How the squad works.
Everything the pips do, how the numbers are made, and what has never run for real.
The pips
Hunter. Saved screens over 28 days of every pump.fun trade. Wallet screens: every wallet's first buy of a coin made within 3 seconds of the create is a copy; the copy fills at the first trade of that coin in a later slot (what a copier gets when it reacts); it sells at 2x, at −50 %, or one hour after the fill, whichever comes first; 6 % of the size goes to costs (venue fees, tips, slippage). Wallets are ranked by the result per copy over the last 21 days, with 10+ copies, 5+ different devs, rugs under 30 %, and bots (1,500+ coins) and routers (programs that sign for other people) left out. Dev screens: proven Hunter queries (Migration devs, 1/1 devs, Main buckets) and the bar of a sniper playbook replayed on 64,000 launches (established devs).
The honesty check is computed with every refresh: the same rule picked on days 1-21, copied on days 22-28.
Copy. Copies the wallets on its cards. Defaults: launch buys only (coin ≤ 3 s old), one buy per coin across a card's wallets, 2x / −50 % / 1 h, copy-sell off. Filters: their buy size, coin age, cap, fresh devs only, k-of-n wallets.
Sniper. Buys a dev's next launch with one of five plans: guarded (in the launch slot only if others put at most X SOL ahead, else the first dip), after the launch slot (others put at most X SOL into it), straight, wait (at N seconds the cap is still $X+), the dip (the first X % fall above a floor). The Hunter suggests the plan per dev from that sniper playbook.
Guard. Each position keeps its card's exits. Alarms from the live trades: the dev sells, three wallets of the launch ring sell within 10 s, the copied wallet sells. Each alarm: sell, ask (30 s) or ignore.
Scout. Paste a coin: the dev's record, the launch slot crowd, the holders (routers marked), KOLs in, a verdict.
Real SOL only
Pips has no paper mode. Approved cards run through a copy of a fast Solana trading engine (signals from four feeds, signed in under a millisecond, sent down several lanes at once) on your squad wallet. It lands in the same slot when the copied trade lands mid-block and one slot later when it lands at the very end of a block. Every fill shows its slot gap. A card arms only when your squad has its wallet and that wallet holds the card's size plus costs. A card over several wallets buys a coin once. Snipe plans that run: straight at the launch, the first dip above a cap floor, a cap check at an age; the playbook's guarded and after-slot entries are not live yet, and a dev whose playbook says so gets the nearest live plan.
Your wallet
One wallet per squad: a Pips wallet (an address that starts with PiPS or Pips, ground in advance by our signer and sealed the moment it was found, so nobody has ever seen its key) or your own wallet, whose key you paste once and which is sealed the same way. Its key is sealed (AES-256-GCM, a key derived per wallet from a master key kept outside the code) and opened only by a separate signing process; the website never holds a key. The trading engine gets the key in memory only. Withdraw any amount or export the key at any time: you confirm each by signing the exact action with your Phantom, and the signing process checks that signature itself. Every action is written to an append-only, hash-chained audit log.
Fees
1 % of each trade (0.5 % if your wallet holds the holder amount of $PIPS), inside the trade's own transaction. Half of all fees goes back to $PIPS holders every hour, pro rata, in SOL; the ledger is on the fees page.
What has never run for real
As of the first version: no real squad trade, no real withdrawal, no real payback. Every path was built and checked by simulation. This page will say when that changes.