These are the clans of Clint City:

ALLSTARS 128 All Stars -2 Opp. Power, Min. 1
BANGERS 128 Bangers Power +2
BERZERK 240 Berzerk -2 Opp. Life, Min. 2
FANGPICLANG 128 Fang Pi Clang Damage +2
FREAKS 128 Freaks Poison 2, Min. 3
FROZN 240 Frozn Revenge: Power And Damage +2
GHEIST 128 GHEIST Stop Opp. Ability
GHOSTOWN 128 GhosTown Day Bonus: +1 Power and Damage

Night Bonus: -1 Opp. Power and Damage

HIVE 128 Hive Equalizer: -3 Opp. Attack, Min. 5
HURACAN 240 Huracan +1 Attack Per Life Left
JUNGO 128 Jungo +2 Life
JUNKZ 128 Junkz Attack +8
LAJUNTA 128 La Junta Damage +2
LEADER 128 Leader Cancel Leader
MONTANA 128 Montana -12 Opp. Attack, Min. 8
NIGHTMARE 128 Nightmare Stop Opp. Bonus
PIRANAS 128 Piranas Stop Opp. Bonus
PUSSYCATS 128 Pussycats -2 Opp Damage, Min. 1
RESCUE 128 Rescue Support: Attack +3
Raptors Logo Raptors Cancel Opp. Attack Modif.
Riots Logo Riots Victory or Defeat: +1 Pillz
ROOTS 128 Roots Stop Opp. Ability
SAKROHM 128 Sakrohm -8 Opp. Attack, Min. 3
SENTINEL 128 Sentinel +8 Attack
SKEELZ 128 Skeelz Protection: Ability
ULUWATU 128 Ulu Watu Power +2
UPPERS 128 Uppers -10 Opp. Attack, Min. 3
VORTEX 128 Vortex Defeat: Recover 2 Pillz Out Of 3

All character cards in Urban Rivals are sorted into one of the available 28 Clans. As shown in the grid above, Clans tend to have different Bonuses which help them in battle. Since each Bonus is different, they will be better suited to different playstyles. For example, Attack-manipulation clans (like Montana or Sentinel) shine in low-pill battles, whereas others like Vortex and Frozn are ideal for calculated risk-taking. Since a Clan's Bonus determines the playstyle it can work with, cards within that clan either work well with the Bonus, and by extension the playstyle, or they go against it. This can be a factor which affects a card's price point, among many other factors.

Certain Clans stand out in certain game modes, such as Type 2 (dominated by the Hive clan), other clans tend to remain a relatively niche playstyle, such as Freaks. Players should carefully choose a clan as it determines their playing style. Unless they plan on spending large ammounts of money on packs, they will not be able to get a large number of cards easily, and must therefore focus on one (maximum two) clans that they want to use ingame. This limits the amount of spending needed and can help with deckbuilding for restrictive game modes like EFC.

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