What this site answers

In one line: how to win a run first, checkable data second. It is neither a stat leaderboard nor a mirror of the official wiki.

Four questions

What this site refuses to do

Method: what any single-card ranking leaves out

The card-output reference computes √(damage × HP), divided by cost or not. It only answers "paper output per gold or per plot". The nine items below are what it structurally cannot measure — which is why every ranking page states its premise up front.

  1. ① Crit multiplier is not uniformCriticalMultiplier sets the ceiling for crit builds: cards at 1 can reach ×8, the rest ×16 — a one-step difference in ceiling.
  2. ② Crit growth is rareOnly a handful of cards have MCritChanceBoost > 1; every other card gains no crit chance from levels, so crit builds have far fewer carriers than they look.
  3. ③ Range decides how much paper DPS landsThe formula assumes 100% uptime. A unit with range 1.1 has to walk to the front before firing; paper HP is not effective HP.
  4. ④ AOE and pierce multiply by targetsHit N targets and effective DPS is roughly paper × N. Single-target math systematically undervalues both.
  5. ⑤ Adjacent support buildings multiplyBeacon, blacksmith, orchard and camp boost neighbours by a percentage every year. The same unit between four boosters and in a corner diverges by several times over a long run — that is placement, not card choice.
  6. ⑥ Summons, splits and revives raise effective HPDuplicators refill units, slimes split, pagodas summon, Embalming revives: the health bar is a pipeline and MaxHP is one section of it.
  7. ⑦ Thorns and damage reduction never enter a DPS formulaThe defender attacks for almost nothing and ranks last on both tables, yet its job is soaking and reflecting. Steel coat stacks are mitigation.
  8. ⑧ Not every card caps at level 3Cards with LimitlessLevels do their real work well past level 3; any table that stops at MaxLevel writes them off.
  9. ⑨ Equal DPS/HP weighting is a choiceThe geometric mean √(DPS×HP) assumes both matter equally. Losing HP ends a run and dead units deal no damage, so pure damage units are worth less than the table says.

Evidence levels

TagMeaning
Extracted from game filesNumbers come straight from client fields, with the source field named on the page.
In-game textOfficial Chinese / English strings, not rewritten.
Official announcementsSteam patch notes and store page, with dates.
Community consensusGuides, videos and threads with links and dates; conflicts are shown side by side.
Not measured yetWhere the client still stores a variable (X) or no public source exists, it is labelled — never guessed.

Coverage

CollectionVisibleTotalChinese namesNeeds review
Cards14915914930
Enemies29352935
Kings91196
Policies14715314728
Perks12212612224
Cataclysms1415146
Challenges818181—
Units122123814
Mechanics666—
Events111—

680 visible entries · baseline 2026-11-02 · Unity 6000.3.8f1 (IL2CPP) · 9 Kings (AppID 2784470)

Data baseline

Every number on the site comes from the same extraction. If a value disagrees with the game, check the date here first — the data layer has to be re-extracted after v1.0 ships.

Unity version6000.3.8f1 (IL2CPP)
Extracted2026-11-02
Site versionv0.2.0
Game9 Kings(AppID 2784470)· Early Access 2025-05-23 · 1.0 planned 2026-11-12
SourcesLocal game-file extraction · 9 Kings Wiki (wiki.gg, CC BY-SA 4.0) · editorial notes

Version baseline

Data was extracted from the local client on 2026-11-02 (late Early Access). v1.0 is planned for 2026-11-12; card, policy and perk sets will change and the data layer will be re-extracted. Start, systems and mechanics content survives the patch, but its numbers are version-tagged.

This is a personal, unofficial reference. Data comes from local game-file extraction; some descriptions reference 9 Kings Wiki (wiki.gg, CC BY-SA 4.0). Editorial notes are original.