Everything you need to win Meme Royale
A top down battle royale where up to 24 players drop onto one map, scavenge for guns, and fight until one is left standing. This page walks through every system in the game, from how a round begins to how you climb the ranks.
What the game is
The short version, before we get into the numbers.
Each round drops you and up to 23 other players onto a single island seen from above. You start with nothing, so the first thing on your mind is finding a weapon. Guns lie scattered across the ground, locked inside crates, or fall from the sky in supply drops. Pick one up, learn where the fights tend to break out, and stay alive.
A storm closes in over the course of the match and squeezes everyone toward the center. Standing outside it hurts, so the safe area keeps forcing players into smaller and smaller spaces until there is nowhere left to hide. The last player breathing takes the win, banks the most coins and trophies, and climbs the ladder.
Up to 24 players
A match needs at least 2 to begin. If a free lobby is short on humans, bots fill the empty slots.
One life
Go down and you are out for the round. There is no respawn, so every fight is a real decision.
Earn as you play
Coins and trophies come from placement and kills, win or lose, every single match.
Anatomy of a match
From the lobby to the victory screen, in order.
1. Matchmaking
You queue up and wait for a room to fill. Once a lobby reaches capacity it locks in and a short countdown runs before the round starts. Free games do not wait forever. If there are not enough real players after a few seconds, the room tops itself up with bots and gets going.
2. Pick your landing spot
Before anyone touches the ground you get about ten seconds on a flat map of the island. Click where you want to drop. Landing far from the crowd buys you a quieter start and time to gear up. Landing in a hot zone means early action and early loot, with all the risk that comes with it. Miss the window and the game picks a spot for you.
3. The drop
Everyone parachutes in together. For the first few seconds of the descent you cannot move or shoot, so use the ride to scan where other parachutes are heading. The moment you touch down you get a short stretch of invulnerability. Nobody can farm you the instant your feet hit the dirt, which gives you a fair chance to grab a gun before the shooting starts.
4. The fight
This is the bulk of the match. Loot, rotate, take fights you can win, and avoid the ones you cannot. The storm phases (covered below) keep the pressure on so the round never stalls.
5. Endgame
By the late phases the safe area is tiny and the survivors are packed together. There is no more running. The last player alive wins, and the results screen shows your placement, kills, coins earned, and trophy change.
Controls
Mouse and keyboard on desktop, touch sticks on mobile.
| Action | Key | Notes |
|---|---|---|
| Move | W A S D | Eight way movement around the map. |
| Aim | Mouse | Your character faces the cursor at all times. |
| Shoot | Click / Space | Hold for automatic weapons and beams. |
| Reload | R | Top up your magazine when there is a lull. |
Picking up gear and opening crates works on proximity. Walk close to a weapon, a kit, or a crate and stand there for a beat while a ring fills around you. Move off it and the progress resets, so make sure the coast is clear before you commit.
Health and shields
Two separate bars stand between you and the respawn timer you do not get.
You spawn with 100 health and no shield. Health does not regenerate on its own, so the only way back up is a health kit. Stand on one and hold still while it applies, and it brings you back to full.
Shield is your second layer. It starts empty and you build it by grabbing shield pickups around the map. Incoming damage chews through shield before it touches your health, which makes a full shield close to a second health bar. Small shields add 25 points and large ones add 50, stacking up to a cap of 100. A shield refill lands a touch quicker than a health kit, but you still have to stand still for it, so grab them when nobody is watching.
Health kit
Restores you to full health. Takes a moment to use, so find cover first.
Shield pickup
Adds 25 or 50 shield up to a cap of 100. Soaks damage before your health does.
Weapons
Seven guns in the game, each with a job it does better than the rest.
Damage, magazine size, and fire rate are the three numbers that decide how a weapon feels. Range matters just as much though. A bullet only travels so far before it fizzles out, so a gun that shreds up close can be useless across an open field. The table sums up where each one shines.
| Weapon | Damage | Mag | Fire rate | Range | Found |
|---|---|---|---|---|---|
| Pistol | 8 | 12 | 2.5 / s | Short | Ground |
| Shotgun | 12 × 5 pellets | 15 | 1.4 / s | Short | Ground |
| Scar | 7 | 50 | Auto | Medium | Ground |
| Sniper | 45 | 1 | 0.7 / s | Long | Ground |
| Flamethrower | 90 / s | 130 fuel | Stream | Short | Temple |
| Bazooka | 95 blast | 7 | 0.6 / s | Medium | Crate |
| Pumpzooka | 85 / s | 100 cell | Beam | Long | Crate |
How each one plays
Pistol. Your default if you find nothing better. Modest damage and a small clip, but it reloads fast and never lets you down in a pinch. Treat it as a starter, not a finisher.
Shotgun. Every trigger pull sends five pellets in a spread, so all of it lands only when you are right on top of someone. At point blank it deletes people. From any distance the pellets scatter and most of them miss, so close the gap before you fire.
Scar. The workhorse rifle. Each bullet is light, but it fires fully automatic with a fat 50 round magazine, so a held trigger stacks damage quickly. Reliable at close and medium range and forgiving if your aim drifts.
Sniper. One shot, one bolt action reload. A clean hit takes a huge chunk out of anyone, and the round keeps going through the first enemy it hits, so lined up targets both pay. It reaches farther than anything else in the game. The catch is the slow cadence, which punishes a miss hard. Pick your shots.
Flamethrower. A continuous wall of fire that pours damage into anything in front of you. It only exists in one place on the map, inside the black temple, and there is just a single one per match. The reach is short, about the same as the pistol, so you have to be in someone's face. Worth the trip if you can hold the temple.
Bazooka. Fires a rocket that blows up on impact and damages everyone caught in the blast radius. It will never hurt the player who fired it, so you can fight in tight spaces without blowing yourself up. You will only find it inside a crate or a supply drop, never lying on the ground.
Pumpzooka. A sustained beam that pierces straight through enemies and only stops at a wall. Long reach and heavy damage over time make it brutal in a final circle. Like the bazooka, it comes from crates and drops only, and its energy cell drains while you hold the trigger.
Gold variants
The same gun, but it hits harder.
Some weapons come in a rare gold finish. A gold version is mechanically identical to its normal counterpart except it deals 25 percent more damage. If you ever have to choose between a standard gun and a gold one of the same type, take the gold every time. Crates always hand out gold weapons, and the heavy launchers from supply drops sometimes arrive gold too.
Loot and pickups
Where the gear comes from and how to grab it.
Ground weapons
Dozens of guns sit out in the open across the island. These cover the everyday arsenal, the pistol, shotgun, scar, and sniper. Walk over one and hold still for a moment to swap it into your hands. They are your bread and butter early in the round.
Crates
Crates are sealed and need a longer hold to crack open. They are worth the wait because what they drop is always a gold weapon, and they are the only ground source for the heavy launchers. Open one and the weapon pops out for you to pick up.
Health and shield
Kits and shield refills are scattered the same way weapons are. Both work on the hold to use mechanic. Health kits take a little longer, shield refills a little less. Grabbing either one leaves you standing still and exposed, so clear the area before you reach for them.
The zone
The clock that keeps every match moving toward a finish.
A safe circle covers the map and shrinks in stages. Each stage waits for a set time, then the boundary closes inward to a smaller circle over a few seconds. Step outside the safe area and you take damage on a steady tick for as long as you stay out, which adds up fast. The storm is forgiving early and merciless late.
| Phase | Warning before it moves | Closing time | Safe area left |
|---|---|---|---|
| 1 | 60 s | 30 s | 65% |
| 2 | 45 s | 25 s | 40% |
| 3 | 30 s | 20 s | 22% |
| 4 | 20 s | 15 s | 10% |
| 5 | 15 s | 12 s | 3% |
| 6 | 30 s | 4 s | Closes fully |
By the final phase the circle shuts completely, so there is no safe ground left and the remaining players have to settle it. Watch the warning timer and the shrinking edge, and start your rotation early. Getting caught outside while the storm is closing is one of the most common ways to lose a winnable game.
Hazards
The storm is not the only thing on the map that wants you dead.
Lava. Some areas have pools of lava. Stand in one and it burns your health down on a steady tick, faster than the storm does. There is no upside to standing in it, so route around the glowing pools rather than through them.
Walls and rocks. Solid geometry blocks both your movement and your bullets. Use it. A rock between you and a sniper is the difference between a trade and a free kill against you. Beams and rockets stop at walls too, so corners are real cover.
Air drops
Free heavy weapons, parachuted in for anyone bold enough to grab them.
Twice during a match, once around the one minute mark and again near two minutes, a giant supply crate parachutes down at a random spot. You will see it marked on the minimap and pointed to by an arrow at the edge of your screen. It takes several seconds to drift to the ground, which gives everyone time to converge on it.
Inside is one of the heavy launchers, a bazooka or a pumpzooka, and sometimes it is the gold version. That makes the drop the single best piece of gear available in the round, which is exactly why other players will be racing you to it. Opening it takes a while and the open ring is generous, so anyone standing near the crate is loading it. Expect a fight. Deciding whether a contested drop is worth the risk is one of the sharper calls in the game.
Coins
The currency you spend on skins, earned every time you play.
Coins are the soft currency. A fresh account starts with a balance to get you going, and every match adds to it whether you win or lose. The payout has two parts, a base reward for where you finished and a bonus for kills, and then your rank scales the whole thing up.
| Finish | Base coins |
|---|---|
| 1st place | 300 |
| 2nd to 3rd | 150 |
| 4th to 6th | 75 |
| Everyone else | 25 |
On top of that you earn 10 coins per kill, capped so one wild fight cannot outweigh placing well. The total then gets multiplied by your rank. An Iron player earns the base rate, while a Champion earns three times as much for the same result. Climbing the ladder pays off twice over, in bragging rights and in coins.
Skins and upgrades
Spend your coins on a look, then push it all the way to its final form.
Every character skin can be bought with coins from the catalog, and the ones you own can be leveled up. Skins climb from level 1 to level 3. Each upgrade costs coins, and reaching the top tier unlocks the skin's MAX form, a recolored version with extra detail and animated effects. The base and MAX looks are both equippable, so once you have unlocked MAX you can switch between them whenever you like.
| Step | Cost | Result |
|---|---|---|
| Level 1 to 2 | 1,000 coins | Tier up |
| Level 2 to 3 | 2,500 coins | Unlocks MAX form |
Skin prices in the catalog climb as you go down the list. The first skins are cheap and each one after costs a bit more than the last, up to a ceiling so nothing ever becomes impossible to afford. A handful of starter skins are yours from the beginning and never cost a thing. Browse the full catalog in the skins menu to see prices and previews for everything, including a live look at each MAX form before you commit.
Trophies and ranks
The ladder that tracks how good you actually are.
Trophies are your skill rating. You gain them for good results and lose them for bad ones, and your total places you in a rank from Iron all the way up to Champion. Kills add a small flat bonus to your trophy change, capped so a fragfest cannot carry a poor placement.
| Rank | Trophies needed |
|---|---|
| Iron | 0 |
| Bronze | 300 |
| Silver | 700 |
| Gold | 1,500 |
| Platinum | 3,000 |
| Emerald | 6,000 |
| Diamond | 12,000 |
| Legend | 30,000 |
| Champion | 100,000 |
The climb gets harder as you rise, by design. At low ranks a win is worth far more than a loss costs, so it is easy to gain ground while you are learning. Around Platinum the gains and losses roughly balance out. Above that, losses start to outweigh wins, so holding a high rank means consistently finishing near the top rather than coasting. Your rank also feeds your coin multiplier, so every rung you climb makes each match more rewarding.
Wager matches
Real SOL on the line, winner takes the lion's share.
Next to the normal free games, the lobby can host wagered matches. Everyone puts up the same stake in SOL, the stakes pile into one pot, and the players who finish on top split it. This runs on real money on the Solana mainnet, so you need an account signed in with a Phantom wallet to take part. If wagering is switched off on the server, the game tells you and you stick to the free queue.
How much you can stake
You do not pick an arbitrary number. Each wager match runs at a fixed tier, and you join the lobby for the tier you want. The standard tiers are:
- 0.05 SOL
- 0.1 SOL
- 0.2 SOL
Every player in a given lobby has staked the exact same amount, so nobody can buy a bigger slice of the pot. Each tier has its own separate lobby.
How a stake is handled
When you enter, your wallet sends the stake to a holding wallet that the server controls. That transfer is checked on the blockchain before you are let into the lobby, so a deposit that did not actually land never gets you a seat. Your money sits in escrow for the whole match and the payouts come straight back out of it when the round ends.
Minimum players and starting
A wager lobby will not start with a handful of people. It needs at least 5 real players, and bots never fill the empty seats the way they do in free games. From the first person joining, the lobby waits up to one minute. If it fills before then it starts early on a short countdown. When the minute is up, it starts as long as there are at least 5 players. If it is still short of 5 at the deadline, the match is called off and every stake is refunded in full.
The pot and the payout
The pot is every stake added together. The house takes an 8 percent fee off the top, and the rest is paid out to the top five finishers by placement:
| Finish | Share of the pot |
|---|---|
| 1st place | 40% |
| 2nd place | 25% |
| 3rd place | 15% |
| 4th place | 6% |
| 5th place | 6% |
Those five shares plus the fee add up to the whole pot. If a placement somehow goes unfilled, its share rolls up to first place, so no lamports are ever left stranded. Winners are paid straight to their wallet the moment the match settles, and the results screen shows exactly how much SOL you gained or lost.
When you get refunded
Your stake comes back automatically in every case where a match you paid for never actually played out:
- The lobby never fills. Fewer than 5 players at the one minute deadline cancels the match and refunds everyone.
- You back out before it starts. Leaving or disconnecting from a lobby that has not started yet returns your stake, since the money was never committed to a live match.
- Your deposit lands but you never reach a match. A paid stake that sits around without entering a started game gets refunded on its own after a few minutes.
- The server hiccups. If the server restarts while your stake is in flight, it refunds any stake that had not yet settled the next time it comes up.
The one thing a refund does not cover is the match itself. Once the round starts your stake is locked in and committed to the pot. Disconnecting mid match does not give it back, so treat a started wager game the same as money already on the table.
Tips that actually help
Small habits that win more rounds than raw aim does.
- Gear up before you fight. A scar and a half shield beats a pistol and bare health almost every time. Spend the quiet opening minute looting, not hunting.
- Match the gun to the range. Do not poke at a sniper across a field with a shotgun. Either close the distance through cover or back off and find a fight on your terms.
- Move before the storm moves you. Watch the phase timer and start rotating early, especially in the late circles where being caught outside is lethal.
- Use walls. Bullets, beams, and rockets all stop at solid geometry. Fighting around a rock instead of in the open turns even fights in your favor.
- Third party on purpose. When two other players are trading shots, both are low and distracted. Showing up at the end of their fight is the cleanest double kill in the game.
- Decide if a drop is worth it. A contested air drop is a free heavy weapon and a magnet for trouble. Take it when you have the gear and position to win the scrap, skip it when you do not.
- Play for placement. Coins and trophies both reward finishing high more than they reward early kills. When in doubt, survive.
Common questions
Quick answers to the things people ask most.
Does my health come back on its own?
No. The only way to heal is a health kit. Shield, on the other hand, you build by grabbing shield pickups, and it never regenerates either. Stock up when you can.
Why can I not pick up a bazooka off the ground?
The heavy launchers, the bazooka and pumpzooka, never spawn loose. They only come from crates and air drops. If you want one you have to open a crate or win the race to a supply drop.
Where do I find the flamethrower?
There is exactly one per match and it sits inside the black temple. No crate or drop will ever give you one, so if you want it you go to the temple and hold the ground around it.
Do I keep earning if I lose?
Yes. Every match pays out coins and adjusts your trophies based on how you placed and how many kills you got. A last place finish still pays something. Winning just pays a lot more.
Is gold worth swapping a weapon for?
Always, if it is the same type. Gold deals 25 percent more damage with no downside. Trading your normal scar for a gold scar is a straight upgrade.
MEME ROYALE DOCS