The Ouwigahara climb in Slayers 2 strips your character down and asks you to rebuild from scratch every run. Two queues sit side by side. Ouwigahara Normal is the points climb that feeds the Ranked leaderboard, and Ouwigahara Roguelike hands you basic gear and builds your power from random cards while paying out Ouwigahara Tokens at floor milestones. Both reward the same habit: reaching higher floors with a moveset that can actually clear them.
Quick answer: Queue Ouwigahara Roguelike from the Hub, build a moveset from random cards that covers range, area damage, and crowd control, then clear floor milestones to earn Ouwigahara Tokens, up to 82 for a full summit climb.
How to start an Ouwigahara run
Open the Main Menu, enter the Hub, and pick Ouwigahara Roguelike from the queue list. The mode is open to everyone now, so the Roguelike tile is the whole route in, with Ranked and Normal options available. The queue list also holds 1v1, 2v2, 3v3, Zenith, and Ouwigahara Normal.
Ouwigahara Normal does not appear in the Hub until you have physically touched its portal once. That trip runs through the mist below Mist Village.
Unlock the Normal dungeon portal in Mist Village
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Add to Google Preferences →Starting gear and how a run works
As a Hybrid, you have a separate health bar. Fist, Sword, and Level Mastery all start at 150, while skills, stats, skill trees, and equipment remain unavailable. Your loadout is limited to Fists, one Basic Katana, and a small supply of Potions.
Every few floors, you get a choice among randomly drawn cards. Options include individual breathing techniques and demon arts, weapons that carry your selected skills, clan effects, and stat increases. Hybrids can equip three Demon Skills and three Slayer Skills at once, combining moves that a regular character cannot use together. Since the cards are random, avoid planning around a single build. Check what your setup lacks and choose an option to cover that need.
Normal mode allows Forbidden Art, Twin Souls, and Twin Weapons. Ranked disables all three and uses seasonal rewards.
Best cards to pick first
Lucky Draw is the best card available overall. This Legendary boosts all subsequent draws, making it an early priority over every other option, even a major damage roll. Make Vampiric your next pick: restoring health on kills greatly reduces how often you need Potions during lengthy waves.
After those two, build a moveset that handles groups instead of single targets. A powerful skill is only useful if you have something to do while it cools down, so favor a rotation over one big button. Try to grab the Cartographer card early as well, since it lets you choose the map, and some maps have elevation points where you can safely cheese waves with a single strong area attack.
- Reliable area damage for floors packed with enemies.
- Crowd control to keep enemies from closing in around you.
- A ranged attack or another option for dealing damage safely.
- A skill rotation with a move still ready after your hardest-hitting ability.
- Movement or survivability if your damage is already sufficient for the run.
- Choose stat cards if none of the offered skills would strengthen your current setup.
Modifier cards and point multipliers
Modifier cards alter the dungeon for the rest of your run and grant a point multiplier, so an early selection has more value than a late one. Look for the boss-spawning modifier: it nearly doubles your point gain for the climb that remains. Trophy cards give a set number of points; leave them on the opening floors, then take them without hesitation after your multipliers are in place.
| Card | Effect | Points |
|---|---|---|
| Lucky Draw | Legendary, improves later draws | — |
| Vampiric | Heals you on every kill | — |
| Gold Rush | Point modifier | x2 |
| Cursed Coin | Point modifier | x2 |
| Blood Moon | Enemies hit harder, half health | x1.5 |
| No Guard | Harsh defensive modifier | x1.3 |
| Double Time | Speed modifier | x1.3 |
| Boss Hunt | Boss spawns per floor | x1.25 |
| Thin Air | Floor modifier | x1.25 |
| Fair Fight | Changes enemy spawns | x1.2 |
| Fog of War | Reduces visibility | x1.2 |
| Thick Skin | Tougher enemies | x1.2 |
| Ascension | One extra elite per floor | +1.2 |
| Elite Guard | Adds elite enemies | x1.15 |
| Berserkers | Aggressive enemy modifier | x1.15 |
| Streak | +5% per clean floor | Scaling |
For a dependable repeat choice, take Fair Fight. Blood Moon becomes a strong option when your damage can finish half-health mobs before they close in. Streak builds value in the background, so begin keeping it active on the opening floors with clean clears.
Stat priority for climbing
With your run-long modifiers chosen, set your stats in a clear order. Enemy damage rises faster than enemy health, making a defensive spread preferable to a glass cannon once you are several floors in.
- Damage — flat or percentage, faster kills fix most problems.
- HP — becomes the key stat once you reach double-digit floors.
- Cooldown Reduction — prioritize this when breathing skills drive your clears.
- Block Points — improves your ability to survive, but comes after damage and health.
- Stamina Regen — choose it only if the other options are poor.
Attack Speed may look appealing, but a damage multiplier performs better, so choose the multiplier when both appear. Damage Reduction is a strong early choice; combined reduction and clan armor buffs help you survive beyond floor 10.
Modifier cards to avoid or delay
A clean climb to floor 20 can outscore a floor 12 run, even if the latter has piled up substantial modifiers. Judge cards that lower your survivability by the floor you are on, rather than looking at the multiplier alone.
- Grounded disables both dashing and double jumping. It hurts in the early game but becomes manageable when your damage is massive.
- Half-health modifiers may seem safe on floor 3, but can bring a run to an end near floor 14.
- Iron Discipline ranks among the tougher choices; in most cases, pass on it.
- Enemy health increases, including +50% HP, are manageable early but costly in later floors.
Combat and boss waves
Never fight enemies one at a time. Pull the roaming mobs into a single cluster, circle the outside of the group so they cannot surround you, then open with a wide area attack. Sickle whirlwinds and the broader breathing techniques are built for exactly this, and chaining multi-target combos keeps your Streak alive for the bonus points. After a skill knocks enemies back, reposition before firing the next one, and do not dash into the middle of a pack while your useful skills are on cooldown.
On floor 10, expect either the Yeti Demon or a Hand Demon; additional bosses tend to show up near floors 12 and 15. Spin-and-slash combos are effective, but watch for the laser beam, which can break your guard outright. Move away while it winds up instead of trying to absorb the hit.
As you advance, the arenas change from snowy settings to desert maps, and Lava Dungeon is also in the rotation. Look over a layout you have not seen before, especially before using movement skills near hazards or edges. Horses are prohibited throughout Ouwigahara, leaving you to get around on your own. About 9,000 points by floor 16 in roughly ten minutes is a clean-run benchmark; a solo climb with a full stack can approach 400,000 points.
Gear and breathing to bring for Normal climbs
You do not need top-tier gear, but you do need to stay alive. Prioritize HP and damage reduction on your armor over raw DPS. A workable loadout is:
- Demons: Choose Blood or Akaza, and use Sickles to clear crowds over a wide area.
- Slayers: Snake, Insect, Sound, or Thunder Breathing.
- Armor: Bulwark set, Black Dragon Armour, Scarred Warding Mask, Kintsugi Haori, Bamboo Muzzle.
- Clans: Kamado for demons, Rengoku for slayers.
- Consumable: HP potions; Alchemist Meku in the dungeon lobby can restock them.
Your Mastery level affects clear speed much more than your chosen style. Since skills become available at set thresholds, a style below the required level leaves you using basic combos against enemies that keep scaling. Flame Undulation unlocks at Mastery 27, while Flame Tiger becomes available at Mastery 40. Snake is among the recommended styles, rated around 8.5 out of 10 compared with Flame’s 7.5.
On starter equipment, farm the bandit boss Zuko first. His Cutlass has a 20% drop chance and carries the Quick Draw skill, one of the few early weapons with a real moveset attached.
Roguelike titles
The game has 19 Roguelike titles. Wearing one into a run grants a perk, which may be a starting card, an extra heart, or a free reroll. Unwritten prevents your first fall each run from costing you and respawns you at the spawn pad, offering protection from a misstep while traversing a floor. A title cannot replace a well-built setup, but it gives you a chance to recover, so check yours before queueing. Tower run titles now require a run to reach Floor 10 before they count, so making progress is necessary to earn them.
Ouwigahara Token milestones
Roguelike pays Ouwigahara Tokens at floor milestones, and the later floors carry much larger payouts. A full summit climb now totals 82 Tokens.
| Milestone | Tokens |
|---|---|
| Floor 10 | 1 |
| Floor 20 | 1 |
| Floor 30 | 4 |
| Floor 40 | 4 |
| Floor 50 | 6 |
| Floor 60 | 8 |
| Floor 70 | 10 |
| Floor 80 | 12 |
| Floor 90 | 16 |
| Summit | 20 |
Most of the currency comes from the deeper floors, making consistent progress directly valuable. Repeated trips to floor 70 outperform a single arrival at floor 50. A follow-up adjustment also reduced NPC scaling beyond floor 65, making those later milestones easier to reach. A comfortable, repeatable clear is more valuable than an occasional deep run followed by frequent early deaths.
Spending Ouwigahara Tokens
Tokens persist on your account between runs, so there is no rush to spend them the moment a climb ends. After a defeat you return to the reward area with two ways to cash them in.
The Gear Shop sells limited outfits and accessories for Tokens, with rotating stock and high prices. Items that have appeared include the Cross Visor Mask, Lone Horn Helm, and Faceless Helm at 120 each, the Blossom Crest Haori at 200, and the Desert Prowler Outfit at 320. These cosmetics do not have stats listed yet, so buy one for the look rather than expecting a damage or defense boost.
For progression, visit Changer Zeni in the Wen Area to open the Token Trades. You can exchange 1 Token for 7,500 Wen, convert tokens at 5,000 Mastery each, or spend 20 Tokens on a Firstlight or Nightfall material. Take the Wen exchange when currency is the only thing blocking a craft, the Mastery conversion to close breathing gaps fast, and the material trade when you need a specific Series part. Even if the cosmetic stock holds nothing you want, every solid climb still funds an upgrade for your main character.
Crafting V2 weapons with dungeon points
Points from Ouwigahara Normal are forfeited when you leave a match, so spend them first. Blacksmith Togane’s Nichirin Forge lists recipes for V2 Damascus weapons and the Butterfly Katana, bought with points and Mythic Refinement Ore. Tier 2 gear, including the Damascus Sickles, also calls for materials in bulk: 500 Metal Scraps and 500 Silk Thread, plus 10 Mythic Refinement Ore.
The Exp Area shop lets you spend Tower Crystal points on mastery boosts for weapon types like Claws, Scythe, Reaper, and Gauntlet. These are the quickest way to meet the mastery requirements that unlock breathing skills. For general rewards, use the Ouwigahara Chest.
Confirming your run counted
Two checks tell you everything worked. Ouwigahara Normal should appear in the Hub queue after you touch the portal, and if it does not, the portal was never entered. Your Normal score then posts to the Ranked Normal leaderboard in the lobby once the run ends, either by death or by using the respawn prompt to return to the Hub. If the number is lower than expected, it is almost always a multiplier problem rather than a floor problem, since floor 20 with no permanent multipliers scores worse than floor 14 with Lucky Draw, a boss modifier, and Streak running from the start.
For Roguelike, your Ouwigahara Tokens show up as an account-wide item in your inventory and carry over between runs, so you can confirm a milestone paid out simply by checking your Token balance after the climb.






