Aori Clan B

Uncommon rarity · 23% roll chance per spin · no active skills · 1 passive

One of the five named Uncommon families.

Is the Aori clan good in Slayers 2?

Situationally. Early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up. It sits at Tier B on the cross-source clan tier list, in the Uncommon bracket (23% per spin — a coin-flip chance of any Uncommon clan takes 3 spins).

Aori clan skills

No active skills — this clan is passive-only. Uncommon clans never have active skills; their value is entirely in the stat line and Family Bond.

Aori clan passives

Aori clan stats

Community-reported: +39 Max Health (22nd of 24), 3% Movement Speed Factor (10th of 10 — the slowest) and 5% Additional Damage Factor (tied 18th).

Best for

Early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up.

Keep Aori or reroll?

Aori earns its keep in the right hands — Early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up. Treat it as a holding roll — keep it while you bank spins, and upgrade the moment your build settles. The reroll guide has the full stopping rules.

How to roll the Aori clan

Aori sits in the Uncommon bracket: 23% of every spin — roughly 4 spins per Uncommon on average, coin-flip at 3. Codes are the fastest spin source, with levelling milestones and quest rewards behind them. Rolls this common need no planning — the question is only when to stop settling. V0.18's reroll change — skill-tree progress surviving — makes the eventual upgrade painless.

Other Uncommon clans

Building around Aori

Aori is a starter clan: its stats carry the early grind while you bank spins. Family Bond only activates beside another named Uncommon, so treat it as a bonus, not a plan.

What Aori plays like in real fights

Tier letters describe value; fights describe feel. With Aori equipped, nothing appears in your rotation at all: the clan works through stats that are always on, and you feel it in how often you survive exchanges rather than in any input. Underneath, a single passive quietly shape every trade.Net effect: early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up. A practical self-test — run a few fights, then imagine the clan unequipped; whichever moments you miss its inputs or stats are exactly where Aori pays its rent.

Aori against the meta

In the V0.2-era meta, Aori lands mid-table because its value is genuine but situational — the situation does not arrive in every lobby. Poison teams (Kocho, Iguro, Insect builds) farm this kit unless a status-immunity passive is on the card. Counter-heavy duelists (Soyama, Shockwave users) feast on predictable openers — with no active kit, spacing is the only defense. And zone-control demons (Shabana) dictate terms to passive-only kits — positioning is the whole counterplay.

Aori vs every other Uncommon clan

ClanTierKit shapeBest for
Aori (this page)B1 passive, no skillsEarly-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up.
KanekiB1 passive, no skillsThe best general-purpose Uncommon: Health, movement and damage that suit any early build. Keep it until you can roll for something build-matched.
YamagiriB1 passive, no skillsStamina-hungry builds while levelling; the only Uncommon that trades damage for stamina. Pairs well with fist builds or long dungeon runs.
KurotsumeB1 passive, no skillsEarly offence and movement; the same bonuses as Kaneki with slightly less Health — strictly worse unless you value the speed for questing.
AoshimaB1 passive, no skillsA plain early-game damage roll with no build requirement — a placeholder until spins come.

Reading the table: kit shape predicts playstyle before stats do — active-skill clans spike when pressed, passive-only clans pay out every second. Between two passive-only clans serving the same build, the stat line above is the whole decision — there is no activation skill to tilt the comparison.

Aori clan FAQ

What rarity is the Aori clan?

Aori belongs to the Uncommon bracket: 23% per spin, alongside 4 other named clans (Commons sit outside the named count).

What tier is Aori and is it worth keeping?

Cross-source median says Tier B. Verdict: keep conditionally — it pays while your build matches, then upgrades: Early-game use; the smallest movement bonus of the Uncommons. Reroll as soon as anything better shows up.

How many spins to get the Aori clan?

A 50% chance of any Uncommon clan takes only 3 spins at 23% per spin — this bracket finds you before you find it.

Which breathing style pairs with Aori?

Aori carries no style-specific bonus, which cuts both ways: nothing is wasted, but nothing is amplified. Pair it with whatever tops the breathing tier list — or run it on the demon path, where style bonuses are irrelevant anyway.

Does Aori work for demons?

Yes — passives carry over untouched. Only style-specific bonuses lose their meaning, since demons roll blood demon arts instead of learning breathing.

How Aori compares in its bracket

Inside the Uncommon bracket, the five families are near-identical stat sticks; Kaneki leads on balance, Yamagiri takes stamina builds, and the rest are placeholders while you bank spins. Aori's identity here is its passive stack. The style-specific damage factors multiply every hit of your main kit, which is why a matching roll outranks generic power from any rarity. Side-by-side numbers are on the full clan table; ranking reasoning is on the tier list page.

Values on this page are community-reported (Pro Game Guides clan database, cross-checked against published tier lists, September–October 2026) and may change with updates.