Aori Clan B

Uncommon rarity · 23% roll chance per spin · no active skills · 1 passive

One of the five named Uncommon families.

Is the Aori clan good in Slayers 2?

Situationally. Early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up. It sits at Tier B on the cross-source clan tier list, in the Uncommon bracket (23% per spin — a coin-flip chance of any Uncommon clan takes 3 spins).

Aori clan skills

No active skills — this clan is passive-only. Uncommon clans never have active skills; their value is entirely in the stat line and Family Bond.

Aori clan passives

Aori clan stats

Community-reported: +39 Max Health (22nd of 24), 3% Movement Speed Factor (10th of 10 — the slowest) and 5% Additional Damage Factor (tied 18th).

Best for

Early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up.

Keep Aori or reroll?

Aori earns its keep in the right hands — Early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up. Treat it as a holding roll — keep it while you bank spins, and upgrade the moment your build settles. The reroll guide has the full stopping rules.

How to roll the Aori clan

Aori sits in the Uncommon bracket: 23% of every spin — roughly 4 spins per Uncommon on average, coin-flip at 3. Codes are the fastest spin source, with levelling milestones and quest rewards behind them. Rolls this common need no planning — the question is only when to stop settling. V0.18's reroll change — skill-tree progress surviving — makes the eventual upgrade painless.

Other Uncommon clans

Building around Aori

Aori is a starter clan: its stats carry the early grind while you bank spins. Family Bond only activates beside another named Uncommon, so treat it as a bonus, not a plan.

What Aori plays like in real fights

Tier letters describe value; this describes experience. Rolling Aori changes your average fight in specific ways: you gain no new buttons — the value is entirely passive, always on, and invisible until you compare stats. The 1 passive (Family Bond) run in the background of every exchange.In practice that means early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up. The honest test: play ten fights with the clan unequipped conceptually — the moments where you miss a skill or a passive are exactly the moments Aori was earning its slot.

Aori against the meta

Against the current V0.2-era meta: Aori sits in the middle because its value is real but conditional — the conditions just do not line up in every matchup. Poison teams (Kocho, Iguro, Insect builds) punish non-immune kits — status immunity passives matter more than raw damage against them. Counter-heavy duelists (Soyama, Shockwave users) punish predictable openers, which is why mobility passives carry unexpected defensive value. And zone-control demons (Shabana) punish anyone who has to fight inside their terms — pure-passive clans have no zone answer, so positioning is your only tool.

Aori vs every other Uncommon clan

ClanTierKit shapeBest for
Aori (this page)B1 passive, no skillsEarly-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up.
KanekiB1 passive, no skillsThe best general-purpose Uncommon: Health, movement and damage that suit any early build. Keep it until you can roll for something build-matched.
YamagiriB1 passive, no skillsStamina-hungry builds while levelling; the only Uncommon that trades damage for stamina. Pairs well with fist builds or long dungeon runs.
KurotsumeB1 passive, no skillsEarly offence and movement; the same bonuses as Kaneki with slightly less Health — strictly worse unless you value the speed for questing.
AoshimaB1 passive, no skillsA plain early-game damage roll with no build requirement — a placeholder until spins come.

Reading the table: kit shape predicts playstyle before stats do. Active-skill clans (press something, get a spike) reward engagement; passive-only clans reward consistency. When two clans serve the same build, the tiebreaker is usually the stat line above — health and damage factor compound across every fight, while a single-use skill only pays when its window appears.

Aori clan FAQ

What rarity is the Aori clan?

Aori is Uncommon: 23% chance per spin. That bracket contains 5 named clans, so landing Aori specifically is rarer than the bracket number suggests.

What tier is Aori and is it worth keeping?

Tier B on the cross-source median. Situationally — keep it while building toward its setup, then upgrade: Early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up.

How many spins to get the Aori clan?

The bracket math: a 50% chance of any Uncommon clan takes 3 spins at 23% per spin. Since V0.18, rerolling keeps your clan skill-tree progress, so the grind is safer than it was at launch.

Which breathing style pairs with Aori?

It has no style-specific bonus, so pair it with whatever tops the breathing tier list — or run it on the demon path where style bonuses don't apply.

Does Aori work for demons?

Yes — clan passives carry over to the demon path unchanged. Only style-specific bonuses stop mattering, since demons use blood demon arts instead of breathing.

How Aori compares in its bracket

Inside the Uncommon bracket, Aori's identity is its passive stack. The bracket decision comes down to build matching: a Uncommon clan that boosts your chosen style outperforms a mismatched roll from any rarity, because the style-specific damage factors multiply every hit of your main kit while generic stats only add a flat edge. Check the full clan table for side-by-side stats, and the tier list page for how published rankings treat the whole bracket.

Values on this page are community-reported (Pro Game Guides clan database, cross-checked against published tier lists, September–October 2026) and may change with updates.