BATTLE TRADE

We made finance
multiplayer.

Trading has always been single-player. We turned it into a game you play with other people.

Duolingo for learningesports for competitionTwitch for streaming
Seed · 2026 $5,200 seed in $12.36M routed out
LIVE BATTLE · BLITZ 5:00
1Ggreenman+3,869%
2Eellis+888%
3Ddub+564%
4Bbiasarey+194%
Stake a pot · best PnL on the buzzer wins
01 / 16
BATTLE TRADE
Why now

Three things just
converged.

01
Everyone is becoming a trader
Perps and prediction markets are the two fastest-growing instruments in finance. Every asset, every event, every person is becoming tradable.
02
A generation that wants in
18 to 36 year olds, raised on sports betting and getting rich online, want to learn to trade and break out.
03
Trading is entertainment
Media consumption finally caught up. Live, on-camera trading is the content people watch and play.
02 / 16
BATTLE TRADE
The problem

Trading today is
single-player.

01
You learn alone
PDFs, YouTube, and blowing up a real account. Nobody better than you is in the room.
02
You trade alone
Just you against the chart. No opponents, no rooms, no audience, no game.
03
You learn slowly
Feedback comes weeks later, in dollars, after you have already lost. Even "social trading" is just copying a stranger.

Everything else people love to do online became multiplayer. Trading never did.

03 / 16
BATTLE TRADE
The product

The other people
are the point.

Learn with others
Fast lessons get you in, but the real teacher is the competition. You learn trading the way you learn any game: by playing people better than you.
Play against others
Real head-to-head battles on live markets. Stake a pot, trade the window, best PnL on the buzzer takes it. A winner and a loser, the part that never existed in trading.
Get better, fast
Multiplayer collapses the feedback loop: live opponents, a leaderboard moving in real time, a rank you climb. Tight feedback is how anyone gets good at anything.
Everyone earns
Host a battle and take a cut. Stream it and turn an audience into income. Or spectate. Players, hosts, streamers, viewers, like any real multiplayer game.

Duolingo for the learning, esports for the competition, Twitch for the streaming. The category underneath is multiplayer finance. We make the tools; the people make it a game.

04 / 16
BATTLE TRADE
Engagement & retention

The losing problem,
solved by design.

01
Modes for every mood
Practice range, ranked head-to-head, live broadcast tournaments. The loops people already give thousands of hours to.
02
A no-liquidation on-ramp
Hand a player $100, they keep positive PnL and earn at every volume and trade threshold. Limited downside, real upside, grind as long as you want.
03
A reason to come back
Credits, partner rewards, Trader Score, and rivalries that carry across sessions.
05 / 16
BATTLE TRADE
Live today

Playable right now
at battle.fyi.

Trading terminal
Leverage, TP/SL, partial close, fees.
Execution engine
Paper to on-chain to live, with real fills.
Competition engine
Self-running lobbies, rounds, elimination, sabotage.
AI opponents
Proprietary agents you trade against, on the same fills as humans.
Streaming tools
Broadcaster and spectator views, live PnL, one click to air.
Trader Score
Verified on-chain reputation, profile as resume.

~1,000 monthly active players today. Real-money rails turning on now, audited by Hexens.

06 / 16
BATTLE TRADE
The model

They built the venue.
We built the league.

What players play, audiences watch
The league
Battle Trade's competitions, trader profiles, and broadcasts sit on top of any exchange.
↓ every battle routes real volume and brings the audience ↓
What venues plug into
Every exchange is a customer
CEX, DEX, or prediction market. Builder-code integration, we split volume and fees. Even competitors become customers.

Venue-agnostic by design. Trade wherever you want; Battle Trade earns the same way through the trader profile and the escrow.

07 / 16
BATTLE TRADE
Who plays, who pays

Players bring the volume.
Venues pay for it.

Who plays
18 to 36, sports-gambling native. Wants to learn to trade and break out. Reached through 96 trader-creators and the campus circuit, not paid ads.
Who pays
Every exchange. CEX, DEX, and prediction market. They pay for the real volume and the new traders the game routes to them.

Two-sided by design. We acquire players cheaply through creators; venues pay us for the volume those players bring.

08 / 16
BATTLE TRADE
Distribution

The audience exchanges
cannot buy.

96 trader-creators on the roster, reach from thousands to millions each. They stream live under Battle Trade branding with their own affiliate codes, and every trader gets an esports profile. University circuit next: club vs club.

09 / 16
BATTLE TRADE
Proven on-chain

$5,200 of prize seed in,
$12.36M routed out.

~$45
Effective cost per acquired trader
vs the $150–250 a venue pays today, a 5× reduction
$12.36M
Real volume routed for $5,200
trader-owned wallets, real fills. The $6.63M session is Nansen-verified on-chain.

20 traders, on their own wallets, Nansen-verified on-chain. Plus the sign-ups and volume the platform keeps generating after.

10 / 16
BATTLE TRADE
Ecosystem

Plugged into everyone.

NADO
Base
GRVT
OKX
Coinbase
Kraken
Avantis
Antarctic

Live integrations across venues that route real volume. Currently in the Ink (Kraken L2) incubator cohort.

11 / 16
BATTLE TRADE
Business model & unit economics

Revenue from every
battle.

Broadcast & affiliate today
Rev-share on the volume creators route, plus $150–200 per first-time trader.
In-app real money turning on
Credits, escrow rake, and volume rev-share inside the consumer game.
Data & licensing next
Proprietary adversarial trading data from millions of human-vs-AI battles.
~$45
Effective cost per acquired trader, vs $150–250 a venue pays
$1.40–1.70
Projected revenue per $1 of game seed at scale
~70%
Contribution margin, software not headcount

$437K of operating cashflow funded the build. North Star: $1B routed through Battle Trade in 12 to 18 months.

12 / 16
BATTLE TRADE
The asymmetry

The floor is a game.
The ceiling is the category.

Floor · default-alive
A profitable consumer trading game and volume business, earning on broadcast and rev-share today.
Ceiling · the category
Own the trading-competition layer across every venue, plus the proprietary data from millions of human-vs-AI battles, the benchmark for AI trading agents.
13 / 16
BATTLE TRADE
Team

Operators who have done it.

Ellis Norman
CEO
Ellis Norman
20+ years in markets, from a gold desk to one of the first altcoin IRA exits. Ran a 9M+ developer community. Founder of Cracked Labs.
Hayk Kosyan
COO
Hayk Kosyan
COO of Hexens, the platform's lead auditor. 300+ audits, $85B+ secured.
Austin Fleming
CTO
Austin Fleming
Built financial infra at Stability. Owns the game, agent, and data pipeline.

Dubb Creators & growth  ·  Palash Agarwal Product  ·  Joel Weiss Design
Stephen Gregory CEO Binance.US, advisor  ·  Tony Wu OKX & Bybit, advisor

14 / 16
BATTLE TRADE
The ask
$2M

Seed at a $15M cap. Raised to turn on real-money rails, scale the creator distribution, and drive the game to $1B in routed volume.

Use of funds
Product & design60%
Marketing & distribution20%
Game seed capital12%
Operations8%
Milestones
M3: real-money rails live, Hexens-audited
M6–12: scale the 96-creator roster + university circuit
M12–18: $1B routed through Battle Trade
15 / 16
BATTLE TRADE

Multiplayer
finance.

We make the tools. The people make it a game.

Ellis Norman, CEOe@crackedlabs.xyzbattle.fyi

Take the call →
16 / 16
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