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Strategy

Why rushed heroes belong in the Hammer Jam

The Hammer Jam halves the time and the price of every hero level you start between 1 and 16 November. For a rushed Town Hall 14 with the Clan War League switch off, ClashClock's planner starts 58 hero levels in those 15 days instead of 31 and saves 73.8 builder days and 2,002,500 Dark Elixir. With heroes kept out of the league, 4 of the 15 days are left for them, and ten Builder Potions, which the plan keeps for the moment the league ends, add 16 more levels. This post shows why the jam is worth it, how to stagger heroes around league attacks, and how to try it on your own village.

By the ClashClock creatorPublished 1 November 20269 min read

Basis: Simulated with ClashClock's own planner on rushed villages at Town Hall 13 to 17 (heroes at the maximum of two halls below), an Own plan of hero levels only, five builders, from 1 November 2026, 08:00 UTC, game data of 8 October 2026.

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What the jam does to a hero level

The Hammer Jam runs from 1 to 16 November 2026, 08:00 UTC at both ends. ClashClock assumes it does what the 2025 edition did: half the time and half the cost of every Home Village upgrade you start inside it, Supercharges and Crafted Defenses left out. A level is priced the moment it starts and keeps that price, so a long hero level started on the last evening runs at half time to the end.

A rushed village has the most to gain, because its heroes are its longest road. Take a Town Hall 14 whose heroes stand at the maximum of Town Hall 12: it has 109 hero levels ahead, 350.7 builder days at full price. The Barbarian King alone goes from 65 to 85, 20 levels and 85.0 days. Those levels have to be built some day. In the jam the same work costs half, and the builder days it saves go to the rest of the village afterwards.

The price matters as much as the time. The top hero levels cost most of a Dark Elixir storage, so one full storage pays for one or two of them. At half price it pays for two to four, and you farm half as much Dark Elixir for the same levels.

Town HallTop levelFull priceHalf priceFull storageTop levels per storageAt half price
TH 1375150,00075,000300,00024
TH 1485200,000100,000360,00013
TH 1590255,000127,500390,00013
TH 1695320,000160,000430,00012
TH 17100380,000190,000460,00012
The Barbarian King's top level at each Town Hall against a full Dark Elixir storage (the Town Hall plus every storage at its maximum). The Archer Queen's is the same.

Builder Potions are worth twice as much in the jam

A Builder Potion makes every busy builder work ten times as fast for an hour: nine hours of extra work per builder. Inside the jam every hour on a timer is two hours of full-price work, so the same potion does 18.

Per busy builder (h)Five builders busy (h)
Outside a jam9.045.0
Inside a Hammer Jam18.090.0
Full-price builder hours one Builder Potion adds, from the planner's potion and event rules.
  • Drink them while all five builders run long levels. A potion speeds up only the builders that are busy. One drunk while four builders wait does a fifth of its work.
  • Keep books and hammers for after the jam. A Book of Heroes ends what is left of a level, and a Hammer of Heroes does a whole level. In the jam that level is half as long and half as dear, so either item saves half of what it saves in December.
  • Start the longest level last. On the evening of 15 November, start the longest hero level you can afford. It keeps the half price to its end.

How many hero levels you get in

I gave ClashClock's planner rushed villages at Town Hall 13 to 17, each hero at the maximum of the hall two below (a hero the last hall brought at level 1), and an Own plan of nothing but the hero levels to the hall's maximum, plus the Hero Hall level they need. Five builders, eight hours of sleep, no Gold Pass, start on 1 November at 08:00 UTC. The first column of each table counts the hero levels in the plan; the others compare the plan without and with the jam.

One switch decides most of it. ClashClock keeps hero upgrades out of the Clan War League by default, from the 1st at 08:00 UTC for 11 days, so a hero is never down during a war. This November that closes 11 of the jam's 15 days to heroes, and 4 are left.

Town HallHero levelsStarted, no jamStarted, jamBuilder days savedDark Elixir savedDays sooner
TH 13124172821.5525,5000.0
TH 14109132221.5540,5005.0
TH 158991520.4697,50019.0
TH 167991527.4872,50022.5
TH 177051032.5935,0008.0
Clan War League switch on (the default). Started = hero levels whose upgrade starts between 1 Nov and 16 Nov, 08:00 UTC. Saved = full price minus what the plan pays, over every hero level. Sooner = the last hero level ends that many days earlier.
Town HallHero levelsStarted, no jamStarted, jamBuilder days savedDark Elixir savedDays sooner
TH 13124427572.61,867,50015.0
TH 14109315873.82,002,50016.0
TH 1589234273.92,252,50016.0
TH 1679213374.92,355,00016.5
TH 1770142479.82,445,00015.0
Clan War League switch off: the heroes may upgrade during the league. Same columns.

With the switch off, the jam saves 72.6 to 79.8 builder days at every hall: about 15 days of all five builders, and a sixth to a quarter of all hero work left. With the switch on it saves 20.4 to 32.5. The Grand Warden's Elixir is saved too and is not in the tables.

Town HallSwitch off: extra levelsDays soonerSwitch on: extra levelsDays sooner
TH 13+127.4+2112.0
TH 14+127.8+165.0
TH 15+117.8+110.0
TH 16+86.5+831.0
TH 17+610.5+623.0
Ten Builder Potions on top of the jam, placed by Smart with Use during the Hammer Jam on: hero levels started in the jam beyond the jam alone, and how many days sooner the last one ends. With the switch on, Smart keeps them for 12 November from 08:00 UTC, when the league ends and all five builders start hero levels.

Stagger the days if you play the league

You do not have to choose between the league and the jam. In the league you attack once per war day, and the war days follow each other. Attack at the end of one war day and right at the start of the next, and your heroes are not needed again until the end of the war day after that: a gap of about two days. Every hero can upgrade in it, and Builder Potions speed up all of them at once.

Seven war days and the days after the league. Attack markers at the start of war day 1 and at the end of war days 2, 4 and 6 together with the start of the next day. Green bars of under two days lie between the attacks, with Builder Potions under them as needed. After the attack on war day 7 a long bar runs to the end. A dotted Hammer Jam band runs under all of it.
Stagger the days: heroes home for two attacks in a row, then upgrading until just before the next pair. A seven-day league gives three such gaps, and all three fall inside this Hammer Jam.
Builder Potions in the gapOutside a jam (h)Inside the jam (h)
042.084.0
369.0138.0
696.0192.0
The longest full-price hero level that fits into a 42-hour gap, with the potions drunk at its start.
Town HallOutside a jamInside the jam
TH 1340
TH 1461
TH 1561
TH 16124
TH 17145
Builder Potions one 42-hour gap needs so that every hero's next level fits, in the rushed villages above.
Town HallSwitch onThree gaps, 6 potions eachSwitch off
TH 13281275
TH 14221558
TH 15151542
TH 16151533
TH 17101524
Hero levels started in the jam: the plan with the league switch on, the three gaps with six potions each on top of it, and the plan with the switch off. The gaps are worked out by hand from the game data, an upper estimate.

In the jam the gaps are generous: one or no potion per gap lets every hero's next level fit at Town Hall 13 to 15, and four or five at 16 and 17, where outside the jam it takes 12 or 14. ClashClock's plan does not know your war days yet, so it cannot draw this pattern itself. Plan it with the league switch off, or with Ignore the Clan War League for this hero, and set the potions to your own times after each pair of attacks.

Simulate it in your own plan

  1. Open the Hammer Jam

    It is in your plan already, as the game runs it for everyone. Tap See your time cut in What's new, or open Plan setup → Hammer Jam: the sheet says how much sooner your goal comes with the jam than without it, and how many upgrades start inside it.

    The Hammer Jam sheet: 1 Nov to 16 Nov, as announced. A card says how many days sooner TH15 is maxed with the Hammer Jam, with the line minus 50 % time and minus 50 % cost on upgrades you start from 1 Nov to 16 Nov. A second card counts the upgrades starting inside it and the hero levels among them, with the build time it saves. Below, a note on the Clan War League and the switch Use during the Hammer Jam.
    Your plan with the jam against the same plan without it. The grey box says when the league keeps your heroes out.
  2. Switch to Own and pick only the heroes

    Under Strategy, tap Own. If the plan already holds steps, Plan setup → Reset plan empties it. Tap Add upgrade, then the Heroes chip, and Max on each hero (or + for a few levels). Apply (Apply selection on a laptop) adds them, with the Hero Hall level they need.

    The Add upgrades chooser on a phone, scrolled to Heroes: Barbarian King, Grand Warden and Royal Champion, each with a plus and a Max button and a Hero goal and league rule button. At the bottom the line 4 upgrade goals and an Apply button.
    Each hero has +, Max and Hero goal & league rule. The line at the bottom counts what you picked and what it costs.
  3. Hand the levels to your builders

    Everything you add waits in Not placed: the Builders view on a phone, the Not placed tab beside Forecast on a laptop. Fill free builders gives each hero to the builder that frees up first.

  4. Read what fits in

    Open Plan setup → Hammer Jam again. It now counts Upgrades starting inside it and how many are hero levels, and how much build time the jam takes off them. On the timeline the jam is a dotted band, and the Forecast's Own plan finished moves with it.

    The Hammer Jam sheet after adding it: TH15 maxed about 15 days sooner, Upgrades starting inside it 15, hero levels 11, about 34 days 21 hours less build time. Below, the Clan War League note, the switch Use during the Hammer Jam turned on, a Magic items row, and the buttons Change dates or cuts and Remove the Hammer Jam.
    Once it is in: what starts inside the jam, how many are hero levels, and the build time it saves. The figures here are the demo village's.

To keep the league as it is but let one hero through, open that hero's Hero goal & league rule in the chooser and turn on Ignore the Clan War League for this hero. To let all of them through, switch off Clan War League in Forecast.

The Plan tab on a laptop with Own selected. The one-week timeline starts on Sunday 1 with a Hammer Jam band over the lanes B1 to B6; Hero Hall 9 runs on B5 for 7 days with the green mark minus 1 day 21 hours, and dashed lines on other lanes wait for it. On the right the panel reads TH15 maxed in 8 months and Own plan finished in about 4 months, then the Forecast with Gold Pass, Offline times and the Clan War League switch, which says Heroes pause 01/11 to 12/11.
On a laptop the Forecast is the panel beside the schedule. With the league switch on, the heroes wait for the Hero Hall and the league, and the first week holds little else.

Builder Potions in the plan, on a phone and on a laptop

The potions live in Magic items. On a phone it is a row in the Forecast view of the Plan tab; on a laptop it is in the Forecast panel to the right of the schedule. The Hammer Jam sheet has a Magic items row too.

  1. Say how many you have

    Under How many, set In storage for the Builder Potion with +. The Buy rows plan a purchase with league medals or gems; what you plan to buy counts as owned.

  2. Let the plan keep them for the jam

    Under When, Smart lets the plan choose the moments. With a Hammer Jam in your plan, Use during the Hammer Jam appears under it: turn it on and every potion, bought ones too, goes into the jam. The same switch sits in the Hammer Jam sheet.

    The Magic items sheet: Builder Potion with 5 in storage and Buy rows for league medals and gems, then Research Potion and Pet Potion at 0. Under When, Smart is selected, two rows in the Hammer Jam, Builder Potion times 1 on Sunday and times 4 on 12 November, the switch Use during the Hammer Jam turned on, a green line saying the builders are done about 28 days sooner, and a Done button.
    Five Builder Potions in storage, Smart, and Use during the Hammer Jam on. The rows under When say when the plan uses them: four of the five on 12 November, when the league ends.
  3. Or set the times yourself

    My times → Add a time: pick the Builder Potion, How many, then Now or At a time. Use it if you stagger: one time right after each pair of attacks, when every hero has just started a level.

On a laptop you can also drag a potion's picture on the timeline to another hour; it never lands in your offline time. The Use now card on Home and Plan tells you when the plan wants a potion drunk.

Method and limits

These are simulated villages, not yours. Your own plan with your heroes, builders and hours is two taps away.

  • Villages: everything of the hall below maxed, then the heroes set back to the maximum of two halls below; a hero the previous hall brought at level 1, a hero of the hall itself not built yet. Five builders, sleep from 23:00 to 07:00 UTC, no Gold Pass, helpers, Goblins or gems, nothing running at the start. Resources never stop a start.
  • The jam's rules are ClashClock's assumption from the 2025 edition: half time, half cost, Home Village only, Supercharges and Crafted Defenses left out. If Supercell's announcement says otherwise, change them under Events, workers and gems.
  • The league is ClashClock's assumption too: from the 1st of the month at 08:00 UTC for 11 days, with no hero upgrade planned into it while the switch is on. Your league can start and end at other hours.
  • The plans leave each hero level to the first free builder. With the league switch on and no potions, Fill free builders gives the same numbers; with the switch off it can hold the Hero Hall back behind the lower hero levels, so check the Hero Hall's start on your timeline.
  • Potions are placed by the plan's Smart search with Use during the Hammer Jam on. It weighs the work a potion does on the busy builders against the idle time it causes, so with the league switch on it waits for the heroes the league holds back. The staggered gaps are worked out from the game data and the potion rule, not planned: an upper estimate that assumes you start each level right after your attacks.
  • The planner is greedy: each time a builder frees up it takes the best-looking step and never goes back (How ClashClock works). A better order may exist.

See how much sooner your heroes are done with the Hammer Jam, worked out on your own village and builders.

See your time cut

Your village, not a sample

ClashClock works out these numbers for your own village, with your running timers, your builders and the hours you are offline. It is free, needs no account and runs in the browser.

Useful? Help keep ClashClock running.

ClashClock is built and run by one person. Support on Ko-fi pays for the hosting, the database and the reminders it sends.

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