Hammer Jam rewards a funded upgrade queue, not simply a long list of things you would like to finish. Start with the upgrade that unlocks useful progress, keep enough resources for the next builder, and compare Magic Items against the discounted timer—not the normal one.
This guide is for the November 2026 event. Hammer Jam runs from November 1 at 08:00 UTC to November 16 at 08:00 UTC, for Town Hall 3 and above. Upgrade examples use illustrative costs and timers.
Official Hammer Jam announcement
Check the event rules and exact UTC schedule in Supercell’s detailed announcement.
Read the official event detailsWhat gets discounted—and what does not
Eligible Home Village upgrades using Gold, Elixir or Dark Elixir receive 50% lower costs and 50% shorter timers. Forge resource costs and crafting times are also halved. Home Village resource collectors have double production and capacity.
| Part of your account | Hammer Jam treatment | Planning consequence |
|---|---|---|
| Eligible Home Village upgrades | Half resource cost and time | Use the price and timer shown on the upgrade screen |
| Forge | Half resource cost and crafting time | Compare this commitment with upgrades you still need |
| Supercharges and Crafted Defenses | Excluded from the reductions | Do not budget for a discount here |
| Builder Base and Clan Capital | Outside this event's discounts and boosts | Keep their planning separate |
The event is not a reason to start every available upgrade. An inexpensive job can still occupy the builder you need for a more important one.
Choose the bottleneck before choosing the longest timer
Give every candidate upgrade one of three jobs:
- Unlock: it enables the next part of your progression plan.
- Strengthen: it improves the army, hero or village feature you actually use.
- Fill: it makes useful progress while your next priority is not yet affordable or available.
Put unlocks and relevant strength upgrades ahead of filler. Within the same priority, compare the discounted timer, cost and the next time you can log in. A short job that finishes during your next session can be easier to chain than one that finishes shortly after you go to sleep.
For example, imagine a useful upgrade costs 6 million Elixir during the event, while a lower-priority job costs 3 million. You have 7 million. Starting the filler does not make the priority cheaper: it leaves you needing another 2 million before you can fund it. Start the 6-million priority first unless another constraint genuinely blocks it.
This is also why filling every available slot with one resource type can backfire. If several jobs finish together and all their replacements need Elixir, you may create an Elixir shortage while Gold sits unused. Where priorities permit, mix resource demands across your queue.
Builder Potions: count saved time correctly
A Builder Potion makes Home Village builders work at 10× speed for one hour. With uninterrupted work, each affected builder performs ten hours of progress during an hour that would otherwise have produced one. The extra progress is nine hours per builder.
| Builders working throughout the boosted hour | Progress completed | Extra time saved versus normal work |
|---|---|---|
| 3 | 30 builder-hours | 27 builder-hours |
| 4 | 40 builder-hours | 36 builder-hours |
| 5 | 50 builder-hours | 45 builder-hours |
| 6 | 60 builder-hours | 54 builder-hours |
These are builder-hours added together, not days instantly removed from one upgrade. Six builders saving nine hours each does not make a single building finish 54 hours earlier.
Use the table with discounted timers. Hammer Jam has already made an eligible job shorter; you must not halve its displayed timer again. On that basis, one fully used potion with six builders still saves 54 hours of remaining work. Expressed in pre-event workload, that may represent twice as much progress, but mixing those two units produces misleading comparisons.
The idle-builder trap
Suppose five builders have at least ten hours remaining, but the sixth has only two hours left. Under the boost, that short job finishes after 12 minutes. If you leave its builder idle for the rest of the hour, the five long jobs save 45 hours together; the short job finishes 1 hour 48 minutes earlier. Across those six completion times, the combined advance is 46 hours 48 minutes, not 54 hours. This is a sum of how much earlier the jobs finish, rather than a snapshot of work completed at the end of the hour.
To approach the full value, be present when that builder finishes, have a replacement upgrade selected, and have its resources ready. Without those conditions, a smaller real benefit may still be worthwhile—just do not plan around the theoretical maximum.
Books, Hammers or potions: compare the decision you actually face
A Book removes an upgrade timer after you fund the upgrade. A Hammer starts and completes its eligible upgrade, covering resources as well as time. That difference matters when loot, rather than waiting, is your bottleneck.
Use this decision table for items you already own. If you are buying items, include the actual price shown in your shop; a comparison between one Hammer and one potion is not a purchase-value comparison.
| Situation | Stronger candidate | Reason |
|---|---|---|
| Several builders have long, funded jobs | Builder Potion | Progress is spread across the active builders |
| One specific upgrade blocks your next priority | Matching Book or Hammer | Immediate completion may be more useful than total hours spread elsewhere |
| You can pay for the priority upgrade | Matching Book | You can solve its timer without using a resource-skipping item |
| A costly priority upgrade is not yet started | Matching Hammer | Its resource saving can matter as much as its timer saving |
| Most builders will soon finish while you are offline | Wait to boost, or accept lower value | A potion cannot create a funded follow-on queue |
For a clean comparison, suppose the choice is one Hammer of Building versus four Builder Potions, and all six builders can remain productively busy throughout four boosted hours. The potions save 4 × 6 × 9 = 216 builder-hours: nine days of total builder work. A Hammer used on a seven-day displayed timer removes 168 hours from one job, plus its resource cost. On a ten-day displayed timer, it removes 240 hours plus resources.
The seven-day Hammer can still be the better strategic choice if that building unlocks what you need immediately. Conversely, the potions can make more total progress while leaving your critical upgrade unfinished. Decide whether your goal is total workload removed or the earliest completion of one priority.
Magic Item mechanics
Supercell’s reference explains potion speed, duration stacking, Books and Hammers.
Open the official Magic Items referenceDo the Laboratory calculation separately
A Research Potion runs research at 24× speed for one hour. With enough research to use the entire effect, that is 24 hours of progress and 23 extra hours saved. Do not multiply by your builder count: laboratory progress is a separate queue.
An illustrative six-potion comparison gives 6 × 23 = 138 hours saved, or five days and 18 hours. Compare that with the discounted research timer a matching instant-completion item would remove, then consider the resource cost and how soon you need the upgraded unit.
The same scheduling problem applies: if research finishes during a boost, be ready to start the next affordable priority. Stacking the same potion extends its duration rather than multiplying its speed; it does not remove the need to keep work available.
Build a queue you can afford to keep moving
Before a boost session, choose the replacement job for every upgrade likely to finish. Add up those replacement costs by resource, not as one combined total.
For example, your planned replacements need 5 million Gold, 4 million Elixir and 120,000 Dark Elixir. A large Gold balance cannot cover a Dark Elixir shortfall. Fund the scarce-resource job first, or replace it with a different priority before starting the session.
Collectors help, but increased capacity is a buffer, not unlimited storage. Collect before they fill. If you will be away for a long time, use a queue that does not require you to return mid-boost to rescue its value.
Plan the last builder cycle before the event closes
Work backward from November 16 at 08:00 UTC. The useful question is not “Can I finish everything by then?” It is “Which builders will become free before the deadline, and what can I fund when they do?”
Consider a final-session example: one builder has three hours remaining, and the event ends in five hours. If you can return in three hours, reserve resources for its next priority instead of spending them on an unrelated upgrade now. If you cannot return, decide whether an available speed-up is worth using to create that start opportunity during your current session.
Choose and fund the final upgrade before the cutoff; leave enough time to open its confirmation and start it. Check the displayed price and timer rather than relying on a screenshot from an earlier upgrade level.
Your next-session checklist
- Choose the next unlock or strength upgrade you genuinely need.
- Check its eligibility, displayed cost and displayed timer.
- Reserve resources for the upgrades that will finish next.
- Use a Builder Potion when several builders can stay productive; use a targeted item when a specific completion matters more.
- Keep laboratory planning separate from builder-hour calculations.
- Before the final day, identify your last realistic start window rather than waiting until the event timer is nearly empty.
The best Hammer Jam plan is the one you can execute: useful upgrades, funded replacements, and item choices matched to the problem actually slowing your account.
Need the Builder Potion basics?
Our focused primer covers getting useful work out of a boost outside this event plan.
Read the Builder Potions guide
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