King IX with all Kings (Outdated)

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I've tried doing King IX difficulty with each king for no good reason. Some were pretty easy, some were nightmare, a specific king is a pure torture. This guide explains how to beat the "last" difficulty with each of kings and how to not go insane in the process. THE GUIDE HASN'T BEED UPDATED SINCE KING OF TIME PATCH. Some stuff still works, some stuff doesn't. The riskier stuff (like King of Nothing) is much easier to do with the newest perks using different strategies (I've beaten 9-6 with Soldiers\Paladins decks from the first try). Basically, in theory, most of the stuff should still work but for the riskier kings there are much better options. I might update later on when I have nothing else to do. The kings would be reffered as [stone], [spell], [nothing] etc. The cards would be reffered as {Offering}, {Overhaul}, {Soldier} etc. Some tips to save your sanity In order to beat this difficulty you often need the stars to align so, like, if the conditions aren't met - just restart. If something goes very wrong (like wasting all of your gold early on and not getting anything you need) - restart. If you're getting tilted - close the game. If the king you want isn't here yet - just wait. Some gameplay tips 1) You must play the cards until you have only two left - sometimes you have to waste or sell your stuff, pick wisely 2) You can use tip #1 to buy a bunch of worthless cards in the shop in order to play the cards you were saving 3) {Earthworks} used on an upgraded slot returns you up to 3 cards, even if you use it on lvl 100 Rat. Mortage, however, returns gold for all the levels. Available strategies [Blood] - the easiest one to pull off and the most consistent. [Spell] - the second easiest. [Stone] - it is getting a bit annoying. [Progress] - would likely end up in a bunch of restarts even if you get the perfect start. [Nothing] - it's okay. [Nature] - Rough starts. [Greed] - it is painful. The worst king at the moment. [Nomad] - pretty straightforward in terms of strategy, took a few tries to understand the optimal way to play him and a single try to beat King 9 after figuring him out. [Nothing] - has a strong frontline and a decent DPS in the back. He's somehow well-balanced around both offense and defense and usually becomes a problem if you have a weak frontline without much DPS going towards his archers. Poison Thorn can somehow ease this problem. [Spell] - he has a... weird frontline. On higher difficulties warlocks are becoming a big issue due to AoE attack and tons of HP since their damage also scales. Then, you have mages at the back that would demolish your frontline completely. And finally, the shaman would make a run for it once he crosses outer half of the map. His weakness is that his mages are weak in duels against other ranged units and that they usually gather in one spot after beating your army. [Greed] - Greed is abysmal when you play him, but when against him? That's the whole another topic. Thieves are a unit with one among the highest damage and Mercs have a ton of stats. Usually this combination would slaughter any well-balanced army... however, there's a fatal weakness - [Greed]'s army loves to gather in a single spot. Any AoE damage ({Carnage}, {Mothership}, {Treant}) would end up nuking his thieves and then dealing a ton to his mercs so you can finish them off. [Blood]'s army has one of the highest DPS in the game. It has a lot of units, with imps being the fastest or the second fastest unit in the game. Devils, however, are extremely slow and usually neither tanky or strong. [Blood] Has two weaknesses - first, just as greed, his units would gather in a single spot, valnurable for AoE damage (and they're pretty squishy) and then, devils, are way too slow to reach your base if you have any towers that can actually do damage (even somehow leveled dispenser would do the trick). [Nature] - weak front, weak mid, high burst but low DPS overall (due to a small number of units). Usually, he's an issue only during early game because the elves are extremely tanky. Manual base control here is a must early on. [Stone] - has a high burst damage and a decent swarm. His melee units are pretty weak but Balistas are extremely strong due to how the game works. Having only a melee army against him is a no-no idea. Ranged, usually, wouldn't be able to handle the swarm alone... but if you add something that would help them to get rid of the swarming melees - whole another topic. His weakness is that if you get rid of his melees - his balistas would never reach the base. Poison Thorn can also solve an issue - for every hit on your units Balistas would get poisoned and likely would end up dying before it fires a third shot. [Progress] - this one is pretty tricky. It is a swarmer with the tankiest unit in the game (defender) and the second most annoying ranged unit. The weakness? - they're pretty slow and aren't exactly good at enduring poison. Poison Thorn would make them the most useless army and poison generally would end them before they can reach your base. [Nomad] - So far, about as strong as [Nature] or a bit weaker. He's, pretty much, never an issue and easy to bully. King of Blood is the most consistent by far. Perks You need Summoner x4, Cultist x2 and Pagan x1 (yes, only one). That's pretty much it but if you want to change something - don't make your base or regular troops too strong. Strategy 1) Roll for something that isn't [Stone] or [Nature]. Preferably [Nothing]. 2) Set your base somewhere in the backline or in the middle so it wouldn't interfere with your build. 3) Put 2 {Graveyards} between 2 squads of {Imps} 4) Blue circles is what is a must, purple ones - you can go for {Farms} or {Graveyards}, doesn't really matter (I prefer farms but it is really whatever, you can do both). 5) For the augment, go for doubling the altar stats or 50% summon stats. Don't waste gold for rolls until your second augment if everything is fine. Save your gold for augment rolls . 6) During the rainbow round, you can get {Razing} or {Echo} (for the altar during the late game but, once again, you don't really need it - the three devils you have will be too much to deal with anyway). Tip #1: You don't really need a {Graveyard} in your starting hand. Just get it before, like, year 5 or something. Tip #2: Don't upgrade the altar too early. Upgrade it to 2 somewhere during years 10-15 and to 3 during years 15-20. You don't want your devil to crush your enemy too fast. Loot [Nothing]: {Farm}, {Wildcard} [Progress]: {Overhaul} [Greed]: {Over-invest} [Rainbow]: {Echo} (for the Altar), {Razing} (you have a bunch of not used slots) Friends and foes A must: No one, really. I prefer progress because they kill a lot of imps. Friends: [Nothing] Foes: [Stone] (you can wage a war against them when you think that you're strong, their buffing cards are pretty good), [Nature] (would target the devil). No-no: None. King of Spell, by far, is pretty easy to pull off due to his overpowered base and the recent changes in the perk system. Perks You might think that this is a bit silly but actually it is extremely silly. We need Ruthless at 4 (20% chance to oneshot) and Ingenious at 3 (+15 base levels). Strategy 1) Roll for [Progress], put your base in the back and just keep upgrading it. [Spell]'s base hits in AoE and with the perks we're using it can oneshot a few dozens (or 100s) of enemies. 2) The units, towers and other constructiosn do not matter - they're a resource for {Offering} and {Overhaul} ({Overhaul} > {Offering}). 3) The best unit you can have is a Thief - they're practically the only useful unit on this difficulty because they can actually slowdown enemy troops and, in our case, gather them in one spot. 4) For the augmentation we go for doubling base's attack speed. First one is a must, the second - not really. The other decent augmentations - Crit chance, Crit Damage, Gold, Rolls 5) During the Rainbow wave grab yourself a {Temple} and multi

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GHub Platform · автор06.09.2026, 23:35:45

I've tried doing King IX difficulty with each king for no good reason. Some were pretty easy, some were nightmare, a specific king is a pure torture. This guide explains how to beat the "last" difficulty with each of kings and how to not go insane in the process. THE GU…

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