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Races, Traits and Clans
The race pool, trait pool, and clan stat lines in Sailor Piece, including how each reroll system changes a build.
Races, traits, and clans are the three main reroll-based passive systems in Sailor Piece. They all sit outside your weapon, melee, and accessory slots, but they still change how strong a build feels. The main difference is what each system actually modifies. Races lean into broad stat identity, traits act like multiplier packages, and clans combine stat bonuses with stronger passives at the top end.
How races, traits, and clans work
| System | Main item | What it changes | Typical payoff |
|---|---|---|---|
| Races | Race Reroll | character race and race-specific stat package | HP, damage, movement, luck, or weapon-specific scaling |
| Traits | Trait Reroll | passive multipliers on the character | damage, defense, and cooldown reduction |
| Clans | Clan Reroll | clan-based stat package and passive effects | damage, health, weapon bonuses, luck, drops, and special passives |
All Sailor Piece races
Races are the broadest passive identity layer. Early races mostly change movement, EXP, money, or basic combat stats. Higher races start adding bigger HP scaling, direct damage, lifesteal, damage reduction, and weapon-specific boosts.
On the race ladder, Legendary is where named weapon synergies start showing up more clearly, while Mythical races become full build-defining stat packages instead of small side bonuses.
| Race | Rarity | Buffs |
|---|---|---|
| Common | No stat buff | |
| Uncommon | +2 extra jumps | |
| Uncommon | +15% money gain, +15% EXP gain | |
| Rare | +20% jump height, +20% sprint speed | |
| Rare | +15% max HP, +15% damage | |
| Epic | +20% sprint speed, +35% max HP, +30% damage | |
| Epic | +5% lifesteal, +30% max HP, +25% damage | |
| Legendary | +40% max HP, +20% Sukuna damage, +35% damage | |
| Legendary | +40% max HP, +25% Gojo damage, +30% damage | |
| Legendary | +45% max HP, +20% Jinwoo damage, +40% damage | |
| Legendary | +50% max HP, +20% Aizen damage, +45% damage | |
| Legendary | +55% max HP, +20% Shadow damage, +50% damage | |
| Legendary | +20% Ichigo damage, +50% damage, +60% max HP | |
| Mythical | +65% max HP, +20% melee damage, +55% damage, +10% damage reduction | |
| Mythical | +60% max HP, +25% luck, +50% damage, +10% sword damage, +10% melee damage | |
| Mythical | +65% max HP, +60% damage, +17% sword damage, +5% lifesteal | |
| Mythical | +80% max HP, +70% damage, +20% sword damage, +3% lifesteal, +10% damage reduction | |
| Mythical | +70% max HP, +65% damage, +17% sword damage, +3% lifesteal, +10% damage reduction | |
| Mythical | +80% max HP, +75% damage, +20% melee damage, +3% lifesteal, +10% damage reduction | |
| Mythical | +80% max HP, +75% damage, +20% sword damage, +3% lifesteal, +10% damage reduction | |
| Mythical | +75% max HP, +67% damage, +17% melee damage, +4% lifesteal, +10% damage reduction | |
| Mythical | +85% max HP, +80% damage, +22% melee damage, +2% lifesteal, +10% damage reduction | |
| Mythical | +90% max HP, +80% damage, +15% melee damage, +15% sword damage, +35% luck |
How to read the race pool
| Pattern | What it means |
|---|---|
| Common to Rare | Mostly movement, economy, or modest survivability boosts |
| Epic | The first point where races become strong general combat picks |
| Legendary | Starts leaning into named weapon or melee synergies |
| Mythical | Full endgame stat packages with multiple offensive and defensive lines |
The current Mythical pool also splits into clearer identities. Some races push sword scaling, some push melee scaling, and some mix luck or lifesteal into the build. That makes races more than just cosmetic rerolls once you move past the early islands.
All Sailor Piece traits
Traits are cleaner than races. They do not change your identity the same way a race does. Instead, they work like passive multiplier bundles built around three lines:
- Damage
- Defense
- Cooldown reduction
That makes traits easier to compare directly. In most cases, the question is not what the trait is themed around, but whether you want more raw damage, more survivability, or a stronger cooldown profile.
| Trait | Rarity | Buffs |
|---|---|---|
| Common | x1.05 defense, x1.15 damage | |
| Common | x1.15 defense, x1.10 damage | |
| Common | -10% cooldown | |
| Uncommon | x1.20 defense, x1.20 damage | |
| Uncommon | x1.15 defense, x1.25 damage | |
| Uncommon | x1.10 defense, x1.15 damage, 5% cooldown reduction | |
| Rare | x1.15 defense, x1.30 damage | |
| Rare | x1.15 defense, x1.25 damage, 5% cooldown reduction | |
| Rare | x1.10 defense, x1.35 damage | |
| Epic | x1.35 defense, x1.40 damage | |
| Epic | x1.35 defense, x1.30 damage, 10% cooldown reduction | |
| Epic | x1.55 defense, x1.30 damage | |
| Legendary | x1.70 defense, x1.45 damage | |
| Legendary | x1.40 defense, x1.40 damage, 15% cooldown reduction | |
| Legendary | x1.45 defense, x1.50 damage, 10% cooldown reduction | |
| Mythical | x1.50 defense, x1.55 damage, 25% cooldown reduction | |
| Mythical | x1.85 defense, x1.65 damage, 15% cooldown reduction | |
| Mythical | x1.65 defense, x1.75 damage, 20% cooldown reduction | |
| Mythical | x1.60 defense, x1.70 damage, 20% cooldown reduction | |
| Mythical | x1.50 defense, x1.80 damage, 20% cooldown reduction | |
| Secret | x2 defense, x1.9 damage, 25% cooldown reduction | |
| Secret | x1.7 defense, x2 damage, 30% cooldown reduction | |
| Secret | x1.75 defense, x2.10 damage, 30% cooldown reduction | |
| Celestial | x1.65 defense, x2.20 damage, 30% cooldown reduction |
How to read the trait pool
| Pattern | What it means |
|---|---|
| Common to Rare | Smaller defense and damage multipliers, with cooldown reduction appearing on select entries |
| Epic to Legendary | Traits begin to feel like true build upgrades instead of filler rolls |
| Mythical | High-end mixed scaling, usually combining strong damage with real cooldown value |
| Secret and Celestial | Top-end rolls with the strongest overall multiplier packages |
The trait pool also shows a clear split between straight-damage lines like Sharpened, defensive hybrids like Breaker, and mixed cooldown packages like Dominator, Infinity, or Malevolent. Because of that, traits are usually the fastest reroll layer to judge at a glance.
All Sailor Piece clans
Clans sit closer to races than traits, but the best clans go further because they also carry passives. Lower clans mostly add flat stat packages, while higher clans begin to change farming, item drops, rotation flow, or damage uptime.
That makes clans the reroll layer with the biggest gap between low-end and high-end results. Even when two clans both add damage and health, the passive line often decides which one matters more in practice.
| Clan | Rarity | Stats | Passive |
|---|---|---|---|
| Common | +7% damage, +10% health, +10% experience gained | ||
| Uncommon | +10% damage, +15% health, +10% money gained, +10% gems gained, +10% jump height | ||
| Rare | +15% damage, +20% health, +20% sprint speed, +15% gems gained | ||
| Epic | +20% damage, +25% health, +5% damage reduction, +2% lifesteal | ||
| Epic | +17% damage, +27% health, +5% melee damage, +20% gems gained | ||
Frostbane | Legendary | +40% damage, +47% health, +10% sword damage, +12% luck | The current passive entry is still listed as TBD. |
| Legendary | +25% damage, +35% health, +7% melee damage, +10% damage reduction, +25% damage to enemies below 50% HP | Enemies under half health take 25% more damage from you. | |
| Legendary | +27% damage, +40% health, +7% sword damage, +10% luck, +20% chance for +1 item drops | Dropped items have a 20% chance to grant +1 extra copy. This does not stack with other 2x drop effects. | |
Pride | Legendary | +30% damage, +45% health, +10% sword damage, +10% luck | Each hit builds Heat. Every stack adds 0.2% damage, up to 100 stacks for 20% extra global damage. Stacks reset after 6 seconds without dealing damage. |
Espada | Legendary | +30% damage, +50% health, +10% sword damage, +10% luck | Every 10th skill gives a 20% damage boost for the next 6 seconds. |
Alter | Legendary | +35% damage, +50% health, +10% melee damage, +12% luck | Every 5 abilities, the next one gains a 50% damage increase. |
Eminence | Legendary | +35% damage, +55% health, +12% sword damage, +12% luck, +25% chance for +1 item drops | Works like Monarch, but with higher damage and a stronger +1 drop chance. |
Upper | Legendary | +40% damage, +50% health, +12% melee damage, +12% luck | Every ability has a 20% chance to deal 25% additional damage for 8 seconds. |
How to read the clan pool
| Pattern | What it means |
|---|---|
| Common to Rare | Straight stat bonuses with no special passive complexity |
| Epic | The first point where clans start adding stronger mixed utility like lifesteal or gem gain |
| Legendary | Clans become much more than stat packages and start affecting drop flow, burst windows, or sustained damage uptime |
The current Legendary clan group is where the page gets more specialized:
MonarchandEminencelean into drop valuePrideis built around continuous damage uptimeEspadarewards ability cyclingAlterandUpperare more ability-proc focusedFrostbanealready has a listed stat package, but its passive is still not fully exposed
Which reroll to use first
There is no single answer for every account, but the current system split makes the priority easier to read:
Raceif your build still needs broad HP, damage, movement, or luck supportTraitif you already have a usable race and want cleaner multiplier upgradesClanif you are chasing stronger passives or farming value on top of stat gains
Traits are usually the easiest layer to evaluate quickly because their numbers are clean. Races and clans take a little more judgment because they also mix in weapon-specific bonuses, utility, and passives.
What to read next
- Swords for sword-based scaling paths
- Melee for melee-specific synergies such as
Gojo,Sukuna, orYuji - Runes for another passive build layer
- Items and Accessories for reroll items and related progression materials