Strategy

9 Kings Builds: Starting Decks and Perk Layouts

A build in 9 Kings is two decisions stacked: which cards you place in the first decades, and which perks you pick as your king levels. This guide collects the starting patterns that survive the current patch, explains the perk layout system behind them, and labels every recommendation with the version it was checked on.

Last updated & fact-checked: 2026-09-13Partially confirmed
Patch checked
0.9.5 (2026-07-29)
Perks
78 total, 9 to 15 slots
Perk slots saved
3 per king (Patch 0.9.3+)
Source
Community + official patch notes

Builds are the part of a wiki that goes stale fastest, so this page leads with its date: everything below was checked against Patch 0.9.5, the big deck rework of July 29, 2026. When a newer patch lands, the stamp changes. What survives patch-to-patch is the method, so each build here also explains why it works, not just what to click.

The perk screen for the King of Nothing, with perks slotted and empty circles waiting
The perk screen: six perks slotted, four circles free, and Ingenious, which grants five extra base levels. Official screenshot.

The two halves of every build

The card half is your opening decade: which of your nine cards you place, where, and in what order. The rules that transfer across kings:

The perk half is the slower game. Each king levels up over a run and earns perks: 78 exist across the game, split into universal ones every king can take, king-specific ones, and rainbow perks unlocked at run milestones. You have nine slots by default, expandable to eleven and beyond with the right perks, and since Patch 0.9.3 you can save three full perk layouts per king. The layout system has its own puzzle: directional perks boost the perks they point at, and chaining them multiplies the effect. It is a rabbit hole, and the deck lists in the nine kings guide are the best map of it.

Three starting patterns that survive 0.9.5

BuildKingOpeningWhy it works
The slow startKing of NothingFarm and Blacksmith adjacent, one ArcherYearly growth plus a cheap damage buff covers the weak early fights
The wallKing of StoneStronghold, Quarry, one TrebuchetEvery later building makes the Trebuchet stronger; walls buy the time
The altarKing of BloodPagoda, Imp, CemeteryCheap deaths feed the Cemetery and the Altar's permanent growth

None of these are secrets; they are the patterns the community keeps re-deriving because they follow from the card text. What changes per patch is the tuning. The cards guide explains each card's type rules, and the nine kings overview links the full deck tables if you want to build your own.

How to read the meta without drowning

Three habits keep build knowledge current: read the patch notes before reading any guide (Sad Socket posts them on Steam), check that the guide names its patch, and treat any guide without a date as fiction. Our tier list applies the same discipline to king rankings.

FAQ

What is the best starting build in 9 Kings?

For a first run, the slow-start pattern on the King of Nothing: economy buildings first, one ranged unit, and perks that extend your base. It survives the early years while you learn the loop.

How many perks can you equip in 9 Kings?

Nine slots by default. The Expander perk and related layouts push that to eleven, and rainbow perks can extend it further. Three full layouts can be saved per king since the Patch 0.9.3-era update.

Do builds change with patches?

Yes. The July 2026 deck rework changed five kings' decks at once. Any build guide that does not name its patch should be assumed out of date.

Sources