Mojo Melee
This game appears to be inactive β we checked it by hand. We marked it inactive on 1 August 2026. We have removed its links, because domains left behind by dead games are often taken over by unrelated sites. It used to live at hub.xyz.
Mojo Melee
Mojo Melee is the first game within the Planet Mojo metaverse, and it puts a unique spin on the traditional auto battler genre. What most players are used to is having 100HP and building a team composition with what you are given to try and eliminate everyone till you are the last one standing. Well, what makes Mojo Melee unique is the option to prepare your team and select the units you want to appear within your shop in-game and the format of Mojo Melee itself steers away from the 100HP towards a group stage and knockout formula.
Unique twist on the auto battler genre rather than a straight copy
Lets you prepare your team and choose which units appear in your in-game shop
Group stage and knockout format instead of the usual 100HP last-one-standing structure
Runs on Polygon, a low-cost, widely used chain
Only available on Polygon, with no other blockchains supported
Presence is a hub.xyz page rather than a dedicated game website
No information provided on tokens, NFTs, or play-to-earn rewards
No stated details on platforms, system requirements, or cost to start
Our verdict on Mojo Melee
Mojo Melee is an auto battler set in the Planet Mojo universe, where it is billed as the first game in that metaverse. It runs on Polygon and is presented through hub.xyz rather than a standalone studio site, so the surrounding project information is thinner than the game itself deserves.
The interesting part is structural. Standard auto battlers hand you a shared pool and 100 health, then grind everyone down until one player is left. Mojo Melee changes both halves of that: you decide in advance which units can appear in your in-game shop, and the tournament runs as a group stage followed by a knockout rather than a single long attrition race. Pre-selecting your shop pool shifts real decisions into preparation, before a match begins, which rewards players who like building a plan as much as reacting to one. The group-and-knockout format also means a bad opening round is not automatically fatal.
What is not clear from the available information is the depth of the unit roster, how the economy works, or what role Polygon plays beyond hosting. Anyone weighing the on-chain side specifically will need to look further than the public description.
It suits auto battler players curious about a format change, and drafting-averse newcomers less so.
This is our own editorial assessment. We do not score games β ratings come from players.
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MOJO-MELEE
Mojo Melee
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