- Premier: ~2,000–3,000 rating / day
- FACEIT: ~250–350 Elo / day
- Wingman: ~2 ranks / day
- Express: about 1.6× faster
Most people who look at a boost ask the same two things: how much and how long. The price is on every service page; this guide is about the clock. Every number below comes from the same delivery pace our checkout uses to quote an order — Premier, FACEIT, Wingman, placements and net wins — so the estimate here is the estimate you'd see at checkout. It also covers what Express changes, what slows a boost down, and how soon a booster actually starts.
- Distance decides most of it. A boost is priced and timed per unit — 1,000 rating, 100 Elo, one rank — so twice the climb is twice the time.
- The pace is the checkout's own. This page and a real quote read the same per-day speed; your booster tells you in the order chat if a climb runs slower.
- Express puts the order on the faster track: the estimate is divided by 1.6.
- Duo runs on your schedule. The booster plays when you play, so your free evenings set the pace.
- Start time is real, not promised. Paid orders go straight to the job board and you get an e-mail when a booster accepts.
Delivery times at a glance
Standard and Express estimates for the climbs people order most, with today's price for each (the struck figure is the regular list price when a sale is on). Every row links to a page where you can adjust the start and target.
| Climb | Standard | Price | |
|---|---|---|---|
| Premier rating — ~2,000–3,000 rating / day | |||
| 5,000 → 10,000 | about 2 days | ||
| 8,000 → 12,000 | 1–2 days | ||
| 10,000 → 15,000 | about 2 days | ||
| 12,000 → 16,000 | 1–2 days | ||
| 15,000 → 18,000 | about 29 hours | ||
| 15,000 → 20,000 | about 2 days | ||
| 18,000 → 22,000 | 1–2 days | ||
| 20,000 → 25,000 | about 2 days | ||
| 22,000 → 26,000 | 1–2 days | ||
| 25,000 → 30,000 | about 2 days | ||
| FACEIT Elo — ~250–350 Elo / day | |||
| Level 1 (100 Elo) → Level 5 (1,100 Elo) | 3–4 days | ||
| Level 3 (800 Elo) → Level 7 (1,400 Elo) | about 2 days | ||
| Level 4 (950 Elo) → Level 8 (1,550 Elo) | about 2 days | ||
| Level 5 (1,100 Elo) → Level 10 (2,050 Elo) | 3–4 days | ||
| Level 7 (1,400 Elo) → Level 10 (2,050 Elo) | 2–3 days | ||
| Level 8 (1,550 Elo) → Level 10 (2,050 Elo) | 1–2 days | ||
| Level 9 (1,800 Elo) → Level 10 (2,050 Elo) | about 20 hours | ||
| Level 1 (100 Elo) → Level 10 (2,050 Elo) | 6–7 days | ||
| Wingman — ~2 ranks / day | |||
| Silver I → Gold Nova Master | 4–5 days | ||
| Gold Nova I → MG Elite | about 3 days | ||
| Master Guardian I → Legendary Eagle | about 2 days | ||
| Distinguished MG → Supreme Master | about 36 hours | ||
| LE Master → Global Elite | about 24 hours | ||
What sets the pace of a boost
- The size of the climb. Delivery is worked out per unit — ~2,000–3,000 rating / day on Premier — so the estimate grows with the distance, not with the starting rank.
- The ladder. Each service has its own measured pace: Premier, FACEIT (~250–350 Elo / day), Wingman (~2 ranks / day) and Competitive ().
- Express. The order goes on the faster track and the estimate is divided by 1.6 (+25%).
- Duo or piloted. On a piloted order the booster plays whenever they're on; with duo (+40%) every game needs you online too.
- The first login. With Steam Guard the booster asks once for the code in the order chat — if you're not on the site, we e-mail you straight away.
- Human pacing. Boosters play sessions with breaks, like a real player, rather than grinding 20 hours straight.
Placements, net wins and scheduled services
| Service | Pace | Typical order | Price |
|---|---|---|---|
| Placement Matches | up to 5 matches / day | All 10 placement matches: about 2 days | from |
| FACEIT Placement Matches | All 10 placement matches: about 2 days | from | |
| Premier Net Wins | ~4–6 net wins / day | 10 net wins: about 2 days | from |
| Pro Teammate (Duo Queue) | scheduled around you | Booked at a time that suits you | from |
| 1-on-1 Coaching | scheduled around you | Booked at a time that suits you | from |
| Demo / VOD Analysis | 24–48h turnaround | Written review of your match | from |
Placements and net wins are counted per match, so they're quick even at high ratings: ten games is ten games. Duo games and coaching run when you're free — you book the time, and nothing happens on your account without you.
What Express changes
Express (+25%) doesn't add boosters to your account — one booster plays it, always. It moves the order onto the faster track, and our estimate divides the standard time by 1.6: 10,000 → 15,000 drops from about 2 days to about 30 hours, and FACEIT Level 5 → 10 from 3–4 days to 1–2 days. It's worth it when a deadline matters — the end of a season, a tournament sign-up — and rarely otherwise.
What can slow a boost down
- Playing on the account mid-order.
On a piloted order, logging in while the booster is on interrupts their session. Tell them in the order chat when you want to play — they'll pause.
- A missing Steam Guard code.
The first login needs the code from your phone. Answer the request in the chat (or the e-mail) and the booster starts.
- Very high ratings.
Near the top of the ladder queues are longer and every win counts for less; your booster says in the chat if a climb runs behind the estimate.
- Cooldowns.
An abandoned match puts the whole account on a cooldown — see the cooldowns guide. Boosters avoid abandons, but a cooldown the account picked up before the order still applies.
- Duo availability.
Duo games need both of you online, so the number of evenings you can play sets the pace.
How soon does a booster start?
A paid order goes straight to our job board and to the boosters' alert channels, and the first verified booster who accepts it starts — you get an e-mail the moment that happens, and the order page shows the booster and the chat. Saving your login at checkout lets a piloted order begin without waiting for you. We don't promise a pickup time we can't measure: the order page shows the real median time it takes boosters to accept, once there are enough orders to calculate it. The whole process is in how CS2 boosting works, step by step.
- Delivery estimates and prices: our pricing engine at the time you load this page (per-service daily pace, Express divides the estimate by 1.6). Nothing on this page is typed in by hand.
- Steam Guard, cooldowns and abandons: Steam Support — CS2 competitive cooldowns and bans. Checked 2026-10-16.
All free tools: calculators, percentiles & season countdowns →
Common questions
How long does a CS2 Premier boost take?
How long does a FACEIT Elo boost take?
How long do CS2 placement matches take?
How soon does a booster start after I pay?
Ready to climb?
Premier Rating Boost
−5%Any climb, priced and timed by the same engine as this guide.
FACEIT Elo Boost
−5%Level-10 boosters, match-room proof on every game.
Wingman Rank Boost
−5%Silver to Global Elite in 2v2, rank by rank.



