Slayers 2 drops you into a Demon Slayer-inspired open world with one decision above all others: Slayer or Demon. This guide walks through your first hours — the rolls that define your character, where to spend free spins, how the combat kit actually works, and the early level route into either path.
How your character is defined
Three rolls shape your build, and the community-documented odds are:
- Clan — Common 60% / Uncommon 23% / Rare 12% / Legendary 4% / Mythic 0.9% / Supreme 0.1%
- Path — Slayer (breathing styles) or Demon (blood demon arts); you choose this, you don’t roll it
- Weapon — bought, crafted or dropped, not rolled
Unlike Project Slayers 1, this is a brand-new game: nothing carries over except an appreciation reward for PS1 Kamado holders (official FAQ).
Where to spend your first spins
Codes gave out a lot of free spins in launch week (see our codes page). Spend them on clans first — your clan is the passive engine of the whole build. Community rankings agree the ladder looks like this:
- Supreme (0.1%) — Kamado, Rengoku, Uzui, Soyama. Creator videos note Supreme clans can also be bought outright for about 4,000 spins — a long-haul goal, not a day-one plan.
- Mythic (0.9%) — Himejima, Iguro, Shinazugawa, Agatsuma, Douma, Tamayo.
- Legendary (4%) — Shabana, Tomioka, Kocho, Ubuyashiki — Ubuyashiki is the farmer’s pick.
Don’t hoard spins for demon arts yet: BDA rolls only matter once you’ve walked the Demon path (five free orb spins wait for you at Muzan anyway, per creator runs).
Combat basics that actually matter
Slayers 2 runs a full fighting-kit system, and the launch balance patch reads like a fighting game changelog:
| System | What it does |
|---|---|
| Guard / Block points | Blocking absorbs hits; block points break under guard damage |
| Perfect Block | Tight block timing nullifies pressure — some moves are explicitly perfect-blockable |
| Guardbreak | Breaks through guard; after the stun your guard recharges from 25% (launch patch) |
| Hyper Armor | Many reworked moves now carry armor instead of i-frames — you commit through hits |
| Strict Stun | The heavy stun state — prevents dashing out, enables combo extensions |
Pick a fighting style (Soryu, Tai Chi, Reaper) as your base kit, then layer breathing or demon art skills on top. Skill points are finite — the PointsReset code exists if you misplace them.
Your first levels
- Follow the starter quests through the first village and the parkour dungeon — the dungeon teaches the movement vocabulary (and gates breathing training later).
- Reach level 25 — the gate for every breathing trainer quest chain (about 10,000 Wen plus 20-30 Demon Horns per style, per creator runs).
- Hunt at night — Demons drop Demon Horns (the breathing material) after dark. A cave under the mother bear is the efficient farm.
- Decide your path around level 40-45 — Final Selection (Slayer) runs every two hours; the Demon path needs a reputation turn first. Our become-a-demon guide and the leveling guide cover both.
Settings worth flipping on day one
The September 19 hotfix train made cross-platform much better: mobile players get shift lock (top-right toggle), adjustable button sizes and an aim-assist sensitivity slider, and you can force PC, Mobile or Console control schemes in settings.
FAQ
What is the best starting clan?
You roll it, you don’t pick it. Anywhere from Rare up plays fine to endgame; Urokodaki is the standout Rare for Water builds, and the five Uncommon “family” clans reportedly grant a bonus when a full squad runs them together.
Can I switch from Slayer to Demon later?
Yes — the Demon path is open to anyone willing to take their reputation negative and find Muzan. See the become-a-demon guide for the tested route.
Where do I redeem codes?
Open the Codes box from the main menu. Our codes page lists every verified code with its reward.
Is my Project Slayers 1 progress transferred?
No. Gamepasses do not transfer (official FAQ), and the game is a fresh build — only PS1 Kamado holders get an appreciation reward, still being finalized.