What buyers of Brawl Stars trophy pushes ask first, how an order runs from payment to payout, how to price a run, and where the risk actually sits. Escrow on every order; you receive exactly the price you set.
Brawl Stars boosting is trophy pushes — per brawler or total — rank pushes and mastery grinds, and almost all of it is piloted: you play the buyer's Supercell ID. There is no duo queue to hide behind, so the listing is about your own trophies and your speed, and the risk is the Supercell ID being shared.
Every order here runs through SmurfGuard escrow, in the same five steps:
Estimate a Brawl Stars item before you price it → · Live Brawl Stars account prices →
The commission is 0%: you receive exactly the price you set — not the price minus a percentage, not the price minus a transaction fee, not the price minus a withdrawal charge. There is no listing fee, no monthly fee and no seller rank that unlocks a better rate later. The hold is not a fee either: it is what makes a buyer willing to pay a stranger before receiving anything, and it is released the moment the warranty window closes.
Every new listing goes through moderation before it reaches the storefront. The check is about the listing being accurate — the details above, stated plainly — not about you proving anything.
Your store carries a rank badge — New, Rising, Top or Elite — computed from confirmed sales, rating and reviews, and recomputed after every sale and every review. It changes nothing about the fee, the hold or the warranty: it is what buyers see next to your name on every listing, and one of the ways they can sort a shelf. The thresholds are public: seller ranks.
Almost always — there is no duo ladder. You play the buyer's Supercell ID.
On the order page after payment, never before and never in chat. It is purged when the order closes.
A screenshot of your profile with the tag visible.
Escrow on payment, your push, delivery marked and confirmed, hold until the warranty ends, then your balance. 0% commission.