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Plain definitions for the rating, order, account and platform words that appear on a configurator, a checkout and an order page, so you never have to guess what you are agreeing to.
This is for anyone reading an order page and meeting five acronyms in a single sentence. Every term below is defined the way we use it on this site, in two or three plain sentences, with nothing assumed. Where a word maps to something you can buy, the link goes to that page.
Rating and ladder terms
These describe where a game thinks you belong. Almost every argument about a rank is an argument about the gap between the badge you see and the rating you do not.
MMR
Matchmaking rating: the hidden number a game uses to build fair lobbies, moving with every result. Your visible rank chases it, which is why two players with the same badge can gain very different amounts for the same win.
ELO
The historical name for a rating system games borrowed from chess, and still the word players reach for when they mean matchmaking rating in general. Modern titles use their own systems rather than the original formula, so treat it as a loose synonym for MMR.
LP
League Points: the visible progress bar inside a division in League of Legends and Teamfight Tactics. Filling it promotes you and emptying it at the bottom of a division demotes you. How much you gain per win is decided by your hidden rating, not by the badge, which is the mechanic every rank boost is really working with.
RR
Rank Rating: Valorant's equivalent of the same bar. It moves on wins and losses, and how far it moves is weighted by the match and by where your hidden rating sits. A Valorant rank boost is quoted against this number rather than against a win count.
SR
Skill Rating: the name several competitive titles use for a single visible number instead of tiers and divisions. The mechanics are those of any other ladder and only the presentation differs.
Tiers and divisions
A tier is the named band on your badge. In most games it is cut into numbered divisions that count downward, so the second division of a tier sits above the third. A division is the smallest unit most ladders let you buy or measure.
Placement or provisional games
The short run of games a new or reset account plays before it receives a rank at all. They are scored against a starting estimate rather than from nothing, so a strong run sets a higher floor rather than skipping the ladder. A placement matches order is bounded work with a clear finish line for exactly that reason.
Decay
Rating lost to inactivity rather than to losses. Above a certain tier most games start draining an account that has not queued in a while, and the badge slides downward without a game being played. The threshold is shown in the client.
Demotion shield
The short grace period after a promotion during which sitting at zero points does not immediately drop you back. It exists so one bad session costs games rather than the division, and its length varies by game.
Order terms
These describe what you are buying and how it runs. Three of them decide most of the experience and are worth checking before you confirm anything:
Who plays. Piloted or duo. This is the single biggest difference between two orders that cost the same.
What closes the order. A rank, a division, or a number of wins. The finish line should be a fact, not an opinion.
What you hand over. Credentials, or nothing at all. A duo order needs no access to your account.
Piloted boost
Also called a solo boost. A booster signs into your account, plays the games and signs out. It is the fastest format because one strong player makes every decision, and the only one that needs credentials.
Duo or self-play boost
You keep your account and queue alongside the booster. Nobody signs in as you and every game on the record is one you played. A duo order is slower per game and needs both schedules to meet, and party restrictions can refuse the queue if the rank gap is too wide.
Per-win order
A win order is counted in games won rather than in rating. It closes when the agreed number of wins is delivered, wherever the ladder leaves you. It is the right shape for a push over a promotion line and the wrong shape when you have a target rank in mind.
Per-division order
A division boost buys one division of movement at a time rather than an open climb. The work is measurable before it starts and checkable afterwards, and you decide at each step whether to continue.
Priority
An option that moves an order toward the front of the assignment queue and toward the boosters with immediate availability. It changes when the work starts rather than how fast the games go.
Streaming
A private live view of a piloted order while it runs. It costs a little throughput because the booster is encoding while playing, and it is off unless you ask for it.
Appear offline
The order runs with your friends list and presence hidden, so people you play with do not see the account online while somebody else is using it. It is a default on piloted orders rather than an extra.
Region-matched VPN
The booster connects through an address in the account's usual region so the sign-in does not arrive from another continent. It is a consistency measure rather than a disguise, and it is standard on piloted orders.
Order chat
The message thread attached to the order itself, where you talk to the booster and to staff. Everything about the order belongs there rather than in a private message, because that thread is what support reads if anything needs resolving later.
ETA
An estimate of when the work finishes, based on what similar orders took. It moves, because queue times and matchmaking are under nobody's control. Treat a service that presents an ETA as a promise with suspicion.
Account and safety terms
These describe what happens to your account while an order is open. A service that cannot answer them clearly has answered them.
Two-factor authentication
The second confirmation a game asks for on an unfamiliar sign-in. Where a title issues one-time backup codes, the order form asks for those rather than your authenticator, and each code burns once. The safety page describes how each game is handled.
Credentials vault
The encrypted store your sign-in details go into when a piloted order needs them. They are scoped to that one order, visible only to the assigned booster, and they expire when it closes.
Hardware ID
A fingerprint a game builds from the machine it runs on. Anti-cheat systems use it to tell accounts and devices apart, which is why a bulk operation cycling many accounts through one machine is far easier to spot than a single order.
Shadowban
An informal name for a restriction applied without any notification, usually by quietly pairing an account with a worse pool of players. It is not an official state in any game and cannot be diagnosed from a losing streak.
Platform terms
These are ours rather than the publisher's, and they describe how the roster and the money side of an order work.
Booster specialization
A booster is approved per game and per service rather than in general. Someone cleared for one title cannot take or even see orders for another, so a rank in one game is never evidence for a different one.
Active-order cap
The limit on how many orders one booster may hold at once. It exists so an order is worked rather than parked, and it is why a booster sometimes cannot claim your order the minute it is placed.
Dispute
A formal escalation on an order that is not going right. It moves the order out of the booster's hands and in front of staff, and the decision rests on the order chat and the game history rather than on whoever argues harder.
Refund
Money returned when the work was not delivered. It is full where nothing was delivered and proportional where part of it was, and the refund policy states which case applies before you order rather than after.
Review
The rating and comment left on a closed order. It is attached to the booster who did the work rather than to the site as a whole, which is what makes the reviews page useful and what keeps the roster honest.
Support tip: if a term on an order page is not in this list, ask before you pay rather than after. A question costs a minute of typing and a misunderstanding costs an order.
Where to go next
The questions people ask before a first order are answered on the FAQ. What actually happens to an account while an order runs is on the safety page. Anything either of those misses, support will answer directly.

Customer Care
OGEdge Support
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