Boosting is the one thing on a game marketplace where the access runs
backwards. Everywhere else the seller hands something over — an account, an
item, a stack of gold. In a piloted boost the buyer hands something over: the
login to the account you are about to play. That single reversal changes what
has to be built, what has to be promised, and what a seller should be careful
about.
If you already run boosts and want to list them here, the application is at
/sell/apply?offer=boosting.
Every marketplace that sells boosting sells two things under one word, and the
difference matters more to you than to the buyer:
Self-play. The buyer queues with you. You never see their password,
nothing about their account changes hands, and the publisher's account-sharing
rule is not involved at all. Duo runs, carries, coaching and "play with a
better player" orders all live here. It is the lower-risk half of the market
and, in several games, the larger one.
Piloted. You log into the buyer's account and play it. This is what most
people mean by a rank boost, it commands the higher price, and it carries every
risk the first kind does not: the publisher's terms, the buyer's two-factor
setup, and the buyer's nerves while a stranger holds their account.
List them as separate offers with separate prices. A listing that says "boost"
and leaves the buyer to ask which one they are getting loses the order to a
listing that says it in the title.
For a piloted order the buyer submits their access after payment, on the
order page, and you read it from your seller cabinet at
/seller/orders. Three things about that are deliberate:
- Never before payment. A boost listing that asks for credentials to get a
quote is how account-stealing scams are run, and buyers have learned it. The
order comes first.
- Never in chat. A password pasted into a message thread stays there, gets
quoted in replies, and ends up in a support screenshot. It goes in the field
that exists for it.
- Erased when the order closes. Once the order is completed, refunded or
expired, the stored access is purged automatically. You do not have to
remember to delete it, and neither does the buyer — but you should still tell
them to change the password when the run is done, because you are the one who
knows the moment it is finished.
Ask for exactly what the run needs. A rank boost does not need the email
account, and asking for more than the job requires is the single fastest way
for a buyer to close the tab.
The buyer pays before you start; the money sits in escrow. When the run is
finished you mark the order delivered, the buyer confirms, and your share moves
to hold until the warranty window ends, after which it lands on your balance.
The reason that arrangement is worth the wait is the problem it removes. The
oldest failure in boosting is not the scammer boosters everyone warns about —
it is the chargeback. You play forty games, deliver the rank, and the payment
is reversed weeks later by someone who paid with a card they can dispute. A
confirmed escrow handover is a different kind of record, and it is the reason
serious boosters stopped taking direct transfers.
The commission on all of it is 0%. You receive the price you set — no
percentage, no per-transaction charge, no rank you have to grind before the
rate improves. For comparison, the platforms boosters usually start on take
double digits off the top of every order.
A boost is priced by work, and the work is not linear:
- Price the bracket, not the division. The climb through one plateau can
cost more hours than three ordinary divisions.
- State what happens on a losing streak. Buyers accept variance if it is
written down beforehand and never if it arrives as an excuse afterwards.
- Say what the run does not include. Champions you do not play, roles you
will not fill, off-meta requests, streaming the games. Every one of those
becomes a dispute if it is left unsaid.
- Give a realistic window. "Two to four days" that holds beats "24 hours"
that does not. The order page shows the buyer where things stand, and a run
that overruns a promise they were given is the most common reason a happy
order turns into an argument.
Publishers forbid account sharing. Enforcement lands on the account being
played, which is the buyer's — and a buyer who loses one will remember who was
holding it. That risk does not disappear because the payment was escrowed; what
escrow fixes is the money, not the terms of service. Say this plainly on the
listing. The boosters who last are the ones whose buyers were never surprised.
Apply once at /sell/apply?offer=boosting, then
publish a listing per service. Moderation reviews new listings before they
reach the storefront, and the check is about the offer being clear and
accurate — the mode, the bracket, the window, what is included.