Jujutsu Incremental Clans Tier List
Rank the passive that stays on while you are a passenger in co-op — not the surname on the thumbnail.
Clans are the second roll slot in Jujutsu Incremental. They are the reason two players with the same Technique clear raid bosses at different speeds. A Clan should be on even when you are not pressing buttons. If it only fires on a perfect timing window, it is worse than it looks in a montage.
Roll Clans after you lock a Technique. The order is explained in rolling. Technique ranks sit on techniques. Traits come last on traits.
S — always-on raid passives
Cursed-energy efficiency / output Clan (blindfold identity). If the Clan makes the S-tier nuke cheaper or stronger, it is S. Four-player fights have downtime; a Clan that still works in downtime is how incrementals scale. Pair with the high-output Technique lane on sorcerers.
Party sustain Clan. Anything that keeps the stack alive through phase 3 without asking you to stand still is S for raids. Co-op is official. A Clan that only heals you is A; a Clan that helps the other three players is S.
A — keep while you hunt S
Fighter bloodline (red-hood identity). Simple strength or EXP rider. Perfect on a new account after codes. Does not embarrass you in quests.
Summon bloodline (spiky-hair identity). Extra presence. A in raids because summons eat mistakes. Slightly less valuable if you cannot see them on a phone — controls.
Cursed-spirit pact (volcanic or manipulator identity). A when your Technique is already a spirit kit. B when you forced it onto a ranged sorcerer nuke and the pact wants melee.
B — filler
Cosmetic lineage. If the combat log does not change, the Clan is a surname. B at best. Playable with an S Technique, reroll when you have spins.
Conditional duelist Clan. Strong in a 1v1 clip, wasted in a four-player room. B because the listing is an incremental with raid bosses, not an arena fighter.
C and D — spin off
Clans that tax EXP. Anything that reduces rate to look dramatic is D. You already want the group EXP boost; do not wear a Clan that fights it.
Clans that disable training. Incrementals are won on AFK-legal ticks. If you must stand in a shrine courtyard and pose, it is C on a good day.
Clans that require a second rare slot to function. That is a trap on a new save. Getting started wants independent pieces.
How to evaluate a Clan in one session
- Lock it.
- Train for two minutes. Did EXP or sustain change? If no, it is cosmetic.
- Enter a dummy fight. Did the Technique feel cheaper or harder?
- Enter a raid as flex, not carry. If the party still lives when you play badly, the Clan might be S sustain.
- Write the result next to the Technique name on your session checklist.
Identity matching
Official roster art is a matching hint, not a law:
- Cyan-eye sorcerer art → efficiency / output Clan.
- Red-hood fighter art → simple combat Clan.
- Topknot manipulator art → control Clan, needs a party that listens.
- Volcanic spirit art → pact Clan, wants a spirit Technique.
If UPD 2 renamed these, rank the combat log, not the loading screen. The tier list hub will follow the live client, not another studio’s Trello.
Do not let an auto roll GUI keep a Clan because the English word “legendary” flashed. Legendary cosmetics are how people skip best builds and then blame the boss.
When the Clan is locked, roll Trait only if you still have currency. Otherwise go train with the 15% boost on and come back after quests.
Frequently Asked Questions
Quick answers to the most common questions.
Clan or Trait first?
Clan second, Trait third. Technique is first. The rolling guide does not make an exception.
My Clan looks rare but raids still wipe.
Rarity is not sustain. Switch toward a party-help Clan and read raid bosses.
Can four players share one Clan bonus?
Only if the Clan text says it. Most passives are personal. Stack identities using best builds.
Did UPD 2 change Clans?
Assume yes until you test. Notes: UPD 2. Re-check this list after a dummy train tick.