Yakuza 6's Clan Creator is worth setting up properly before you start grinding it. You're going to need one hundred victories for all achievements, and those fights can also build a level-99 leader and fund Kiryu's upgrades. You might as well get all three jobs moving together.
The mode opens through the main story in Chapter 5. It begins around La Pente in Onomichi and continues in Kamurocho at M Side Café when the story takes you back. Complete the main missions rather than assuming you've finished the campaign when the first city's section ends. The storyline has sixteen main missions, with additional missions separate from that.
There are three different things to set up: your roster of recruited leaders, their positions in the hierarchy, and the six people selected for the Strike Team. Recruiting someone doesn't automatically put them on the field. Putting somebody in the hierarchy doesn't automatically make them one of your deployable six either.
Fill the lower hierarchy positions. They improve the people above them. Watch for the handshake icon when connected characters support each other; those relationships improve the support bonus. As the clan grows, fill the new slots instead of leaving a strong leader sitting on an empty organization chart.
A practical early recruit is Pocket Circuit Fighter. Finish his Onomichi story and return to the tofu shop. His skill adds 70 to the deployment gauge. Send him out early, use that skill, and spend the extra points on support before the first leader is overwhelmed.
For a stronger setup, talk to Masao in the yellow jacket beside Joe and enter these codes:
- the6thheadofTojo: Daigo, with the skill that adds 150 deployment points.
- detectivemanDate: Date, with Muscle Party's temporary team invulnerability.
- MYSTRYMANSATSUKI: Satsuki, another Muscle Party user.
- OHNOONOMICHIOKUN: Ono Michio, a healer.
- MisterTokyoDome0: Tanahashi, whose support skill revives fallen leaders and restores health.
These are in-game codes, not paid DLC purchases. Check the leader's actual skill when arranging the team because different rarities of a character can have different costs and abilities.
Daigo, Date, Satsuki, Ono Michio, Tanahashi, and a damage dealer make a useful later team. Early on, a cheaper roster may deploy more comfortably. A squad full of expensive names can lose while you're still waiting to afford the second unit.
Start the battle by establishing the deployment-point engine. Use Daigo's skill as soon as he's out, bring in the support leaders, and add your damage dealer. Keep healers away from the main crush when possible. Watch health and cooldowns instead of just flooding the map with ordinary units.
Date and Satsuki are valuable because you can stagger their protection. Don't activate both at once and waste overlapping seconds. Use one during a dangerous clash, then use the other when the first protection ends and the second skill is available. This makes the late Amon Army missions much more forgiving, though those extra missions are not the same thing as the main story-clear trophy.
If you use Amon as a damage dealer, watch his explosives. His area attack can also hurt your own nearby units. A strong leader still needs sensible positioning.
For level 99, choose one leader early and stick with him. Masao is convenient because he's available from the start and his cheap deployment cost goes with a lower training requirement than the expensive leaders. Buy Boost Clan Member Growth and use the hierarchy's adviser positions as they unlock. The final Chief Adviser slot gives double EXP; Chief of HQ gives a smaller bonus.
Play the story missions and side missions first. Then repeat an offline battle you can win quickly and reliably. The easiest battle isn't always best if it gives poor EXP and money, but repeatedly losing a late mission is worse. Find a point where the team wins consistently and let it build toward the hundred victories.
Use the Training menu to spend Kiryu's EXP on the remaining levels when it makes sense. Don't empty a color he still desperately needs for his own skills and natural stats. Once Peak Kiryu and Skill Master are finished, the extra EXP can go straight into the leader you're finishing.
The six trophy checkpoints are founding the clan, reaching clan level 3, finishing the storyline, reaching 10,000 influence, taking one leader to level 99, and winning one hundred battles. Clan level and leader level are separate. The Awards screen also has its own mission and battle counters, so seeing the fifty-battle Award doesn't mean the hundred-win trophy is done.
Everything needed for these achievements can be done through the offline missions. You don't need to rely on online opponents or buy a character bundle.
Yakuza 6's Clan Creator is worth setting up properly before you start grinding it. You're going to need one hundred victories for all achievements, and those fights can also bui…
· Yakuza 6