Slayers 2 Tier List (October 2026)
Every clan, breathing style and blood demon art in Slayers 2, ranked. This page combines the clan tier list, the breathing tier list and the demon arts tier list in one place, with the reasoning behind each placement — not just the rankings. V0.17 balance changes are reflected.

Clan Tier List
Clan placement weighs skills, passives and build flexibility. Supreme clans (0.1% roll odds) are all Tier S — Kamado is the safest all-rounder, Rengoku has the highest damage bonus, Uzui fits technical PvP and levelling, Soyama owns counter-duels. Notably, Himejima has no Stone Breathing bonus and Agatsuma only shines on Thunder — names can mislead.
Meta — pick these if you want the strongest option
Kamado (Supreme)
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 (Supreme)
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 (Supreme)
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 (Supreme)
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.
Strong — viable for most players
Himejima (Mythic)
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 (Mythic)
Serpent Breathing and poison duelists who reposition a lot — Flash Step plus the snake's bind makes the whole kit about controlling space.
Shinazugawa (Mythic)
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 (Mythic)
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 (Mythic)
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 (Mythic)
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.
Shabana (Legendary)
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 (Legendary)
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 (Legendary)
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.
Urokodaki (Rare)
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.
Situational — fits specific builds
Ubuyashiki (Legendary)
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.
Sabito (Rare)
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 (Rare)
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.
Kaneki (Uncommon)
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 (Uncommon)
Stamina-hungry builds while levelling; the only Uncommon that trades damage for stamina. Pairs well with fist builds or long dungeon runs.
Kurotsume (Uncommon)
Early offence and movement; the same bonuses as Kaneki with slightly less Health — strictly worse unless you value the speed for questing.
Aoshima (Uncommon)
A plain early-game damage roll with no build requirement — a placeholder until spins come.
Aori (Uncommon)
Early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up.
Weak — reroll
Breathing Tier List
Thunder and Sound hold Tier S on the cross-source median, but they earned it differently: Thunder's gap-closer is the fastest in the game, while Sound's S is contested — the September balance pass dropped it to B before later tables pulled it back up. Wind sits in Tier B but has the clearest upward trend: Pro Game Guides' V0.2 table ranks it S. Water stays the best first pick for new players despite the A. Every style shows its tier note on its detail page, because a single letter hides the arguments.
Meta — pick these if you want the strongest option
Strong — viable for most players
Flame Breathing 炎
Boss farming, dungeons and players who like big numbers
Water Breathing 水
New players and anyone who wants one style for every situation
Serpent Breathing 蛇
Technical PvP players
Insect Breathing 蟲
Hit-and-run PvP and players who like status effects
Stone Breathing 岩
Boss tanking and casual PvE
Situational — fits specific builds
Blood Demon Arts Tier List
Shockwave is the only Tier S art on the current median — the official release showcase demonstrated its full moveset and it plays as advertised. Ice is the best "keep whatever" option with the widest PvE control. Blood Sickles is the most split art on tier lists (S in September, B after the nerf), and Obi is the opposite: docked to C by its skill floor while V0.2 notes describe S-tier buffs. Tamari remains the default reroll — the ARTRESET code exists for exactly this.
Meta — pick these if you want the strongest option
Strong — viable for most players
Situational — fits specific builds
Weak — reroll
Race / Path Tier List
There are two paths in Slayers 2 and both are Tier A — the difference is playstyle, not power. Slayers get breathing styles and wider build space; demons get blood demon arts and night power. The real cost of "race" choice is switching: it resets your combat kit and costs Wen.
Slayer (Human)
AAccess to all 8 breathing styles, the widest build space. Final Selection at level 45 gates the endgame.
Demon
ABlood demon arts + night power. Fewer style options but Sun Immunity builds (Kamado) remove the main downside. Conversion is one-way and costly.
How to become a demon: drop reputation to -40, find Muzan at night, collect 9 Spider Lilies and finish the doctor escort — full route in the demon conversion guide.
How rankings are decided
Placements come from the cross-source median of published tier lists (Pro Game Guides, TechWiser, Destructoid, UrGameTips, GAMES.GG — five lists tracked), documented skills and passives, and patch-note impacts from V0.17 through V0.2 (September–October 2026). When sources disagree by a tier or more, the detail pages say so explicitly rather than averaging silently — that is why every entry carries a tier note. Rankings shift with each balance patch; this page is updated after every one.