the tackle box

Trading rules

Every coin on HookFun can carry up to six trading rules. They are written into the coin's pool at launch and run on every swap, for good. Nobody can remove or change them, not the creator, not us.

How rules work

  • Picked at launch, fixed forever. You choose up to 6 of the 15 rules and their settings in the launch form. They are registered on the pool before it opens, and there is no function to change them afterwards.
  • Enforced by the pool itself. Each rule is a module the HookFun hook calls around every swap. A rule can refuse a trade, add a fee to it, or keep score. Some rules (Bag cap, Hot potato) also check every transfer of the coin, so moving coins to a second wallet doesn't get around them.
  • Who is trading. A swap usually goes through a router. The hook takes the trader to be the wallet that signed the transaction, so the Uniswap router, aggregators and trading bots all work, and each rule applies to the real wallet behind them.
  • No honeypots. No combination of rules can keep a holder from selling for good. Every rule that can block a sell ends on its own: the anti-sniper window, the ping-pong timeout, the whale window, market hours that reopen every week, a hot potato that passes on with the next buy, an entangled lock of 30 days at most. All fees on a single trade, rules included, are capped at 50%.
  • Graduation (optional). A creator can set a price, as a multiple of the opening price, past which every rule switches off for good and the pool trades like a plain pool.
  • Extra fees. Rules that add a fee (Fading exit tax, Anti-flip, Swell fee) pay it to the launch, so it follows the creator's fee route. King of the hill pays its cut to the king, who claims it from the Profile page.

Every rule below is live on Base and was tested on mainnet, both ways: what it lets through and what it refuses.

Protection

Keep snipers, whales and dumpers in check.

Anti-sniper

Bots stay on the dock for the first minutes.

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.

Bag cap

A cap per wallet that doubles every chapter.

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.

Fading exit tax

Selling early costs more. Then less, then less.

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.

Anti-flip

Flip it right after buying and you pay for it.

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.

Whale net

Big bags sell a little at a time.

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.

Swell fee

The rougher the water, the more a trade costs.

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

Turn the chart into a game.

King of the hill

The biggest buy wears the crown and earns on every trade.

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.

Hot potato

The last buyer is stuck until the next one.

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.

Ping-pong

Buy, sell, buy, sell. Wait your turn.

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.

Tide

The max buy rises and falls like the tide.

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.

Market hours

Trades only while the market is open.

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.

Linked coins

Two coins, one story.

Entangled

Locked until another coin hits its price.

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.

Duel

Two rival coins share one budget of buying room.

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.

Community

Reward the people who stay.

Conviction cap

The longer you hold, the more you can buy.

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.

Club only

Only holders of another token can buy.

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.