Your favorite memes. Your next winning comp.
Meet PUMP TACTICS: a meme auto-battler where your formation matters.
Build a frontline. Protect your casters. Send assassins into the backline.
Merge three copies, craft your items and time your economy.
Take on a rival in a 1v1 duel or fight to be the last player standing in an
8-player arena. Every third round, defeat mobs for a chance at item drops.
Start with a guest nickname, or verify your Solana wallet to climb the ranked
ladder. Wallet sign-in is a message signature — no transfers or purchases.
Beta is live https://t.co/RrzGYCX3xH
DEV LOG 10 / PUMP TACTICS
Two new COST-5 heroes: USELESS (Assassin, execution ultimate) and LUMI (ranged Archer, 5-target volley). They are cost 5, not a 5-star upgrade. Max star stays 3.
Gear: completed gear only, in NEW matches only. No crafting. Up to 3 different items per hero.
TitanHeart: +1000 HP, heals 100 every 3s, body growth.
CinderMantle: 35 magic DPS to enemies within 2 hex. Auras do not stack.
TempestRelic: one seeded random enemy is lifted for 3s at combat start. Wards and tenacity counter it.
More Mage / Archer / Assassin / Support gear. Old crafted recipes are available as ready loot.
Support Crew 2/4/6 supports: healing/shield +15/25/35%, passive charge .10/.15/.20 per sec. The old primary support bonus stays separate.
Hero pool per individual hero, COST 1..5: 45/30/25/20/12.
Mobs every 5 rounds guarantee at least 1 finished item and 5 gold, even on failed encounters. Player defeat damage: rounds 11-15 25% reduced (existing); rounds 16-20 50% reduced, max 30 HP; round 21+ 60% reduced, max 25 HP. Idle practice: 15 minutes with no human returning ends the match without a win or loss. Heavy battle data is released, a small notice is kept. Also: cinematic zoom-out and distinct burn/lift FX.
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Bring gaming meta ! Tomorrow..
DEV LOG 09 — Class synergies
Every hero keeps their primary trait, and Mage, Assassin and Tank now add a class synergy on top. Thresholds follow the heroes actually available, so every tier is reachable.
MAGE (2 / 4 distinct deployed Mages)
Mana +0.35 / +0.60 per second (pauses while stunned or silenced)
Ultimate crit chance +15% / +35%
Ultimate crit damage +10% / +20%
Applies to Mage units only
ASSASSIN (2 / 4 distinct Assassins: Troll, Jimothy, Michi, Rari)
Crit chance 25% at 2, 100% at 4 (attacks and damaging ults)
Crit damage bonus +10% / +15%
Crit damage gear still stacks; chance is capped at 100%
TANK (2 / 4 / 6 distinct Tanks)
All allies get +10% / +18% / +25% extra base and star HP
At 6, allies also take 15% less unit combat damage (not player HP loss)
Adds to existing Wildlife scaling; no double-dipping on flat items or Brawler HP
How it counts: bench units, duplicate heroes, different stars of the same hero and summoned combat echoes do not add to counts. The highest tier replaces lower tiers. Other roles are unchanged.
Scope: new matches get the update; ongoing matches keep their snapshot, including role meters, member lists and descriptions.
Play: https://t.co/ZHTxFq32BJ
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DEV LOG 08
Access, ranked, less unnecessary load
EN Dev log 08 is about getting in and keeping things smooth.
Log in with a Jupiter wallet or Privy email; a Gmail address works as an email address, but there is no Google social login.
Ranked arenas created by humans can be filled by bots: the pool holds up to eight transparent medium-bot accounts, used from minute 3 and done by minute 6, and they fill only the missing seats rather than adding eight bots to a human room.
Every bot account is visibly labelled BOT. Ranked duels stay human-only and there are no autonomous hourly rooms.
Under the hood: lighter shop replies, combat computed off the main HTTP thread, queued room updates and bounded caches.
Stale replies no longer erase combat, and rejected actions keep your gold and items
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Dev log 07 adds new powers and makes fights easier to read.
Basic attacks and ultimates can now be tuned independently.
Expect ice, roots and arcane prisons, support heals, regeneration, attack and speed buffs with a combat-only echo, tank poison, protection and ice slam, plus ranged multi-target and assassin critical synergies.
New items cover mana, attack speed, spell power, crits and anti-ultimate play.
Default base attack speeds are 20% slower so fights breathe, with clearer mana and ultimate cues and ultimate descriptions.
A compact per-hero damage report, buddy taunts visible to rivals and marked shadow opponents show what happened.
The hero art is not a live screenshot.
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Dev log 06 gives every run more shape.
At player level 7, cost-1 heroes show up about 5% of the time, and higher-cost heroes get likelier later.
An owned 3-star hero stops appearing in that owner's shop while owned; everyone else can still roll it.
Each hero now has one active trait, and unique deployed heroes contribute, with more distinct profiles and stronger cost-3 to cost-5 star upgrades.
Comebacks: +5 gold for every three straight PvP losses (mob rounds pause it, wins and draws reset it), plus +10 gold below 50 HP and +10 more below 25 HP, once each while surviving.
From round 11, player defeat HP damage is 25% lower; unit combat damage is unchanged.
Scout rivals through standings while alive and after natural elimination.
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Dev log 05 is about hands-on feel.
Sell now sits in a fixed spot next to XP and Reroll, and item details float instead of shoving the layout around.
Practice is yours to tune: pick Easy, Medium or Hard bots.
In 8-player practice a shared planning timer runs 35 seconds on normal and 10 on fast, while duels and tutorials stay manual.
Bench moves are cleaner too: occupied slots swap, empty slots move, positions survive a reload, and all nine destinations are reachable on mobile.
Fewer misclicks, more fighting.
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Dev log 04:
lighter HUD, fair exits.
Income is now a row of icons (next gold, interest dots, streak, ×3 fast). Hover or tap any chip for the breakdown — no more paragraph under the shop.
Surrendering in an 8-player practice ends the match instantly and frees you to start a new room. No more "match in progress" lock.
Rage-quit guard: two online surrenders in a row close online rooms and ranked for 5 minutes. Practice stays open, and finishing a match resets the counter.
New 8-player ranked scoring: +40 / +28 / +16 / +6 / −6 / −14 / −22 / −30, adjusted up to ±16 by lobby strength. Duel stays ±20.
Practice and ranked never mix: no bots, no practice seats in a ranked match.
Under the hood: the battle log is sent once per fight instead of every poll, −85% bytes during combat.
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DEV LOG 03
READ YOUR SQUAD AT A GLANCE The unit card was a wall of text. Now it's an icon grid.
• ♥ HP · ⚔ attack · 🛡 armor · ✦ magic resist · range · attack speed · move speed · ⚡ hits to ultimate
• Takes at most ~30% of the phone screen the arena stays visible
• Bench tiles now show cost, role (Tank, Ranger, Mage…) and HP / ATK / ARM Less reading, more fighting.
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🛒 DEV LOG 02
THE SHOP NEVER CLOSES Combat used to lock your shop and bench. Not anymore.
• Buy, reroll, level up, move items and sell while the battle plays out — and during results
• Only board placement waits for the next planning phase
• Selling is one tap now: a big red Sell +Nbutton shows the exact refund
• Fair by design: battles are locked when combat starts, so mid-fight buys never change the result Zero seconds wasted between rounds.
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⚡ DEV LOG 01
FAST PACE New round pace for PUMP TACTICS.
Pick Normal or Fast when you create a room or queue for ranked.
• Fast: 10-second planning, gold ×3 on every payout (round income, win bonus, mob gold)
• Normal: planning timer is now 35s (up from 30s)
• Works in 1v1 Duel and 8-Player Arena, rooms and ranked
• Fast ranked has its own queue, but counts toward the same Duel/Arena rank Snowball or get snowballed. 🐸💨
Pump Tactics Beta is live
Drop the most famous @Pumpfun memes onto the board, battle with them, and level them up into your own meta comps.
Take on a rival in a 1v1 duel or fight to be the last one standing in an 8-player arena.
First beta battle footage 👇