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POKECARD SPACE
Pool · 200 USDC
Champion's Arena · Onchain TCG Duel

POKECARD SPACE

Six partners. One gauntlet. A champion every hour.
Draft a six-card elite squad, enter a randomized cinematic battleground, and fight through a six-stage AI gauntlet for the 200 USDC season pool.
Epoch —closes in--:--:--
1025
National Pokédex
6
Masters
3
Free runs
1M
$POKECARD to hold
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THE ARENA
A World You Already Know

For generations, trainers have crossed regions — from the quiet roads of Kanto to the storm-lit peaks of Sinnoh — chasing a single dream: to stand in the Champion's hall and prove that the bond between a trainer and their team can bend the rules of the world itself. The creatures they raise are not pets. They are partners, each carrying an elemental spark older than the leagues that try to govern them.

The Champion's Arena distills that legend into its purest form. There are no badges to grind, no routes to wander. There is only the duel: two masters, six partners each, and a fight that ends when one team can no longer stand. Fire withers the grasslands, water drowns the flame, a thunderclap splits the tide. Master the affinities and you control the battlefield; ignore them and the affinities will control you.

But the Arena keeps a crueler secret. Every master fields a guardian in their sixth slot — a fully-evolved ex partner of monstrous strength. Champions have spent careers without ever forcing an opponent that deep. To break a guardian is to write your name into the hall. Most never get the chance.

ex RULE

When one of your Pokémon ex is Knocked Out, your opponent immediately scores 2 points instead of 1. Power has a price — the strongest partners are also the most dangerous to lose.

THE SIX MASTERS
Choose Who You Stand Beside
Each master rewrites the rules of your run — a passive that reshapes your whole squad and a mastery move that can steal a duel from the brink.
— I —

Affinity Decides

Ten elemental classes lock into an ancient circle of strength, resistance, and true immunity. A Fighting partner shrugs off lightning entirely; darkness drinks psychic power and gives nothing back. Read the circle before you commit a move.

— II —

Masters & Mastery

Six legends, six doctrines. One amplifies raw aggression, another mends wounds with the tide, a third raises a wall of stone. Each grants a passive edge to the whole team and a mastery move that can swing a losing duel — if you spend it at the right breath.

— III —

The Six-Stage Gauntlet

Draft six partners. Fall one and the next steps forward without mercy. Each opponent you face is stronger than the last, until the guardian waits in slot six. Switch, bait, and conserve your mastery — brute force will not be enough.

THE CHAMPION'S LADDER
Every Hour, a New Champion
A 200 USDC pool is paid out at the close of every epoch — six times a day. Everyone in an epoch faces the exact same seeded gauntlet, so the ladder rewards pure skill, never luck. Outplay the field, climb the board, and the top five split the pool.
200 USDC
Pool / Epoch
Every 1h
New Champion
6×
Epochs / Day
Top 5
Get Paid
— STEP 1 —

Qualify

Your first 3 runs are free — no tokens needed. To keep competing after that, hold at least 1,000,000 $POKECARD in your wallet. The token is your season pass — you hold it, you never spend it.

— STEP 2 —

Run the Gauntlet

Draft your six partners and clear the six-stage AI gauntlet for the current epoch. The seed is identical for every player in the epoch, so it is you versus the leaderboard — not the dice. Retry to perfect your run; your best score counts.

— STEP 3 —

Climb & Cash

When the 1-hour epoch closes, the board is frozen and the top five are paid in USDC automatically. Then a fresh seed drops and the next race begins. Six shots at a payout, every single day.

POOL DISTRIBUTION · 200 USDC
1Champion
90 USDC45%
2Runner-up
50 USDC25%
3Third
30 USDC15%
4Fourth
18 USDC9%
5Fifth
12 USDC6%
Ranks 6+ earn ladder standing toward the season — but only the top five take the epoch's USDC.
HOW TO OUTSCORE THE FIELD
  • Knockouts — 800 each. Every enemy you drop is the biggest jump on the board. Six KOs is 4,800 before anything else counts.
  • Damage dealt — up to 1,500. Scored as the share of the gauntlet’s total HP you burned through, so a half-dead guardian still pays.
  • Break ex — +150 each. Toppling an enemy ex earns a bonus on top of the KO.
  • Pokémon standing — 300 each, HP left — up to 600. Clear the gauntlet with more of your six alive and healthy.
  • Clear + speed — 1,000 + up to 400. Beat the guardian for the clear bonus; every turn shaves 10 off the speed bonus.
  • Protect your own ex — −150 each. Losing an ex costs points, so power comes with a price.
  • Be first when it's a tie. Equal scores are broken by who reached them earliest in the epoch — hesitation costs places.

Three runs on the house

Every trainer gets 3 free runs at the Champion's Ladder. After that, the arena is holder-only: keep at least 1,000,000 $POKECARD in your Phantom wallet to keep climbing for the 200 USDC pool.

Fan-made tribute built on the open-source pokemon-cards-css holo engine. Card data & art via the open Pokémon TCG Pocket community dataset.
Pokémon, character names and card artwork are © Nintendo · Creatures · GAME FREAK · The Pokémon Company. Not affiliated or endorsed. $POKECARD / USDC features are a demo and carry no monetary value.
POKECARD SPACE
— $POKECARD—
Step 01 / 02

Choose Your Master

The passive shapes your whole run. The mastery is your one card up the sleeve — use it well. Tap a master to open their codex.

POKECARD SPACE
POKECARD SPACE
— $POKECARD—
Step 02 / 02

Draft Six Partners

Tap a card to add or remove it. Order matters — your sixth steps in last. Cover the affinity circle.

WEAK ×1.6 dmg RESIST ×0.5 dmg IMMUNE ×0 dmg ex high power, scores 2 if KO'd
Drafted 0/6
ASH
RIVAL
VS
CHAMPION'S CHALLENGE
SHUFFLING DECKS…
ARENA
ASH0 pts
TURN 1YOUR MOVE
RIVAL0 pts
ASH
VS
RIVAL

Paused

Take a breath — your run is on hold. The clock and music wait for you.
123 moves · M mastery · Esc pause