docs

How Clawdies works.

Clawdies is a trading squad that runs on your own Solana wallet. It finds wallets and devs worth following, copies and snipes them with the settings you approve, and watches everything you hold. This page covers every part, with the numbers it uses.

Start here

Clawdies has three faces. They all act on one squad: the same wallet, the same cards, the same chat.

  • clawdies.com: your squad's home. Its wallet, Dig's lists, the fees ledger, and these docs.
  • Clawdies Scope (scope.clawdies.com): the trading app. Every pump.fun launch live, Scuttle's badge on every dev, a page for every coin, and the Sniper, Copytrade and Portfolio pages where you run your cards.

Nothing trades until you approve it. A card you have not switched on does nothing, and the squad's chat can propose a card but cannot switch one on.

Your first trade

  1. Sign in. Press Sign in and sign the message in Phantom. The signature proves the wallet is yours; nothing is sent.
  2. Get a squad wallet. On the Wallet page take a Clawdies wallet (an address that starts with CLAW, ready in our signer), bring your own by pasting its key once, or grind your own address on Grind.
  3. Fund it. Send SOL to the squad wallet's address. A card arms only when the wallet holds one buy of that card plus its costs (see Cards).
  4. Make a card. Tell the squad what you want in the chat ("copy Dig's top 5 with 0.1 sol"), press Copy or Snipe on any wallet or dev, or add one on the Copytrade or Sniper page.
  5. Switch it on. From then on it trades by itself. Every fill shows up in the squad's feed with the slot it landed in, and Shell watches the position until it closes.

The five clawdies

Five little orange critters, built of cubes, each with one job and one thing it carries. They share one wallet and one memory, and act only on what you approve. Their brain runs on Claude Fable 5.2: you talk to them in plain words.

Dig
The stocky one with the gold magnifier. Finds the wallets worth copying and the devs worth sniping, from four weeks of every pump.fun trade, and calls good launches on Clawdies Scope with a chime. How it picks.
Tide
The twins holding a blue link. Runs your copy cards: when a wallet on a card buys, it buys too, from your squad wallet. Copy cards.
Pinch
The one with the oversized pincer and the visor. Runs your snipe cards: buys a dev's next launch with the plan you pick. Snipe cards.
Shell
The one in the green shell, a red beacon on top. Keeps the exits of every open position and raises an alarm when the dev, the launch ring or the copied wallet sells. How Shell works.
Scuttle
The small one on long legs, with an antenna. Reads a coin or a dev: the record, the launch slot, the holders, the KOLs in it, and a verdict. On Clawdies Scope it puts a badge on every dev. What Scuttle reads.

Cards

A card is a standing order: copy these wallets, or snipe this dev. It holds the size, the filters and the exits, and it keeps working until you pause it.

Where cards come from

  • The Copytrade and Sniper pages on Clawdies Scope: paste an address, or take one of Dig's picks.
  • Copy or Snipe on any wallet's or dev's page, on Clawdies Scope and on clawdies.com.
  • The squad's chat: "snipe this dev with 0.2" makes a card that waits for your approval.

Active and inactive

A card is either active (it trades) or inactive (it waits). Pausing a card stops new buys; positions it already opened keep their exits. On the Sniper and Copytrade pages you can search your cards, filter them by All, Active or Inactive, sort them, and tick any number of them (the box in the head ticks every card listed, shift-click ticks a range). The bar for the ticked cards can activate, pause, set one size for all, or remove them (a removal can be undone).

When a card can switch on

A card switches on only when all three are true. If one is not, it stays inactive and tells you which:

  1. Your squad has its wallet.
  2. The engine can run everything the card asks for (some settings are not live yet: they are listed under each card type).
  3. The wallet holds one buy of the card plus its costs: size × (1 + fee rate) + priority fee + tip + 0.0025 SOL. The 0.0025 SOL is the rent for a new token account. A 0.1 SOL card at the default fees needs 0.1 × 1.01 + 0.001 + 0.001 + 0.0025 = 0.1055 SOL.

The balance is checked when you switch a card on. Each later buy needs the same amount again; a buy the wallet cannot pay for is not sent.

Copy cards

A copy card follows up to 25 wallets. When one of them buys a coin that passes the card's filters, the squad buys the same coin with the card's size.

SettingWhat it doesDefaultRange
WalletsThe wallets it copies.–1 to 25
SizeSOL spent on each copy.0.1 SOL0.001 to 50
Coin ageCopies a buy only if the coin was launched at most this long before it. 0 copies buys at any age.3 s (launch buys only)0 to 86,400 s
Their buyCopies only when their buy is at least, or at most, this much SOL.any0 to 10,000
CapCopies only when the coin's market cap is between these two.any$0 to $10B
Buys per coinHow many of their buys of one coin it copies.11 to 10
Copy sellsSells when the copied wallet sells.offon / off
Priority fee, tipWhat the engine pays to land the buy (see How a trade is made).0.0001 SOL, 0.001 SOL0 to 0.1 each
ExitsTake profit, stop-loss and time.2x · −50 % · 1 hsee Exits

One card over several wallets buys a coin once (or up to its buys per coin), whichever of its wallets buys first. Two cards that follow the same wallet buy separately.

Not live yet. A card that asks for one of these does not switch on and says why: fresh devs only; wait for k of n wallets to buy; ask me before each buy; a trailing stop.

Snipe cards

A snipe card follows one dev wallet and buys that dev's next launches, up to its number of shots.

Plans

Straight
Buys the launch as soon as the engine sees the create. Default priority fee 0.001 SOL.
The dip
Waits for the first fall of X % from the coin's top (default 35 %), and buys it only if the cap is above a floor (default $12K).
Cap check
At N seconds after the launch (default 120 s) it buys only if the cap is still X or more (default $20K).

Not live yet. Guarded (buy in the launch slot only if others put at most X SOL ahead of you) and After the launch slot (buy once the launch slot has ended, only if others put at most X SOL into it). When Dig's plan for a dev says guarded, the card runs the dip; when it says after the launch slot, the card buys at the launch, with the plan's entry cap where it has one.

SettingWhat it doesDefaultRange
DevThe wallet that creates the coins.–one wallet
SizeSOL per snipe.0.1 SOL0.001 to 50
ShotsHow many launches it buys before it stops. Empty = no limit.no limit1 to 1,000
Entry capNever buys above this market cap.none$0 to $10B
ExitsTake profit, stop-loss and time.+200 % · none · 10 minsee Exits

Exits and selling

Every position keeps the exits of the card that bought it. The first one reached sells the whole position.

ExitSells whenRange
Take profitThe price is X % above your fill (+100 % = 2x).1 % to 100,000 %
Stop-lossThe price is X % below your fill.1 % to 99 %
TimeX after the fill.10 s to 7 days

Leave an exit empty to switch it off. A position whose buy has not landed within 2 minutes is marked missed and holds nothing.

Selling by hand

  • Clawdies Scope's Portfolio: Sell 25 %, 50 % or 100 % on any holding, or tick several holdings and sell them all in one go (one order per coin, one after the other).
  • A coin's page on Clawdies Scope: your wallet's row has its own sell buttons.

A click is an order: there is no "are you sure".

Shell

Shell reads the live trades of every coin you hold and raises three alarms:

  • The dev sells the coin.
  • The launch ring sells: three or more of the wallets that bought in the launch slot or the slot after it sell within 10 seconds.
  • The copied wallet sells a coin you hold because you copied it.

For each alarm you choose what happens: Sell (at once), Ask (a question, "Sell X?", open for 30 seconds; if you do not answer, nothing is sold and the position keeps its exits) or Off. Ask is the default for all three. Set them on Shell's desk or tell the squad in the chat. Each alarm fires once per position.

How a trade is made

Your active cards run on a copy of a Solana trading engine written in Rust. For each card:

  1. It watches. The engine follows the wallets and devs on your active cards through two streams from Helius: transactions as validators pre-confirm them, and transactions before they execute. It sees a copied wallet's trade, or a dev's create, before it lands.
  2. It decides. It decodes the pump.fun create, buy or sell from the raw transaction (also inside the routers it knows), and checks the card's filters.
  3. It signs. It builds and signs your transaction in under a millisecond. Your wallet's key comes from our signer and is held in memory only (see Keys and security).
  4. It sends. The transaction goes out through Helius Sender, which sends it to the current validators and to the Jito block engine at once, with the card's priority fee and tip. Slippage is 30 %. If no fee is set on the card: priority fee 0.001 SOL for a straight snipe and 0.0001 SOL for everything else, tip 0.001 SOL.
  5. It books. When the trade lands, the squad records the fill: the slot it landed in, the slot gap to the trade it copied, what it paid. The fee (see Fees) is a transfer inside the same transaction.

The engine trades pump.fun coins. A card never buys the same coin twice beyond its buys per coin.

Speed and slots

Solana makes a block about every 400 ms; each is a slot. Speed is counted in slots, because the slot is what anyone can check on the chain.

  • A copy goes out the moment the engine sees the trade it copies, before that trade lands. It can land in the same slot; when the copied trade lands at the very end of a block, the copy goes into a later one. Every fill shows its slot gap: 0 = the same slot.
  • A straight snipe aims for the launch slot.
  • Proof. Once our own wallets have traded, the home page lists their same-slot fills, each slot read back from the chain (getSignatureStatuses), both transactions on Solscan.

Dig

Dig keeps saved screens over the last 28 days of every pump.fun trade. Dig's desk shows each screen with its evidence; Clawdies Scope's Sniper and Copytrade pages show its picks.

Wallet screens: who to copy

Each wallet is scored the way a copier would have done with it:

  • A copy is the wallet's first buy of a coin made within 3 seconds of the coin's create.
  • The fill is the first trade of that coin in a later slot: what a copier gets when it reacts.
  • The exit is 2x, −50 % or one hour after the fill, whichever comes first.
  • Costs: 6 % of the size per copy (venue fees, tips and slippage).

Wallets are ranked by the result per copy over the last 21 days. A wallet is listed only with 10 or more copies, across 5 or more different devs, and under 30 % rugs. Bots (wallets on 1,500+ coins) and routers (programs that sign trades for other people) are left out. The screens are Launch buyers that win, KOLs with a copy record (the KOL roster scored the same way) and Crews to avoid. Wallet screens refresh every 6 hours.

The honesty check is computed with every refresh: the same rule picked on days 1-21, copied on days 22-28.

Dev screens: who to snipe

Established devs now (the bar of a sniper playbook replayed on 64,000 launches), Migration devs, 1/1 devs and Main buckets (saved queries that have proven themselves). Dev screens refresh every 3 hours.

Dev tiers

Every dev gets a tier from their own launches. The tier decides Dig's snipe plan for that dev and Scuttle's verdict.

TierRule
STAR8+ bonds, a median of 3x or more over the last 10 launches, at most 4 launches a day.
MIG4+ bonds, 20 % or more of launches bond, at most 2 launches a day.
NEW2 to 6 launches with 2+ bonds, missing at most one.
ONEOne launch, and it bonded.
Never12+ launches a day; 20 % or more rugs with at least 2; or three duds in a row.

A bond here is a coin that finished its pump.fun curve with no rug flag (a curve its own dev or bundle filled carries the flag). Clawdies Scope's Discover boards and dev pages ask more of a bond: 50 or more trades on the curve, taking 5 seconds or more.

Scuttle

Paste a coin on Scuttle's desk, in the chat or in a bot. Scuttle reads:

  • The dev's record: launches, bonds and tier.
  • The launch slot: how many other wallets bought in the slot of the create, and for how much SOL.
  • The holders: the top holders by net buys and their share. Routers and the pump.fun pool are marked, so a router is never named as the person who traded.
  • The KOLs who traded it, and whether they still hold.
  • The cap now, and its top.
VerdictWhen
AVOIDThe coin carries a rug flag or crashed inside one slot, or the dev is in the Never tier.
GOODThe dev has a tier, other wallets put under 20 SOL into the launch slot, and the top 10 holders own under 40 %.
CAREFUL20 SOL or more from others in the launch slot, or the top 10 holders own 50 % or more.
NEUTRALNone of the above.

The badge on Clawdies Scope

On Clawdies Scope every coin's dev carries a badge. Click it for the whole record.

  • GOOD: the dev has a tier (STAR, MIG, NEW or ONE).
  • CAREFUL: the dev launched before, without enough bonds for a tier.
  • AVOID: 12+ launches a day, rugs, three duds in a row, 20+ launches and never a bond, 2 or more coins that crashed inside one slot, or 5+ launches in the last hour.
  • NEW: no earlier launch on record.

The record leaves out the dev's newest launch and any launch younger than 20 minutes (it is still running). Launches a day and in the last hour count every launch.

Talking to your squad

The chat on clawdies.com, the clawdie at the corner of every page, and anything you write to a bot that is not a command all go to the same squad. It answers in the voice of the clawdie you are talking to, and it thinks with Claude Fable 5.2. It can:

  • read your squad: cards, open positions, results;
  • look up Dig's lists, a wallet's or a dev's record, a coin, or a KOL by name or X handle;
  • propose a card, which waits for you to switch it on;
  • pause cards, set Shell's alarms, change a clawdie's colour and name;
  • remember facts about how you trade (up to 120) and search your past chats (the last 3,000 messages).

It cannot switch a card on, withdraw, export a key or move SOL. You can talk to the clawdies before you sign in. Limits: 20 messages a minute signed in, 8 as a guest.

Your squad wallet

Each squad trades from one wallet. There are three ways to get it:

  • A Clawdies wallet. Addresses that start with CLAW (the A and the W in either case), ground in advance by our signer and sealed the moment they were found, so nobody has seen their keys.
  • Your own wallet. Paste its key once; it is sealed the same way.
  • Grind your own. On Grind your browser makes keys on your own processor until one matches the start or end you want. Nothing leaves the tab unless you press "Use as my squad wallet", which sends that one key once, over HTTPS, to the signer.

Deposit by sending SOL to the wallet's address. Withdraw any amount, or export the key, from the Wallet page; you confirm each one by signing the exact action in Phantom. Changing the squad's wallet pauses its cards, because they were approved for the old one.

Keys and security

  • Every key is sealed with AES-256-GCM, under a key derived for that wallet (HKDF) from a master key kept outside the code.
  • Only the signer, a separate process on its own socket, opens a key. The website never holds one.
  • The engine receives the keys of active squads in memory only, never on disk.
  • A withdrawal or an export needs your Phantom signature over the exact action. The signer checks that signature itself.
  • Every action is written to an append-only audit log in which each entry carries the hash of the one before it, so an edit anywhere breaks the chain.

Fees, buyback and burn

  • 1 % of each trade, or no fee at all if your squad wallet or the wallet you signed in with holds 1,000,000 $CLAWD or more.
  • The fee is a transfer inside the trade's own transaction. Nothing is charged separately, and there is no fee on deposits or withdrawals.
  • Every hour, $CLAWD is bought back and burned with half of all Clawdies fees and half of the $CLAWD creator fees: one buy with exactly that SOL (once it reaches 0.01 SOL; less waits for the next hour), then one burn of exactly the coins that buy brought in.
  • Burned coins are gone for good: the supply shrinks with every buyback. Every buy and every burn is on the Fees page with its transaction.

In numbers

  • A 0.5 SOL buy pays 0.005 SOL, or nothing from a wallet holding 1,000,000 $CLAWD.
  • On a sell, the 1 % is taken from the sell's minimum return (what is left after the 30 % slippage), so it is never more than 1 % of what you receive.
  • If all squads pay 2 SOL of fees in an hour, 1 SOL of them buys back $CLAWD that hour (with half of that hour's creator fees), and all of it is burned.

Every buyback and every burn, with its transaction, is on the fees page.

On clawdies.com

Home
What Clawdies is, Dig's best find right now, the buyback and burn, and, once our own wallets have traded, the speed proof (their fills, each with the slot it landed in).
Meet the squad
The five critters, alive on one stage. Pick one and talk to it, signed in or not.
Your squad
Your five clawdies on their stage (each one moves and speaks when it does something for you), your cards, the squad's feed and the chat. Dress your clawdies: a colour for each and a name you give it.
Dig
The seven screens with their evidence: for each wallet every copy and what it made, the share that reached 2x, the rugs, when it was last active. A click on a row opens it; Copy or Snipe makes a card.
Tide, Pinch, Shell, Scuttle
The desks of the four other clawdies: their cards and positions, Shell's alarms, Scuttle's reader.
Wallet
Your squad wallet: deposit address, balance, withdraw and export the key.
Grind
Grind a wallet address in your own browser.
Fees
The fees taken, the buyback half, and every hourly buyback and burn with its transactions.
Status
Whether each part is up: the live trade feed, the trade history, every Dig screen's last refresh, the engine, the signer, the buyback and the squads.

Clawdies Scope

Clawdies Scope is where you trade. You sign in with the same account, and the squad's clawdie stands in the corner of every page.

Squad
The front door: the five clawdies, what each one does, and your first steps.
Scope
Every launch live in three columns: New, Final Stretch and Migrated. Each column has its own filters, presets, sort and search. Scuttle's badge sits on every row. Quick buy: set an amount, switch it on, and a click on a row's chart buys that coin from your squad wallet.
Trending
Boards of what is running: latest runners, today's big runners, biggest right now, just bonded, most traded, holding up, by proven devs, all tokens. A window from 1 hour to 7 days, and the words that keep coming up in coin names.
Watchlist
The coins you starred, each as a live chart. A click on a chart opens the coin; the Buy button under it buys with your quick buy amount.
My devs
Devs you follow (up to 2,500): their launches as they happen, alerts with a sound, tags, notes, import and export.
Wallets
The KOL roster and the wallets you track: every trade as it happens, or one line per coin they are buying together. Alerts when a tracked wallet buys, and a bigger one when several buy the same coin within ten minutes.
Discover
Dev boards (most consistent, most bonded, biggest runners, high floor, veterans, hot today, launching now, new blood) and token boards. Follow the top 25 of a board in one click.
Sniper, Copytrade
Your snipe and copy cards, with search, filters, ticks and the bulk bar, and Dig's picks to add with one click. Watch: keep the tab open, and a coin's chart opens the moment a dev on your cards launches or a wallet on your cards buys.
Portfolio
What the squad holds and what it closed: what went in, what it is worth, what will sell it, and what each closed trade made. Bulk sells.
A coin's page
The chart; every trade tagged (the dev, the dev's other wallets, the bundle, snipers, KOLs, your own); your wallet's row with buy and sell; the dev's other coins; the holders; the top traders; Dig's analysis (a read on the dev, this launch, who holds it and each top holder's own record, the KOLs in it, who made money); and the narrative (what its X account and website say).

Limits

WhatLimit
Cards in a squad500
Wallets on one copy card25
Buys of one coin by one card1 to 10 (default 1)
Size of a buy0.001 to 50 SOL
Priority fee, tip0 to 0.1 SOL each
Shots of a snipe card1 to 1,000, or no limit
Closed positions keptthe last 400
Chat history kept3,000 messages
Facts the squad remembers120
Devs followed on Clawdies Scope2,500
Chat messages20 a minute (8 before signing in, 12 through the bot)

When something does not happen

A card will not switch on

It says why, in one of these words:

  • "your squad needs its wallet first": get a Clawdies wallet or bring your own on the Wallet page.
  • "deposit first: your squad wallet holds X SOL and one buy of this card needs Y SOL": see the formula.
  • "… is not live yet": change that setting on the card.
  • "the wallet balance could not be read": try again in a moment.

A wallet bought and the card did not copy it

  • The coin was older than the card's coin age when they bought (the default 3 seconds copies launch buys only).
  • Their buy, or the coin's cap, was outside the card's ranges.
  • The card had already bought that coin as many times as its buys per coin.
  • The card was inactive, or the wallet could not pay for the buy.
  • Another card had the wallet and this card's settings did not match the trade.

The copy landed a slot later

A copy reaches the same block only while that block is still being filled. When the copied trade lands at its very end, ours goes into a later one. The fill shows the gap.

An exit filled away from its line

An exit sells when a trade crosses its line. In a fast coin the next trade can be well past it, and the sell fills there.

Questions

Can Clawdies trade without me?
Only through cards you switched on, within their size, filters and exits. The chat can propose a card and pause cards; it cannot switch one on or move SOL.
How do I stop everything?
Pause all your cards: on Sniper or Copytrade tick the box in the head and press Pause, or tell the squad "pause everything". Open positions keep their exits; sell them on Portfolio if you want out now.
Who can take the SOL in my squad wallet?
Withdrawals and key exports need your Phantom signature over that exact action, checked by the signer. Trades go only to the coins your cards and your own buttons pick.
Can I use the wallet somewhere else too?
Yes. Export its key into Phantom or any wallet app. Trades made there are yours; the squad books only what its engine sends.
Is there a minimum?
One buy of a card plus its costs (see Cards). The smallest size is 0.001 SOL.
What if the website is down?
The engine is a separate process with its own copy of your active cards: they keep trading and their exits keep firing. Shell's alarms and the squad's feed come back with the website. The Status page shows each part.
Why does a copy cost more than the wallet I copy paid?
You buy after them, at the price their buy left, plus the priority fee, the tip and the fee. On launch buys that difference is the cost of copying, and Dig's numbers include it (6 % per copy).
Do Dig's numbers promise anything?
No. They are what each pick did on past trades, and the honesty check shows what the same rule did on a week it never saw.
Where do the KOLs come from?
A roster of known traders' wallets and X handles. Each one carries its own copy record, scored like every other wallet.

Words we use

Slot
Solana's unit of time, about 400 ms; one block. The same slot = landed in the same block.
Launch slot
The slot of a coin's create.
Dev
The wallet that created a coin.
Launch ring
The wallets other than the dev that bought in the launch slot or the slot after it.
Bond, migrated
The coin finished its pump.fun curve and moved to PumpSwap. A bond counts for a dev only without a rug flag; on Clawdies Scope's boards it also needs 50+ trades on the curve and 5+ seconds.
Rug
A crash inside one slot, or a coin carrying a rug flag.
Router
A program that signs trades for other people. Most trading bots trade through one. Clawdies never names a router as the trader.
Priority fee
What you pay validators to put your transaction ahead of others in a block.
Tip
What you pay the block engine (Jito) and the sender to include your transaction.
Slippage
How far the price may move before the trade fails. Clawdies uses 30 %.
Cap
Market cap, in USD.
ATH
The highest cap a coin has reached.
x
A coin's top cap divided by its cap in the first slots after the launch, where a sniper gets in.
KOL
A known trader with a following on X. The Wallets page on Clawdies Scope tracks the whole roster.

Clawdies is software that follows rules you approve. Not financial advice. The terms.