Project Slayers 2 Dungeons Guide
Dungeons are a deep, repeatable endgame mode that sits on the connected open world rather than behind a menu button. This page covers how a run is structured, how to build a loadout that survives the deeper floors, and which cards to take or refuse โ distilled from English-subtitled creator guides. For the portal-unlock route itself, see the world map page.
How a Dungeon Run Works
Four things decide whether a run pays for itself: the structure, the difficulty curve, the mode you pick, and what the points are for.
A dungeon is a stack of floors, and each floor plays out as waves of enemies. Creators describe runs stretching well past the opening floors, with point totals climbing the deeper you push.
The first floors are gentle so you can bank early points; the danger is a later floor where enemies jump in strength and a single crowd-control ability becomes the plan for the rest of the run.
You can go in alone, or run a race with friends. Solo keeps every point you earn; a co-op race puts runs on a shared leaderboard where depth and speed both matter.
Points banked from a run are not just a score โ creators describe spending them on buffs and rollovers, and a leaderboard ranks runs by total points earned.
Building a Dungeon Loadout
The deeper floors punish a glass cannon, so the creator consensus is to build for survival first. The five pillars below are what the guides repeatedly call out โ pair them with the linked hubs for the full option tables.
Guides are blunt about this: walk in with at least a basic weapon (a snake sword is named as an entry example, Damascus sickles at higher tiers). Some floors cannot be cleared with basic attacks alone.
tana's solo guide names a short PvE list โ a few breathing styles plus a couple of Blood Demon Arts โ and highlights the Akaza Blood Demon Art as the Demon pick. See the breathing and BDA hubs for the full tables.
Quality accessories feed the dungeon build, and the creator guides source them from world bosses rather than the open-world grind.
To clear the high floors you want a strong clan passive. Creator guides name Kamado for a Demon build and Rengoku for an assassin-style build โ both are covered on the clans page.
The consistent takeaway: prioritise HP, defense and damage-reduction over a raw DPS build, because damage stats have a hard cap and the deep floors punish glass cannons.
Card Priority Inside the Run
Cards are offered during the run, and the ordering matters more than any single rarity. Take the multipliers, refuse the one-shot payouts.
Cards that improve all your stats are a clear yes. The strongest are worded to apply "every floor" โ they multiply your points and outrank a flat stat card even when the flat card is the rarer drop.
Double-damage-for-half-health and heal-on-ability cards are correct to take: a long run is built on multipliers, not on staying topped up. They are tools, not traps.
Cards worded as "the next floor" do not compound, so they fall behind. Trophy cards cash out points you would rather keep compounding โ skip them and let the run ride.
Some cards are nearly worthless if taken too early. Hold until your build is online rather than grabbing a card just because it appeared.
Watch: The Full Dungeon Guide
A comprehensive creator walkthrough covering cards, builds and strategy. The notes below are derived from the video's English subtitles and reflect one creator's coverage of a specific patch โ verify the exact tuning in the live client.

What the guide shows (structural notes)
- Runs are floor-based and extend deep โ the creator pushes past the opening floors and banks points that scale with how far the run goes.
- Early waves are easy and let you bank points; the real test is a later floor where a single crowd-control ability becomes the entire plan.
- A tank set beats a duelist set for survival, and the build leans on weapons that scale (a snake sword as an entry example, Damascus sickles higher up).
- Cards that boost all stats and cards worded to apply โevery floorโ are the keepers; the run is built on multipliers, not on a flat stat line.
- There is progression beyond the first forge โ the creator references a second forge โ and points are spent on buffs and rollovers rather than kept as one-time loot.
Source: noahbamboah โTHE ULTIMATE DUNGEON GUIDE IN PROJECT SLAYERS 2! (Best Cards, Builds & Strategy)โ (YouTube, English subtitles, uploaded September 20, 2026). Transcript-derived; exact figures are patch-sensitive and should be confirmed in the live client.
Watch: The Solo Dungeon Guide
A solo-focused walkthrough. The notes below come from its English subtitles and cover the loadout and mindset for farming dungeons alone.


Transcript highlights
The auto-captions on this clip repeat every phrase up to three times, so the raw transcript is unreadable; this is the readable version. Reach level 65, travel to the Village of Hidden Mist and talk to the blacksmith down at the forge, taking the second option (โanother forgeโ), which is the forge that unlocks at 65. From there the route teleports to Mist Harbor Sanctuary, crosses the bridge and interacts with the portal, and the video pauses to show where that portal sits on the map. The remainder is dungeon footage rather than route detail.
What the solo guide shows (structural notes)
- Solo runs keep every point you earn, and the creator reports six-figure point totals per race on the leaderboard โ a lone build is a valid farm.
- The loadout is weapon + a PvE breathing style or Blood Demon Art + world-boss accessories; tana highlights the Akaza Blood Demon Art and sickles for dungeons.
- Do notbuild a pure DPS setup โ damage stats hit a hard cap, so HP, defense and damage-reduction carry the deep floors.
- To clear the high floors you want a strong clan passive: the guide names Kamado for a Demon build and Rengoku for an assassin-style build.
Source: tana โThe ULTIMATE Solo Dungeon Guide In Project Slayers 2โ (YouTube, English subtitles, uploaded September 20, 2026). Transcript-derived; verify specifics in the live client.
Dungeons FAQ
What are dungeons in Project Slayers 2?
Dungeons are a deep, repeatable endgame mode that sits on the connected open world rather than behind a menu button. A run is a stack of floors played out as waves, and points earned can be spent on buffs and rollovers. The world map page covers how to reach the portal; this page covers what to do once you are inside.
How do you enter a dungeon?
The unlock is a short route on the map: start at the crystal spawn by the bear area, cross into the village to find the forger NPC, pick the option that sends you to the forge, then follow back out from the starter village to the portal. Full step-by-step is on the world map page.
Can you do dungeons solo?
Yes. Solo runs keep every point you earn, while a co-op race puts runs on a shared leaderboard. Creator solo guides report six-figure point totals per race, so a lone build is a perfectly valid way to farm.
What is the best dungeon build?
The recurring creator advice is survivability over raw damage: a real weapon, a PvE breathing style or Blood Demon Art (the Akaza art is a common Demon pick), world-boss accessories, and a strong clan passive (Kamado for Demon, Rengoku for assassin). Prioritise HP, defense and damage-reduction because damage stats cap out.
How do dungeon cards work?
Cards are offered during the run. Take the ones that boost all stats and the ones worded to apply "every floor" โ they multiply points. Refuse "next floor" cards (they do not compound) and trophy cards (they cash out points you would rather keep). Hold weak cards until your build is online.
Are dungeon rewards permanent?
The points you bank are spent on buffs and rollovers rather than kept as a one-time loot drop, so the value is in compounding a long run. Exact reward figures shift between patches, so confirm the current payout in the live client.
Related reading: world map & portal route, Black Market for gear, the fishing guide, and the beginner progression ladder.