A Rise of Kingdoms jumper account is a new account that stays at City Hall level 7 while collecting troops, resources, speedups, commander experience, and exploration rewards. Before Beginner Immigration expires, the player moves to an eligible new kingdom and continues normal progression there.
The strategy can provide a useful early advantage, but success depends on account age, City Hall level, destination availability, alliance coordination, and the requirements shown in the current immigration screen.
Keep City Hall at level 7, confirm that Beginner Immigration is still active, and verify that the destination kingdom accepts new governors. Before moving, leave your alliance, recall every march, finish active battles, remove reinforcements, and check the destination kingdom number carefully.
What Is a Jumper Account in Rise of Kingdoms?
A jumper account uses the beginner relocation system to prepare in one kingdom before continuing in a newly opened kingdom.
During the preparation period, the account can:
- Reach City Hall level 7
- Upgrade available buildings
- Research early technologies
- Train troops
- Level useful commanders
- Defeat barbarians
- Gather resources
- Explore Tribal Villages and Mysterious Caves
- Collect alliance chests and help
- Save speedups and resource items
The account then enters the target kingdom with more development than an account created there at the same moment.
This advantage is temporary. Active players and spenders can close the power gap quickly, so a jumper account should be treated as a stronger starting position rather than a guarantee of long-term kingdom control.
Does the ROK Jumper Method Still Work in 2026?
The jumper method can still work when the account remains eligible for Beginner Immigration and the destination kingdom is available.
However, do not rely only on an old guide or a fixed calendar. Before preparing the account, open the current kingdom-selection or immigration screen and confirm:
- The beginner relocation option is visible.
- The expiration timer has not ended.
- City Hall is still level 7 or lower.
- The intended destination is eligible.
- The destination has not stopped accepting beginner accounts.
- The account meets every requirement shown by the game.
Interface terms and destination restrictions can change after updates. The live immigration screen should remain the final authority.
Beginner Teleport Versus Beginner Immigration
Rise of Kingdoms guides and game interfaces may use both Beginner Teleport and Beginner Immigration terminology.
| Term | General Meaning |
| Beginner Teleport | A beginner relocation item associated with a new account |
| Beginner Immigration | The system used to move an eligible new account to another kingdom |
| Passport Page migration | The normal migration system used later in account progression |
Beginner Immigration is not the same as normal migration. Passport migration has separate City Hall, kingdom-status, power, resource, season, and Passport Page requirements.
For the broader teleport system, read the Rise of Kingdoms Beginner Teleport guide.
Rise of Kingdoms Jumper Requirements
Check every condition before attempting to move.
| Requirement | What to Check |
| City Hall | Level 7 or lower |
| Eligibility window | Beginner Immigration or Teleport has not expired |
| Destination | Kingdom appears as eligible in the current interface |
| Alliance | The governor has left the current alliance |
| Marches | All troops and scouts are inside the city |
| Combat | The city and all troops are out of combat |
| Reinforcements | No allied troops remain inside the city |
| Characters | The destination’s character restriction is not exceeded |
| Kingdom status | No current restriction blocks beginner entry |
City Hall warning: Keep City Hall at level 7 until the move succeeds. Do not start the City Hall level 8 upgrade merely because its timer will finish later. Reaching level 8 can end beginner eligibility.
Advantages and Disadvantages of a Jumper Account
| Advantages | Disadvantages |
| Additional preparation time | Several days before normal City Hall progression resumes |
| More trained troops | Risk of losing eligibility |
| Developed early commanders | Target kingdom may fill or become unavailable |
| Saved resources and speedups | Jumper-group plans may change |
| Better alliance application position | No guarantee of joining the top alliance |
| Coordinated group entry | The power advantage can disappear quickly |
A jumper account is most useful for active players who enjoy planning and coordinated early progression. It is less suitable for players who do not want to monitor timers, kingdom openings, and eligibility conditions.
How to Create a Rise of Kingdoms Jumper Account
Step 1: Choose a Preparation Kingdom
Create the account in a kingdom where you can gather, defeat barbarians, explore safely, and join an active alliance during the preparation period.
A useful preparation kingdom should offer:
- Active alliance help
- Alliance chests and technology
- Accessible barbarians
- Safe resource nodes
- Tribal Villages and Mysterious Caves
- Enough activity to support early progression
Do not assume that every older kingdom is suitable. Confirm that the intended destination appears available before investing several days into preparation.
Step 2: Choose a Starting Civilization
Select a civilization that supports your early development plan. Consider construction speed, gathering, troop training, Action Point efficiency, or the starting commander.
Your civilization can be changed later, so prioritize immediate account growth rather than treating the starting selection as permanent.
Step 3: Join an Active Alliance
An active alliance provides help actions, technology, chests, territory bonuses, group activities, and safer gathering.
Alliance Help reduces building and research timers, making it especially valuable while you are maximizing progress below City Hall level 8.
Step 4: Reach City Hall Level 7
Progress to City Hall level 7, then stop. Upgrade useful buildings beneath that cap without beginning City Hall level 8.
Prioritize:
- Academy research
- Alliance Center
- Troop-training buildings
- Hospitals
- Resource buildings
- Scout Camp
- Storehouse
- Buildings required for current progression
Step 5: Keep Research Active
Prioritize technologies that improve construction, research, gathering, resource production, troop progression, and general account efficiency.
Avoid leaving the Academy idle solely because you intend to move later. Completed technology transfers with the account.
Step 6: Train Troops Continuously
Keep available troop queues active. More troops can help with gathering, barbarians, alliance activities, and early power after the jump.
However, do not empty the entire resource supply merely to inflate power. Preserve enough resources to restart building and research immediately after arrival.
Step 7: Defeat Barbarians
Use naturally regenerating Action Points on barbarians and useful early activities. This can provide commander experience, resources, speedups, and other progression items.
Save consumable AP items when a future event or objective offers better value.
Step 8: Explore Villages and Caves
Send Scouts continuously and collect available map rewards. Previously claimed Tribal Village and Mysterious Cave rewards should not be expected to reset after the move.
Explore as much as practical, but do not risk missing the immigration window solely to clear every remaining location.
Step 9: Save Important Items
Useful items to preserve can include:
- Universal speedups
- Building speedups
- Research speedups
- Training speedups
- Resource tokens
- Gems
- Golden and Silver Keys
- Action Point bottles
- Teleport items
Saving does not mean allowing builders, research, and training queues to remain idle. Spend enough to maintain efficient preparation while protecting the larger stockpile for the target kingdom.
Rise of Kingdoms Jumper Preparation Checklist
- City Hall remains at level 7.
- Beginner Immigration is still active.
- The destination kingdom number is confirmed.
- A backup destination has been selected.
- Both builders have remained active.
- Academy research has remained active.
- Troop queues have remained active.
- Natural Action Points have been used efficiently.
- Scouts have explored villages and caves.
- Important resource items and speedups are saved.
- The jumper group has confirmed its schedule.
- Governor ID and account-linking details are recorded.
- All marches can be recalled before the move.
For broader account fundamentals, read the Rise of Kingdoms beginner guide.
Day-by-Day ROK Jumper Plan
Preparation Day 1
- Create and secure the account.
- Choose the starting civilization.
- Join an active alliance.
- Begin scouting immediately.
- Keep construction, research, and training active.
- Level useful early commanders.
- Use valid in-game rewards and codes.
- Do not use the beginner relocation item accidentally.
Preparation Days 2-4
- Continue progressing toward City Hall level 7.
- Upgrade practical buildings below the level 7 cap.
- Continue economic and military research.
- Defeat barbarians with natural Action Points.
- Gather resources while offline.
- Explore Tribal Villages and Mysterious Caves.
- Accumulate resources, keys, and speedups.
- Confirm the planned destination.
Final Preparation Days
- Recheck the Beginner Immigration timer.
- Monitor expected kingdom openings.
- Confirm the jumper group’s schedule and backup kingdom.
- Stop activities that may leave troops unavailable.
- Avoid long rallies before the planned move.
- Record inventory, power, governor ID, and account details.
- Keep City Hall at level 7.
Jump Day
- Verify the destination kingdom number.
- Confirm that beginner entry is currently available.
- Recall every troop march and Scout.
- Finish all active combat.
- Remove any reinforcements.
- Leave the temporary alliance.
- Open the beginner immigration interface.
- Review every requirement.
- Confirm the destination.
- Verify the governor appears in the correct kingdom.
First 24 Hours After the Jump
- Join the planned alliance or strongest suitable active alliance.
- Upgrade City Hall beyond level 7.
- Keep both builders active.
- Resume Academy research.
- Train troops continuously.
- Complete new-kingdom quests and events.
- Gather resources when queues are occupied.
- Avoid unnecessary city attacks.
Days 2-7 After the Jump
- Prioritize City Hall and its required buildings.
- Work toward the next troop tier.
- Maintain continuous Academy research.
- Develop gathering commanders.
- Do not allow natural Action Points to remain capped.
- Participate in alliance activities.
- Use alliance help before spending speedups.
- Spend speedups on meaningful progression milestones.
- Maintain enough resources to prevent idle queues.
Use the City Hall upgrade requirements to plan the post-jump building path.
How Much Power Should a Jumper Have?
Around 200,000 power is a commonly used preparation benchmark for an active jumper, but it is not a game-enforced immigration requirement.
| Threshold Type | Meaning |
| Immigration requirement | A restriction enforced by the game |
| Jumper-group requirement | A target established by group leadership |
| Power benchmark | A suggested preparation target |
| Alliance requirement | A threshold set by a specific alliance |
A lower-power account with saved speedups, completed scouting, useful commanders, strong technology, and alliance access may be better prepared than an account that inflated power inefficiently.
Can a Jumper Reach One Million Power in the First Week?
One million power in the first week is an aggressive target, not a guaranteed result.
The result depends on:
- Preparation duration
- Daily activity
- Alliance quality
- Saved speedups
- Resource supply
- Starting civilization
- Troop-training activity
- Technology progression
- City Hall progression
- Spending level
Track efficient account development rather than chasing headline power alone.
| Power Source | What to Monitor |
| Buildings | City Hall and prerequisite progression |
| Technology | Continuous Academy research |
| Troops | Continuous training and efficient tier upgrades |
| Commanders | Useful levels, stars, and skills |
| Alliance | Help, territory, chests, and technology |
| Resources | Whether building and research can continue |
| Speedups | Progress gained for each item spent |
Do not promise a fixed day-one or day-seven power figure unless the route has been tested under the same preparation period, civilization, alliance activity, and spending conditions.
Prefer to skip the fresh-account process? A jumper account suits players who want to control every early decision themselves. Players who compare available ROK accounts should review kingdom status, migration eligibility, City Hall level, VIP progress, commanders, equipment, speedups, resources, Passport Pages, and account age instead of judging an account by headline power alone.
Should You Join a Jumper Group?
A jumper group coordinates many individual governors entering the same new kingdom. The alliance itself does not transfer as one object.
Each member must:
- Keep the account eligible
- Move individually
- Enter the correct destination
- Create or join the planned alliance after arrival
What to Check Before Joining
- Confirmed destination kingdom
- Planned date and time
- Backup destination
- Leadership experience
- Alliance names and tags
- Preparation requirements
- Power expectations
- Spending expectations
- Language and time zone
- Farm-account rules
- Diplomacy and kingdom plan
A jumper group improves coordination, but it does not guarantee control of the destination kingdom or long-term alliance success.
What Transfers After the Jump?
| Progress | Expected Result |
| Buildings | Remain at their current levels |
| Technology | Completed research remains |
| Troops | Transfer with the account |
| Commanders | Keep their levels, stars, and skills |
| Inventory | Transfers with the account |
| Resources | Generally remain available under current system rules |
| Tribal Villages | Previously claimed rewards should not be expected to reset |
| Mysterious Caves | Previously completed rewards should not be expected to reset |
| Event progress | Depends on the event’s current rules |
| Alliance membership | Must normally be left before moving |
Do not assume every event transfers identically. Review active event descriptions before immigrating.
Why Is Beginner Immigration Not Working?
Common causes include:
- City Hall has reached level 8.
- The beginner eligibility period has expired.
- The governor is still in an alliance.
- A troop march or Scout is outside the city.
- The city or a march is in combat.
- Reinforcements remain inside the city.
- The destination kingdom is unavailable.
- The destination has reached its beginner-account capacity.
- The destination character restriction has been exceeded.
- The kingdom is in a restricted state.
- The required beginner item or option is missing.
What If the Target Kingdom Fills Up?
Do not keep retrying until the beginner timer expires. Contact the jumper group, select the backup kingdom, and confirm availability through the live immigration screen.
What If the Jump Window Expires?
If beginner eligibility is lost, the account may need to continue progressing until it qualifies for normal migration.
Normal migration is not an immediate replacement. It has separate City Hall, Passport Page, resource, season, kingdom-status, and immigration requirements.
Review the normal ROK migration requirements before planning a later transfer.
Common Jumper Account Mistakes
- Upgrading City Hall to level 8: This can end beginner eligibility.
- Assuming the full window is guaranteed: The destination may become unavailable earlier.
- Failing to confirm the kingdom: Always verify the exact destination number.
- Using the beginner item unnecessarily: Preserve it for the planned kingdom move.
- Remaining in an alliance: Leave before attempting immigration.
- Leaving troops outside: Recall every march and Scout.
- Joining a long rally: Avoid activities that may overlap the jump time.
- Expecting exploration rewards to reset: Do not plan around claiming them twice.
- Spending every speedup: Save a useful stockpile for the new kingdom.
- Saving too aggressively: Builders, research, and training should not remain idle.
- Chasing power without technology: Balanced development is more useful.
- Treating 200,000 as mandatory: It is a benchmark, not a universal requirement.
- Guaranteeing one million power: Results depend on activity and account conditions.
- Joining a group without a backup plan: Kingdom capacity can change quickly.
- Confusing beginner and normal migration: They follow different rules.
FAQ
What is a jumper account in Rise of Kingdoms?
A jumper account stays at City Hall level 7 while collecting troops, resources, speedups, technology, and commander progress before moving to an eligible new kingdom.
Does the ROK jumper method still work in 2026?
It can work when Beginner Immigration remains active and the destination kingdom accepts the account. Always verify eligibility in the current game interface.
What City Hall level should a jumper stay at?
Keep City Hall at level 7 until the move is complete. Reaching level 8 can end beginner immigration eligibility.
How long does Beginner Immigration remain available?
Community guidance commonly describes a window of up to 10 days or until City Hall reaches level 8. Check the live expiration timer because current rules may differ.
How much power should I have before jumping?
Around 200,000 power is a useful community benchmark for an active jumper, but it is not a universal game requirement.
Can a jumper reach one million power in the first week?
It is possible under strong preparation and activity, but it is an aggressive target rather than a guaranteed result.
What progress transfers to the new kingdom?
Core buildings, technology, troops, commanders, inventory, and account progress generally transfer. Event-specific progress may follow separate rules.
Why can’t I use Beginner Immigration?
Check City Hall level, expiration, alliance membership, troop locations, combat status, reinforcements, destination availability, character restrictions, and kingdom status.
Conclusion
A Rise of Kingdoms jumper account stays at City Hall level 7 while building troops, technology, commanders, resources, and speedups before entering an eligible new kingdom.
The most important rule is protecting Beginner Immigration eligibility. Check the live timer, confirm the destination, keep City Hall below level 8, and recall all troops before attempting the move.
After arriving, resume City Hall progression immediately, keep both builders and the Academy active, join a strong alliance, and use saved resources on meaningful milestones. Treat 200,000 pre-jump power and one million first-week power as planning targets rather than guaranteed requirements.
Looking for more Rise of Kingdoms tips and guides? Explore the Rise of Kingdoms category for beginner strategies, commander builds, migration help, event guides, and progression advice.







