The first question anyone asks before selling a Brawl Stars account is whether
it can be done at all. Under Supercell's terms, no. In practice, yes — and most
of it happens in Discord and Telegram, where the seller sends the login first
and keeps nothing. What the terms change is not whether the sale happens but
who carries the risk when the previous owner wants the account back, and in
Brawl Stars that risk works differently from Fortnite or Valorant. Start there.
Our shelf holds 2 081 Brawl Stars
accounts, median $19.04, the middle
half between $8.29 and
$40.91.
31,2% sell under $10 and only
2,2% clear $200. This is a
mid-ticket market with almost no museum pieces, and the difference between the
cheap end and the dear one is the roster, not the trophies.
A Brawl Stars account has no username and password in the usual sense. It is
bound to a Supercell ID — an email address that receives the login code.
Selling the account means handing that email over in a way that lets the new
owner change it to his own. An account "logged in on your phone", or handed
over as codes forwarded from your inbox, is not sold, it is lent: the first
device reset and it is gone, and the person who handed it over can still
reclaim it.
That is why the access type sits first on every card here, ahead of the trophy
count — and why the same roster with a transferable mailbox is worth more than
without one. They are two different products; say which one yours is.
Trophies and the roster track the price almost equally hard on this shelf, and
both track it well:
| what is on the account | tracks price | listings measured |
|---|
| Trophies | 0,669 | 2 076 |
| Brawlers unlocked | 0,625 | 2 076 |
| Hypercharges | -0,047 | 623 |
So the common advice — "trophies mean nothing, only the roster counts" — is
wrong as stated. What is true is narrower and more useful: trophies can be
farmed, they drop at the season reset, and two accounts on the same total can be
worlds apart in what they can field. The roster is the half a buyer can verify,
and the shelf pays for both:
| brawlers unlocked | listings | median |
|---|
| under 30 | 191 | $9.66 |
| 30–59 | 650 | $8.47 |
| 60–79 | 398 | $13.05 |
| 80 and more | 837 | $41.40 |
| not stated | 5 | $28.58 |
A complete roster costs several times a nearly complete one, because the last
brawlers are the rarest, and a maxed brawler carries its star powers, gadgets
and gears — each of them either months or money.
Trophies move the median too, but differently:
| trophies | listings | median |
|---|
| under 10k | 566 | $7.81 |
| 10–20k | 354 | $8.47 |
| 20–50k | 721 | $20.84 |
| 50–100k | 362 | $60.38 |
| 100k and more | 73 | $137.98 |
| not stated | 5 | $28.58 |
At the bottom trophies say almost nothing — the median barely moves across the
first bands. High up they start to describe the age and size of the account, and
what is bought is still what sits behind the number: a near-complete roster,
event skins that do not return, and a ranked history.
Hypercharges do not lift the price on this shelf — the cut by hypercharge count
wanders with no pattern, and in our stock they mark a recent account rather
than an expensive one:
Do not lead with them; lead with the roster and the skins. Age is the same
story: few listings carry a creation year at all, and "old Brawl Stars account"
is a search people make while paying for what the years accumulated, not for
the year.
- The access type. Whether the Supercell ID comes with a mailbox he can
change. Everything else comes after.
- Brawlers unlocked and brawlers maxed. Two numbers, not one: "77 of 90"
and how many sit at power 11. That is the price.
- Legendary and mythic brawlers by name — the slowest to obtain.
- Event skins that no longer sell. Shop skins add little; seasonal and
collaboration skins add a lot. Name them.
- Trophies and peak trophies — yes, after the roster.
- Ranked history, if the account queued: the rating carries and the first
matches play at that level.
- Move the Supercell ID to a mailbox you will hand over whole. Not your
work email, not the one your bank writes to. Create a separate inbox, bind the
account to it, and pass the inbox with the account — the buyer changes the
email himself.
- Unlink what is yours. Google Play or Game Center, if linked; no second
Supercell ID of yours should be attached.
- Screenshot the roster, not the home screen. The brawler list with power
levels, the skins screen, the profile with trophies and peak. A single lobby
frame proves nothing.
- Leave the account alone once it is listed. No ranked games, no trophy
dumping, no spending gems. The listing goes through moderation before it is
shown, and a description that no longer matches the account comes back with a
reason — or fails at handover, which is a refund.
- Price against the cut, not the ceiling. The tables above are your
comparables — find your brawler band and your trophy band and read the medians
standing there, rather than the top of the shelf. The
Brawl Stars value calculator prices against live
listings once you give it the roster and the trophies.
With Epic and Riot, an ownership dispute is decided by the email. With
Supercell it is decided by proof of purchase: support restores an account to
whoever sends the gem receipts, the creation date and the device ID. A previous
owner who ever bought gems can reclaim the account even without the mailbox —
the single biggest risk in this game, and buyers know it.
For a seller that means two things. First: if you bought gems, the account
stays within your reach after the sale, and the buyer pays exactly as much less
as the platform is unsure of you. Second: the money does not arrive on
delivery. It sits in escrow while the buyer checks the login; if he stays silent
the order confirms itself after 72 hours. Then the buyer's warranty runs, and
only then does the amount land on your balance. A recovery filed inside that
window is a dispute you lose, and the sale unwinds. Sell once and for good, and
the money is yours. The legal side, and how it differs from a ban, is set out in
is it legal to buy a game account.
Most Brawl Stars accounts change hands in Discord servers and Telegram groups,
and that is where sellers most often lose money. The pattern is always the same:
the buyer asks for the code first and the transfer after, or pays in a way that
can be reversed once the code has been sent. No chat holds the money for you. On
a marketplace with escrow the buyer pays first, and once the handover is
confirmed the payment cannot be pulled back; what the marketplaces charge for
that, side by side, is in
where to sell game accounts.
You set the price you want to receive, and that is the amount that reaches you.
Seller commission is 0%, there is no listing fee, no monthly fee and nothing
is withheld at payout. How that compares with the 10–15% other marketplaces take
from a seller is laid out in
where to sell game accounts.
The order runs in steps: a buyer pays; you have 24 hours to deliver, and the
deadline is printed on your listing; the buyer checks; the warranty runs; the
money lands on your seller balance; you request a payout — crypto or card.
Sell your Brawl Stars account prices the listing against
live shelf data and walks the handover; the seller application
is the way in. What buyers read into trophies and why they come third is in
Brawl Stars accounts: what trophies actually tell you,
and the listing itself — what to write, what gets rejected, what protects you —
in how to sell a game account for what it is worth.
Every figure on this page is computed from our live catalogue when the page is
served, and each table prints how many listings stand behind each band.
Correlations are Spearman rank coefficients.