Teams and seats
One subscription whose quantity is your headcount. Every seat licenses every role; who works what is assigned in Team admin.
What it is
A seat costs $99 per person per month, or $1,089 a year for a month free, and licenses all 9 roles. The minimum is 1, so a founder working alone buys one seat and holds the lot. Hire a CRO and it is two seats. Hire two AEs and an SE and it is five. There is no limit and no other plan.
Mechanically, the seat count is the quantity on one Stripe subscription, not a pack you buy again. That is what makes hiring a non-event: the count goes up by one, Stripe prorates the difference from that day, and the new seat is granted. Somebody leaves and it goes back down. There is no second purchase to reconcile and no second allocation fanning seats over the same team.
"Checkout is not available right now." If the button answers with this, our payment provider refused to open checkout because of a setting on our side (the tax setup). Nothing was charged, and we were told as it happened. Trying again will not help until we fix it; your seat count is still on the page when you come back.
Assign several roles to one person
In role coverage, choose an existing teammate and select one or more roles. Review the summary before assigning. Each role gets its own result; Retry unconfirmed roles retries only the assignments without confirmation. Refresh coverage to see the current owners. The first assignment puts the team into managed roles: a person with no assignment runs no roles. Assigning adds responsibility, preserves other holders, grants no seat and shares no private drafts. Use the existing release control when responsibility should move away from an old holder.
Who can see which account
Every account shared with the team is visible to everyone on the team. That is the default and it is the right one for most teams. When it is not, an owner can narrow a single account to named people in Who can see which account on the team page.
Narrowing only ever takes access away. It grants nothing to the people you pick, who already have their own seats. An account you have not narrowed stays team-wide.
What narrowing covers, exactly. It stops the account, and the coaching notes, plays and call notes attached to it, reaching an excluded teammate the next time their app syncs. Three limits worth knowing before you rely on it:
- It applies from now on. A teammate who already synced that account keeps their local copy until they clear their browser data. Narrowing changes what they receive next, not what they already have.
- The person whose account it is keeps it. Narrowing takes back what the team shared. It does not take an account away from the rep whose record it is and who shared it.
- Ask-the-org answers are not narrowed. Findings your roles have already written about an account can still come back in an org-wide answer for anyone on the team.
If you need a harder boundary than that, separate teams are the tool, not narrowing.
Two things the control will not do, both for the same reason. It will not save an empty list, because no readers and everyone are stored the same way, so an empty list would open the account up while you believed you had closed it. Use Open to the team when that is what you mean. And it will not accept somebody who has left the team; if a name has gone stale, reload the page.
Only the team owner can see or change this. Everyone else sees the accounts they are allowed to see and no list of the ones they are not. A rep who cannot find an account they expect should ask their owner.
Seats and roles are two different things
- The seat is what you pay for. Every seat licenses all 9 roles, so nobody is ever blocked by something you did not buy, and moving work between people costs nothing.
- The role assignment is who does what. The Who works what panel in Team admin lists all 9 roles, including the ones nobody is on, because a hole is the thing most worth seeing and a list of only the filled rows would read as full coverage.
- An assignment grants nothing and costs nothing. It decides whose line a role lands on, which is a question about accountability rather than access.
- It also decides what runs. Until anybody on a team is assigned anything, everyone runs every role they hold, which is what a team of one wants. Once you start assigning, the assigned roles are the ones that run, so 9 roles across two people is 9 passes a day instead of 18. Somebody on an assigning team who has been given no role runs none, deliberately: that is a decision somebody made rather than an empty table.
- More than one person can work the same role, which a team with two BDRs needs. Only an owner can change any of it. When somebody leaves, every role they worked is released and shows as uncovered.
Inviting somebody
Send the invitation from Team admin and pick the roles they will work at the same time. Those roles are assigned the moment they accept, so their first morning is the work they were hired for rather than all 9. Picking none is a valid choice; you can assign later from the same page.
You pay for them. When they accept, your subscription goes up by one seat at $99 a month, prorated from that day. Nobody you invite is asked for a card. This is the part that changed: teammates used to buy their own accounts, which meant a founder could not actually hire anybody into the product without asking them to expense a subscription.
The link goes to the address you named, and only somebody signed in as that address can accept it. An invite link names an address; it does not prove anybody owns it. If they have no account yet, the page offers to create one, and either route brings them back to the invitation so it lands without them hunting for the email again.
It never touches a subscription somebody already pays for. If the person you seat holds their own live role subscription bought before the reduction, the fan-out skips that role for them and records the skip. Their subscription stays theirs, and you reducing seats or cancelling can never revoke something Stripe is still billing them for.
Owners and members
A team has two roles. A member holds their seat and works. An owner can also invite and remove teammates, assign and reclaim roles, change roles, and configure shared connections, SAML and the leaderboard. Every member row in Team admin carries the role as a dropdown, so an owner can promote or demote anyone in one change.
Owner is not the same as the billing account. Making somebody an owner gives them the roster and the seats. It does not move the subscription, the payment method, or the renewal, all of which stay with whoever bought the plan, and the billing buttons stay on that person's page only. For the same reason the account paying for the team cannot be demoted or removed from it here. There is no way to hand billing over from this page; that is a support request.
A team always keeps an owner. You cannot change your own role, and a demotion that would leave nobody in charge is refused rather than applied, so two owners demoting each other at the same moment cannot empty the team. To step back from ownership, make somebody else an owner first and ask them to demote you.
It keeps one when somebody leaves, too. Deleting your account removes you from every team, and that used to be the way around the rule above: an owner who deleted their account could leave a team with nobody able to invite, remove or change a role on it, recoverable only by us. Now, when the person leaving is a team's last owner, the role goes back to the account paying for that team. Nobody else is promoted by somebody else's departure. A team you bought yourself closes with your account, as it always has.
Demotion takes back what promotion gave. If the person you demote had issued a team API key while they were an owner, that key stops working in the same moment. The result tells you how many were revoked.
Every promotion and demotion is recorded in the audit trail with who made it, when, and which role it changed from and to, alongside invites, removals and seat changes.
Single sign-on, and who it buys a seat for
When your team signs in through SAML, the first person to arrive from your identity provider joins the team on the spot. Nobody sends them an invitation and nobody approves them one at a time, which is the point of single sign-on and also the problem: an organisation turning it on against a two thousand person directory should not buy two thousand seats as those people sign in.
So you answer in advance. Team admin carries one number: how many seats single sign-on may fill. Below it, a first sign-in gets a seat and your subscription goes up by $99 a month from that day. At it, they still join the team, they just arrive with no seat, and they hold none of the 9 roles until you give them one.
It starts off. Until you save a number, single sign-on gives nobody a seat, and that is true for every team, including one that bought forty seats. Nothing sets this for you: a renewal is not you deciding, so the box is filled in with the seat count you bought as a suggestion and waits for you to save it. Setting it to zero is a decision too, and means every arrival waits for you. Lowering it takes nothing away from anybody already seated.
It does not limit you. Inviting somebody and giving a seat by hand are both things you decided to do, so neither counts against this number. It governs only what would otherwise happen while nobody is watching.
Giving one person a seat. A member with no seat shows as such in the roster, with a button beside them. Giving them a seat adds one to your subscription that day, prorated, and hands them every role a seat licenses. Taking one back lowers your subscription the same day and leaves them on the team without access. Both are in the audit trail.
Seats are the account paying. Any owner can take a seat back, because seeing an overspend and being unable to stop it would be worse. Setting the number, and giving a seat, belong to the account the subscription is on. Ownership can arrive from a group in your directory, and a role your identity provider hands out should not be able to raise somebody else's bill.
People with no seat do not use up your seats. Somebody who arrives through single sign-on and is not seated is on the team and is not counted against what you bought, so they cannot exhaust it and block your invitations.
Enrichment sends wait for you
An owner can give a team enrichment target, such as a Clay table, a list of auto-fire topics. When a gap the agents find matches one of those topics, nothing is sent. The send appears under Enrichment sends waiting for you on this page, with the target's name and URL, the gap, and the account or people whose summary it would send.
Tick the box to say you checked it, then press Approve and send. It goes once, to that target, with exactly that summary; pressing it again shows the first answer rather than sending twice. If the target was removed or now points at a different URL, approval is refused and the reason shows under the button. To turn it down, write why and press Dismiss. The reason stays on the row, and the same gap does not come back as a new request.
Each person sees only the sends their own gaps produced, owners and members alike. There is no setting that sends these without asking: the autonomy settings cover messages, public shares and CRM writes, and none of those is the same decision as handing pipeline data to an enrichment vendor.
Leaving, and what it costs you
A member can leave from Team admin without asking anybody. The roles they worked are released and show as uncovered on the grid, and they go back to their own workspace.
Removing somebody, or their leaving, lowers your seat count in the same pass, so you stop paying for them that day rather than at your next renewal. Removing your last teammate leaves you on one seat rather than zero: cancelling is a decision you make in the billing portal, not a side effect of an empty roster. Cancel subscription, beside Manage billing, asks one optional question about why you are leaving and then opens Stripe's cancel screen. Skipping the question, or a save that fails, never stops the cancellation.
Two people cannot leave. The person who pays for the team cannot, because the team goes with them; cancel the plan or hand it over instead. And the last member cannot, because an empty team is a deletion rather than a departure.
Renewal and lapse
- Renewal. Every seat renews together on one subscription, on whichever interval you bought. A seat added mid-period is prorated then and renews with the rest.
- Failed payment. One email per invoice with a fix link, plus a banner on Activity and Settings until it is resolved. Stripe retries automatically.
- Cancel or a failed renewal. The whole subscription pauses together, politely, at each skill's licence check and never mid-run. Data, drafts and settings are untouched.
The detail is on Licensing and renewal.
Each member's setup
Every seated member follows the normal onboarding on their own account (Getting started), connecting their own tools. Seats license people; they never share credentials or data. Larger teams or custom terms: the enterprise pipeline.
If you bought Team on Cron
It keeps working on the terms you bought it on: leadercron for the owner plus four role seats, renewing yearly, with seats assigned in Team admin exactly as before. It is no longer sold, and it is not something you can buy alongside a per-seat subscription, because the two would fan seats over the same team.