Clans in Slayers 2 are not picked from a menu. You roll for them, and every roll wipes the last one. That single rule is responsible for most of the horror stories in the game’s Discord, because a Mythic clan sitting on your screen is not a Mythic clan you own.
Quick answer: Each spin fully rerolls your clan, and nothing is protected until you store it in a save slot. Confirm the save prompt on any Legendary or better before you spend another spin.
Where clan spins are and what one spin does
Clan rolling happens before you ever load into the open world. From the main menu, open character customization, and the clan panel shows your current spin count next to a Roll 1 Spin button. Your active clan sits on the same screen, so you can see exactly what a roll is about to overwrite.

There is no cooldown between rolls. You can click through dozens of spins in under a minute, which is how players burn 200-plus spins in a single sitting without noticing. Each click is a complete reroll, not an additive draw, so whatever you were holding is gone the moment the next clan lands.
Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Slayers 2 clan rarity order and which clans sit in each tier
The ladder runs Common, Uncommon, Rare, Legendary, Mythic, and then Supreme at the top. Mythic gets treated as the jackpot in most chat conversations, but it is the second tier, not the ceiling.
| Rarity | Clans |
|---|---|
| Supreme | Kamado, Rengoku, Uzui, Soyama |
| Mythic | Himejima, Iguro, Shinazugawa, Agatsuma, Douma, Tamayo |
| Legendary | Shabana, Tomioka, Kocho, Ubuyashiki |
| Rare and below | Common filler pulls, rerolled on sight |
The top three tiers are small pools, which is why the same names keep resurfacing during long sessions. Tomioka, Kocho, Shabana, and Ubuyashiki turn up repeatedly once you are rolling in volume.
Save prompt vs replace warning: the difference that costs people clans
Two confirmation popups appear during rolling and they do opposite things. Reading them quickly, at speed, with the Roll button under your cursor, is exactly how a Mythic disappears.
- Save prompt: stores the rolled clan in one of your slots. Once confirmed, later spins cannot touch it.
- Replace warning: If your current clan is Legendary or above, pressing Roll again triggers this warning; accepting it permanently overwrites that clan.
- Dismissing or clicking through the replace warning counts as approval. The spin goes ahead.

A documented 250-spin session shows both outcomes side by side. Shinazugawa landed as a Mythic with 111 spins left and was saved into Slot 1, where it survived every later roll. Shabana and Ubayashiki, both Legendary, were lost because the warning was clicked through. Douma was saved; Tamayo was skipped on purpose.
Save first, evaluate second. A clan locked into a slot can still be ignored later, but a clan you rolled past is gone for good.
You know the save worked when the clan stays listed in its slot after the next spin resolves and the new roll appears as your active clan instead of replacing the stored one.
What 1,000 spins returned
One player pushed the system to its logical extreme, spending 2,000 Robux (roughly $20) on 1,000 clan spins spread across four batches of roughly 250 each, rolling on separate avatar slots. The totals give a rough sense of how thin the top of the ladder is.
| Rarity | Pulls in 1,000 spins | Observed rate |
|---|---|---|
| Legendary | 42 | 4.2% |
| Mythic | 8 | 0.8% |
| Supreme | 0 | 0% |
Zero Supreme clans across a thousand rolls is the number worth sitting with. Kamado, Rengoku, Uzui, and Soyama never appeared once. The Mythics that did land clustered unevenly rather than arriving on any kind of schedule, with Shinazugawa, Tamayo, and Douma showing up at scattered points in the counts. The smaller 250-spin session landed three Mythics, which looks generous next to the eight-in-a-thousand pace and is a decent illustration of how noisy this system is at small sample sizes.
Buying Himejima for 667 spins instead of rolling
Not every clan has to come from the gamble. Himejima, a Mythic, can be purchased outright for 667 spins. That is a brutal price, but it is a guaranteed one, and it reframes what a large spin balance is actually worth.
Put it against the 1,000-spin run: that session produced eight Mythics total, none of them guaranteed, and no control over which ones. If Himejima is the clan you want, 667 spins buys it with certainty while 667 random rolls buy you nothing in particular.
How to get more clan spins with codes
Spins accumulate through normal progression, and codes top them up in chunks. Code rewards rotate quickly, and expired codes simply fail to redeem rather than returning a useful error.
| Code | Reward |
|---|---|
| Release26 | 30 Spins, 100 Wen, 1 Refinement Ore |
| SkillTreeReset | 1x Skill Points Reset |
Earlier spin codes such as EVILARTSPINS, which paid out 54 spins, and SORRYFORSHUTDOWN, worth 39, have already stopped working. Treat any spin code as a short window.
When to stop rolling
Because clans are decided on the customization screen, before the starter village and every quest that follows, this is the cheapest moment to be deliberate. Once you are into the grind toward equipment, breathing style training, and Final Selection, changing your mind means going back and spending spins you no longer have.
The workable approach is simple: lock every Legendary and Mythic into a slot the moment it appears, then decide afterwards whether the remaining balance is better spent chasing another roll or banked toward a guaranteed purchase. The thousand-spin experiment makes the case plainly enough. Luck is not a plan, and the save prompt is the only part of this system you actually control.






