Clan is the permanent last name on your Ryujin fighter. It locks in passives, exclusive modes or skills, and long-term grind speed. You reroll it with Clan Rerolls from the Shop for about 25 Ryujin Coins, not by wiping a finished build.
Stop spinning on Hanma, Tokita, or Mikazuchi. Those three Mythics sit at the top for overall combat and progression. Strong backups are Kure (into Wu), Park (into Yamazaki), Seong, Jang, and Sta. Keep Choi only if you live in a gang. Cash clans such as Akezawa, Soo, and Yamashita are early tools, not late PvP peaks.
This ranking is for Gen 2 Ryujin combat and long-term progression (mid-August 2026). It is not official Martial Ascension balance. Gang money buffs and job cash get callouts, not a second secret S board.

Best Ryujin clans ranked from S to D
Scope is one list: overall combat + long-term progression for a serious open-world fighter who still wants PvP tools.
Modes and exclusive skills weigh heaviest. Permanent damage or sustain scalings come next, then stat-gain multipliers, then rarity cost. Early cash and gang buffs are marked with † so you do not treat them like solo duel kings.
Mythic chance is 1% with a 175-spin pity if you still have none. Legendary is 5%, Rare 14%, Uncommon 20%, Common 60%. Evolved names (Wu, Yamazaki, Wakatsuki, Makunouchi, Hanafusa) are quest upgrades from a base clan, not separate rolls.
Some Gen 2-only names (Hatsumi, Kaioh, Lihito, Dudley, Sawada, Shinohara, Watanabe, Logan) have thin multi-site letter coverage. Their places come from utility-inferred reads of live Trello passives. Treat them as practical mid-board holds, not frozen law.
| Tier | Clans | Keep / reroll snapshot |
|---|---|---|
| S | Hanma, Tokita, Mikazuchi | Stop spinning. Best modes and mythic packages. |
| A | Kure (+Wu), Park (+Yamazaki), Seong, Jang, Sta, Choi† | Excellent keep. Evolve Kure and Park when you can. Choi† for gangs only. |
| B | Haruo, Wongsawat, Hatsumi, Hammer, Biscuit, Morow, Sano†, Kaioh, Sawada, Takeru, Hanayama, Lihito, Dudley | Solid midgame kits and niches. Sano† is gang money. |
| C | Zenin, Akezawa†, Doyle (+Hanafusa), Alai (+Makunouchi), Reinhold (+Wakatsuki), Shinohara, Watanabe, Che, Soo†, Logan, Hanada, Gizenga, Toba, Yamashita† | Playable. Cash† and evolve paths help early or long term. |
| D | Tatsumi, Akatsuka, Sekibayashi, Atsushi, Kouhei | Weak combat impact. Reroll when coins allow. |
S Tier
| Clan | Rarity | Best for | Kit highlights | Weaknesses |
|---|---|---|---|---|
| Hanma | Mythic | Best overall combat | +20% muscle gain, +20% muscle scaling (if not lean), +10% durability scaling, +20% stat gain; grab softens enemy damage; Demon Back, Total Violence, Dress | 1% roll; needs muscle path, not lean cheese |
| Tokita | Mythic | Best mythic grind + mode ceiling | Locked In stats move 2× as fast, +20% stat gain, strength/agility lines, mode bar +12.5%; Advance, Niko Style | Advance grind is steep; Niko needs skill |
| Mikazuchi | Mythic | Speed, dash economy, PvP tempo | Dash CD −0.4s and −25% stamina, +20% agility scaling, +10% run speed, better evasive teleport; Raishin, Lightning God | Mode is strong but not the purest raw toolkit |



Hanma is the stop button for most players. Muscle gain keeps fatigue honest. Scaling lines hit hard when you stay bulked. Demon Back is the big fight swing, with long disable potential when you invest in the kit. Total Violence piles on damage, bleed, and pressure that other surnames do not open with.
Tokita is the progression Mythic. Locked In farming at double speed, plus the usual 20% mythic stat gain, means your hours buy more stats than almost any other roll. Advance is elite once unlocked. Budget the grind and learn Niko before you treat every lobby like a free win.
Mikazuchi wins on tempo. Faster, cheaper dashes, Raishin speed and DOTs, and Lightning God make strength training and PvP both feel snappier. If you like hit-and-move more than pure muscle stacks, this is your S pick.
A Tier
| Clan | Rarity | Best for | Kit highlights | Weaknesses |
|---|---|---|---|---|
| Kure (+Wu) | Mythic → Evolved | All-rounder sustain + mode | Hunger on hit, meat hunger bonus, +20% stat gain, strength/durability scaling; Removal, Kure’s Traditions; Wu upgrades hunger on hit and adds Guihun | Slightly behind S mythics in pure PvP package |
| Park (+Yamazaki) | Mythic → Evolved | Copy play + defense path | Copy up to 2 skills, CDR, battle sense and mode bar help, +20% stat gain; Ultra Instinct; Yamazaki adds damage reduction stacking and Congenital Ultra Instinct | Needs game knowledge to use copies well |
| Seong | Legendary | Copy + Infinity Tech | Auto copy (eyesight cost), evasive and Fighting Reflexes help, +10% stat gain; Infinity Tech caps blindness past 50% once learned | Blindness tax until the mode; not a mythic roll |
| Jang | Legendary | Comeback fights + bleed mode | At 10% HP heal to 30% and roar stun (5m CD); Animal Instinct; +10% stat and stamina scaling | Proc depends on dipping low; not free S power |
| Sta | Legendary | Best legendary grind engine | +15% stat gain, +20% subskill power/duration, +5% strike speed, +25% Fighting Reflexes charge, +10% run speed; Darkness Blow | Skill is fine; the clan is mainly the grind kit |
| Choi† | Legendary | Gang districts and team buffs | 2× district capture; at SSS+ Potential, up to 3 stacks of gang money/damage/speed near you; +15% stat gain; faster kicks | −15% fist damage; weak solo priority |







Kure and Park used to own classic S boards. Gen 2 mythics sit above them for pure keep priority, but both remain excellent holds with real evolve ceilings.
Kure feeds you mid-fight and opens Removal. Wu turns that path into Guihun with stronger muscle and hunger tools. Park is the copy lab with Ultra Instinct. Yamazaki layers damage reduction, tougher bones, and Congenital Ultra Instinct for a tankier end state.
Seong still earns A even when some newer lists skip it. Infinity Tech plus a free copy lane is a full playstyle, not a side hobby.
Jang is the clutch legendary: a roar heal-stun at critical HP, plus a buffed Animal Instinct bleed package. It is not unconditional S, because you must dance near death to proc the passive.
Sta is the legendary you keep when the goal is stats and job speed, not a flashy mode.
Choi† is a gang appliance: double capture, stacked district money, and nearby damage/speed for the crew. The kick focus admits the missing arm. Solo players should not force Choi over a real combat mythic.
B Tier
| Clan | Rarity | Best for | Kit highlights | Weaknesses |
|---|---|---|---|---|
| Haruo | Legendary | Fat tank + slam | +100 max fat, +25% fat gain, +10% stat gain; Body Slam | Fat path is niche if you chase lean builds |
| Wongsawat | Legendary | Boxing / Muay Thai hybrid | +7.5% Boxing and Muay Thai damage; share skills across those styles; Flicker Jabs / God Glow | Needs those styles to shine |
| Hatsumi | Legendary | Counter + Aikido path | Counters +12.5% damage and 10% reflect; Aikido heavy becomes Triple Strikes; Battle Sense gain +30%; Stardrop | Utility-inferred letter; counter timing matters |
| Hammer | Rare | Fatigue farm + early skill | Fatigue gain −50%; Bite (bleed tool) | No mythic mode package |
| Biscuit | Rare | Muscle gain and damage | +15% muscle gain, +10% muscle scaling damage | Passive only; no exclusive skill art path |
| Morow | Rare | Defense tools + pull | Evasive +20% charge, perfect block window +0.1s; Bungee Gum | Lower ceiling than exclusive modes |
| Sano† | Rare | Gang money + kicks | +15% gang district money server-wide; kicks +10%; Nuclear Kick | Skip for pure solo |
| Kaioh | Rare | Kung Fu tempo | Kung Fu +7.5% damage, dash CD −10%, post-counter skill amp; Whirlwind | Utility-inferred; style locked value |
| Sawada | Rare | Kick range and pressure | Kicks +10% range, −10% endlag, +10% damage; 2G | Utility-inferred mid rare |
| Takeru | Rare | Sumo specialists | Sumo +10% damage, longer stun, fat gain help; −5% muscle scaling | Anti-synergy with muscle lean plans |
| Hanayama | Uncommon | Near-death clutch | Stay at 1% HP instead of KO (2m CD); durability lines | Cooldown gated; no mode |
| Lihito | Rare | Razor’s Showman | Stance +10% damage; full M1 combo applies 5s bleed (20s CD) | Utility-inferred; stance commitment |
| Dudley | Rare | Adam Dudley MMA | Stance +10% damage, +5% muscle scaling, stronger knockbacks | Utility-inferred; stance commitment |










B-tier is where you stop panicking and start playing. Legendaries here give real exclusive skills without the mythic tax.
Haruo and Wongsawat reward fat and striking hybrid plans. Hatsumi is a counter-forward legendary if you already love Aikido timing.
Rares carry early and mid life. Hammer and Biscuit stretch how long you can train before fatigue or thin muscle end the session. Morow is the defensive rare with Bungee Gum.
Sano† is the rare every gang still wants for district money. Solo queues should look elsewhere. Style specialists (Takeru, Kaioh, Sawada, Lihito, Dudley) only climb if you actually run their stance or kick plan. Hanayama is the uncommon clutch that refuses a clean KO once every two minutes.
C Tier
| Clan | Rarity | Best for | Kit highlights | Weaknesses |
|---|---|---|---|---|
| Zenin | Uncommon | Early stat gain | +5% stat gain | Thin late combat identity |
| Akezawa† | Uncommon | Job cash | Jobs +15% money | Not a fight package |
| Soo† | Uncommon | All-source cash | Money from all sources +6% | Small combat impact |
| Yamashita† | Common | Early jobs | Jobs +7% money | Weaker cash than Akezawa |
| Doyle (+Hanafusa) | Uncommon → Evolved | Street / basic combat path | Basic Combat and Street Fighting +7.5%; Hanafusa adds stronger heals, Hosted Virus, Terminal Stab tools | Base is mild until evolve |
| Alai (+Makunouchi) | Uncommon → Evolved | Boxing path | Boxing +9%; Makunouchi raises Boxing further, triple jabs, Dempsey Roll | Needs the evolve quest for real teeth |
| Reinhold (+Wakatsuki) | Uncommon → Evolved | Muscle bulk path | Slight height, +5% durability scaling, +5% muscle gain; Wakatsuki bulk lean caps and Blast Core | Base is small; evolve is the prize |
| Shinohara | Uncommon | Grab pressure | Grabs +10% damage; grabs stop stamina regen 5s | Utility-inferred niche |
| Watanabe | Uncommon | Bleed setups | Bleed duration +15%, bleed slows move/dash 15%; cut chance help | Utility-inferred; needs bleed kits |
| Che | Uncommon | Counter damage | Counter damage +10% | Single-line passive |
| Logan | Uncommon | Fat gain | Fat gain +10% | Utility-inferred filler |
| Hanada | Common | Dash spam jobs | Dash cooldown −10% | Tiny fight value |
| Gizenga | Common | Blind spam | Blinding skills +50% blinding | Niche only |
| Toba | Common | Light-attack disruption | 5% chance to guardbreak on lights | Random and small |
C-tier is the "fine for now" shelf. Zenin is the cleanest early uncommon if you just want stats. Cash† clans (Akezawa, Soo, Yamashita) buy gear and training faster while the lobby still runs on jobs. Once you can afford Mythic or strong Legendary spins, free those slots.
Doyle, Alai, and Reinhold are special. Their base passives are modest, but they unlock Hanafusa, Makunouchi, and Wakatsuki. If you already own the base and like the style path, chase the evolve trainer. Do not burn a good progress character on pure hope spins.



D Tier
| Clan | Rarity | Best for | Kit highlights | Weaknesses |
|---|---|---|---|---|
| Tatsumi | Common | Tiny Boxing bump | Boxing-related damage +2% | Smallest fight line on the board |
| Akatsuka | Common | Tiny combat speed | +5% speed in combat | No real kit |
| Sekibayashi | Common | Flat durability | +5% durability | Outclassed by higher rarities |
| Atsushi | Common | Lucky speed proc | 10% chance of 30s speed on guardbreak | RNG and weak ceiling |
| Kouhei | Common | Wrestling unlock ease | Wrestling styles need 5% fewer stats | Convenience, not combat power |
D-tier commons are learning wheels. They do almost nothing for late fights. Reroll them as soon as you have spare Clan Rerolls.
Do not wipe a geared character just to escape Tatsumi when you are two spins from pity. Spend coins, not weeks of training.
Evolved clan paths
Evolved clans upgrade a base surname. You do not roll Wu or Yamazaki from the Shop as a fresh mystery name.
| Evolved | From | What you gain |
|---|---|---|
| Wu | Kure | Stronger hunger-on-hit, muscle and durability lines, Guihun and Wu clan skills |
| Yamazaki | Park | Karate damage, tougher bones, damage reduction stacking, Congenital Ultra Instinct |
| Wakatsuki | Reinhold | Huge muscle lean economy, +10% stat gain, Blast Core |
| Makunouchi | Alai | Stronger Boxing, default triple jabs, Dempsey Roll |
| Hanafusa | Doyle | Stronger healing, Hosted Virus, Terminal Stab path, +10% stat gain |
If you land Kure or Park, plan the evolve. If you land Doyle, Alai, or Reinhold and enjoy the style, the evolve is the real keep reason. Do not sit on the base forever while ignoring the trainer quest.
How to reroll and when you should stop
Clan reroll stop rules
Shop Clan Reroll is the clean path. Codes sometimes drop Ryujin Coins or reroll items. Those rotate, so check a live codes list when you need currency instead of trusting a frozen string.
Stop rules in plain words: keep S on sight. Keep A unless you are swimming in coins and hunting a specific mythic. Park on B while you save. Use C cash or evolve bases with intent. Free D first.
Gang players can break the rules for Choi or Sano. Cash† clans buy your first gear loop, then they should make room for fight kits.
Modes and numbers can shift after patches. When the live official board disagrees with memory, trust the numbers in front of you.









