What is the ban risk, really?
The reason this question confuses people is simple: ban risk is not one fixed number. It changes by game, service type, account history, delivery method, and what the buyer does afterward.
Why we do not publish one universal ban-rate percentage
Publishing one percentage for all services would sound neat, but it would be false precision. Risk is different for a delivered account, a currency service, a live boosting session, and a product tied to a title with aggressive enforcement history. Even within the same game, risk can change based on account age, prior activity, and how the account is handled after delivery.
Think in risk tiers, not magic numbers
Services with fewer moving parts, good account hygiene, and no extra risky behavior after delivery usually sit lower on the risk spectrum.
Orders that depend on unusual account history, high-value changes, or activity that stands out more than normal often move into a middle-risk zone.
Anything that piles fresh risky behavior on top of an already unusual account is naturally more exposed. That includes bad post-delivery decisions the seller cannot control.
What changes the risk after delivery?
- Whether the account is secured properly right away.
- Whether the buyer uses tools, exploits, or patterns that draw extra attention afterward.
- How different the account looks compared with normal account history for that title.
- How strict the game publisher is at that point in time.
What a good FAQ answer should sound like
A serious answer to “what is the ban risk?” should explain the variables, not hide them. If a page talks like every service, every title, and every buyer has identical outcomes, that page is oversimplifying the question.