Currencies & Top-ups
How quantities, pricing models, and discounts work for currency and top-up listings.
Overview
Offer List
Three things shape what a buyer sees on a currency or top-up template before any manual choice.
- 1Sort
Default is price ascending, with seller level as the tiebreaker. Top Picks ranking, used on most other igitems surfaces, is not the default here. See Discovery for how Top Picks composes its score.
- 2Pre-selection
When the buyer has not picked an offer manually, the page chooses a best-fit on combined price competitiveness and seller signals. Not the cheapest, not the top-rated alone, and not the promoted one.
- 3Promoted slot
A single amber-tinted row at the top, rented by the seller and marked with a flame icon and Promoted tooltip. Only verified sellers with an existing competitive offer for the same template can rent it, one at a time, with a 90-day cooldown between rentals.
Quantity Notation
Currency stocks run from a few thousand to hundreds of billions, so listings abbreviate. The same suffix conventions apply everywhere on igitems: cards, checkout, stock counts.
Suffix
Name
Numeric value
- KThousand1,000
- MMillion1,000,000
- BBillion1,000,000,000
- TTrillion1,000,000,000,000
Pricing is always per single unit
A listing shown as "$1.00 per 1M" means the seller is asking $1.00 for one million units of the in-game currency, not $1.00 per the abbreviation "M". Total cost is always quantity × per-unit price. The abbreviation is only there to make the number readable.
Where you'll see the suffixes
Stock counts on listing cards ("100K available"), batch labels on templated currency offers ("Sold per 1M"), and quantity selectors in checkout. The same suffix table applies in every place.
Hay Day coins — K and M suffixes show up on live stock counts and the quantity selector.
Pricing Models
Currency and top-up listings use one of three pricing models. The model determines what the buyer can and cannot customize and how the final price is computed.
Pick from preset packages the game itself sells. The buyer can't customize the amount. Example: 1000, 2800, 5000, or 13500 V-Bucks.
Pick any quantity above the seller's minimum. The seller sets a per-unit price.
Like Dynamic-Amount, but the minimum also acts as the increment. If the minimum is 5M, the buyer can buy 5M, 10M, 15M, and so on, but not 7M.
Mobile Legends top-ups — Fixed-Amount packages laid out for selection on a live top-up category.
Volume Discount
Some listings offer a discount that grows with order size. The seller picks two quantity thresholds (start and end) and the discount percentages that apply at each. Between them, the discount scales linearly. Above the end threshold, it caps at the seller's maximum.
What you see at checkout
The cart computes the discount in real time as you change the quantity. It shows the active percentage and the unit count needed to reach the next tier. Once the order is placed, the discount is baked into the per-unit price and recorded with the order.
Worked example
A WoW gold seller sets start = 1M, end = 10M, min = 5%, max = 20%. Order 5.5M and you land at the midpoint of the curve:
discount = 5 + 0.5 × (20 - 5) = 12.5%
You don't compute this yourself. The cart does it as you type the quantity.
Try it
Same curve as above. Pick a quantity to see the live discount and the tier breakdown the checkout popover shows.
Quantity
Quantity
5,500,000
Active discount
12.5%
Volume discounts
Same calculateVolumeDiscount() function the production cart uses. The popover on real product pages picks 2 or 3 tier rows by the same rule.
※Sellers configure four values per category. Start and end quantity, plus min and max discount (allowed ranges: min 0 to 15 percent, max 10 to 30 percent). The math above applies identically in every category.
Clash of Clans gold — Open a listing with volume discount enabled to see the tiers in the live checkout popover.
Discount from Store Price
Top-up listings carry a "-N%" badge when the cheapest seller offer meaningfully undercuts the price the game itself charges for the same package. This is distinct from the volume discount above. It compares against the official store, not against a higher-quantity purchase. It's also separate from the Best/Great/Smart Deal tier badges, which come from a different scoring system. See Listing Signals for those.
What store price means here
Every templated top-up product carries a reference price equal to the in-game store cost for that package. For example, if the game charges $9.99 for 1000 in-game gems, the template's store price is set to $9.99. This reference is set once per template and inherited by every seller offer on that template.
How the percentage is computed
The platform compares the cheapest active seller offer to the template's store price:
If the cheapest offer is $6.99 against a $9.99 store price, the badge reads -30%.
※Store price applies to top-up templates only. Player-to-player currency listings are not benchmarked against an external store price, because no equivalent first-party price exists.
Mobile Legends top-ups — The -N% store-price badge sits on top-up listings where seller offers undercut the in-game store.