The Clash Royale account market has one threshold that does most of the work,
and the rest is much quieter. Measured across the whole live shelf:
The shelf right now: median $19.15, the
middle half between $8.63 and
$47.48, from
$1.04 to
$1,642.01 across
749 accounts.
sell under $10 and only
clear $200. Small tickets,
narrow top.
Read the first four rows in a row: below 8 000 the median wanders inside a
narrow range and the order between the bands is not even reliably ascending.
Four bands, one price. At 8 000 it steps up several times over, at a stroke.
Which gives a practical conclusion worth weeks of your time: if you are close
to 8 000, play up to it before you sell. At 5 500 trophies the gap between
selling now and selling at 8 000 is larger than anything a description can
recover. If you are already past it, that number is your headline.
Compare that table with the trophy one above: the coefficient is a fraction of
the trophies', the band medians sit nearly flat, and the middle bands hold a
handful of listings each — read those as noise, not fact. King level rises on its
own with play, and buyers barely pay for somebody else's grind.
The same goes for the card collection as a count. Buyers do not care how many
cards; they care which — champions, evolutions, maxed cards in the current
meta. Those are names, not a counter.
- The access type — the Supercell ID. Whether the account arrives with an
email you hand over and the buyer can change. Nothing else matters if this is
wrong.
- Trophies and the personal best. Your main argument, per the table.
- Champions and evolutions by name, then how many cards are maxed.
- League and path of legends, if the account has been there.
- King level — yes, but after all of the above.
- Clan, pass and gems. Not price drivers, but each is a line somebody would
otherwise ask about in chat.
- Move the Supercell ID to a mailbox you will hand over whole. Not your work
email. A separate inbox, bound to the account, handed over with it — the buyer
changes it himself. An account "logged in on your phone" is lent, not sold.
- Unlink Google Play and Game Center. Either one left attached is a way back
in that the buyer cannot close.
- Leave the account alone once it is listed. Do not dump trophies, spend the
gems or change the name. The listing goes through moderation before it is
shown, and a description that no longer matches comes back with a reason — or
fails at handover, which is a refund.
- Screenshot the profile with the trophies and the card screen, not a match.
- Price from the table. Find your trophy band and read the median standing
there; below the threshold the king level will not rescue the number.
Supercell's terms forbid selling accounts, and the practical risk here is not a
ban but recovery on proof of purchase. Supercell 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 Supercell specialty, and buyers know about it.
For you it means 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. Sell
once and for good and the money is yours. The legal side is in
is it legal to buy a game account.
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 Clash Royale account prices the listing against
live shelf data and walks the handover; the seller application is
the way in. The listing itself is covered 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. Correlations are Spearman rank coefficients over the listings carrying
each attribute, and every table prints its sample size next to the result.