Clans & skills
Slayers 2 Uzui Clan: Musical Score, Skills & Poison Counter
Uzui combines a damage mark, a random recovery or combat buff, and a skill-recording defense. Musical Score only blocks a later hit from a saved skill; its first recorded hit still deals damage. Poison Conversion also makes poison a poor pressure tool against Uzui. Learn those conditions before treating it as an automatic-parry build.
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Find Uzui and prepare its clan skills
Uzui appears in the Supreme rarity group, while its expanded entry identifies its class as Ascendant. Rarity and class describe different parts of the entry. A percentage shown on the Supreme category is not the individual chance of rolling Uzui.
- Open the clan area in customization and expand Uzui’s Skills and Passives.
- After obtaining the clan, inspect its clan skill-tree requirements and prepare the abilities you have unlocked.
- Check the equipped skill names before practising: Enhanced Hearing, Vital Draw and Musical Score each perform a different job. Keep your breathing or weapon training separate.
Musical Score: record, save, then block
Musical Score begins a six-second listening period. The first skill that connects during that period is recorded, but this hit is not blocked or reduced by the recording effect. A second six-second window lets you save the recording through the displayed toggle.
Saving creates a skill imprint lasting 30 seconds. The next hit from that stored skill is perfectly blocked and consumes that imprint. Several skill imprints can be stored at once. This is a defense against a recorded repeat, not blanket protection from every attack.
- Activate the listening period when you expect an identifiable enemy skill. Do not sacrifice a nearly empty health bar merely to record it.
- After a skill lands, use the displayed toggle within its six-second window to save it.
- Remember which skill you saved and continue normal movement and defense while watching for its repeat.
- After the stored skill is blocked, treat that imprint as spent. Do not expect a second automatic block from the same saved use.
| Stage | Window | What matters |
|---|---|---|
| Listening | 6 seconds | The first connecting skill supplies the recording; its damage still applies. |
| Save prompt | 6 seconds | Use the toggle to turn the recording into an imprint. |
| Stored imprint | 30 seconds | A later hit from that skill triggers one perfect block and spends the imprint. |
Enhanced Hearing and Vital Draw
Vital Draw randomly chooses one of these three outcomes. Keep enough resources to defend before using it; a planned stamina refill can instead produce Heart or Muscle. Choose the next action after identifying the pulse.
| Skill or draw | Effect | Practical choice |
|---|---|---|
| Enhanced Hearing | A circular shockwave marks affected enemies. For 10 seconds, your damage against a marked enemy increases by 25%. | Apply pressure while your useful attacks are available; do not spend the mark window waiting for the whole kit to recover. |
| Vital Draw — Heart | Green pulse: restores 150 health immediately. | Useful when injured, but this outcome is random. |
| Vital Draw — Muscle | White pulse: dodges the next five M1 hits and adds 15% Additional Damage Factor with fists for six seconds. | The damage bonus is for fists; the dodge protection names M1 hits, not every skill. |
| Vital Draw — Lungs | Red pulse: restores 150 stamina immediately and adds 150 maximum stamina for 15 seconds. | Read the actual resource bar after the draw instead of assuming every activation refills stamina. |
Passives and the poison matchup
Poison Conversion changes the value of a poison-heavy attack plan. If the opponent is Uzui, do not keep adding poison simply because it helped against the previous opponent. Check the non-poison attacks available in your current kit and watch the opponent’s health response.
Quest experience is a progression benefit, not a direct damage bonus. Low-health movement protection also does not stop incoming damage.
| Passive | Benefit |
|---|---|
| Enhanced Speed | Adds 5% Movement Speed Factor. |
| Indomitable Will Immunity | Protects against Indomitable Will. |
| Tactical Intellect | Adds 25% Quest Exp Factor. |
| Pain Resistance | Prevents the movement slowdown at low health. |
| Poison Conversion | Incoming poison produces healing and its damage is reduced. |
How to adjust when fighting Uzui
When playing Uzui yourself, practise the recording and save prompt before combining it with a full rotation. Then add Enhanced Hearing when your attacks are ready, and react to Vital Draw’s actual result. These decisions depend on the attacks you have learned and the opponent’s response.
- Identify which attack may have been recorded. Repeating that same skill immediately can feed the saved perfect block.
- Vary your available attacks and keep spacing instead of committing every cooldown to a repeated sequence. Watch the actual hit or block result before extending.
- If poison is healing the opponent, stop treating poison application as your main pressure source. Use the non-poison options you already have rather than assuming more poison will overcome the matchup.
- Keep stamina for movement and defense. An empty resource bar can prevent the follow-up even when the opening was good.
Why the expected effect did not happen
| Problem | Check |
|---|---|
| The first hit damaged me | Recording does not protect against the initial hit. |
| The same skill was not automatically blocked | Check whether you saved it, whether 30 seconds elapsed, and whether the imprint was already consumed. |
| Vital Draw did not restore stamina | Only the Lungs outcome supplies that stamina recovery. |
| A weapon attack did not get the Muscle damage bonus | The stated damage bonus applies to fists. |
| A clan roll did not unlock my breathing moves | Clan skills and breathing training use separate progression requirements. |
Continue your journey
Find more guides in the Slayers 2 Wiki & Database.