Gaming Guide

Project Slayers 2 Dungeon Guide: Best Cards and Point Priorities

How to unlock the Ouwigahara dungeon, pick the cards that actually raise your score, and spend the points you earn.

How to unlock the Ouwigahara dungeon, pick the cards that actually raise your score, and spend the points you earn.

Dungeons are where Project Slayers 2 stops being a levelling game and starts being a scoring game. Every run hands you a stream of cards that change your stats, change the enemies, or change how many points you bank per floor, and the difference between a 50,000-point run and a 100,000-point run is almost entirely about which of those cards you took and when. The floor you die on matters far less than the multipliers you were carrying when you got there.

Quick answer: Reach level 65, unlock the portal past the bridge near the Forgotten Ruins, then build every run around permanent point multipliers — Lucky Draw, Streak, Ascension — while taking Damage over every other stat.


Dungeon requirements in Project Slayers 2

Dungeons open up around level 65, and that is the point where entering makes sense rather than a number to beat by 20 levels. Any Breathing Style or Blood Demon Art works, so there is no “wrong” build for the content.

  • Level 65 or higher.
  • At least one or two unlocked Breathing or BDA moves — M1 attacks alone will stall you out.
  • Potions and supplies bought before you queue, since you prepare in the dungeon area itself.
  • A weapon you have actually checked, because damage factor and block points carry the early floors.
Requirements & Recommendations00:36Requirements & Recommendations
Deep dungeon floors are reachable on any style, but level 65 and a couple of real abilities are the entry point. Shown at 00:36 in Brx’s video.

If you are still working toward that second ability, finish a trainer questline first. The Breathing trainers run you through a fixed set of tasks — meditation, pushups, a boulder split, target shooting, a cup game, then a fight with the trainee — and the move you get at the end is worth more in a dungeon than several levels.

Flame Breathing Training Minigames04:41Flame Breathing Training Minigames
Breathing training tasks like Meditation, Pushups and Boulder Split gate the abilities you will lean on inside dungeons. Shown at 04:41 in NanoProdigy’s video.

How to unlock the dungeon portal

Head to the Hidden Mist Village and find Blacksmith Togane. Talk to him about his other forge and accept the quest he offers.
Travel into the mist area and drop down into it. Open your map if you lose your bearings — you are aiming for the bridge near the Forgotten Ruins, out past Rengoku.
Finding Dungeon NPC and Portal00:17Finding Dungeon NPC and Portal
The route runs from the blacksmith into the Mist Village and out to the bridge by the Forgotten Ruins. Shown at 00:17 in Balboabtw’s video.
Cross the bridge and keep following the road through the torii gates. The path is long and mostly linear, so do not turn back early.
At the end of the path you will be moved into the dungeon area. Interact with the portal to register it.
Confirm it worked by opening the hub menu. If the unlock registered, Ouwigahara Normal appears as a queueable option and you can start runs from the hub from then on, without walking the route again.

Ranked mode and how scoring works

From the hub menu you pick Ouwigahara Normal, choose solo or group queueing, and decide whether to flip on Ranked before the countdown starts. Ranked runs feed the leaderboard in the dungeon lobby, which shows player rankings, scores, and how much time is left in the season.

The key thing about that leaderboard is that it tracks total points, not the deepest floor you touched. A player who stacked multipliers from floor one and died on floor 20 can outrank someone who ground quietly to floor 35 with nothing but stat cards. Build for points, then keep enough damage and health to survive long enough to bank them.

Ranked runs have a no-revive condition. One death ends the attempt, which is why the health-slashing cards are so much riskier in Ranked than in a casual clear.

Floor 10 Boss Fight06:38Floor 10 Boss Fight
The Yeti Demon closes out Floor 10 and hands over a milestone card choice. Shown at 06:38 in Balboabtw’s video.

Best dungeon cards to take

Cards split into two broad groups. Some adjust your character, some adjust the dungeon in exchange for a point multiplier. The second group decides your score, and the ones that apply to every remaining floor are worth far more the earlier you grab them.

CardEffectWhen to take it
Lucky DrawLegendary card, improves your drawsTop priority, as early as possible
VampiricHeals you on every killAny time it appears
Boss every floorLarge permanent point multiplierRanked pushes with strong damage
Streak+5% per clean floor clearedEarly, for compounding value
Ascensionx1.2 points, extra elite each floorGroup runs, or solo with good clear speed
Blood Moonx1.5 points, enemies hit harder but die fasterEarly and mid run only
Fair Fightx1.2 points, changes enemy spawnsSafe early multiplier
The HordeMore enemies, more pointsWhen your damage is already high
Glass CannonDouble damage, -50% healthOnly with a safe playstyle
Heavy Hitter+50% damage, -20% staminaGenerally worth it

Lucky Draw is the one to watch for in the first few floors. It is a legendary card, and its value scales with the number of floors left to use it on, so a floor-three Lucky Draw is worth several times a floor-thirty one.

Blood Moon is the clearest risk-reward trade in the pool. Enemies lose a big chunk of health but hit considerably harder, which is efficient while their damage is low and genuinely dangerous once scaling kicks in. Take it early, think twice about it late.

You’ll find The boss-spawn modifier with the black multiplier cards, not the standard stat picks, which makes it easy to overlook when scanning the stat column. Taking it adds a boss to each floor for the remainder of the run, but grants a major multiplier; no other score card is as aggressive.


Stat priority for dungeon runs

Once the run-wide multipliers are locked in, the stat cards are what keep you alive long enough to use them. The order below holds for almost every build.

PriorityStatWhy
1DamageFaster clears fix every other problem
2HPSurvives late-floor mistakes
3Cooldown ReductionMore ability uptime
4Block PointsExtra defence on hard floors
5Stamina RegenUseful, never urgent

Both flat and percentage damage bonuses count, and Damage Reduction is worth grabbing alongside HP when it shows up. Attack Speed is the trap here: it looks like more damage, but a straight damage increase or a damage multiplier improves clear speed more reliably. When both are on the table, take Damage.

Check your equipped gear before queueing. Damage Factor and Block Points on a katana stack with everything you pick up inside, and a weak weapon quietly caps how far your stat cards can carry you.

Equipment Inspection01:27Equipment Inspection
Weapon stats like Damage Factor and Block Points are worth checking in the inventory before a run. Shown at 01:27 in NanoProdigy’s video.

Cards to skip or handle carefully

  • Because Grounded disables movement tools like dashing and double jumping, avoid choosing it at the start. It makes the entire run slower.
  • Elite Guard — +1.15 points for the next floor only. Temporary bonuses lose to permanent ones on any long run.
  • Half-health modifiers — survivable on early floors, dangerous once enemy damage scales, fatal in Ranked.
  • +50% enemy health — fine early if the point reward is good, punishing later when kills already take too long.
  • Trophy cards — not worth the slot when you are committing to a long run.
  • Permanent Movement Speed and Attack Speed — take them only when nothing better is offered.

Solo versus group dungeon runs

Solo is the stronger default for score. You keep every advantage the run offers instead of splitting it, you control which cards get picked, and you set the pace on each floor. That matters most when you are chasing a Ranked placement.

Group runs work, but only if you find the cards that improve shared points. Without them, three players clearing together can end up with less individual value than the same players running separately. Ascension is the obvious multiplayer pick, since an extra elite per floor is much easier to absorb with backup.


Run pacing: hitting 50,000 and 100,000 points

Builds with fewer than two abilities

Target around 50,000 trophies and play conservatively. Clear the standard waves with M1 attacks and save your move for glowing NPCs and bosses, which carries most builds comfortably to about wave 20 before resource problems start.

Pushing 100,000 points and wave 60 or deeper

Past wave 60 the answer is ability spam rather than patience. Scale up how often you cast, lean on high-impact crowd control — a wide V move on Flame Mastery is the classic example — and stop trading M1s with enemies that hit hard enough to end a Ranked attempt in two swings.

Floor-by-floor priorities

Floors 1 to 5 are for Lucky Draw, cheap multipliers like Fair Fight and Fog of War, and any meaningful Damage card. Floor 10 ends with the Yeti Demon boss and a milestone card upgrade. From floor 11 onward the run shifts into the ice biome, where Ascension and Streak are the picks worth holding out for, and where HP finally becomes as important as damage. Another Yeti boss waits on floor 15.


What to spend dungeon points on

Points are spent in the dungeon lobby, which is also where the run’s real rewards live. The Tower Crystal at the Training Boosters converts points into experience and mastery, letting you max out Flame Mastery, Sword Mastery, or fist and BDA mastery far faster than grinding it in the open world. Dungeons are also the route to Tier 2 gear.

SpendCostWhat you get
Training BoostersVariesEXP and mastery levels
Ouwigahara Chest30,000 pointsLegendary gear rolls
Changer Zeni30,000 pointsOne Mythic Refinement Ore
Nichirin Forge90,000 points + materialsV2 weapon crafting

The Ouwigahara Chest is where drops like Demonic Horns II and the Silver Fang Mask come from. Changer Zeni sells Refinement Ore, but at 30,000 points each it is an expensive way to gather all ten — completing Denzo’s quest to unlock salvaging lets you break down Mythic-rarity items for the same ore instead.

Wen Merchant & Ouwigahara Chest07:25Wen Merchant & Ouwigahara Chest
Changer Zeni's Refinement Ore and the Ouwigahara Chest both cost 30,000 points each. Shown at 07:25 in Brx’s video.

The Nichirin Forge is the end point for most of this. Its recipes cover V2 weapons like the Butterfly Katana, the Damascus weapons, and the Volcanic Katana, and a basic V2 needs 90,000 Dungeon Points, 500 Metal Scraps, Silk Thread, and 10 Mythic Refinement Ore, plus that weapon’s own dungeon materials. Reaching roughly floors 60 to 70 in a single run is generally enough to cover the point cost, which is the practical reason to care about any of the card advice above.