Part of the Progression Series:

Quick Answer

A jumper account is a new account deliberately built on an older kingdom for about a week, then moved to a brand-new kingdom using the free Beginner's Teleport. You arrive at roughly City Hall 7 with 200k+ power, banked speedups and levelled commanders, on a server where everyone else started that morning at zero. Jump around day 7–9, and remember the window is 10 days or City Hall 8, whichever comes first.

Why It Works

Old kingdoms are generous to new accounts. Quest rewards, event participation and general activity in an established kingdom hand a fresh account far more than the same week would in a brand-new one. Meanwhile the Beginner's Teleport lets you take all of it somewhere else.

So you farm the easy environment, then arrive in the hard one already ahead. On day one of a new kingdom, being City Hall 7 with troops while your neighbours are City Hall 1 with none is an enormous head start — and in this game head starts compound, because power growth is exponential.

The Method

1. Start on an old kingdom. Any established server. You are not settling here.

2. Build hard for about a week. Priorities are the standard ones — City Hall above all, then whatever it needs next. See the beginner roadmap.

3. Bank everything. Do not spend speedups. Convert resources into items so they travel with you. The whole point is arriving loaded.

4. Watch the two limits. The Beginner's Teleport requires City Hall under 8 and works within roughly 10 days of account creation. Cross either and the jump is gone — you are then looking at passport pages at full price.

5. Jump around day 7–9, aiming for at least 200k power.

6. Land in the newest kingdom available — see best kingdom to join.

The City Hall 8 Trap

This is where jumper accounts die.

City Hall 8 arrives fast if you play normally, and crossing it cancels your teleport eligibility. So a jumper account has to grow around City Hall rather than through it: level everything else, bank resources and speedups, hold City Hall at 7.

That is the opposite of normal advice, and it is correct only for this specific plan. The moment you land, City Hall goes back to being your top priority.

Jumper Groups

The version most people underrate: jumper groups coordinate their jump into the same new kingdom together.

You arrive not just ahead of everyone, but ahead of everyone with an alliance already formed. Given that your alliance decides your experience more than anything else, landing on day one with 30 organised accounts is worth more than the power advantage.

These groups organise on Discord and community forums — see community resources.

Is It Worth Doing?

Yes, if you are starting fresh and willing to plan a week. The advantage is real and it lasts for months.

No, if you already have an established account. This is a starting technique, not a rescue. An existing account is better served by migration or a better alliance.

And be honest about the commitment: a jumper only pays off if you actually play the new kingdom seriously. Arriving at 200k power and then logging in twice a week wastes the whole exercise.

FAQ

What is a jumper account in Rise of Kingdoms?

A new account built on an old kingdom for about a week, then moved to a brand-new kingdom with the free Beginner's Teleport, arriving far ahead of native players.

When should I jump?

Around day 7–9, targeting at least 200k power, and always before City Hall 8 or the ten-day window closes.

Why must I stay under City Hall 8?

The Beginner's Teleport requires it. Crossing City Hall 8 ends your eligibility and leaves passport pages as the only route.

Can I jump with friends?

Yes — jumper groups coordinate into the same new kingdom, which gives you an instant organised alliance on day one.

Does a jumper account work for an existing account?

No. It is a starting technique. Established accounts should migrate instead.

Key Takeaways

  • Build on an old kingdom, jump to a new one with the free Beginner's Teleport.
  • Hard limits: City Hall under 8, roughly 10 days. Both end the plan.
  • Jump at day 7–9 with 200k+ power and everything banked as items.
  • Hold City Hall at 7 while levelling everything else — the one time that is right.
  • Jumping as a coordinated group beats jumping alone.