Picking the wrong clan in Total War: SHOGUN 2 can wreck a campaign before turn 20, especially on Legendary where a single bad opening spirals into rebellion stacks. The easiest clan to play in Shogun 2 for a new player is the one that forgives sloppy expansion, hands you solid ashigaru or cavalry early, and doesn't park you next to three war-hungry neighbors. This guide ranks the top beginner-friendly clans, breaks down starting positions, and maps clan bonuses to special units so you can pick a faction that matches your playstyle on the first try.
According to the TOP 5 BEST CLANS - Total War: Shogun 2!, the game features a clan selection system in the campaign and multiplayer modes, with each faction offering distinct economic, military, and diplomatic strengths that determine its accessibility for new players.
Best Beginner Clans Ranked: Top 5 Easiest Picks
SHOGUN 2 ships with nine base-game playable clans, and the Hattori, Chosokabe, and Oda clans consistently top community tier lists for beginners because of strong ashigaru bonuses, defensible geography, or forgiving neighbors. The five clans below are ordered from "absolute easiest first campaign" to "easy with a little finesse," based on community testing across Normal and Hard difficulties.
| Rank | Clan | Province | Why It's Beginner-Friendly | Difficulty Fit |
|---|---|---|---|---|
| 1 | Hattori | Iga | Ninja-heavy, isolated mountains, forest choke defense | Easiest |
| 2 | Chosokabe | Tosa | Coastal trade, strong bow ashigaru, weak neighbors | Very Easy |
| 3 | Oda | Owari | Cheaper + stronger ashigaru, central position | Easy |
| 4 | Tokugawa | Mikawa | Vassal start with Imagawa, better ninja and metsuke | Easy-Medium |
| 5 | Takeda | Kai | Superior cavalry, strong clan traits, but boxed in | Medium |
Hattori takes the top spot because Iga sits in a mountain cluster with forest terrain that chokes enemy advances into kill-zones, and the clan has stronger ninja agents that let you scout, sabotage, and assassinate without ever committing a full army. Chosokabe is the close second: Tosa is on Shikoku's southern coast, your bow ashigaru get a damage bonus, and the surrounding clans are weak enough that you can snowball within ten turns. Oda rounds out the top three because cheaper, harder-hitting ashigaru reduce the need to recruit expensive samurai stacks while you learn the economy.
If you want a fuller comparison of all nine base clans plus the DLC packs, the Total War Shogun 2 factions breakdown covers bonuses, geography, and unit rosters side by side. Tokugawa and Takeda are both viable, but they require more diplomacy (Tokugawa) or careful army composition (Takeda) before they feel forgiving.
Shogun 2 Clan Starting Positions and Geography
Geography decides more campaigns than clan traits do, because a clan that starts surrounded by hostile neighbors often loses its first army before it recruits a second. Shogun 2 clan starting positions split into three broad buckets: coastal trade hubs, mountain fortresses, and central plains. Coastal clans get richer early income through trade nodes, mountain clans get defensive chokepoints, and central plains clans sit in the action but get better unit recruitment.
| Clan | Province | Region | Neighbors (Turn 1) | Geographic Edge |
|---|---|---|---|---|
| Hattori | Iga | Central Mountains | None (isolated) | Forest defense |
| Chosokabe | Tosa | Shikoku Coast | Weak Shikoku clans | Trade routes, ports |
| Oda | Owari | Central Plains | Omi, Mino, Ise | Central recruitment |
| Tokugawa | Mikawa | Central East | Imagawa (overlord), Oda | Buffer between powers |
| Takeda | Kai | Central Mountains | Uesugi, Imagawa, Hojo | Mountain passes |
| Hojo | Izu, Sagami | East Coast | Takeda, Imagawa | Coastal castles |
| Uesugi | Echigo | Far North | Ikko Ikki, Date | Trade income, monks |
| Mori | Aki, Suo | West Coast | Amago, Ouchi | Naval power |
| Date | Mutsu | Far North | Uesugi, Ikko Ikki | Isolation, archers |
Hattori is the clearest case of geography carrying a campaign, because Iga is a single-province mountain start with no immediate neighbors, so you can spend turns 1-5 building economy and recruiting ninja without ever fighting a defensive battle. Chosokabe's Tosa start is similar in spirit, but on the coast: you have weak Shikoku clans on three sides, so you can attack whichever expands slowest and absorb them into a Shikoku kingdom by turn 10. Oda's Owari is more exposed, but the central position means every army you build can reach Kyoto or the eastern trade nodes within two turns, which is why the clan is the recommended first pick for players who want to learn combat rather than turtling. For a deeper look at how each clan's geography shapes their early build order, the Shogun 2 achievement list guide includes campaign milestones tied to specific starting positions.
Trade Nodes and Coastal Income
Coastal clans like Chosokabe, Hojo, and Mori benefit most from Shogun 2's trade node system, because each port adjacent to a sea trade route generates passive income per turn on top of your province tax. Chosokabe in Tosa is the single best trade start because southern Shikoku sits on a crossroads between the Pacific and the Inland Sea, and the clan's coastal bonus means you can fund a second army purely from trade by turn 6. If your playstyle leans toward economy-first rather than conquest-first, coastal clans outperform mountain clans despite the lower defensibility.
Mountain Defense and Chokepoint Battles
Mountain clans like Hattori, Takeda, and Uesugi get a different advantage: every army attacking them has to fight uphill through a narrow pass, and forest terrain reduces cavalry charge damage while boosting missile damage. Hattori's Iga is the most defensible single-province start in the game because three surrounding mountains funnel attackers into one of two possible approach vectors, both of which you can pre-occupy with garrison troops. Takeda's Kai start is defensible but surrounded by three stronger neighbors, so the mountains buy you time, not safety, and you'll need a real army by turn 5.
Shogun 2 Clan Bonuses List and What Each Does
The Shogun 2 clan bonuses list varies from clan to clan, and the bonuses are split into four categories: military (cheaper or stronger units), economic (trade or tax boosts), agent (ninja, metsuke, or monk upgrades), and diplomatic (easier alliances or vassalage). Each clan gets one or two bonuses in each category, and stacking two military bonuses is what makes Hattori, Oda, and Takeda feel so powerful in the early game.
| Clan | Military Bonus | Economic Bonus | Agent Bonus | Diplomatic Bonus |
|---|---|---|---|---|
| Hattori | None | None | Stronger ninja, cheaper metsuke | Easier vassalage |
| Chosokabe | Bow ashigaru +damage | Coastal trade boost | Standard | Standard |
| Oda | Cheaper + stronger ashigaru | Standard | Standard | Standard |
| Tokugawa | None | None | Better ninja, better metsuke | Vassal start (Imagawa) |
| Takeda | Superior cavalry | None | Standard | Standard |
| Hojo | Stronger siege troops | Castle build cost down | Standard | Standard |
| Uesugi | Monks + combat ability | Trade income up | Stronger monks | Easier Buddhist relations |
| Mori | Naval recruitment down | Naval trade up | Standard | Standard |
| Date | Better bow ashigaru | Harsh terrain tax penalty | Standard | Standard |
Reading the table top-down, Hattori and Tokugawa are the agent-specialist clans, Oda and Chosokabe are the military-economy hybrids, and Hojo is the siege-and-castle specialist. If you want to learn Shogun 2's agent mechanics (ninja, metsuke, monks), Hattori's cheaper metsuke and stronger ninja let you field two or three agents early without burning your economy on agent upkeep. If you want to learn army composition, Oda's cheaper ashigaru means you can recruit four full ashigaru armies in the time it takes another clan to field two samurai stacks.
Community testing on the r/totalwar subreddit confirms that Oda's ashigaru bonus is the single most forgiving military bonus in the game, because cheaper recruitment means more armies, and stronger ashigaru means each army holds its own against samurai-tier units for the first 30 turns. Hattori's bonuses don't show up in raw army power, but they translate to easier first 20 turns because fewer battles means fewer chances to make a mistake.
Shogun 2 Clan Special Units: The Roster That Matters
Each clan fields one or two unique units that don't appear in other clans' rosters, and these special units are what make clan choice feel distinct. Shogun 2 clan special units are mostly elite samurai variants, but a few clans get special ashigaru or cavalry that fill specific combat roles. The table below lists the most useful special units for beginner-friendly clans.
| Clan | Special Unit | Role | When It Becomes Available |
|---|---|---|---|
| Hattori | Hattori Katana Samurai | Fast katana infantry, anti-armor | Recruited from Hattori-specific buildings |
| Chosokabe | Chosokabe Yari Ashigaru | Yari bonus, large unit size | Yari ashigaru buildings |
| Oda | Oda Matchlock Ashigaru | Cheaper matchlock with better accuracy | Matchlock ashigaru buildings |
| Tokugawa | Tokugawa Yari Cavalry | Yari cavalry with vanguard deploy | Cavalry-specific buildings |
| Takeda | Takeda Fire Cavalry | Mounted matchlock, devastating charges | High-level cavalry buildings |
| Hojo | Hojo Hand Mortars | Siege-breaking infantry unit | Artillery buildings |
| Uesugi | Uesugi Warrior Monks | Monks with better melee stats | Buddhist temple buildings |
| Mori | Mori Longbow Ashigaru | Bow ashigaru with longer range | Bow ashigaru buildings |
| Date | Date Fudasashi Samurai | Cheap, expendable yari samurai | Yari samurai buildings |
Oda's Matchlock Ashigaru is the standout pick for beginners because it's the cheapest matchlock unit in the game and has better accuracy than the standard version, which means a single matchlock ashigaru army can hold a defensive line while you figure out how to use cavalry. Hattori's Hattori Katana Samurai is the standout for players who want to learn melee infantry, because the unit is fast, has high melee attack, and can flank enemy yari lines without needing a supporting spear wall. If you want a more detailed look at the full unit roster including non-specialty units, the Total War Shogun 2 units guide covers recruitment buildings, stats, and army composition.
When to Recruit Special Units
A common beginner mistake is recruiting special units too early, because the buildings that unlock them cost 4,000-6,000 gold and the units themselves have high upkeep. For your first campaign, treat special units as a turn 25-30 goal, not a turn 5 priority. Build economy buildings first, recruit two ashigaru armies, and only switch to the special unit chain once you can afford it without starving your income. Hattori is the one exception, because the clan's cheaper metsuke and stronger ninja mean you're not spending on agent upkeep, so you can funnel that saved gold into a Hattori Katana Samurai stack by turn 15 if you want a fast power spike.
Shogun 2 Clan Traits Explained: What the Icons Mean
Each clan has three clan traits, displayed as icons in the clan selection screen, and these traits tell you the clan's general identity without requiring you to memorize the bonus list. Shogun 2 clan traits explained simply: traits are combinations of military and cultural modifiers, and most clans get a mix of two strong traits and one weak trait. The trait system exists so that even before you read the bonus list, you have a rough idea of how a clan plays.
| Trait | Effect | Common On |
|---|---|---|
| Bushido | +morale in melee, +honor per turn | Samurai-focused clans |
| Honour | Better diplomatic relations, +reputation | Diplomatic clans |
| Duty | Faster agent experience, cheaper recruitment | Agent-heavy clans |
| Piety | Stronger religious effects, temple bonuses | Buddhist clans |
| Sincerity | Better vassal income, easier alliances | Vassal-start clans |
| Loyalty | Reduced rebellion chance, better garrison | Defensive clans |
| Courage | +charge bonus, +leadership | Cavalry clans |
| Wisdom | +research rate, cheaper tech | Economy clans |
| Benevolence | Better public order, lower tax penalty | Peaceful clans |
| Respect | Better trade income, +diplomacy with merchants | Trade clans |
Reading traits in plain terms: Hattori has Duty, Loyalty, and Sincerity, which maps to "strong agents, low rebellion, easy vassalage." Oda has Courage, Wisdom, and Duty, which maps to "strong armies, fast research, strong agents." If you click a clan's trait icon in-game, the tooltip shows the exact numerical bonus, so the table above is the shorthand for quick reading rather than the precise values. Community testing on the Steam Community guides hub confirms that the trait values have been stable since 2013, and no balance patch has moved them more than a few percentage points.
How Traits Stack With Clan Bonuses
Traits and clan bonuses are separate systems, and a clan's full power is the sum of both. For example, Hattori's "Duty" trait gives +5% agent experience, and the clan's bonus gives cheaper metsuke, so your metsuke level up faster AND cost less to maintain, which compounds. This is why Hattori feels so much stronger than the trait description alone suggests: each trait and bonus reinforces the others, so beginners who pick Hattori can run two or three agents early without breaking their economy.
Shogun 2 Minor Factions Playable and the 50 New Factions Mod
The base game ships with nine playable clans, but the Shogun 2 minor factions playable list expands significantly with DLC and mods. The Saints and Heroes Unit Pack, the Sengoku Jidai Unit Pack, and the Fall of the Samurai standalone expansion each add playable content, and the popular "50 new playable factions" mod expands the base-game minor clans into fully playable rosters.
| Source | Adds | Type | Beginner Impact |
|---|---|---|---|
| Saints and Heroes Unit Pack | 4 special units (one per base clan) | DLC unit pack | Marginal for new players |
| Sengoku Jidai Unit Pack | 16 new units across all clans | DLC unit pack | Adds variety, not difficulty |
| Fall of the Samurai | 10 new clans (5 Imperial, 5 Shogunate) | Standalone expansion | New mechanics, harder |
| Saints and Heroes + Rise of the Samurai Campaign | 5 new Rise of the Samurai clans | DLC campaign | Easier difficulty, gunpowder lite |
| 50 New Playable Factions mod | Converts 41 minor clans into playable | Community mod | Difficulty varies by clan |
The "Shogun 2 50 new playable factions" mod is the biggest expansion option because it turns almost every minor clan on the map into a fully playable faction with unique bonuses, traits, and starting positions. The Shogun 2 minor factions playable list in the base game includes clans like the Ikko Ikki, the Shimazu, and the Imagawa, but they only appear as AI opponents. The mod unlocks all of them for player selection, which is useful once you've finished a campaign with the base nine and want a fresh start without buying the DLC.
The Fall of the Samurai expansion is the most beginner-friendly DLC because it adds 10 new clans and shifts the game to a 19th-century gunpowder setting where ashigaru-equivalent units are even more dominant. If you've finished a base-game campaign on Normal and want a softer next step, the Shogun 2 Satsuma clan guide covers one of the strongest Fall of the Samurai starters and compares it to base-game clan balance.
How to Install the 50 New Factions Mod
The 50 new factions mod is available through Steam Workshop, and installation takes three steps: subscribe to the mod in the Workshop, enable it in the game's Mod Manager, and start a new campaign. The mod does not affect save game compatibility, so you can switch it on or off between campaigns without losing progress. Community testing on r/Shogun2 notes that some of the 50 new clans have unbalanced bonuses, so pick a clan with neighbors similar to the base-game easy picks (weak isolation or strong trade) until you've learned which mod bonuses are overpowered.
How to Pick the Right Clan for Your Playstyle
The right clan for your first campaign is the one that matches how you want to learn the game, so before you commit, decide whether you want to learn combat, economy, or diplomacy first. Combat-first players should pick Oda, because the cheaper ashigaru let you recruit more armies and learn unit counters without the gold cost punishing mistakes. Economy-first players should pick Chosokabe, because the coastal trade bonus lets you fund a second army purely from passive income, which means you can experiment with building chains without starving your recruitment. Diplomacy-first players should pick Tokugawa, because the vassal start under the Imagawa teaches you how to grow through alliances and betrayals rather than pure conquest.
| Playstyle | Best Clan | Skill You Learn | Beginner Safety Net |
|---|---|---|---|
| Combat | Oda | Unit counters, army composition | Cheaper ashigaru forgive mistakes |
| Economy | Chosokabe | Trade routes, building chains | Coastal income funds experiments |
| Diplomacy | Tokugawa | Vassalage, alliances, betrayal timing | Imagawa protects early |
| Defense | Hattori | Garrison placement, agent play | Mountain isolation prevents early war |
| Cavalry | Takeda | Charge tactics, cycle charges | Superior cavalry wins battles outright |
| Naval | Mori | Ship recruitment, sea trade | Naval trade is uncontested early |
If you're torn between two clans, pick the one whose geography matches the playstyle you want, because geography is harder to overcome than any bonus. Hattori's mountain isolation is what makes the clan safe, not the bonuses alone, so picking Hattori and then sailing across the map to conquer Kyoto will fail regardless of how strong your ninja are. The clans above each have a "home region" where their bonuses are strongest, and a beginner campaign should stay within that region for the first 30 turns.
Common Beginner Mistakes by Clan
Every clan has a unique failure mode that beginners fall into, and knowing these in advance saves a campaign. Hattori players overinvest in agents and forget to recruit a real army, which leaves them vulnerable when an AI finally decides to test those mountains. Chosokabe players expand across the sea too early, which splits their forces and lets a counterattack reclaim Shikoku. Oda players over-rely on ashigaru and skip the samurai transition, which means their armies fall apart when fighting late-game veteran stacks.
| Clan | Common Mistake | Fix |
|---|---|---|
| Hattori | All agents, no army | Recruit 2 armies before turn 8 |
| Chosokabe | Naval expansion too early | Consolidate Shikoku before turn 15 |
| Oda | All ashigaru, no samurai | Recruit 1 samurai army by turn 20 |
| Tokugawa | Vassal tax mismanagement | Keep vassal income, don't break early |
| Takeda | Cavalry-only armies | Add yari ashigaru for spear wall |
| Hojo | Castle-only economy | Build at least 1 trade port |
| Uesugi | Monk-only armies | Mix monks with bow ashigaru |
| Mori | Naval spam, no army | Build 2 ground armies for defense |
| Date | Northern isolation | Push south before turn 20 |
For clan-specific multiplayer strategies and matchup advice, the Shogun 2 multiplayer matchmaking guide includes tier lists and counter-comp advice that applies to single-player army composition as well.
Frequently Asked Questions
What is the easiest clan to play in Shogun 2 for a first campaign?
Hattori is the easiest because the clan starts in the isolated mountain province of Iga with no immediate neighbors, stronger ninja, and cheaper metsuke agents. You can spend turns 1-10 building economy and recruiting without fighting defensive battles, which is the safest opening in the base game. Chosokabe is the second-easiest, particularly if you prefer coastal trade income over mountain defense.
Are Shogun 2 minor factions playable in the base game?
Most Shogun 2 minor factions are AI-only in the base game, including the Ikko Ikki, the Shimazu, and the Imagawa. The Saints and Heroes Unit Pack and Sengoku Jidai Unit Pack add unit variety but not new playable clans. To play as minor factions, you need the "50 new playable factions" Steam Workshop mod, which converts 41 minor clans into fully playable rosters with unique bonuses and traits.
How many new playable factions does the 50 factions mod add?
The mod adds 41 new playable factions on top of the base game's nine, for a total of 50. Each new faction has unique starting positions, clan bonuses, and special units, though community testing on r/Shogun2 notes that some of the new bonuses are overpowered and others are too weak. Pick a faction with weak neighbors or strong trade bonuses for the smoothest first experience.
Which Shogun 2 clan has the best special units?
Oda's Matchlock Ashigaru is the strongest beginner special unit because it's the cheapest matchlock in the game and has better accuracy than the standard version, letting you field effective gunpowder armies early. Takeda's Fire Cavalry is the strongest late-game special unit for cavalry-focused players, and Hattori's Katana Samurai is the best melee infantry special unit. The "best" special unit depends on whether you're playing combat, economy, or defense.
How do I read Shogun 2 clan traits?
Each clan has three trait icons shown in the clan selection screen, and each trait gives a small bonus to a specific area: Duty boosts agent experience and recruitment cost, Loyalty reduces rebellion chance, Sincerity improves vassal income, Piety boosts religious effects, and so on. Hover over the icon in-game to see exact values, but the table earlier in this guide gives a quick reference for what each trait does in plain terms. Clan traits stack with clan bonuses, so a clan with two agent-related traits plus an agent bonus is a much stronger agent faction than the traits alone suggest.