Current ranking
Thunder is the best overall breathing style in Slayers 2. Its quick activation gives it dependable PvP openings without costing it much in PvE. Sound, Serpent, and Insect sit just behind it. Each can maintain pressure, though they demand better positioning or matchup knowledge. Flame and Stone are effective specialists. Wind and Water still work, but their slower or less convenient actions require extra effort.
| Tier | Styles | Why they sit here |
|---|---|---|
| S | Thunder | Fast activation, difficult reactions, strong across PvE and PvP |
| A | Sound, Serpent, Insect | Excellent combo potential, mobility, holds, or fast barrages |
| B | Flame, Stone | Strong specialist tools with clear speed or start-up limitations |
| C | Wind, Water | Playable kits whose slower actions and displacement require practice |
Ranking snapshot: September 20, 2026. Use this tier list to choose what to test, not as a permanent damage chart. Check the current skill tree after balance updates.
Why Thunder is S tier
Thunder handles one of the hardest parts of combat: landing the first useful hit. Thunderclap and Flash can change travel distance, Lightning Fold closes on a target, Rice Spirit covers nearby enemies, and Godspeed also serves as movement. These quick attacks are tough to react to in PvP and fit neatly into short boss recovery windows.
That speed does not make reckless play safe. Missing an entry can still leave you exposed. Wait for a commitment, enter, confirm the hit, link one move, then get out. Thunder leads because this compact sequence works in more situations than a slow rotation that needs a stationary enemy.
A tier styles with a clear identity
Sound
Sound offers combo extensions, the counter-style Roar, ranged Exploding Beads, and multi-hit pressure. It is particularly helpful in group PvE because some attacks hold an enemy while teammates deal damage. The long route through cold Iceveil makes its unlock rougher for a fresh character.
Serpent
Serpent mixes mobility, knock-ups, barrages, and the block-breaking Coil Choke. Its movement supports PvP, while its repeated hits handle farming. The nearby trainer also makes Serpent easier to obtain than many styles.
Insect
Insect uses fast, chainable attacks at close range. It suits players who confirm hits and reposition quickly. Throwing the full sequence into a block wastes that strength, so learn to stop as soon as the first attack fails.
B tier specialists
Flame supplies range, broad coverage, and burn pressure. With mastered rotations and the Rengoku theme, it performs well in PvE. Its visible start-up is the drawback. An experienced opponent can see a large commitment and move away before it lands.
Stone fills a different role. Hyper armor, a counter stance, a grab, and heavy chained weapon attacks make it dangerous in close PvP exchanges. Its farming is less smooth, and the build also depends on obtaining the Axe and Mace. Take Stone for deliberate brawling, not for the fastest leveling route.
C tier is still playable
Wind has useful variants. Rising Dust Storm changes with distance, while Whirlwind Cutter changes between a tap and a hold. Those choices create outplay opportunities, but cyclones can start slowly or push PvE targets away from your follow-up. Learning the distance thresholds can make Wind perform above its rank.
Water is a disciplined sword kit, but lower output and slower start-ups hurt it in direct comparisons. Poorly confirmed actions give opponents time to walk or dash away. It remains a sound choice for its theme or for practicing fundamentals. Keep strings short and save movement for your reset.
Rankings by activity
| Activity | Best picks | What matters most |
|---|---|---|
| General PvE | Thunder, Flame, Insect | Repeatable damage and low downtime |
| Boss farming | Thunder, Sound | Short punish conversion and sustained control |
| Solo questing | Thunder, Serpent | Mobility, safety, accessible routing |
| Team PvE | Sound, Flame | Holds, area coverage, shared damage windows |
| PvP | Thunder, Serpent, Stone | Fast entries, mix-ups, counters, armor |
| Technical play | Wind, Water | Spacing, variants, careful confirms |
Unlock difficulty changes the answer on a new account. Wind requires a large horn farm, Sound crosses a damaging cold zone, Water needs both Wen and horns, and Stone requires a weapon drop. Serpent can be the smarter first pick because its trainer is close, even if Thunder ranks higher once both builds are complete.
How to test a style yourself
Run the same four tests with each style:
- Clear a normal enemy group and watch how much downtime you have.
- Fight a boss and count the safe punish windows you can use.
- Duel someone who blocks and see whether they can read your opener.
- Miss a major skill on purpose and check whether you can escape its recovery.
A training dummy does not cover enough. Enemy groups need to be gathered, bosses move between phases, and players adjust to repeated timing. Your best pick is the highest-ranked style that remains controllable after the opening plan goes wrong.
What a balance patch can change
Start-up frames, stun duration, guard behavior, and recovery affect a style more than a small damage adjustment. If Thunder becomes easier to react to, or Wind’s cyclones stop scattering enemies, their places can move quickly. Test those behaviors after an update before spending on a reroll.
Accessibility for a fresh character
Raw power is only half the decision. A style that takes another hour to obtain cannot help during that hour of early progression. Route length, material cost, movement requirements, and weapon drops all change the order for a new character.
| Accessibility | Styles | Main reason |
|---|---|---|
| Easy | Serpent, Flame | Nearby or readable routes with modest live material checks |
| Moderate | Thunder, Insect | Manageable materials, but climbing or hidden positioning matters |
| Hard | Sound, Water | Hazardous or concealed routes plus extra preparation |
| Expensive | Wind | Large reported Demon Horn requirement |
| Drop-gated | Stone | Axe and Mace must be obtained as part of the build |
Serpent stands out early because Obari is near spawn and the style stays useful later. Flame has a manageable horn cost, although its rooftop route and training travel take longer. Thunder’s ten-horn cost is reasonable, but reaching the summit calls for Wall Climb and careful stamina use.
Sound has a modest material check, yet Iceveil’s cold damage makes the trip hostile to a new account. Water combines 5,000 Wen and 30 horns with a hidden underwater entrance. Wind’s fifty-horn requirement is a long direct farm. Stone can be quick or frustrating depending on the Axe and Mace drop.
Team value changes the order
Solo play rewards self-contained damage and safety. A coordinated group gets more from holds, area coverage, and control used in sequence. Sound moves up in team PvE because it can keep a target in place for allied M1 strings. Flame adds area damage and burn while someone else controls the boss. Thunder converts short openings well, but several Thunder users can waste damage by firing movement skills together.
Before a difficult boss, split the jobs:
- One player opens and controls the target.
- Damage players add M1s and one confirmed technique.
- The next control move waits until the first hold ends.
- Everyone backs off before the boss’s armor or area attack returns.
Stone also gains value in a team when it holds the front and punishes contact while faster styles attack from another angle. Wind needs care because displacement can push the boss outside allied hitboxes. Water works best with short confirms instead of competing for the longest animation.
Pick for the way you learn
Choose Thunder if you spot brief openings and enjoy quick decisions. Pick Sound or Serpent for branching combos, or Stone for reads, counters, and committed trades. Wind rewards the time spent learning input variants and distance thresholds. Flame is built around deliberate area pressure, Insect around tempo, and Water around sword fundamentals.
That fit matters more than one letter grade. A Wind player who selects the correct variant consistently will beat a Thunder owner who misses every entry. Let the ranking narrow your choices, then use the four tests to find the kit you can control.
FAQ
What is the best breathing style in Slayers 2?
Thunder is the strongest overall current pick because its fast entries work in both PvE and PvP.
What is the best Slayers 2 breathing style for PvE?
Thunder is the safest all-round answer, while Flame and Insect are strong alternatives for area damage or fast chains.
Which breathing style is best for PvP?
Thunder leads, with Serpent’s mobility and Stone’s armored pressure offering strong specialized choices.
Is Water Breathing bad?
No. It is usable, but its current start-up and output demand cleaner confirms than the higher-ranked styles.
Should I reroll immediately after a balance patch?
No. Test start-up, recovery, stun, and guard interactions first; those changes matter more than an isolated damage number.