Races, Traits and Clans

The race pool, trait pool, and clan stat lines in Sailor Piece, including how each reroll system changes a build.

Updated Apr 8, 2026

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

SystemMain itemWhat it changesTypical payoff
RacesRace Rerollcharacter race and race-specific stat packageHP, damage, movement, luck, or weapon-specific scaling
TraitsTrait Rerollpassive multipliers on the characterdamage, defense, and cooldown reduction
ClansClan Rerollclan-based stat package and passive effectsdamage, 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.

RaceRarityBuffs
CommonNo 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

PatternWhat it means
Common to RareMostly movement, economy, or modest survivability boosts
EpicThe first point where races become strong general combat picks
LegendaryStarts leaning into named weapon or melee synergies
MythicalFull 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.

TraitRarityBuffs
Commonx1.05 defense, x1.15 damage
Commonx1.15 defense, x1.10 damage
Common-10% cooldown
Uncommonx1.20 defense, x1.20 damage
Uncommonx1.15 defense, x1.25 damage
Uncommonx1.10 defense, x1.15 damage, 5% cooldown reduction
Rarex1.15 defense, x1.30 damage
Rarex1.15 defense, x1.25 damage, 5% cooldown reduction
Rarex1.10 defense, x1.35 damage
Epicx1.35 defense, x1.40 damage
Epicx1.35 defense, x1.30 damage, 10% cooldown reduction
Epicx1.55 defense, x1.30 damage
Legendaryx1.70 defense, x1.45 damage
Legendaryx1.40 defense, x1.40 damage, 15% cooldown reduction
Legendaryx1.45 defense, x1.50 damage, 10% cooldown reduction
Mythicalx1.50 defense, x1.55 damage, 25% cooldown reduction
Mythicalx1.85 defense, x1.65 damage, 15% cooldown reduction
Mythicalx1.65 defense, x1.75 damage, 20% cooldown reduction
Mythicalx1.60 defense, x1.70 damage, 20% cooldown reduction
Mythicalx1.50 defense, x1.80 damage, 20% cooldown reduction
Secretx2 defense, x1.9 damage, 25% cooldown reduction
Secretx1.7 defense, x2 damage, 30% cooldown reduction
Secretx1.75 defense, x2.10 damage, 30% cooldown reduction
Celestialx1.65 defense, x2.20 damage, 30% cooldown reduction

How to read the trait pool

PatternWhat it means
Common to RareSmaller defense and damage multipliers, with cooldown reduction appearing on select entries
Epic to LegendaryTraits begin to feel like true build upgrades instead of filler rolls
MythicalHigh-end mixed scaling, usually combining strong damage with real cooldown value
Secret and CelestialTop-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.

ClanRarityStatsPassive
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% luckThe 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% HPEnemies under half health take 25% more damage from you.
Legendary+27% damage, +40% health, +7% sword damage, +10% luck, +20% chance for +1 item dropsDropped 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% luckEach 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% luckEvery 10th skill gives a 20% damage boost for the next 6 seconds.
Alter
Legendary+35% damage, +50% health, +10% melee damage, +12% luckEvery 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 dropsWorks like Monarch, but with higher damage and a stronger +1 drop chance.
Upper
Legendary+40% damage, +50% health, +12% melee damage, +12% luckEvery ability has a 20% chance to deal 25% additional damage for 8 seconds.

How to read the clan pool

PatternWhat it means
Common to RareStraight stat bonuses with no special passive complexity
EpicThe first point where clans start adding stronger mixed utility like lifesteal or gem gain
LegendaryClans 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:

  • Monarch and Eminence lean into drop value
  • Pride is built around continuous damage uptime
  • Espada rewards ability cycling
  • Alter and Upper are more ability-proc focused
  • Frostbane already 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:

  1. Race if your build still needs broad HP, damage, movement, or luck support
  2. Trait if you already have a usable race and want cleaner multiplier upgrades
  3. Clan if 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.

  • Swords for sword-based scaling paths
  • Melee for melee-specific synergies such as Gojo, Sukuna, or Yuji
  • Runes for another passive build layer
  • Items and Accessories for reroll items and related progression materials