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Slayers 2 Dungeon Guide – Best Cards, Builds, V2 Weapons

Robert Altman by Robert Altman
September 20, 2026
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Dungeons are one of the most important activities in Project Slayers 2, especially once you start working toward higher-tier gear, mastery, and the rewards locked behind dungeon progression. The system can look overwhelming at first because every run gives you different cards and modifiers, but once you understand what to prioritize, it becomes much easier.

The biggest mistake is treating every card as equally valuable. Some cards can completely change the outcome of a run by giving you permanent damage or point multipliers, while others make the dungeon harder without giving enough in return. Your choices also matter differently depending on whether you’re playing solo, with a group, or trying to push the leaderboard.

This guide covers how to unlock Dungeons, whether you should play solo or multiplayer, which cards to prioritize, which modifiers to avoid, how to build your stats throughout a run, and what you can spend your Dungeon points on.

Slayers 2 Dungeon Guide – Best Cards, Builds, Rewards & V2 Weapons

Before you can start running Dungeons from the hub, you first need to unlock the Dungeon area.

Head toward the Mist Village area and look for the NPC connected to the Dungeon entrance.

From there:

  1. Enter the Mist area.
  2. Drop down into the mist.
  3. Follow the path toward the bridge.
  4. Cross the bridge.
  5. Continue to the end.
  6. Look for the Dungeon portal.
  7. Enter the portal to unlock Dungeons.

After you’ve activated the portal, Dungeons become available through the hub, allowing you to start runs whenever you want.

Should You Play Dungeons Solo or With a Group?

If your main goal is getting the highest possible score, solo runs can be very effective because you don’t have to split the available advantages of a multiplayer run.

Solo play also gives you more control over the cards you choose and how quickly you clear each floor.

However, multiplayer has its own advantages, especially when you find the right cards.

Solo Dungeon Runs

Solo is useful when:

  • You want to maximize your personal points.
  • You have strong damage.
  • You can comfortably survive higher floors.
  • You want complete control over your card choices.
  • You’re trying to push a ranked score.

Multiplayer Dungeon Runs

Playing with others can still work well, but you should specifically look for cards that improve shared points.

Without the right multiplayer modifiers, a group run can give you less value than simply running solo.

So if you’re playing with friends, keep an eye out for the cards that allow you to benefit from shared points.

How Dungeon Cards Work

Cards are one of the most important parts of the Dungeon system.

During a run, you’ll encounter different cards that modify enemies, your character, rewards, or the overall dungeon.

Some cards make enemies stronger in exchange for additional points.

Others give you permanent bonuses throughout the entire run.

The second type is particularly valuable.

Your goal should generally be to take cards that give you long-term damage, point multipliers, or other permanent benefits without making the dungeon unnecessarily difficult.

Best Dungeon Cards

There are several cards that stand out when you’re trying to maximize a run.

Lucky Draw

Lucky Draw is one of the most valuable cards you can find.

It’s a Legendary card, and getting it early can dramatically improve the rest of your run.

If Lucky Draw appears early, it should be one of your highest priorities.

The earlier you get it, the more value you can gain from it during the rest of the dungeon.

Vampiric

Vampiric is another extremely useful card.

Its main benefit is that you regain HP whenever you kill an enemy.

This gives you a way to sustain yourself while clearing waves without relying entirely on other healing options.

For long runs, that extra sustain can make a huge difference.

Boss Multiplier Card

One of the most valuable black cards is the modifier that causes a boss to spawn on every floor.

While this makes the dungeon more difficult, it provides a major point multiplier for the rest of the run.

This card appears among the multiplier choices rather than the normal stat choices, so make sure you’re watching for it.

If you’re trying to push a ranked score, this is one of the cards you should actively look for.

Streak

Streak is another high-priority card because it rewards you with additional points based on your continued progress.

The longer you maintain your run, the more valuable it becomes.

For leaderboard-focused runs, permanent point increases are generally much more valuable than a small temporary stat boost.

Blood Moon

Blood Moon is a strong option because it changes enemy health and damage.

Enemies hit harder, but they also have significantly less health, making them faster to kill.

The modifier becomes riskier later in a run when enemy damage starts becoming more threatening, but early on it can be an efficient way to increase your rewards.

Fair Fight

Fair Fight is another useful modifier.

It changes how enemies are spawned and can provide a good point benefit without making the run unnecessarily complicated.

It’s particularly useful when you have enough damage to quickly deal with the enemies it creates.

The Horde

The Horde is another card worth considering when it appears.

Like other point-focused modifiers, it can increase the value of your run while giving you more enemies to fight.

If your damage is already strong, additional enemies can actually be beneficial because you’re gaining more opportunities to build points.

Ascension

Ascension is particularly useful in multiplayer runs.

It adds an additional elite enemy to each floor for the rest of the run while providing additional points.

If you’re already comfortable dealing with elites, this can become a very efficient way to increase your score.

Cards That Give Permanent Points

When you’re playing for a high score, look beyond your immediate stats.

Cards that give you extra points throughout the entire run can become much more valuable than a single large stat increase.

Examples include:

  • Streak
  • Ascension
  • Boss-spawning modifiers
  • Other permanent point multipliers

The earlier you obtain these effects, the more floors you have to benefit from them.

That’s why getting a strong multiplier early can completely change the quality of a Dungeon run.

What Stats Should You Prioritize?

After you’ve picked up the important run-wide modifiers, your next priority should be your character’s stats.

A general priority is:

Damage → HP → Cooldown Reduction → Block Points → Stamina Regen

Damage is the most important because faster kills make almost every part of the Dungeon easier.

Damage

Always pay attention to damage upgrades.

Both flat and percentage-based damage bonuses are useful.

A strong early damage increase can save a huge amount of time because you’re able to clear enemies faster before their scaling catches up.

HP

Health becomes increasingly important as you reach higher floors.

If you’re already dealing enough damage, additional HP can help you survive mistakes and harder modifiers.

Cooldown Reduction

Cooldown reduction becomes useful when you rely heavily on your abilities.

Shorter cooldowns mean more frequent skills, which can improve both your damage output and your ability to survive difficult waves.

Block Points

Block Points can provide additional survivability and are worth taking when you see a strong option.

They aren’t necessarily the first thing you should choose, but they can become very useful as the Dungeon gets harder.

Stamina Regeneration

Stamina regeneration is helpful, but it generally comes after your major damage and survivability upgrades.

If you have the choice between a meaningful damage increase and a small stamina boost, damage will usually provide more immediate value.

Cards You Should Be Careful With

Not every card that gives additional points is worth taking.

Some modifiers make the Dungeon dramatically harder without providing enough benefit.

Grounded

Grounded is generally something to avoid early in a run.

Losing access to movement options such as dashing or double jumping can make the entire Dungeon slower and more difficult.

It can sometimes be manageable later or in specific situations, but there’s usually little reason to take it early if better options are available.

Half-Health Modifiers

Be especially careful with cards that heavily reduce your HP.

A modifier that cuts your health significantly may be manageable on early floors, but becomes much more dangerous as enemy damage scales.

The additional points aren’t always worth putting your entire run at risk.

Enemy Health Modifiers

Cards that increase enemy HP can be useful when the reward is large enough.

For example, a modifier that gives enemies 50% more health while increasing your points can be worthwhile early in the run.

However, as you progress deeper, those extra HP values can make enemies take much longer to kill.

Always consider whether your current damage is high enough before taking one.

Attack Speed vs Damage

Attack Speed may look attractive at first, but the guide’s recommended approach is to prioritize raw damage and damage multipliers instead.

Your main objective in a Dungeon is to clear enemies quickly while building points.

A strong damage increase can improve your overall clear speed more consistently than a small attack speed bonus.

So when you have a meaningful Damage option available, consider it before Attack Speed.

How to Build a High-Scoring Dungeon Run

If you’re specifically trying to climb the Dungeon leaderboard, your run should be built around points from the beginning.

The important thing is that leaderboard placement isn’t simply about reaching a high floor.

Your total points are what matter.

That means you want to collect as many permanent point multipliers as possible while keeping enough damage and survivability to continue clearing floors quickly.

Early Run

At the beginning:

  1. Look for Lucky Draw.
  2. Pick strong permanent point modifiers.
  3. Take meaningful damage increases.
  4. Avoid extremely dangerous modifiers.
  5. Start building your run around long-term scaling.

Mid Run

Once you’ve established your main multipliers:

  • Continue stacking Damage.
  • Build HP when enemies become threatening.
  • Add Cooldown Reduction.
  • Take useful point multipliers.
  • Consider modifiers such as Blood Moon when your damage can handle them.

Late Run

At higher floors, survival becomes much more important.

Don’t take an extremely dangerous card simply because it offers more points.

A dead run gives you nothing from the floors you could have completed afterward.

The goal is to find the balance between maximum points and a run you can actually finish.

Best Card Priority

A simple way to remember the general priority is:

Highest Priority

  1. Lucky Draw
  2. Vampiric
  3. Boss-every-floor multiplier
  4. Streak
  5. Permanent point modifiers

Strong Options

  • Blood Moon
  • Fair Fight
  • The Horde
  • Ascension
  • Strong Damage modifiers
  • Percentage Damage
  • Flat Damage

Situational Options

  • Enemy HP increases
  • Gold Rush
  • Block Points
  • Cooldown Reduction
  • Stamina Regeneration

Usually Avoid

  • Grounded early in a run
  • Extreme HP reduction
  • Modifiers that make enemies significantly stronger without enough reward
  • Small Attack Speed increases when strong Damage options are available

What If Lucky Draw and Damage Appear Together?

This is an important decision.

If you see Lucky Draw alongside a normal Damage upgrade, the recommended choice is Lucky Draw.

The same logic applies to Vampiric.

A small immediate damage increase may look better, but powerful cards that affect the entire run can provide much more value over time.

The longer your Dungeon continues, the more valuable those early permanent effects become.

Multiplayer Dungeon Card Priority

If you’re playing with other people, your priorities change slightly.

The most important card to look for is Shared Points.

Without it, you’re giving up some of the advantages that can make multiplayer worthwhile.

After that, look for the same major run-wide multipliers:

  • Lucky Draw
  • Vampiric
  • Boss multiplier
  • Ascension
  • Streak
  • Other permanent point bonuses

Ascension can be particularly useful because the additional elites give you more opportunities to earn points.

Dungeon Rewards

Dungeons aren’t only useful for leaderboard scores.

You can also use them to farm progression materials, mastery, and other rewards.

One of the major reasons to learn the system is the crafting progression connected to V2 weapons.

How to Craft V2 Weapons

The Dungeon shop contains materials and options related to the V2 weapon progression.

The listed requirements include:

  • 90,000 Dungeon points
  • 10 Mythic Refinement
  • 10 Mythic Refinement Ore
  • 500 Metal Straps
  • 300 Silver Thread

These requirements make Dungeon farming important if you’re trying to progress toward the V2 weapons.

Make sure you keep track of your materials rather than spending all your Dungeon resources immediately.

Dungeons in Project Slayers 2 aren’t as complicated as they initially appear. The main thing you need to understand is that not every card has the same value.

If you’re trying to maximize a run, look for Lucky Draw, Vampiric, Streak, the boss-spawning multiplier, and other cards that provide benefits throughout the entire run. After establishing those, focus heavily on Damage and then build enough HP, Cooldown Reduction, and Block Points to keep yourself alive.

For normal farming, don’t feel pressured to copy a leaderboard setup. A consistent run that gives you mastery and materials can be much more valuable than spending hours chasing one perfect score.

And if you’re working toward V2 weapons, Dungeons are worth learning even if you never care about the leaderboar

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Robert Altman

Robert Altman

A former news writer turned gaming guide creator, RAMIREZ teams up with Robert to deliver strategic tips. In his free time, he likes fishing and playing guitar.

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