PokéWars Docs
Everything about the game, the $POKÉWARS token, the economy, and what's next.
Overview
PokéWars is a real-time card arena game where every card is a Pokémon — a Clash-Wars-style battler you can play right now in your browser. It launches as $POKÉWARS, a utility token on Solana via Pump.fun.
Most launches ship a roadmap. PokéWars ships the game. The token adds tiers, tournaments, and rewards on top of a product that already works.
| Field | Value |
|---|---|
| Name | PokéWars |
| Ticker | $POKÉWARS |
| Chain | Solana |
| Launch | Pump.fun (100% fair launch) |
| Category | Real-time arena game · GameFi |
| Domain | pokewars.xyz |
How It Works
3-minute real-time duels on a 2-lane arena split by a river. Each player has a deck of 8 Pokémon cards. Elixir refills over time; you drag a card onto your half to deploy a unit. Units auto-march across the bridge and attack. Destroy the enemy King Tower (or hold the most crowns at time) to win.
Match flow
- 1Pick a deck of 8 cards
- 2Enter the arena — elixir starts filling (1 per 2.8s)
- 3Drag a card onto your half — unit spawns, costs elixir
- 4Unit auto-paths via the bridge, targets nearest enemy or tower
- 5Type advantage applies (Fire > Grass, etc.) → damage resolves
- 6Tower falls → crown scored. Double elixir in the final 60s.
- 7Win (King down / most crowns) → trophies + gold + XP + chest
Why Pokémon sprites
- ›Cards render real animated 2D sprites from PokéAPI, hotlinked by national-dex id — zero asset files, instant load.
- ›Each Pokémon maps to a Clash-Wars-style role: tank, dps, swarm, ranged, splash, support.
- ›The type chart (18×18) folds into a 3-value damage multiplier.
Ways to Play
Casual player (no wallet)
- 1Open the game
- 2Pick avatar + name
- 3Battle vs AI
- 4Earn gold + chests
- 5Climb arenas — zero friction
Holder (connected wallet)
- 1Connect wallet (free signature, no gas)
- 2Balance → tier assigned
- 3Profile syncs cross-device
- 4Tier perks unlock
- 5Enter tournaments, earn weekly rewards
Tournament organizer
- 1Gold+ tier creates a tournament
- 2Set entry + bracket size
- 3Share via @pokeroyale_bot
- 4Pool escrows → bracket runs
- 5Winners split the pool (minus rake)
$POKÉWARS Token
$POKÉWARS is utility-first. Free to play always; hold to unlock tiers, fee discounts, tournament entry, and weekly reward-pool eligibility.
| Tier | Perks |
|---|---|
| 🥉 Bronze (free) | Play, earn, climb to Arena 3 |
| 🥈 Silver | +10% fee discount · better chest odds · all arenas |
| 🥇 Gold | +25% discount · tournament access · create tournaments |
| 💎 Diamond | +50% discount · weekly reward pool · rare cosmetics |
| 👑 Whale | All perks · leaderboard boost weighting |
Economy & Tokenomics
Total supply 1,000,000,000 $POKÉWARS. 0% team/presale — fully fair via Pump.fun. Graduation at ~85 SOL of bonding-curve liquidity → migrates to a Raydium/PumpSwap AMM.
Sinks vs faucets
Rewards are redistribution from a fee-funded pool, never unlimited mint. Net flow is deflationary by design.
- ›Sinks: tournament entry (% burn), premium chests (% burn), cosmetics, buyback & burn, deck-slot unlocks.
- ›Faucets: leaderboard rewards, tournament pools (redistributed), capped quest/referral.
Revenue allocation
| Allocation | Share |
|---|---|
| Development & operations | 40% |
| Reward pool | 25% |
| Buyback & burn | 20% |
| Marketing & community | 10% |
| Reserve | 5% |
Tech Architecture
- ›Client: Vite + TypeScript + Canvas 2D real-time engine.
- ›Sprites: PokéAPI animated, hotlinked by dex id.
- ›Wallet: Solana Wallet Adapter (Phantom / Solflare / Backpack).
- ›Token: $POKÉWARS — standard SPL via Pump.fun.
- ›Tier read: read-only RPC balance query (no program).
- ›Backend: managed Postgres — per-wallet profiles, leaderboard, anti-sybil.
Anti-cheat
Battles are deterministic and seeded — the server can replay and verify the match log before awarding rewards. Results are submitted with a signed payload; rate limits and sanity bounds reject impossible runs.
Roadmap
Phase 1 — Launch (Weeks 1–2)
- ›Game live (done)
- ›$POKÉWARS fair launch
- ›Wallet connect + tier read
- ›@pokeroyale_bot alerts
Phase 2 — Compete (Month 1–2)
- ›Tournaments (buy-in → pool)
- ›Leaderboards
- ›Weekly reward settlement
- ›Buyback & burn live
Phase 3 — Scale (Month 3–5)
- ›Real-time PvP
- ›Spell cards + 50+ roster
- ›Card levels / upgrades
- ›Seasons + battle pass
Phase 4 — Ecosystem (Month 6–12)
- ›Clans + clan wars
- ›Sponsored tournaments
- ›Creator leagues
- ›Mobile PWA
Competitive Edge & Risks
Moat
- ›First mover: first Pump.fun launch shipping a playable arena game on day one.
- ›Real product: retention from gameplay, not hype.
- ›Network effects: tournaments, leaderboards & clans scale with players.
- ›Switching costs: collection, trophies & tier anchor players.
- ›Economic design: sink-heavy, fee-funded — outlives inflationary P2E.
- ›Brand: monster-card nostalgia markets itself in clips.
Honest risks
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