) and can change with patches.
How to roll a better clan
Spins come from codes, level milestones and quests. Since V0.18, rolling a new clan keeps your clan skill-tree progress — you only lose the old clan's skills and passives. Stop on any S-tier clan, keep a build-matching specialist (Agatsuma for Thunder, Kocho for Insect, Urokodaki or Sabito for Water), and roll through everything else. The reroll guide has the full stopping rules.