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Snipe

Follow dev wallets and buy their launches in the creation block.

Sniping is buying a coin in the same block that creates it. On the Snipe page you list the dev wallets your team launches from and set how the engine buys their launches. When one of them creates a coin and Buying is on, every ready wallet buys it right away, aiming for the launch block itself.

ApeSync / Snipe
#8870
#8871
#8872
#8873
#8874
#8875
#8876
Dev 7xKp…f3Qawatchingidle
No position yetwaiting for a launch
The engine watches your dev wallets. When one creates a coin, its buys go into the same block as the creation, before anyone who reads the launch afterwards can react.
≈400 msone Solana block
+0a buy that landed in the launch block
50 SOLmost a wallet can spend per launch
≈1 sfor a change to reach the engine

Follow dev wallets

Under Dev wallets to follow, paste an address into Dev wallet address, add a Name (optional) of up to 40 characters, and press Follow. The page talks about pump.fun; Launches shows the platform of every launch with a badge, so you can see exactly where each coin was created.

Name
Links to the dev card, with its past launches and how your snipes landed on them.
Flowwhen flows exist
Which flow buys this dev's launches. Change it inline.
FollowingOn · Off
Pauses a dev without losing it. A paused dev's launches are not bought.
Launches · Last launch
How many coins this dev has created that the engine saw, and when it last did.

The row's ⋯ menu has Dev card, Rename, Open on Solscan and Remove, which asks Stop following …? first. With flows, the page reads "how General buys their launches": each flow's own buy settings live on its flow page.

How much to buy

Amount per walletSOL · up to 50
What each enabled wallet spends on every launch. The form shows the total per launch. A single wallet can have its own amount, set on the Wallets page.
Snipe limitlaunches · 0 = none · up to 10,000
Stop buying after this many launches, as a safety net. The counter is on the Overview and counts every flow. Only General has this one; flows have their own limit on their page.

Settings are saved with Save changes or thrown away with Discard. The engine uses them from the next launch or sell, no restart needed. Check the amount and slippage the workspace started with before your first live launch: they come from the engine's defaults.

Speed: your place in the block

Speed sets two costs paid on every buy transaction: a priority fee and a Jito tip. Inside the launch block, the dev's create comes first and the dev's own bundle right after it. Behind that, the priority fee decides where your buys land. A bigger tip only bids in Jito's own auction and rarely moves you up.

ApeSync / History
launch block #8873≈ 400 ms
next blockcreate $PIXELdev's bundle buydev's bundle buyWallet 01+0Wallet 02+0Wallet 03+0Wallet 04+1other botother botother bot
SpeedNormalAggressiveMaxpriority fee 0.0005 · tip 0.001 SOL per tx
Bought $PIXEL4/4 landed, best +0 blocks+0Wallet 01+0Wallet 02+0Wallet 03+1Wallet 04
The dev's own bundle always goes first: no tip beats it.
Inside a launch block the creation comes first and the dev's own bundle right after it: no tip beats that. Behind it, transactions line up by priority fee, which is why Speed moves our buys up and a bigger tip rarely does.
Normal0.0005 · tip 0.001
Cheapest. Fine when few people compete for the launch.
Aggressive0.004 · tip 0.001
Pays more to get ahead of most other bots.
Max0.03 · tip 0.005
Highest fees, nearly all as priority fee: what puts a buy ahead of other snipers in the launch block.
Customeach up to 0.1 SOL
Set Priority fee per tx and Tip per tx (min 0.001) yourself. A tip below 0.001 SOL is refused: it loses the Jito auction to almost every other bot.

Every transaction also pays a fixed 0.001 SOL to the sending service. The form adds it all up for you as SOL per transaction and per launch.

Where your snipes land

A card on the page, updated about a minute after each launch, shows how your buys actually placed: Launches, In the launch block, First buyer and Buys ahead, usually. It gives a verdict on what held you back: Speed, not tips., Outbid. or The dev's bundle., and compares your tip with the most a buy ahead of you paid. Use it before you raise anything.

Slippage and timing

Slippage0–100 %
How much worse than the quote a buy may fill. It's measured against the worst case, with all your own wallets buying ahead of each other. 20–30% is typical.
Fire on the pre-execution feedOn (fastest) · Off (safer, slower)
On acts on the create before it's confirmed and aims for the same block. Very rarely the launch itself fails and your buy fails with it, costing only fees. Off waits for confirmation, which usually means one block later.
Buy after migrationOn · Off
When the dev's bundle buys out the whole curve, the coin moves to PumpSwap within seconds. On, wallets that don't hold the coin yet buy on the pool instead, with the same size, slippage and speed, at a much higher price. The dev buy filter still applies; the market cap filter doesn't.
Team uses fee sharingGeneral only
For teams that split creator fees in a separate transaction right after the create.
Prepare pair tokensGeneral only · On
When a dev you follow buys a token pump.fun can pair coins with (CARDS, PUMP, USDC and others), each buying wallet is stocked once with 1.2× its buy amount of it, so a launch paired with that token can be bought at once. Only while Live and Buying are on; kept for up to a day.
Pair tokens back to SOLGeneral only · On
Leftover pair tokens are swapped back to SOL. Live only.

Skip filters

Under Skip a launch when… three filters can turn a launch down. 0 turns a filter off. Values are in the workspace's market unit, and you can type 5k for $5,000.

The dev buys more than
Skip launches where the dev's own buy is bigger than this.
Market cap is already above
Skip launches that are already too big by the time the engine decides.
The buy fee is above% · 25 to start
Skip launches whose buy fee is above this. It's aimed at launchpads that charge snipers a high fee and never trips on pump.fun's fee of about 1%.

How the engine decides

For every launch from a dev you follow, the engine runs the same checks in the same order. The first one that fails becomes the skip reason you see on Launches; a launch that passes them all is bought.

ApeSync / Launches
$FROGTeam dev #1 · pump.funDeciding
  1. 1Launchpad supported
  2. 2Buying is on
  3. 3No service fee owed
  4. 4Flow not paused
  5. 5Under the snipe limit
  6. 6Dev buy under the limit
  7. 7Market cap under the limit
  8. 8Launch fee under the limit
  9. 9A wallet is ready
Launch feed
Waiting for a launch
Each launch runs through the same checks in the same order. The first one that fails is written on the launch as its reason; one that passes them all is bought.
  1. The coin is paired with a token on a launchpad where that isn't supported.
  2. Buying is off.
  3. A service fee is owed.
  4. The dev's flow is paused.
  5. The snipe limit is reached, then the flow's own limit.
  6. The dev buy filter.
  7. The market cap filter.
  8. The buy fee filter.
  9. No wallet is ready.

Otherwise every ready wallet in the dev's flow buys its amount, all in parallel. Ready means enabled and holding enough SOL for the buy, the fees and the rent. The full list of reasons as they read on Launches is in History and launches.

The dev card

Click a dev's name to open its card. Look up its past launches has the engine read up to 60 days or 2,000 transactions of its history (at most once every ten minutes per dev), and Test its flow opens the Lab on them.

The card shows launches with data, the usual peak, how the dev sells, your PnL on its coins, advice on exits that fit its pattern, the landing card, and a table of each launch: market cap in the launch block, peak, when it peaked, when the dev first sold, and your PnL. A launch's trades become available 31 minutes after it.

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