How to Reroll Your Clan in Slayers 2 — Spins Guide
How clan rerolls work in Slayers 2: where clan spins come from, what one reroll costs you, and when to stop rolling and keep a bloodline before you commit.
FAQ
Are clans permanent in Slayers 2?
How many Clan Spins does one reroll cost?
Where do I get Clan Spins?
What are the odds of rolling a Supreme clan?
Can I buy a specific clan instead of rolling for it?
Should I reroll until I get a Supreme clan?
How do clan rerolls work in Slayers 2?
A reroll is a single pull on the clan gacha and it costs exactly one Clan Spin. Open the main menu, tab into Customize, then press the Clan roll button, which reads “Roll - 1 Spin”. Your remaining spins sit in the bottom-left corner of that same screen.
The entire loop lives inside the customization panel rather than at a dedicated NPC. That is the first thing worth internalising, because it means a reroll session never leaves the menu: you roll, you look at the result, you roll again. Community documentation is consistent that this is the only clan-related action available on that screen, and that the same corner of the panel also carries the button for buying more spins.
Before any of that, the game already gave you a clan. Your character is rolled into a bloodline during creation, and the first look at it is described by community coverage as a free flow that runs before you spend anything. Beebom frames the decision as something you make before spending spins on a random clan, which only makes sense if the opening roll costs nothing. Once that setup flow ends, every further attempt is paid.
There is no pity system, no guaranteed rare after a streak of Commons, and no documented way to inspect the odds of the clan you are about to receive while the roll animation plays. You get one draw for one spin, and the result replaces whatever you were holding.
Are clans permanent once you pick one?
No. The clan attached to your character is locked to that save, meaning there is no free way to switch it later, but a Clan Spin overwrites it. Any page telling you clans can never be changed is confusing “no free swap” with “no swap at all”.
This is one of the clearest documented conflicts in the game’s community coverage, and it changes how you should spend your first hour, so it is worth spelling out. One community wiki states plainly that a clan is chosen at creation, is permanent, and cannot be altered except through rerolling. ProGameGuides, AllThings.how and Gamepur all describe the opposite framing: you take a new clan from the customization interface by spending a spin, as many times as you can afford. The two accounts only contradict each other on the word “permanent”. Both agree that your first clan is assigned to you and that spins are what replace it.
The practical reading for a new player is simple. Do not restart your character because you rolled Aokawa. Do not assume your account is bricked because the first clan looked weak. What you are actually short of is spins, not saves, and spins arrive from three separate places listed further down this page. The only genuinely irreversible part of the system is that spending a spin always consumes it, whether or not you like the result.
There is also no documented cooldown, level requirement or quest gate on rerolling. Nothing in the available sources suggests you must reach a particular level before the Customize screen lets you roll again.
What are the six clan rarities and their odds?
Six rarity tiers exist, from Common at 60% down to Supreme at 0.1%. Those percentages describe the tier you land in, not the odds of any named clan, so a specific Supreme such as Rengoku has no published individual rate of its own. Only tier-level odds are available.
Every source that publishes a clan table agrees on the order and the numbers, which makes this the most solidly attested part of the clan system. The figures below are tier rates.
| Rarity | Chance per spin | Average spins for one hit |
|---|---|---|
| Common | 60% | about 1.7 |
| Uncommon | 23% | about 4.3 |
| Rare | 12% | about 8.3 |
| Legendary | 4% | 25 |
| Mythic | 0.9% | about 111 |
| Supreme | 0.1% | about 1,000 |
The right-hand column is the reciprocal of the middle one: one divided by the tier rate. Community coverage publishes the Legendary, Mythic and Supreme reference figures in exactly that form, so the Common and Uncommon entries are the same arithmetic applied to the remaining rows rather than a separate claim about the game.
Two naming quirks are worth knowing before you compare tables elsewhere. Some outlets write the second-rarest tier as “Mythical” and others as “Mythic”; they mean the same bracket. And tier probabilities are sometimes presented in a way that implies every clan inside a bracket has an equal share of it, which is not something any source actually states.
Which clans sit in each rarity tier?
Community tables place forty named clans across the six brackets, with sixteen in Common and only four in Supreme. The rarest bracket holds Kamado, Rengoku, Soyama and Uzui, which is exactly the group both major outlets call the strongest all-round picks.
| Rarity | Clans listed |
|---|---|
| Common (60%) | Ando, Aokawa, Fujiwara, Fukukoshi, Hagiwara, Hozumi, Kanazaki, Kazetani, Kuroaki, Mori, Saito, Sakurai, Suzuki, Toka, Tsukino, Yukimori |
| Uncommon (23%) | Aori, Aoshima, Kaneki, Kurotsume, Yamagiri |
| Rare (12%) | Makomo, Sabito, Susumaru, Urokodaki, Yahaba |
| Legendary (4%) | Kocho, Shabana, Tomioka, Ubuyashiki |
| Mythic (0.9%) | Agatsuma, Douma, Himejima, Iguro, Shinazugawa, Tamayo |
| Supreme (0.1%) | Kamado, Rengoku, Soyama, Uzui |
Three caveats travel with that table. The clan count is disputed: one outlet lists forty-one names and another lists forty, and the extra name, Kurosaki, appears in only one of them. Spelling is not standardised either, so you will see Susamaru and Susumaru for the same Rare clan, and Kanzaki and Kanazaki for the same Common one. Neither discrepancy has been resolved in game.
What the table usefully tells you is where a roll can plausibly land. A Common result is not a failure state by itself. Both major outlets note that rarity does not track practical strength, and one of them explicitly warns that a low-rarity clan can outperform a high-rarity one inside the right build. Treat the brackets as supply information rather than a quality ranking. The strength question is covered in our clan tier list and in the beginner-focused best clans for a fresh save.
Individual passive values are a separate gap. No source publishes a complete, trustworthy table of clan multipliers, so any page quoting precise percentages for a specific clan should be treated as unsourced unless it names where the number came from.
Where do clan spins come from?
For a new account there are three separate sources of spins: the Release26 code, shop bundles, and in-game milestones. Release26 pays 30 Spins plus 100 Wen and 1 Refinement Ore, and it fails silently unless you have joined the Ouw Productions Roblox group first. Bundles come in five sizes: 1, 15, 25, 50 and 100 spins.
The code route is the fastest for a new account and the one most players waste. Group membership is the gate: the entry box accepts the string either way, but the reward will not land if you are not in the community group, which is why working codes get reported as broken. The full list of what is currently valid, and what has already expired, lives on the Slayers 2 codes page.
The shop route is the one that costs real money or real grind. Spin bundles are sold for Ore or for Robux, in the 1 / 15 / 25 / 50 / 100 sizes above. Ore itself is earned in game from boss chests, from fishing including idle fishing, and from some quest rewards, though that breakdown comes from a single outlet and should be checked against your own rewards screen. We deliberately do not quote Robux prices here: the only price list we could find was a community forum post surfaced through a search summary, with the original thread blocked from direct access, so it does not meet the bar for publication.
The free route is slower but real. Level milestones, selected quests and general progression rewards all hand out spins according to multiple sources, and none of them suggests a cap on how many you can bank. If you are rerolling on a fresh account, this is the stack to spend first, because the code is a one-time payout.
One unresolved question sits over this section. One outlet describes spins as having exactly one purpose, rerolling a clan, while another splits rewards into clan spins and demon art spins as if they were separate currencies. A second use for clan spins has never been confirmed.
Can you buy a specific clan instead of rolling for it?
One outlet says yes and quotes Kamado at 4,000 Spins. That is the only cost figure in circulation and no second source repeats it, so treat the direct-purchase route as unverified. If the option exists on your screen, the price shown there is the only number that matters.
The claim comes from a guide about sun immunity rather than about the clan system itself, which is part of why it reads as an aside. Gamepur describes spending spins to buy a named clan outright, notes that the cost is extremely high, and gives Kamado’s figure as the example. Nobody else corroborates either the mechanism or the number, and none of the larger clan tables mention a purchase path at all.
There is a reason players want to believe it. Supreme is a 0.1% tier, so the expected cost of rolling into Kamado specifically is enormous, and a flat 4,000-spin price would actually be competitive with that. That logic is exactly why the claim spread. It is still a single-source claim.
If you do see a purchase option, check three things before committing: the exact cost on screen, whether the purchase consumes spins or a separate currency, and whether it lets you pick from the full roster or only from clans you have already rolled. None of that is documented anywhere we could find.
For budgeting purposes, assume the random route is the only one you can rely on. The math is unforgiving, which is the subject of the next section.
Which clan should you stop rolling for?
Both major outlets agree on the top of the list: Rengoku, Uzui, Soyama and Kamado are the most broadly useful clans in the game. Rengoku is the general-purpose damage pick, while Kamado carries sun immunity, which is close to mandatory if you plan to run a demon character.
That four-clan agreement is the most reliable signal in the entire clan system, because the two outlets disagree about almost everything below it. Their published grades diverge on Himejima, Douma, Shinazugawa and Iguro, and one of them flags Agatsuma as top-tier only when paired with Thunder Breathing, and Kocho as top-tier only when you commit to Insect Breathing and poison. Those are conditional picks, not safe ones. A beginner who rolls Agatsuma and then invests in Water Breathing has a clan whose main scaling does nothing for them.
Kamado deserves its own note for a different reason. Its headline effect is sun immunity, which stops the daylight burning that every demon character otherwise has to manage. Since that burning is the most intrusive part of playing a demon, a Kamado account effectively frees a head slot and simplifies your routing. If your plan is to follow the Muzan quest line, rolling Kamado early is worth more than rolling a slightly higher-damage alternative. One outlet goes further and calls Kamado the only clan with that immunity, which nobody else confirms.
Beyond those two, the honest advice for a new account is to stop when you hit something you can build around, not when you hit a specific name. Tier odds are published, individual clan odds are not, and the bracket a clan sits in does not determine how strong it feels once your Breathing Style, skill tree and gear are in place.
What is still unconfirmed about clan rerolls?
Several things. Individual per-clan roll rates have never been published, complete passive value tables do not exist in any trustworthy form, and the direct-purchase route rests on one uncorroborated outlet. Two clans also sit in only one of the two community rosters, and two more have disputed spellings.
The unresolved items, roughly in the order they are likely to affect you:
- Per-clan odds. Every published table gives tier rates only. If a page quotes a specific percentage for Rengoku or Uzui, it is inventing it.
- Passive multipliers. Sources describe clan effects in words, not numbers. No complete multiplier table was found.
- Kurosaki. Present in one roster, absent from the other, which is the entire difference between a forty-one and a forty clan count.
- Spelling splits. Susamaru versus Susumaru, and Kanzaki versus Kanazaki. Each pair refers to a single clan.
- The 4,000-spin Kamado price. Single source, from an article about sun immunity rather than the clan system.
- Whether spins have a second use. One outlet says no; another implies a separate demon art spin pool. Unresolved.
- Low-tier mechanics. One wiki claims Common and Uncommon clans get fixed passives with no unique skill, and that only Mythic and above have a signature mechanic. Single-source claim.
- Store pricing. Bundle sizes are documented; Robux and Ore prices are not, at least not from a citable source.
For most of these, the answer is the same: open the Customize screen, read the counter, and check what your own client shows. Anything that exists only on an aggregator site has not been verified by anyone.
What is this page based on?
This page is built from Community Verified sources: ProGameGuides, AllThings.how, Beebom and BloxInformer, cross-checked on 2026-09-23 against the site’s clan fact ledger. Tier odds and the one-spin reroll cost are the strongest claims here, each reproduced by at least three independent outlets.
Everything below that bar is marked inline. The direct-purchase route and the 4,000-spin Kamado figure come from Gamepur alone. The Ore source breakdown comes from AllThings.how alone. Rarity-to-clan assignments are cross-checked between BloxInformer and Destructoid but remain unverified name by name. The claim that clans are absolutely permanent appears on one community wiki and is contradicted by three larger outlets, so this page rejects it and says so rather than quietly picking a side.
Clan odds have not been revised in any patch we could document between launch on 2026-09-18 and 2026-09-23, but the game is patching quickly enough that this should be re-checked if you are reading much later. The update history tracks what has actually changed and what is still unverified.
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