STORE

Two ways to get the same thing: playing or paying. Nothing in here gives you an edge that points cannot give you just the same.

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Store

What can you buy in the store?

Three things, and none of them trades for you. They show you more of the market or give you more size, and that is what moves your score.

How they help your score

Your place is decided by your P&L for the round. An indicator helps you enter at a better spot and put your stop where it will not get swept. Contracts multiply what you make from every good trade. Whoever reads the market best still wins: the store gives information and size, not luck.

Credit packs

One single payment. No subscription, nothing to cancel later.

500 credits
1,200 credits +20% free
The one most people take 2,600 credits +30% free
7,000 credits +40% free
15,000 credits +50% free

How to get credits

There are two ways and both end up in the same place. One takes time, the other does not.

By playing

Free, but slow
  • Every round you survive pays, and the room multiplies: the same run in TOP EXPERT is worth eight times what it is in ROOKIE.
  • Winning the whole tournament is what really adds up.
  • Each of the nine achievements pays once, and so does every new level.
  • A tournament won in ROOKIE leaves around 90 credits. The cheapest indicator costs 300.
Play

By buying them

Thirty seconds
  • From $4.99. The credits land in your account straight away.
  • The bigger the pack, the more free credits it carries.
  • You can also buy them from inside a match, without leaving the tournament.
  • Payment by Stripe. We never store card details at any point.
Get credits

What they are spent on

Everything in here is paid for with credits, whether you earned them or bought them. Nothing gives you an edge that your level cannot give you just the same.

Indicators

They burn per tournament. Each charge lasts a few matches.

Support and resistance

Support and resistance

What you see
The levels where price has already bounced. The more touches a level has, the thicker it is drawn.
What it is for
Knowing where price tends to stall or turn before it gets there.
How it helps your score
You enter near the level with your stop just on the other side: you risk a few points to make many, and you do not buy right under a ceiling.

5 tournaments per charge

420 credits
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Order blocks

Order blocks

What you see
The candle each strong move started from.
What it is for
It marks the zone price usually comes back to before carrying on.
How it helps your score
Instead of chasing a candle that has already run, you wait for the return to the zone and get a better price.

5 tournaments per charge

660 credits
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Liquidity zones

Liquidity zones

What you see
Where everyone else's stops pile up.
What it is for
These are the levels the market goes hunting for: that is where the sweeps happen.
How it helps your score
You do not leave your stop where everyone has theirs, and you can enter on the turn right after the sweep, the best entry of the round.

5 tournaments per charge

800 credits
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VWAP and bands

VWAP and bands

What you see
The session's volume weighted average price, with a band on each side.
What it is for
It is the magnet of the day: when price stretches far away, it tends to come back.
How it helps your score
You sell near the upper band and buy near the lower one, or ride the trend while price stays on the right side.

5 tournaments per charge

300 credits
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Flow and delta

Flow and delta

What you see
Buying against selling pressure, bar by bar, under the chart.
What it is for
Seeing who is really pushing, even when the candle says something else.
How it helps your score
If price rises but delta fades, the move is running out: you close before it turns.

5 tournaments per charge

520 credits
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Order radar

Order radar

What you see
The ladder of resting orders around price, with the big ones marked. The game places them near levels price has already respected.
What it is for
Knowing where the walls that can stop price are.
How it helps your score
You set your target just before the wall and do not give back points waiting for it to break.

5 tournaments per charge

600 credits
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Market depth

Market depth

What you see
Where the volume really traded: the POC, the value area and the walls where someone big absorbed.
What it is for
Telling the fair price of the day from an expensive or cheap one.
How it helps your score
Inside the value area you trade the range; outside it, you look for continuation. The POC is the natural target of many trades.

5 tournaments per charge

1,500 credits
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Contract boost

Temporary and capped at half of what you have earned. Your level cap never expires.

+1

You trade 6 contracts for 5 tournaments.

10 points your way: $120 instead of $100.

And 10 against you weigh $120 too. The loss limit stays the same.

5 tournaments per charge

450 credits
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+2

You trade 7 contracts for 5 tournaments.

10 points your way: $140 instead of $100.

And 10 against you weigh $140 too. The loss limit stays the same.

5 tournaments per charge

880 credits
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+3

You trade 8 contracts for 10 tournaments.

10 points your way: $160 instead of $100.

And 10 against you weigh $160 too. The loss limit stays the same.

10 tournaments per charge

1,900 credits
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Credits do not expire and cannot be exchanged for money. Fictional money inside the game: BullHero is not a broker and gives no access to real markets.

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