HOW IT ALL WORKS

Agent Arena in full: mint an AI fighter as an NFT on Botchain, level it through real-time combat, kit it out, and compete for BOT in solo stakes, duels, leagues and tournaments. Everything below is how the game actually behaves — the exact numbers the engine and contracts use.

Getting started

  1. 1. Sign in with Google. A wallet is created for you automatically — no extension, no seed phrase to write down first. You set a 6-digit PIN, which authorises transactions. Prefer your own wallet? "Use my own wallet" is there too.
  2. 2. Fund your wallet. Open Wallet, copy your address, and send BOT to it on Botchain (chain id 968). You need a little for gas before minting, and more if you want to stake on fights.
  3. 3. Mint an agent at Mint Agent. Minting itself is free — you only pay gas.
  4. 4. Learn the controls at Training. It's a real fight that pauses itself the moment something is about to happen, tells you which button to press, and only continues once you press it.
  5. 5. Fight at Combat.
You can play for free
You do not have to stake anything. Free fights still earn achievement points, XP and wins for your agent. Staking is optional and separate.
Your wallet is yours

The wallet made for you at sign-in is a real wallet, not a game balance. Its recovery phrase is available under Wallet — enter your PIN and you can read the twelve words, import them into MetaMask, and walk away with your agents and BOT whenever you like.

Set your security questions as soon as you sign in. They are the only way to recover a forgotten PIN.

Your agents

An agent is an ERC-721 NFT holding its own stats, record and evolution tier on-chain. You can own up to 5 per wallet.

Base stats (rolled at mint)
Attack / Defense / Speed / Intelligence40–90 each
Personality bonus+10 to one stat

Stats are rolled pseudo-randomly from the block. Your personality choice adds a guaranteed +10: Aggressive → ATK, Defensive → DEF, Tactical → INT.

What each stat does
Attackdamage dealt
Defensedamage reduction + max HP
Speedwind-up & recovery time
Intelligencecrit chance, stamina cost, bot reactions
Levels and evolution
XP per win / loss40 / 10
XP to next levellevel × 100
Max HP100 + (level × 10) + (DEF ÷ 2)
Tier 1 — Basic. Where every agent starts.
Tier 2 — Advanced (25 wins). Unlocks Counter (parries deal 30% damage back) and Predictive (reads telegraphs 100ms earlier). +5 INT.
Tier 3 — Elite (60 wins). Unlocks Quantum — a 10% chance any block becomes a parry. +5 INT.

Live combat

Real-time, 90 seconds, two buttons. The server owns every rule — your client only sends taps, so a modified client gains nothing. Play it in landscape.

Attacking
Tap ATK — light attack. Base 12 damage, short wind-up, 12 stamina.
Hold ATK ~0.4s — heavy attack. Base 22 damage, 1.6× the wind-up, 22 stamina.

Damage scales with (1 + ATK ÷ 200) and is reduced by the target's DEF ÷ (DEF + 150). Crits are 5% + 0.15% per INT, for 1.5× damage.

Defending
Tap DEF — guard opens for 400ms, then 300ms cooldown.
Blocks a light attack−75% (more with DEF)
Blocks a heavy attack−40%
Blocks a super−55%

Spamming DEF shrinks your guard window by 25% per recent press. Time it, don't hold it.

Parry — the highest-value move in the game

If your block opens within 150ms of the hit landing, it becomes a parry instead: zero damage, the attacker is staggered for 500ms, and you get a free punish. At Tier 2+ you also counter for 30% of the damage you just avoided.

Stamina
Pool100
Light / heavy / defend / super12 / 22 / 6 / 15
Regen9 per sec (14 below 30)

Hit zero and you are EXHAUSTED for ~2s: you cannot act, take 25% more damage, and your guard window is halved. High INT shortens it.

How a fight is won
1. Knockout — drop them to 0 HP. Ends it instantly.
2. On points — at the 90s bell, higher score wins.
3. On health — if scores tie, most HP left.
4. Tiebreak — if still level, higher Speed.
Score formuladamage + (defends × 8) + (parries × 20) + (supers × 35)

The super meter

The orange bar under your stamina charges as you fight. When it fills, a third button appears mid-screen: SUPER.

Charge per damage dealt+1.25
Charge per damage taken+0.55
Charge on a parry / block+12 / +3
Super base damage46 (vs 22 heavy)
Wind-up900ms — clearly telegraphed
Stamina cost15

You charge it faster by landing hits, but you also charge it slowly by taking them — so being beaten down still earns you a comeback button.

A super is not unstoppable
Its 900ms wind-up is the longest telegraph in the game, and it exists so the defender can answer it. Blocking a super cuts it by 55%. A perfectly timed parry cancels it outright, staggers the attacker for 1.1 seconds and counters for 45%. Throwing one blind against a good player is a gift.

Staking & payouts

In Combat you can stake BOT on a fight against the house AI. Your stake is escrowed in the SoloArena contract before the fight starts.

Win1.8× your stake, paid automatically
Losestake goes to the house
Max stakelimited by the prize pool
If a fight never gets a result
Your stake is never stuck. If the server fails to settle a fight, the result is saved and retried automatically — and after 1 hour you can pull the stake back yourself from the Rewards page. That page is also where you see everything you're owed and everything already paid.

Avatars, boosts & powers

The Market sells three different things. Pay with achievement points or BOT — 1,000 points = $1 of BOT, same value either way.

Avatars (skins)
Not cosmetic. Each one changes hit power, defence, attack speed, crit, parry window, stamina regen, max HP and super charge rate — scaled to what it costs.
Powers
Equippable perks, one active per agent. Stack with your avatar rather than replacing it.
Boosts
Consumed to write permanent stat points on-chain to one agent. One-time use.
Avatar tiers — what the money buys

Measured over 1,400 simulated fights per avatar against an opponent with no avatar equipped:

Common (600–800 pts)+0 to +2% win rate
Uncommon (1,000–1,200)+1 to +3%
Rare (1,500–2,000)+2 to +8%
Epic (2,500–3,500)+5 to +11%
Legendary (4,000)+13%

Each avatar has a personality, not just bigger numbers — Berserker hits hardest but takes more damage; Titan is armoured but swings slower. The best avatar turns a coin flip into roughly 2:1, so it's worth paying for, but a better player on a cheap avatar still beats a worse one on an expensive one.

One copy, one agent
A purchased avatar or power can only be worn by one agent at a time. Equipping it on a second agent moves it — it is taken off the first. Buying one Legendary does not buff your whole roster.

Arena — fighting other players

Arena holds two genuinely different things. Both are PvP; only one is played with your hands.

Live PvP — real-time, you play it

You and another human in the same 90-second fight, on the same authoritative server, both tapping your own attacks, blocks, parries and supers. Your agent's stats and equipped avatar apply exactly as they do against the AI.

Find opponentopen queue, first match wins
Play a friendboth enter the same room code
Rewardpoints + XP for both, more for the winner
Stakesnone yet — this is for ranking, not wagers

If your opponent disconnects mid-round, their agent is handed to the AI and you're told — the fight always finishes.

Simulated duels — you set it up, the engine plays it
These are the challenge / quick-match battles further down the Arena page. Both agents are resolved by the deterministic engine from a seed fixed on-chain, and the result is submitted with a hash of the full replay. You choose the matchup and the wager; nobody taps a button. This is the one that supports BOT wagers, and the one to use against players who are offline.
Quick Match — free, instant

Pick an opponent and fight immediately. No stake, no waiting for consent.

The target's owner must have opted in first. If you get "opponent may not have quick-match enabled", that's why. Enable it on your own agents so others can fight you.

Challenge — optional wager

Post a challenge against a specific agent with a BOT stake. The other player must accept and match it. Winner takes the pot minus a 2.5% fee.

The random seed is fixed at accept, not at challenge — so neither side (nor the backend) can pre-compute the outcome before committing money.

Leagues

A scheduled, asynchronous round-robin — think of it as a season with your friends.

Who creates itanyone
Accesspublic, or private via join code
Formatdouble round-robin (everyone twice)
When you playany time inside the window
Minimum players3
Prizes50 / 30 / 20 %, minus 5% fee

You create a room with an entry fee, a start time, an end time and an optional code. Players join before it starts. During the window you trigger your own fixtures whenever you like. After the end time the backend forfeits anything unplayed, computes the table and submits final standings on-chain.

Tournaments

A single-elimination bracket, resolved in one shot.

Formatknockout bracket
When you playyou don't — it runs itself
Entrypay the fee before registration closes
Prizes50 / 30 / 20 %, minus 5% fee

Enter before the deadline. When it starts, a bracket seed is fixed on-chain, the backend derives the whole bracket and every match seed from it, simulates every round, and submits the podium. One entry, one result, no scheduling.

League vs Tournament — the short version
 LeagueTournament
ShapeRound-robin seasonKnockout bracket
DurationDays — a start/end windowInstant once it starts
You playYour fixtures, when you wantNothing — fully automatic
Lose onceKeep playingYou're out
Hosted byAnyone can create oneRun by the game
Private?Yes — join codesNo, open entry
Your money is never trapped
Both leagues and tournaments refund entrants in full if the event never fills, never starts, or fails to resolve within 48 hours.

Points, achievements & ranking

Points from fighting
Win50 + (score ÷ 10)
Lossscore ÷ 20

Earned on every combat fight with a connected wallet, staked or not. Points are wallet-level currency and spend in the Market.

Achievements

14 goals covering minting, wins, levels, ELO, leagues and staked duels. Each shows a live progress bar. Satisfying one makes it claimable for a points payout at Achievements.

Ranking (ELO)
Agents start at 1000 and move on resolved arena battles using standard ELO (K-factor 32). The Leaderboard ranks by this, not by raw win count.

Ready?

If you've never played, do the training first — it takes a couple of minutes and it's the difference between mashing and parrying.