Rise of Kingdoms Jumping Guide for New Players: How to Create a Jumper Account and Dominate New Kingdoms

What Is Jumping in Rise of Kingdoms?

Jumping is a strategy where you create a new account, build it up in an older kingdom for several days, and then “jump” to a recently opened kingdom using a Beginner’s Teleport​. This Jumper Account gives you a head start: by the time you land in the new kingdom, you might have City Hall level 7 with a week’s worth of troops, research, and resources, while other newcomers are just starting at City Hall In short, jumping lets free-to-play and new players begin a fresh server much stronger than ordinary starters, making it easier to compete and even dominate early-game events.

Why is jumping beneficial? When executed correctly, a jumper account enters the new kingdom with significant advantages in power and progression. You’ll have higher-level buildings (maxed at CH7), better technology, leveled-up commanders, a stockpile of speedups, resource tokens, and troops trained during the preparation period. All these translate to a huge competitive edge in the new server – you can join top alliances, win early events, and grow faster than peers who didn’t jump. This guide will explain step-by-step how to prepare a jumper account, when to jump, what to do after jumping, and tips to get the most out of this strategy.
Jumping to a new kingdom gives your account a heroic head start. By preparing a Jumper Account, you’ll enter a fresh server with troops, resources, and upgraded buildings while others are just beginning. New players can use this strategy to dominate early-game events and grow rapidly in Rise of Kingdoms.

Advantages and Disadvantages of a Jumper Account

Before you invest time in a jumper project, consider the major advantages and disadvantages:

Head Start on City Development: You will arrive in the new kingdom with City Hall 7 fully built out. All buildings and research will be maxed for that level, which means better technology and more troops than brand-new players​. This accelerates your progression toward higher City Hall levels and T3/T4 troops once you jump.

Strong Commander Levels: By using the days before jumping to kill barbarians and even guardians, your key commanders will gain a lot of experience​. It’s common to have level 30+ epic commanders (and even some upgraded skills) when you start in the new kingdom, giving you a combat edge.

Resource and Speedup Stockpile: During the prep phase, you accumulate resources, speedups, gems, and Golden Keys without spending them​. All these items carry over to the new kingdom, so you can boost your growth or win events like Mightiest Governor or Lord of War by using them at the right time.

More Troops Trained: You get 7–10 days of continuous troop training. Even if they’re Tier 1–2 troops initially, you’ll have a standing army ready to upgrade and fight, whereas normal new players have to start training from scratch. More troops also help in gathering and PvE events.

Event Participation: You can complete beginner events (Kill Event, Lohar’s Trial, holiday events, etc.) during the waiting period and carry that progress into the new kingdom – you won’t be able to claim the same rewards twice, but you start with whatever you earned. For example, if you unlocked some tiers of “Strategic Reserve” or “Lohar’s Trial” events, those stay completed after you jump (so you can’t re-do them, but you keep the loot).

Alliance Opportunities: Thanks to your higher power and progression, you’ll be a more attractive recruit for top alliances in the new kingdom. High-power alliances often have minimum requirements (e.g. ~200k power) to join early on, which a well-prepared jumper can meet or exceed. Being in a strong alliance from day 1 provides extra buffs, rewards, and protection.

Disadvantages: It’s not all upside – jumping has a few drawbacks to note​:

Vulnerability Before the Jump: While you’re building up in the initial kingdom (the “jumper staging” kingdom), your city can be attacked by older players. You’ll likely be under the level 8 protection limit, so higher-level governors could raid you. A careless moment (like having too many resources exposed or not being under alliance protection) can set you back. We’ll cover strategies to minimize this risk (e.g. staying below resource caps and joining a quiet alliance).

Target on Your Back After Jump: When you arrive in a new kingdom with unusually high power, you might stand out. Pay-to-win players or large alliances in the new server may see you as an early threat or prized target to recruit or eliminate. However, if you play smart and join a strong alliance, this is usually manageable. Just be aware that dominating early might draw attention – both good and bad.

Time and Effort: The jumper process requires intense activity for up to 10 days. You’ll be farming barbarians, gathering, and micro-managing your account more than a typical new player. It can be a bit of a grind to maximize everything pre-jump, so ensure you’re ready to commit that effort. If you’re a casual player, jumping might feel like too much work for the advantage gained.

No Double Dipping on Exploration: One common strategy is exploring the entire map (all villages and caves) in your initial kingdom for rewards. Note that once you jump, your fog on the new map resets, but you cannot get rewards from those same villages/caves again in the new kingdom. Essentially, the game remembers which villages/caves you’ve already claimed rewards from. So you only get those exploration rewards once (which is why you should definitely do them before you jump!). It’s not exactly a disadvantage, but it means you can’t exploit exploration twice.

In summary, the benefits of jumping – a powerful early start – usually outweigh the drawbacks for competitive players. Now, let’s dive into how to actually create and prepare a jumper account step by step.

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