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9 Kings/Builds

9 Kings Builds

A run in 9 Kings is won by an engine: a few cards that feed each other until the numbers run away. Each build below names the cards it can't do without, the perks and decrees that feed it, how the loop works, when to go all in and what kills it. Every effect is the game's own card text; every build was checked on patch 0.9.8.

King of Blood

King of Blood · Quest · Patch 0.9.8

Bomber Altars

The King of Blood's quest clearer. Bombers run in and blow the front of each wave apart, and the Demon Altars grow on every ally that falls, so by the time the Bombers stop being enough the demons are big enough to finish it.

Core cards

BomberTroop · King of BloodThe early damage. They are fast, they hit an area, and each level adds half again to their attack, so a levelled plot tears the front off a wave.

Runs towards the enemy and explodes, dealing area damage.

Card page →
Demon AltarTower · King of BloodThe late damage. Every ally that dies makes each Altar permanently stronger, so an Altar placed early keeps growing for the whole run.

Summons one demon per level. For each dead ally, grows permanently +0.1 stronger.

Card page →

Supporting cards

CauldronBuilding · King of StoneA King of Stone building that poisons whatever the plots beside it hit. Next to the Bombers, every blast also leaves poison behind.

Adjacent plots' attacks now deal poison damage. +3 poison stacks per level.

Card page →
RegressionTome · King of TimeTakes an Altar back one level and keeps its stats and effects. Level it again and it summons another demon, so an Altar at its cap still has demons to add.

Brings plot back 1 level but retains all its current stats and effects.

Card page →

Perks

PaganPerk · King of BloodA Demon Altar from the first year, in a corner, so it has the whole run to grow.

Start with +1 Demon Altar in a random corner plot.

All perks & decrees →
ExplosivePerk · King of BloodMore Bombers in every plot from the start, which means more blasts in the years before the Altars take over.

Bombers start with +3 units.

All perks & decrees →

Decrees

FireworksDecree · King of BloodDoubles the area of every blast, so each Bomber catches twice the ground.

Bombers have their attack range area doubled.

All perks & decrees →

Play order

  1. 1
    Years 1-4

    Bombers down, an Altar in a corner. Level the Bombers first.

  2. 2
    Year 5

    First decree pick: Fireworks if offered.

  3. 3
    Year 7

    First merchant: a Cauldron for the Bombers.

  4. 4
    Every year

    Level the Bombers until they stop clearing waves, then the Altars.

  5. 5
    Years 13, 21, 29

    Later picks: Fireworks if you still don't have it.

How to play it

How it wins

Bombers are a Legendary troop: they run at the enemy and explode for area damage. Each level is x1.5 attack and x1.25 move speed, so the plot gets faster as well as harder-hitting.

The Altars are the second half. Each summons one demon per level, and every allied death makes it +0.1 stronger for good. Set down in a corner in the first year, an Altar has every battle of the run to grow in, and it does that while the Bombers handle the early waves. A Bomber dies in its own blast, so every one that goes off counts toward the Altars as well. When the waves outgrow the blasts, the demons carry it. An Altar at level 3 is not finished either: Regression drops it a level without losing anything it has gained, and the next copy played on it brings one more demon.

A Cauldron next to the Bombers adds 3 poison stacks per level to every hit they land, and Fireworks doubles the area of each blast.

Commit or pivot

Commit
Commit when a Bomber plot is down by year 4 and an Altar sits in a corner.
Pivot
No Bombers by year 4: the Altars grow too slowly to hold the early waves by themselves. Lean on the base instead and play Ghost Pagoda.

Placement

Demon Altars in the corners, out of the way. Bombers in the middle with a Cauldron beside them.

Countered by

  • Enemy Steel Coat stacks. Each stack cancels one hit, and a Bomber gets one hit per run-in.
  • Skipping the Altars. The Bombers clear early waves alone, but with no Altar growing behind them nothing is left to take over when the waves get bigger.