About the

HODLmon Universe

HODLmon is an open-world MMO RPG allowing users to run around the world of HODLmon, capturing, training and battling friends and foes from all around the world.

Key objective to the game

The goal is to be the strongest trainer. It could be to catch enough HODLmon to power up the stronger members of your team and get an unstoppable team. Battles between HODLmon are the central game mechanic. They are used to train HODLmon to become stronger, as competitions, and to reach certain objectives within the game. Battling can also be done between players. Exploring your neighborhood to build a small team of monsters to battle other monsters in a quest to become the best. With experience, HODLmon grow stronger, gaining new abilities. By defeating Chain Battless and obtaining Gym Badges, trainers garner acclaim. You may also want to complete all the in-game achievements. 


A major subplot to the game is to defeat a criminal organization trying to take over the world through the misuse of HODLmon.

Capturing, Trading,

Buying & Selling HODLmon

Players roam the world with the ability to capture all breeds, levels, kinds and rarity of HODLmon in the open world MMO. Players can trade, sell or swop HODLmon on the open market. This is encouraged by all users who wish to capture them all as some HODLmon are region specific (in the real world) 

Key objectives overview
  •  Beating the HODLmon League

  •  Defeating all trainers

  •  Catching all legendaries

  •  Raise Monsters to level 100

  •  Completing the HODL-dex

  •  Find all puzzles and items

  •  Catch every HODLmon

Starter Monsters

Players, at the start of the their adventures, have the option to choose one of three different types of HODLmon: a Grass type, a Fire type, and a Water type, though many starter HODLmon have an additional type or gain one by evolution. 

These HODLmon are supposedly indigenous to their regions, yet otherwise unattainable except through trading with another player, leading to their rarity.

Legendary HODLmon

Legendary HODLmon are exceptionally powerful, difficult to catch, and unable to evolve. Certain Legendary HODLmon colloquially termed “runners” or “roaming HODLmon” randomly move around the world map and flee from battle, making them even harder to obtain.

These HODLmon have a finite number of units and once they have all been captured, are never obtainable again. Unless through trading/ buying or selling them.


“Mythical HODLmon” is a separate group of HODLmon. The term is commonly associated with HODLmon that cannot be obtained through standard gameplay, requiring an external mechanic to obtain them; however. These HODLmon are usually placed at the end of their respective games’ HODL-Dex and can only be obtained through distribution events.


Shiny HODLmon These are HODLmon which have a different coloration than normal; in earlier games, this was done by means of a palette swap. Encountering a Shiny HODLmon is extremely rare; the probability under normal conditions is 1 in 4000.

Region Specific

Some HODLmon are only found in specific regions around the (Real) world. Users will need to join the community and trade/ buy/ sell their region specific HODLmon on the open market

Chain Battles

  • HODLmon Chain Battles are buildings situated throughout the HODLmon world, where HODLmon Trainers can train or compete to qualify for HODLmon League competitions. 


  • Although the internal organizations of HODLmon Chains may vary, all specialize in one certain type of HODLmon, and all are manned by a Chain Leader , a formidable Trainer that acts as a boss.


  • When an official Chain Leader is defeated, the challenger wins a Badge, which serves as proof of a Trainer’s skill and is a key part of advancing the plot. 


  • After a player defeats the eight Chain Battless, he or she can travel through Reward Road, which is the final route, and then proceed to the HODLmon League and challenge the Elite Four and the region’s HODLmon League Champion. Some say Satoshi Nakamoto himself may appear at the end of it all…

Catching (FOMO-ball)

Because each player begins the game with only one starter HODLmon, catching is one of the most fundamental aspects of HODLmon, and the primary method of recruiting new HODLmon to the player’s party.


In a battle against a wild HODLmon, the player may, instead of defeating it, attempt to catch it by using one of many different types of FOMO-balls. The odds of success vary, but are increased if the target HODLmon’s HP is low, if the target is affected by a status-altering effect like sleep or paralysis, and if a stronger or specially-suited FOMO-ball is used.


If the catch is successful, the caught HODLmon’s data is added to the HODL-Dex, the player may give the HODLmon a nickname, and the HODLmon is added to the player’s party.
However, if the player’s party is filled to its maximum of six HODLmon, the caught HODLmon is instead sent to a storage box accessible at HODLmon Centers.


The FOMO-ball is used to catch wild HODLmon and store them in the player’s inventory when not active.
Wild HODLmon are able to resist and break free; however, weakened HODLmon and those with status conditions are less able to struggle and therefore more easily caught.


Legendary HODLmon are much more capable of resisting being caught, and will often require many FOMO-balls or more powerful FOMO-balls in order to catch them.


If the player attempts to catch a non-player character’s HODLmon, the opponent will block the Ball to prevent its theft.


Evolution is a sudden change in form of a HODLmon, more akin to a metamorphosis than actual evolution, and is usually accompanied by an increase in stat values. 


There are several different conditions which can trigger evolution in different species; the most common is gaining enough battle experience. Use of items called evolutionary stones or by trading the HODLmon to another player.


HODLmon’s friendship, the time of day in the game, carrying a unique item while being traded, the gender, the area in the game where the HODLmon levels up, having a separate specific HODLmon in the player’s party, trading for a specific HODLmon, knowing a certain move, or holding the game console upside down.


The player can choose to halt evolution at any time before the animation is finished, unless the evolution was intentionally initiated by using an evolutionary stone on the HODLmon. HODLmon whose evolutions are canceled will attempt to evolve again after the condition for evolution is met again. 


Preventing evolution for a time can be useful, as many HODLmon learn moves sooner in their unevolved form than in their evolved form.


Evolutionary stones are items which can be found throughout the games. Some HODLmon can have particular evolutionary stones used on them, and doing so will cause the HODLmon to evolve. Water, Thunder, Leaf, Moon and Fire stones.


Electronic device designed to catalog and provide information regarding the various species of HODLmon. First caught, its height, weight, species type, and a short description will be added to a player’s HODL-Dex. Each region has its own HODL-Dex, which differ in appearance, species of HODLmon catalogued, and functions such as the ability to sort the list of HODLmon based on alphabetical order or display the HODLmon’s size compared to the player character. The “National HODL-Dex” allows HODLmon from all regions to be catalogued.

Land ownership

During the games development and expansions of the map, there will be specific areas of the map that will allow users to buy blocks of land. Owning land will entitle you to build various buildings or rent to other players.


Owning land will enable you to earn additional coins/ EQ (to be defined)


For eg. Building a HODLmart on the land, you will earn a % of all sold items from every player within the game that uses your store. Land owners may also rent out their land to other players for a monthly fee.


Monsters are divided into types

A HODLmon’s type is an elemental attribute determining the strengths and weaknesses of each HODLmon and its moves. HODLmon take double damage from attacking moves of types they are weak to and half damage from moves they resist.


These type matchups offset one another in rock, paper, sissors-style relationships. The game’s primary example of this elemental relationship is that between the Grass, Fire, and Water types: a Grass-type HODLmon is weak to Fire but resists Water, Fire is weak to Water but resists Grass, and Water is weak to Grass but resists Fire.


These weaknesses, resistances, and immunities can be combined if a HODLmon has two types. Some HODLmon Abilities can change these interactions and some types have special properties unrelated to the damage chart.


There are a total of 15 HODLmon types, Fire, Grass, Water, Ghost, Fighting, Ground, Flying, Poison, Psychic, Dark, Light, Rock, and Dragon, Dark and Steel.


Key items are rarer than regular items and are usually given to the player rather than found. These include fishing rods which are used to find water-dwelling HODLmon, a bicycle which allows the protagonist to move around faster, a dowsing machine, and keys which open locked doors leading to important areas. These items cannot be thrown away, sold, or given to a HODLmon.


HODLmon are able to hold a single item. Items carried by HODLmon can have a range of effects. Some, like Berries, are consumed after one use and boost HP or stats. Others persistently boost move power, defense, Speed, and more.

Game Mechanics

HODLmon uses a turn-based system.

When the player challenges a Trainer or encounters a wild HODLmon, the screen changes to a battle scene with the player’s HODLmon, the opposing HODLmon, their respective HP bars, amount of HODLmon held, and an option menu (Attacks, Items, HODLmon and run).


At any time, the player may carry up to six HODLmon in his or her active party; the first HODLmon in the lineup is automatically sent into battle. At the start of each turn, both sides can choose to attack, use an item, switch the HODLmon for another in their party, or attempt to flee from battle (against a wild HODLmon).


If both sides attack, the one who goes first is determined by Speed, although some moves, items, and effects can override this. If either side chooses any other option, that action is performed before the attacks.


Each HODLmon uses moves to reduce their opponent’s HP to zero, at which point the HODLmon faints and is unable to battle. (In the HODLmon world, HODLmon never die as a result of battling.)


If the player’s HODLmon wins, it receives experience points; when enough have accumulated, the HODLmon’s level increases. If the player’s HODLmon faints, he/she may use another HODLmon; in battles against wild HODLmon, the player may attempt to flee instead.


If all of a player’s HODLmon have fainted, the player loses the battle. This causes the player to lose some money and return to the last HODLmon Center he or she visited.


HODLmon are able to learn a wide variety of moves. These moves may inflict damage, induce status problems, restore health, or perform actions that in some way affect the battle.


The general strength of and resistance to these moves are determined by the various statistics a particular HODLmon has.


All moves have a type, power, accuracy, and number of Power Points (PP).


The moves that one HODLmon may learn are different from another depending on the species of HODLmon; even those that evolve from others do not necessarily learn all the same moves that their predecessors learn.


Each HODLmon may only know a total of four moves at any one time. Moves may be learned through leveling up, using TMs and HMs, breeding, and move tutors (NPCs that teach moves).


Each move is classified as one of the 15 HODLmon types. The effectiveness of a move is dependent on how susceptible the target HODLmon’s type is to the move’s type. Phrases associated with this aspect are “It’s super effective!” (damage is at least doubled), “It’s not very effective” (damage is at least halved), and “It doesn’t affect [defending HODLmon]…” (damage and all effects are negated). A HODLmon with the same type as the move it uses will receive a 50% bonus to its damage, referred to as a “Same-Type Attack Bonus” (STAB)