Launchpad · Base · Uniswap v4
Every coin comes with a hook.
Launch a token and hang its trading rules on it. The pool enforces them on every swap. Nobody can take them off. Not even you.
- 1
- transaction to launch
- 80%
- of fees to the creator
- 100%
- of liquidity locked
The tackle box
15 rules. Up to 6 per coin.
Each rule is a Uniswap v4 hook. Picked at launch, written into the pool for good.
Protection
Anti-sniper
Bots stay on the dock for the first minutes.
Anti-sniper
Protection
For a window after launch, the pool caps how many swaps land per block, how big a single buy can be, and how much priority fee a trade may pay to jump the queue. Sniper bots win by paying for the first spot in the first block; this takes that spot off the table.
Example
10 minutes, 2 swaps per block, 1% max buy: a bot that fires 20 buys in the opening block gets 2 through, each capped at 1% of supply.
Default setup
First 10 min: 2 swaps per block, buys up to 1% of supply, priority fee up to 0.01 gwei.
Good to know. Your own dev buy at launch is not blocked by the swap count or the fee cap, but it is held to the max buy.
Protection
Bag cap
A cap per wallet that doubles every chapter.
Bag cap
Protection
No wallet can hold more than a set share of supply. The cap doubles each time the coin completes a chapter, measured in time, in traded volume, or both, until it stops mattering. It is checked on every buy and on every transfer, so moving coins to a second wallet does not get around it.
Example
Start at 1%, a chapter every 30 minutes: 1% at launch, 2% after 30 minutes, 4% after an hour, then 8%, 16%, 32%.
Default setup
Up to 1% of supply per wallet, doubling every 30 min.
Good to know. Your premine and your dev buy delivery are not checked against the cap. Keep them reasonable, traders can see them.
Protection
Fading exit tax
Selling early costs more. Then less, then less.
Fading exit tax
Protection · adds a fee to the launch
Every sell pays an extra fee on top of the pool fee. It starts high at launch and slides in a straight line to its final rate, then stays there. Buys are never taxed. The tax goes to the launch, so it follows your fee route: to you, or to holders if you route your share to holder rewards.
Example
15% at launch, 0% after an hour: a sell at 30 minutes pays 7.5% extra, a sell after an hour pays only the pool fee.
Default setup
Sells pay 15% extra at launch, 0% after 1h. Buys are never taxed.
Good to know. All fees on a single sell are capped at 50% on-chain, whatever the rules add up to.
Protection
Anti-flip
Flip it right after buying and you pay for it.
Anti-flip
Protection · adds a fee to the launch
Each wallet has its own clock, started by its last buy. Selling inside the window pays a penalty that falls to zero by the end of it. Every new buy restarts the clock. Holders who wait pay nothing extra.
Example
10% penalty over 30 minutes: buy, sell 15 minutes later, pay 5% extra. Sell after 30 minutes, pay nothing.
Default setup
Selling right after a buy costs 10% extra, fading to zero over 30 min. Every buy restarts the clock.
Good to know. The penalty goes to the launch's fee route, like the pool fee.
Protection
Whale net
Big bags sell a little at a time.
Whale net
Protection
A wallet that holds at least the whale threshold can only sell a set share of supply per window. Everyone below the threshold sells freely. A wallet that counted as a whale once in a window stays one until the window ends, so splitting a bag mid-window does not help.
Example
Whales from 1%, 0.25% per hour: a wallet holding 3% needs at least 12 hours to sell it all.
Default setup
Wallets holding 1% or more sell at most 0.25% of supply every 1h.
Good to know. Buys are never limited by this rule.
Protection
Swell fee
The rougher the water, the more a trade costs.
Swell fee
Protection · adds a fee to the launch
The pool remembers the price at the start of each short window. Every trade inside the window pays an extra fee that grows with how far the price has moved since then, up to a ceiling. In calm water it costs nothing. It slows down pump and dump runs without blocking anyone.
Example
0.1% per 1% of move, 5% ceiling, 60 second window: after a 10% candle in the last minute, every trade pays 1% extra.
Default setup
Calm water: nothing. After a 10% move within 60s, every trade pays 1% extra (up to 5%).
Good to know. The first trade of each window pays nothing extra, it sets the reference price.
Game
King of the hill
The biggest buy wears the crown and earns on every trade.
King of the hill
Game · pays the king
The biggest buy takes the crown. While they hold it, the king earns a share of every other trade, paid in the pair asset and claimable any time. A bigger buy takes the crown away. To stop one early whale from keeping it forever, the bar to beat falls back to the minimum over the reign time. Selling gives the crown up.
Example
0.5% to the king, 0.05 ETH minimum: someone buys 2 ETH and earns 0.5% of every trade until a bigger buy comes in or they sell.
Default setup
The biggest buy (0.05 ETH or more) is king and earns 0.5% of every trade. Selling gives up the crown.
Good to know. The king's share is paid on top of the pool fee, so traders pay it, not you.
Game
Hot potato
The last buyer is stuck until the next one.
Hot potato
Game
Whoever bought last holds the potato. They cannot sell or send the coin until someone else buys after them. Buys under the minimum do not pass it on, so dust cannot rescue anyone. Optionally the potato cools down on its own after a set time.
Example
0.01 ETH minimum, cools after 15 minutes: you buy and you are locked until the next real buy, or 15 minutes, whichever comes first.
Default setup
The last buyer (0.01 ETH or more) can't sell or send until the next buyer, 15 min at most.
Good to know. Without a cool-down, the last buyer of a quiet coin can stay stuck. Pick a cool-down unless that is the point.
Game
Ping-pong
Buy, sell, buy, sell. Wait your turn.
Ping-pong
Game
The whole pool takes turns. After a buy, only a sell can go through, and after a sell, only a buy. Trades under the minimum are allowed on their turn but do not pass it. If nobody plays the turn for the timeout, either side can trade. The chart ends up a zigzag.
Example
0.01 ETH minimum, 5 minute timeout: three buyers in a row means the second and third wait for a seller, or for 5 quiet minutes.
Default setup
Buys and sells alternate across the pool. Nobody plays for 5 min, the turn opens.
Good to know. The first turn after launch is a buy.
Game
Tide
The max buy rises and falls like the tide.
Tide
Game
The largest buy allowed moves on a cycle, from low tide to high tide and back. It starts at low tide at launch, peaks halfway through the cycle and returns. Traders learn the rhythm and pile in at high tide.
Example
0.1% to 2% every hour: at launch nobody can buy more than 0.1% of supply, 30 minutes in up to 2%, back to 0.1% at the hour.
Default setup
Max buy swings from 0.1% to 2% of supply and back, every 1h.
Good to know. It only limits buys. Sells are free at any tide.
Game
Market hours
Trades only while the market is open.
Market hours
Game
The coin trades only during opening hours: Wall Street's by default (9:30 to 16:00 New York time, Monday to Friday, closed on NYSE holidays, daylight saving handled on-chain), or any weekly schedule you set. Outside hours buys are closed, and sells too unless you allow them.
Example
NYSE hours with sells allowed: the opening bell rings at 9:30 New York time every weekday. Friday night, holders can still exit.
Default setup
Open during Wall Street hours (9:30 to 16:00 New York, Monday to Friday, holidays off). After hours, holders can still sell.
Good to know. Your launch and dev buy go through even outside hours.
Community
Conviction cap
The longer you hold, the more you can buy.
Conviction cap
Community
A new wallet can only buy a small amount at a time. Its limit grows by that same amount for every step it holds without selling, up to a ceiling. Selling resets its clock to day one. Patient holders end up with the most room to buy.
Example
0.05 ETH to start, +0.05 every hour, 1 ETH ceiling: after 5 hours of holding, a wallet can buy 0.3 ETH in one go.
Default setup
Newcomers buy up to 0.05 ETH, +0.05 every 1h held, up to 1. Selling resets the clock.
Good to know. Your dev buy at launch is not capped.
Community
Club only
Only holders of another token can buy.
Club only
Community
To buy, a wallet has to hold a minimum balance of another token or NFT collection you pick. Anyone who holds the coin can sell, members or not. Built for communities launching a coin for their own holders first.
Example
1 NFT from your collection: holders of the collection can buy from block one, everyone else can only get the coin from them.
Default setup
Buyers must hold 1 NFT of the chosen collection. Anyone can sell.
Good to know. If the gate token ever breaks, the coin closes to new buyers but sellers are never trapped.
Linked coins
Entangled
Locked until another coin hits its price.
Entangled
Linked coins
This coin is tied to a beacon, any other HookFun coin. It stays locked (sells, buys or both) until the beacon's price reaches a target, then unlocks for good. A drop after that does not lock it again. A hard deadline unlocks it anyway, so nobody can be trapped forever.
Example
Beacon at ×2, sells locked, 7 day deadline: holders can buy and accumulate now, and sell once the beacon doubles or a week has passed.
Default setup
Sells locked until the beacon reaches ×2, or 7 days at most.
Good to know. Launch the beacon first, then this coin naming it.
Linked coins
Duel
Two rival coins share one budget of buying room.
Duel
Linked coins
Two coins from the same creator, each with a max buy. Buying one shrinks its own max buy and grows its rival's by part of that buy, each between a floor and a ceiling. The more one side pumps, the easier it gets for the other to catch up. Team A against team B.
Example
1% each, half of every buy moved across: someone buys 0.5% of coin A, A's max buy drops to 0.75% and B's rises to 1.25%.
Default setup
Buying this coin shrinks its own max buy and grows its rival's by 50% of the buy, between 0.25% and 3%.
Good to know. Launch the first coin with no rival, then the second naming the first. Until then the cap stays at its start.
Hover a rule for the full read.
The catch
All coins
Hauling in the nets
