ARENA CARRY
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ARENA CARRY

TBC Anniversary arena boosting, run by the players themselves. Prices on the page, card payment at checkout.

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Services

  • All Boosts
  • Weapons & Shoulders
  • Gladiator & Titles
  • Coaching

Play Style

  • Piloted Boosts
  • Selfplay Boosts

Info

  • Guides
  • How It Works
  • FAQ
  • About
  • Contact
  • Terms of Service
  • Privacy Policy
  • Refund Policy

© 2026 Arena Carry. Independent service, not affiliated with or endorsed by Blizzard Entertainment.

The Process

How it works

  1. 1

    Configure

    Bracket, current CR, target, selfplay or piloted, extras if you want them. Price and ETA update live. The number you see is the number you pay.

  2. 2

    Checkout

    Character, realm, email, Discord tag, then pay. Stripe handles the payment, so your card details never reach us. Boosts we price by hand skip this step: you submit an inquiry and settle with support on Discord once you've accepted the quote.

  3. 3

    We pick it up

    Usually within the hour on EU evenings. Piloted runs over Parsec by default, on a schedule we agree with you. Selfplay, we just queue together.

  4. 4

    You watch

    The order page shows every status change and has a message thread to your booster. Add the stream extra if you want to watch the games live.

  5. 5

    Target reached

    If a session ends short, we keep playing at no extra cost. Afterwards you can rate the order and request the same booster next time.

The detail behind each step

What does piloted access actually involve?

Parsec is the default and what we recommend. It is remote desktop software: the booster connects to a session on your own machine and plays there. You never hand over a password, your account never logs in from a new location, and you can close the session whenever you like.

VPN is offered on most services for people who would rather not leave a machine on. It is not offered at all on cutoff pushes, which sit at the top of a public ladder for weeks and are watched far too closely for it.

The full reasoning, including the parts that are not reassuring, is in the account safety guide.

How long does an order really take?

Every product page shows an estimate, and it is an estimate rather than a promise. A weapon carry is usually an evening or two. Shoulders take longer because the games above 1,800 are genuinely harder. A Gladiator push runs for weeks, because the cutoff moves until the last day of the season.

Queue times, your class and how far the ladder has inflated all move the number. If something is running long you will see it in the order thread rather than finding out by asking.

What do you need from me before you start?

Character name, realm, battletag and a Discord tag so we can open your ticket. For piloted work, whichever access method you picked at checkout. For selfplay, just a time when you can actually play.

Gear matters less than people expect on most services, and where it matters the product page says so under requirements. We will tell you if something needs fixing before we start rather than halfway through.

Can I track it, or do I have to keep asking?

Every order gets an AC-XXXXX code and a tracker page. That page is the source of truth: status changes, timeline, and a message thread straight to the person playing. Bookmark it, because it is the only copy of that code you get unless you make an account.

Register with the same email and every order you have placed shows up in one place automatically, including the ones you bought as a guest.

How does payment work, and when do I actually pay?

Card at checkout, handled by Stripe. Card details never touch our server. Your order is not confirmed by your browser reaching the thank-you page, it is confirmed when Stripe tells us the money arrived, which is why the tracker sometimes updates a moment later.

Anything we price by hand works differently: you submit an inquiry, nothing is owed, and you settle in the ticket only after you have accepted a quote.

What if it goes wrong or I change my mind?

Before a booster has started, a full refund. After that it depends on how far the work has gone, and the refund policy sets out the cases plainly.

If a session ends short of the target, we keep playing at no extra cost. That is the normal outcome of a bad run, not a refund conversation.

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