A duo-queue or 1v1 session sells best as a priced custom request: the follower pays upfront for a scoped session (a set number of games or a fixed time block), you send the lobby code or party invite through a private order thread, and the queue itself happens on your own game client, not a booking calendar. Custom Work lets you offer clearly scoped commissions and services: you set the price, the scope and the delivery time, and followers submit a brief and pay before you start.
No monthly fee, you only pay a small platform fee when you get paid. 8% platform fee when a follower pays for work, 5% platform fee on tips and goals. Card processing is separate. pricing
Paid one-on-one game sessions are an established product category, not an experiment: Corsair's Gamer Sensei storefront lists one-on-one in-game coaching sessions at $44.99 for Advanced Coaching and $59.99 for Expert Coaching (Corsair, Gamer Sensei), and coaching marketplace Metafy sells one-on-one "Sessions" on a free Core plan that charges creators 12% + $1.79 per transaction. The open question for a streamer or coach with a bio link is not whether clients pay for live sessions — it is whether the money lands before the games start, and whether the session you are selling stays on the right side of each game's rules.
What counts as a duo-queue or 1v1 coaching session?
A duo-queue session is the creator queueing into ranked matchmaking on their own account, partied with the client on the client's own account, for an agreed game count. A 1v1 session is a direct match or scrim between creator and client. Both are live: Brillay handles payment and private coordination, and the match happens in the game client (how it works).
A duo-queue session is narrower than general "play with me" content, which can be any casual co-op game with no competitive or coaching framing. A duo-queue session is also different from a multi-session rank-up package, which bundles several sittings toward a rank goal rather than pricing one sitting.
Is it against the rules to log into a client's account to boost them?
Logging into a client's account to raise its rank is prohibited by name in Riot Games' support documentation, and Blizzard's End User License Agreement separately bars paid in-game services such as account boosting. Playing on your own account in a party with the client is a different act, but not automatically permitted — each game's published policy governs.
Riot Games' VALORANT support documentation names the account-login scenario directly as a bannable offense:
"Boosting is when a higher-ranking player logs into another player's account to give it a little, well, boost in Competitive, raising the account..." — Riot Games, VALORANT Penalties and Bans FAQ (support.riotgames.com)
Riot's League of Legends rank-manipulation page sets out specific penalties: accounts found participating in MMR boosting — both the booster and the boostee — face a 14-to-180-day account suspension depending on severity and frequency, a 6-month suspension for duoing with a confirmed scripter, exclusion from that season's ranked rewards, and a permanent ban for second-time offenders (Riot Games, MMR / Elo Boosting - Rank Manipulation). That same Riot page states that rank manipulation "can also involve grouping up in Flex queue and intentionally losing games to reduce rank/MMR, or using one of these deranked accounts to queue with another account to artificially push it up the ladder" — so grouping, not just account sharing, can be in scope for Riot titles.
Other publishers go further and restrict paid in-game services outright, regardless of who is logged in. Blizzard's End User License Agreement, in its prohibited commercial-use section, bars:
"performing in-game services including, without limitation, account boosting or power-leveling, in exchange for payment" — Blizzard End User License Agreement, Section 1.C.iii (blizzard.com/legal)
A duo-queue session where each player stays logged into their own account clears the specific scenario Riot describes: nobody logs into anyone else's account, and no account changes hands. It does not clear every game's rules by itself. Blizzard's EULA language above covers paid in-game services broadly, and Riot's rank-manipulation page treats some duo-grouping between separate accounts as manipulation when it is used to push an account up the ladder. Read the published policy for the exact title you plan to sell, sell the session on the narrowest defensible basis (your account, their account, coaching not rank delivery), and say so plainly in the listing.
How much should you charge for a duo-queue or 1v1 session?
Published live-coaching rates cluster in a wide band rather than at one number, so anchor to a published range instead of guessing. Coaching marketplace UpForge states that most live Valorant and CS2 coaching sessions fall between roughly $15 and $80 per hour depending on peak rank, specialty, and demand (UpForge, coaching cost).
UpForge's own coach-recruitment page cites a full possible range of $5 to $500 an hour, set at the coach's choice. Corsair's Gamer Sensei storefront prices the same kind of work as flat tiers rather than hourly, listing Advanced Coaching at $44.99 and Expert Coaching at $59.99 per one-on-one in-game session.
| Source | What it publishes | Figure |
|---|---|---|
| UpForge, coaching cost page | Typical live-session hourly range (Valorant, CS2) | $15–$80/hour |
| UpForge, become a coach page | Full possible hourly range, coach's choice | $5–$500/hour |
| Corsair, Gamer Sensei storefront | Flat per-session coaching tiers, not hourly | $44.99 Advanced / $59.99 Expert per session |
| Metafy, Become a Creator | Marketplace fee on its free Core plan | 12% + $1.79 per transaction |
| U.S. Bureau of Labor Statistics, OOH | US median annual wage, coaches and scouts (all sports) | $47,320/year (May 2025) |
| Brillay pricing | Platform fee, only when you get paid by a client | No monthly fee; rate stated at the top of this page |
The U.S. Bureau of Labor Statistics reports a $47,320 median annual wage for coaches and scouts in the United States as of May 2025 (BLS Occupational Outlook Handbook). That BLS figure covers coaching occupations broadly rather than game coaching specifically, so treat it as an outside labor-market reference point for what selling an hour of instruction is worth — not as a game-coaching rate.
Should you price per session, per game, or per hour?
Price a duo-queue offer by fixed unit — "3 ranked games" or "one best-of-3 scrim" — rather than by the clock. Hourly is the common marketplace structure, with UpForge publishing a $15–$80 hourly band for live sessions, but queue times and remakes make an hour hard to hold a client to.
A flat per-session structure works the same way as a fixed game count: the client buys a defined unit, not an open-ended block of your time. Corsair's Gamer Sensei storefront uses exactly that shape, selling $44.99 and $59.99 one-on-one coaching sessions rather than hourly blocks. Whichever structure you choose, write the unit into the listing itself ("3 ranked games together, my account and yours") so scope is set before payment rather than negotiated mid-session.
How do you get paid before you queue up with a client?
List the session as a custom request with a price and a delivery time window. The client pays upfront; then you send the party invite or scheduled time in a private order message. Brillay's delivery-time setting lets you choose a window from 1 hour up to 5 days.
The 5-day ceiling is Brillay's exact product limit on Custom Work and Personalized Videos delivery promises, not an approximation, and it is a deadline: there is no live booking calendar inside Brillay. You agree on a queue time with the client in a private message and deliver within the window you set.
If a client no-shows, disconnects repeatedly, or the session can't happen as scoped, you can decline and refund the request instead of absorbing the loss or chasing payment after the fact. Payment order is the real product change versus collecting a Venmo or Cash App handle in Discord: the money moves before the games start, not after.
What should a duo-queue listing spell out before a client pays?
A duo-queue listing should answer every question a client would otherwise ask in DMs: which game and mode, the exact unit sold, any rank requirement, platform and region, the reschedule policy if a queue falls apart, and the account boundary. Six defined fields turn an open-ended "wanna duo?" negotiation into a checkout a client can complete unattended.
- Game and mode: which title, and ranked vs. unranked/scrim.
- Unit sold: a fixed game count, a time block, or a best-of series — not "however long it takes."
- Rank or skill requirement: whether the client needs a minimum rank to duo with you. Check the game's own matchmaking rules before promising a session at any rank — ranked-queue restrictions vary by title and by patch, and confirming them is on you, not the client.
- Platform and region: so a client on the wrong platform or server doesn't buy something you can't deliver.
- Reschedule policy: what happens if either side disconnects or a queue can't be completed as booked.
- Account boundary: state explicitly that you play on your own account, in party with the client's own account, and that you never take account logins — the scenario Riot Games names as bannable.
Related reading: get paid upfront for game coaching covers the payment-first workflow in more depth, and how do FPS and aim coaches get paid covers why informal payment-app collection breaks down at volume.
Duo queue vs. a rank-up package vs. general play-with-me — which offer fits?
Pick the offer by what you actually deliver. A duo-queue or 1v1 session is one sitting, scoped by game count or time. General play-with-me content is casual co-op with no competitive framing — see how to price and sell a play-with-me gaming session if that looser format fits your audience better. A rank-up package is a multi-session bundle sold toward a stated rank outcome, priced as a series rather than a single sitting.
| Offer | What the client gets | How to price it | Pick it when |
|---|---|---|---|
| Duo queue / 1v1 session | One sitting: a set game count or a best-of series | Flat per-session fee, in the $15–$80/hour band UpForge publishes for live coaching | The client wants you in the lobby once, with a defined end |
| General play-with-me | Casual co-op, no competitive or coaching framing | Flat fee per time block, or tips instead of a booked session | There's no rank goal and no instruction being sold |
| Rank-up package | Several sessions bundled toward a stated rank goal | Priced as a series; check the title's policy first, since Blizzard's EULA bars paid in-game services outright | The client wants ongoing help climbing over multiple sittings |
Rank-outcome promises carry the most policy risk of the three, because a package sold on a rank result is closer to the boosting language publishers prohibit than a single coached session is. If a client wants ongoing help climbing to a specific rank, quote it separately as a coaching package with no guaranteed rank outcome rather than stretching a single-session listing to cover it.
What else can a duo-queue coach sell alongside sessions?
Duo queue doesn't have to be the only paid option on your page.
Tips let a supporter send you a one-time amount to say thank you, with nothing to deliver in return, and a Goal is one named funding target with a progress bar, funded by supporters' contributions. Both are one-time payments rather than memberships, so neither leaves you owing a session afterwards.
A Paid Question fits the client who wants your take on their ranked approach but not a lobby slot: one written question, one written reply inside the window you set, no queue time to coordinate.
Keep each offer's scope distinct — a client should know at a glance whether they're buying a live session, a written answer, or a one-time tip.
Frequently asked questions
Is a duo-queue session different from account boosting?
Yes. A duo-queue session is two separate accounts, each logged in by its own owner, playing together in a party. Boosting is a higher-ranked player logging into someone else's account to raise its rank, which Riot Games' support documentation names as a bannable Terms of Service violation. Staying on your own account avoids that specific line, but it does not override a publisher's broader rules — Blizzard's End User License Agreement prohibits "performing in-game services including, without limitation, account boosting or power-leveling, in exchange for payment" regardless of who is logged in. Check the policy for the title you're selling.
What penalties does Riot apply for rank boosting?
Riot Games' League of Legends rank-manipulation page lists a 14-to-180-day account suspension for accounts found participating in MMR boosting — booster and boostee alike — plus a 6-month suspension for duoing with a confirmed scripter, an Honor reset to level 0, exclusion from the current season's ranked rewards, and a permanent ban for second-time offenders.
How much should I charge for one duo-queue session?
Coaching marketplace UpForge publishes a typical live-session range of $15–$80 per hour and a full possible range of $5–$500 per hour at the coach's choice. Corsair's Gamer Sensei storefront lists flat one-on-one sessions at $44.99 and $59.99. Treat any specific price as illustrative — your rank, game, and demand move it up or down.
Does Brillay host or schedule the live game session?
No. Brillay collects payment and provides a private order message for coordination; the actual queue, party, or match happens on the game client, Discord, or whatever tool you already use. Brillay's delivery-time setting lets you choose a window from 1 hour up to 5 days, which serves as a delivery deadline rather than a live booking calendar.
What does Brillay charge to sell duo-queue sessions?
There is no monthly fee. Brillay's only charge is the platform fee quoted near the top of this article, and it applies only when a client actually pays you; card processing is separate. Stripe's published United States card rate is 2.9% + 30¢ per successful transaction for domestic cards, and rates differ by country, card origin, and payment method (Stripe pricing). For comparison, Metafy charges 12% + $1.79 per transaction on its free Core plan.
What if a client wants to pay with Venmo or PayPal instead?
Personal payment apps weren't built to hold scope, price, or a refund policy for a service — and once a payment is tagged commercial, each carries its own seller fee. Venmo's published United States seller fee for payments received to a business profile is 1.9% + $0.10 of the payment total (Venmo, Business Profile Transaction Fees), and Venmo is available only to US-based users. PayPal's published United States rate for receiving domestic goods-and-services payments is 2.99% (PayPal Business Fees); PayPal fees outside the US, and for cross-border or card-funded payments, are set on each country's own fee page and differ from the US domestic rate. A listed Brillay offer sets the scope, price, and refund path before payment instead of relying on a DM negotiation.
Create your free Brillay page and turn the next "queue up with me" request into a priced, paid-upfront session.
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