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Slayers 2 Guides — Leveling, Trainers, Bosses and Systems

Slayers 2 Skill Tree Guide — Best Early Skill Unlocks

What to spend your three points per level on in Slayers 2: Double Jump, Wall Climb, max HP, stamina and damage, plus how to reset it all without wasting points.

9/23/2026 v0.110 Last updated: 9/23/2026 9 min read

FAQ

How many skill points do you get per level in Slayers 2?
Three points per level, shared across every branch of the tree. Two independent guides confirm the number, and a third describes it as about three points per level with no separate Slayer and Demon pools.
What should I unlock first in the Slayers 2 skill tree?
Double Jump and Wall Climb, in the movement section. They decide where you can physically go, and most Breathing trainers, chests and the Final Selection parkour route are unreachable without them.
Can I reset skill points in Slayers 2?
Yes, three ways. Buy Reset Skill Points from the Shop for Ore or Robux, redeem SkillTreeReset for a free one-time reset, or ignore POINTSRESET because it is expired. None of them reset your clan or race.
Does the SkillTreeReset code still work?
Yes, as of 2026-09-23. It was added on 2026-09-21, takes effect immediately with a second confirmation prompt, and needs you to be in the Ouw Productions Roblox group. Redeem it from the main menu.
What level do Double Jump and Wall Climb unlock in Slayers 2?
The community has not confirmed a level for either node. Every reliable source says only to take them early, and the one site that prints a number is not treated as authoritative, so this page does not repeat a figure.
How many points should I save for clan and Breathing nodes?
Keep a reserve rather than spending every level. Clan passives and Breathing skills sit deeper in the tree, and Breathing nodes only become useful once you unlock a style around level 25. No source publishes how many points those nodes cost.

How many skill points do you get per level in Slayers 2?

Three points per level, and they are shared across every branch of the tree rather than split between Slayer and Demon paths. Since the cap is 225, that is a large pool by the end, but the nodes you want most sit behind others, so the order matters more than the total.

Two independent guides give the same figure, and a third site describes it as roughly three points per level spent across character, mobility, weapons, Breathing or Blood Demon Art and clan sections. That third description is the only place the branch names appear, so treat the labels as indicative. One walkthrough says the tree opens from the M menu; we have not found a second source for that key, so check your own keybinds before assuming it. What is not published anywhere is the number of nodes in the tree or the cost of an individual node, which is why this page talks about priority order rather than exact point budgets. For the level side of the same system, see our leveling guide.

What should you unlock first in the skill tree?

Double Jump and Wall Climb, in that order or together, because they are the two nodes that change where you can go. They sit in the movement section of the tree, and they gate trainers, chests and the Final Selection parkour course.

Multiple guides put these two first for the same reason: Slayers 2 is a connected open map with vertical content everywhere, and the content that matters most at level 25 and above is placed above your feet. Serpent, Thunder and Sound trainers are the standard examples, standing on cliff tops, rooftops and ice shelves that cannot be reached by walking. The Muzan route has the same requirement, because reaching Dr. Higoshima needs both nodes as well. Taking them before any damage node is the single decision that saves the most time later, and it costs the least to correct now.

Why do movement nodes beat damage nodes early?

Because damage nodes only help once you can reach the fight. Trainers on cliff tops, chests on ledges and the exam’s parkour section all require vertical movement, and the community’s standard early mistake is pouring points into offence and then finding a trainer standing on an unclimbable ledge.

The failure mode is quiet rather than dramatic. Nothing in the game tells you that a trainer is unreachable, so a player who spent levels 5 through 20 on damage simply stands under a cliff and concludes that the trainer is bugged or that the wiki is wrong. Chest and loot routes have the same problem, and so does escaping a fight you cannot win: vertical movement is the only reliable disengage in the early game. Because points are permanent until you pay for a reset, the mistake compounds. The node order below exists to prevent exactly this.

What is the best order after the movement nodes?

After Double Jump and Wall Climb, the agreed order is Max HP first, then a moderate amount of stamina, then additional damage, and finally block points. Health comes before damage, and both guides that describe this order put survivability ahead of offence.

Priority Node Why it is ranked there
1 Double Jump Vertical reach for trainers, chests and the parkour exam
2 Wall Climb Same reason, and required for the cliff-top trainers
3 Max HP Keeps you alive in the bear area and against demons
4 Stamina, a moderate amount Enough for movement and trades, not a build focus
5 Additional Damage Only pays off once you can reach and survive fights
6 Block Points Ranked last early, though the v0.110 block change helps it

The v0.110 patch on 2026-09-22 made Block recharge even while you are stunned, which improves the value of block points relative to launch. The ranking above comes from guides that do not account for that change, so the safe reading is that block points are a better buy than they were, not that they jump the queue.

When can you actually unlock Double Jump and Wall Climb?

The community has not confirmed a level. Every reliable source says only to take them early; the single site that prints a number is one we do not treat as authoritative, so this page does not repeat it. Check the tree yourself as you level.

This is a case where the missing number genuinely does not matter much. At three points per level, a player who is heading toward the level 25 Breathing gate will have enough points for both nodes well before they are needed, and neither node is reported to sit behind a long prerequisite chain inside the movement branch. The practical advice is to open the tree every few levels, look for the two nodes, and buy them the moment they appear rather than planning around a specific level. If a future patch changes the unlock levels, the in-game tree is the only place that will be correct.

How much should you save for clan passives and Breathing skills?

Keep a reserve. Clan passive nodes and Breathing skill nodes sit deeper in the tree, and Breathing nodes only become useful after you unlock a style around level 25. Spending every point on shallow nodes leaves nothing for the branches you actually build around.

No source publishes how many points those deeper nodes cost, so the reserve cannot be sized exactly, and that is precisely why the safe play is to hold back a portion rather than spend to zero. Breathing styles open at 25 with Wall Climb and Double Jump as prerequisites, so the points you want available are the ones you would otherwise have dropped into a sixth damage node. Clan passives are the other long-term sink, and because clan rerolls use Spins rather than a respec, points already sunk into a passive you have moved away from are not returned automatically; that still takes a reset. Our Breathing trainer locations guide covers where the style unlock happens, and the clan tier list covers what the passives are attached to.

How do you reset skill points with Ore or Robux?

Open the three-line menu in the top-left corner, choose Shop, find Reset Skill Points and buy it with Ore or Robux. Using it refunds every skill point you have spent. It does not touch your clan, race or any other character choice.

That last point is the one players get wrong. A reset returns the points you allocated in the tree; it does not reroll your clan, change your race or undo anything else on the character sheet, so it cannot rescue a build that is wrong because of a clan mismatch. The price is quoted in Ore or Robux and no reliable price list exists, so check the shop panel itself rather than a guide. This is also the only repeatable reset: you can buy it as many times as you can afford, which makes it the fallback once the free code has been used.

Which skill point reset code still works?

SkillTreeReset works as of 2026-09-23 and refunds your spent points once, immediately, with a second confirmation prompt. Redeem it from the main menu after joining the Ouw Productions group. POINTSRESET, the older reset code, is expired and does nothing at all, even though several older code pages still list it as working.

Reset route Cost What to know
Reset Skill Points in the Shop Ore or Robux Menu top left, three lines, then Shop. Repeatable, refunds skill points only
Code SkillTreeReset Free Added 2026-09-21, active on 2026-09-23, one reset, immediate with a confirmation prompt
Code POINTSRESET Nothing Expired. Do not build a plan around it

Codes in this game need community group membership first: join the Ouw Productions Roblox group, then paste the code into the box on the main menu landing page. The full list of working and dead codes, with rewards and dates, is in our codes hub.

Why is careless early spending expensive?

Because there is no free unlimited respec. The shop reset costs Ore or Robux, the code gives you one refund, and the game does not hand out spare points. Reaching the cap does not retroactively fix a tree you built for the wrong plan.

Three points per level feels generous, which is exactly what makes the mistake common. A player drops everything into damage, hits an unreachable trainer at level 25, and then discovers that fixing it means either paying Ore or spending the one free code. The deeper cost is opportunity: clan passives and Breathing nodes sit further down the tree, and every point spent on a shallow node is a point that is not waiting for them. The fix is not complicated. Buy the two movement nodes, then Max HP, keep a reserve, decide your weapon and Breathing direction by the level 25 gate, and only then commit the rest. If you have already spent badly, use the reset routes above rather than starting a new character, because a new character also means a new clan roll.

What is this page based on?

This page is built from Community Verified sources: TechWiser, Gamepur, IGN and GameRant, cross-checked on 2026-09-23 against the site fact ledger. The three-points-per-level figure, the movement-first priority order and all three reset routes have at least two independent sources each, which makes this one of the better-attested systems in the game.

Items that rest on a single source are flagged in place:

  • The M menu as the way to open the skill tree.
  • The branch labels used to describe where movement, clan and Breathing nodes sit.
  • The exact unlock level for Double Jump and Wall Climb, which is why no number appears in the answer above.
  • The cost of individual nodes and the size of the reserve.

The v0.110 patch notes referenced here come from community transcription, because Ouw Productions publishes patch information in its Discord and no official changelog page exists. Anything numeric in this page can change with the next balance patch; the in-game tree is always the final authority.

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