Start with the part most marketplaces skip: buying and selling accounts is
against the terms of service of Riot, Epic, Valve and Supercell. Nobody can
change that, and any platform promising a 100% safe transfer is telling you
something it cannot back.
What is true is that bans follow patterns. Here they are, in the order they
actually happen.
Not technically a ban — the account simply goes back. The seller kept the
original email, filed a recovery request, and support returned it to whoever
could prove they created it.
What prevents it: buying full access and changing the email before your first
match. An account you cannot detach from its previous owner is not yours,
regardless of what the listing says.
This is the most common way people lose accounts, and it is entirely avoidable.
Accounts levelled by software get flagged in batches, often weeks or months after
the sale. The account works fine, you play on it, and then one Tuesday it does
not.
What prevents it: asking how the progress was made and preferring
hand-levelled listings. They cost more, and the difference is exactly the risk
you are not taking.
Two logins from different countries within hours is the pattern automated systems
flag hardest. It looks identical to a stolen account being resold — because
usually it is.
What prevents it: do not play immediately after the seller was in the account,
and do not use a VPN to a third country on the first day. If you and the seller
are on different continents, wait a few hours.
Scripts, macros, external overlays. This bans accounts faster and more reliably
than their origin ever will, and no warranty covers it — not ours, not anyone's.
What prevents it: obvious, and worth saying anyway: do not.
If the account was bought with a stolen card somewhere up the chain, it can be
reclaimed when that payment reverses. This is invisible from the outside, and it
is one of the few risks you genuinely cannot check yourself.
What prevents it: buying where the platform vets its sellers and holds funds.
On a classifieds site this risk is entirely yours.
The five patterns above are the same everywhere; what differs is which one a
given publisher actually acts on.
- Valve (Steam, CS2, Dota 2) does not hunt transferred accounts. It
restores an account to whoever proves they created it, so the risk on a
Steam account is pattern 1 almost entirely — and the
fifteen-day trade hold after you swap the authenticator is Valve protecting
the account, not a sign of trouble. Dota adds its own: Valve bans smurfing,
so a Dota 2 account played far above or below its rating is
pattern 2 in a new form.
- EA (Apex Legends, Battlefield) is the one publisher on this list that
closes accounts for the transfer itself when it notices, on top of restoring
them on proof of purchase. An Apex account carries a
risk the buyer cannot close, and no warranty covers it.
- Ubisoft (Rainbow Six Siege) acts on ownership claims like Valve, and
BattlEye bans are permanent. The practical trap is different: ranked needs
two-step verification on the account, so a bought Siege
account will not queue ranked until you set up your
own.
Order matters here:
- Change the password.
- Change the email, if access includes it.
- Enable two-factor authentication.
- Play one normal game — not ranked, not with your main's friends list.
- Only then confirm the order, because confirming is what releases the money.
Ours is 30 days, free on every order, and it covers loss of access that is not
your fault — recovery by the previous owner, credentials that stop working,
an account that turns out not to match its description.
It does not cover a ban earned by behaviour: scripts, chat abuse, deliberate
losing. That is not a loophole, it is the only line that can be drawn — no seller
can predict or reverse those.
You are trading a rule violation for saved time. That trade is reasonable for
many people and unreasonable for others, and it is worth making the decision
with the real numbers rather than a marketing promise.
If you make it: buy full access, change the email first, avoid bot-farmed
progress, and keep the deal on a platform that holds the money until you have
checked. Those four cover most of what goes wrong.
If you want the lower-risk end of the catalogue, the pool shelves are it: mystery chests come from stock the marketplace holds, and smurf accounts carry no ranked history to inherit.