- About ±25 a game (Valve)
- Underdogs gain more
- About 6 net wins a star
- Your MMR is private to you
You win a ranked game and gain 21 MMR; your friend wins one and gains 29. Neither number is a bug. Dota 2's matchmaking rating follows a small set of rules that Valve has described in its own patch notes, plus a few things it has never published. This guide separates the two as they stand on 2 November 2026: what MMR is, what a win is worth and why, how Rank Confidence changes the size of every swing, the community MMR behind every star, how many net wins a star or a medal takes, and which games never touch your ranked MMR at all.
- About ±25 a game at high Rank Confidence (Valve, patch 7.33c, May 2023).
- Uneven teams change the stakes: the lower-rated team wins more MMR and loses less.
- Low confidence means bigger swings, so new and recalibrating accounts move fast in both directions.
- About 6 net wins per star, 31 per medal (40 from Divine 1 to Immortal) at ±25, on community thresholds.
- Turbo, unranked and Low Priority games never touch ranked MMR.
What MMR is, and who can see it
MMR is the rating the matchmaker uses to put players of similar skill in the same game. Dota 2 keeps one ranked MMR per account: Valve merged the separate core and support ratings on 3 March 2020, so the same number goes up and down whether you play carry or hard support. Ranked is still queued by position, but the position doesn't have its own rating.
Your exact MMR is visible only to you. Everyone else sees the medal and its stars, from
Herald 1 to
Divine 5, or
Immortal with a leaderboard place at the top. Valve doesn't publish the MMR where
each star starts. The figures everyone uses come from the community, and the table further down lists every one.
How much MMR a win is worth
The rule comes from Valve's patch 7.33c notes (May 2023). Valve "modified the MMR gained and lost from matches when teams have varying skill" to better match each team's expected chance of winning, and said that for players with high Rank Confidence the change is "closer to +/-25 MMR". Valve didn't publish a formula, and we won't invent one. The rule is enough to read your own results, though:
| Your game | A win | A loss | Why |
|---|---|---|---|
| Even teams, settled account | about +25 | about −25 | Valve's figure at high Rank Confidence |
| Your team rated higher | less than 25 | more than 25 | You were expected to win, so winning proves less |
| Your team rated lower | more than 25 | less than 25 | An upset tells the system more than an expected result |
| Low Rank Confidence | bigger | bigger | The system is still finding your level |
So once your confidence is settled, a +21 after a win usually means your team was the favourite, and a +29 that it was the underdog. Over many games those differences tend to even out: the matchmaker tries to make games close, and the MMR change tracks how close they really were.
Rank Confidence: why some games move you more
Rank Confidence is Valve's name for how sure the system is that your MMR is right. When it is low, each game moves your MMR a long way; as your results line up with what the system expects, confidence rises and the swings settle toward the ±25 Valve describes. Two moments put you in the low-confidence zone for certain:
- A new account. Since patch 7.33 (April 2023) calibration has no fixed number of games: your first medal appears once Rank Confidence reaches 30 %.
- A recalibration. The optional once-a-year reset lowers your confidence on purpose so the system can re-measure you.
Valve hasn't published how much a streak of surprising results, such as beating stronger teams again and again, affects your confidence once it's settled. If your gains stay well above 25 for many games, though, the system is still finding your level.
The community Dota 2 Wiki describes the older "uncertainty" value as the standard deviation of a player's MMR and records a patch line that added Rank Confidence to the profile's Battle Stats. That's a community description, not a Valve explanation, but the idea is the same: the less certain the system is, the more each game counts.
From MMR to medal: every star
These are the community thresholds: 154 MMR a star from Herald to Ancient, 200 in Divine, and Immortal from about 5,620. Each cell is the MMR where that star starts. Valve has never published the cut-offs, so treat them as a close guide, not a guarantee; your own medal in the game is the only sure answer.
| Medal | ★1 | ★2 | ★3 | ★4 | ★5 |
|---|---|---|---|---|---|
| from about 5,620 MMR · no stars, a leaderboard place when you're high enough | |||||
Community figures, as used on BoostPirate's Dota 2 pages. One indirect check from Valve: until patch 7.33c (May 2023), 5,620 was its minimum MMR for Immortal Draft.
How many wins a star takes
With a fixed gain per game the arithmetic is simple. A star below Divine is 154 MMR, so at ±25 it takes 154 ÷ 25 = 6.2 net wins; a Divine star is 200 MMR, or 8 net wins. "Net" matters: a loss cancels a win, so what moves you is how many more games you win than lose. To turn net wins into games, divide by your win rate's margin over 50 %:
| Medal | MMR a star | Net wins a star | Net wins for the medal | Games at 55 % | Games at 60 % |
|---|---|---|---|---|---|
| 154 | 6.2 | 31 | about 310 | about 155 | |
| 154 | 6.2 | 31 | about 310 | about 155 | |
| 154 | 6.2 | 31 | about 310 | about 155 | |
| 154 | 6.2 | 31 | about 310 | about 155 | |
| 154 | 6.2 | 31 | about 310 | about 155 | |
| 154 | 6.2 | 31 | about 310 | about 155 | |
| 200 | 8 | 40 | about 400 | about 200 |
Worked example:
Archon 1 (2,310) to
Legend 1 (3,080) is 770 MMR, or 31 net wins at ±25. At a 55 %
win rate that's about 310 games, at 60 % about 155, and at 52 % nearly 800. Win rate matters far more than hours. The figures use community
thresholds and Valve's settled ±25. Your real gains move with team ratings and with Rank Confidence.
Immortal Draft MMR
At the very top the rules shift again. Since 19 March 2025, any ranked game with a player above 8,500 MMR uses Immortal Draft rules, and Valve changed the MMR gained and lost in those games to take the draft choices into account. Players above 8,500 must register a permanent official name to queue ranked and can't queue ranked as a party, and their games are kept out of public match history and Valve's Web APIs. Valve put that line at "the top 0.5% of players". The whole top end is in our Immortal and leaderboard guide.
What doesn't change your ranked MMR
Only ranked games move ranked MMR. These don't:
- Turbo. The fast mode is unranked: quicker respawns, hasted couriers and a different economy, and no MMR. See Turbo vs ranked.
- Unranked matchmaking. Same maps and heroes, no change to your medal.
- Low Priority. While you're in it you can play only Single Draft against other Low Priority players, and neither you nor any party you're in can queue ranked. The fix is in our Low Priority guide.
Behaviour still matters, though. Valve confirmed in March 2024 that the matchmaker weighs "an estimate of skill range and player behavior scores" when it builds a match, so a falling behaviour score can change who you play with even though it isn't part of your MMR.
Help with the climb
If your win rate says the climb is longer than your evenings, our services are priced from the same engine as checkout. Five net wins in Archon are $10.35 today, and a whole medal, Archon 1 to Legend 1, $20.03 with about 3 days of play estimated. Dota 2 boosting isn't open for orders yet: get the launch alert on the Dota 2 page.
Know the rules first. The Steam Subscriber Agreement (updated 10 September 2026) forbids sharing your account or charging others to use it, and in December 2023 Valve game-banned accounts "shared with other users or services". Read the Risk Disclosure and is Dota 2 boosting bannable? before you order. Coaching, which works on the win rate in the formula above, stays inside the rules.
- Push: Ranked Wins, net wins at your medal; losses don't count toward the total.
- Climb: MMR Boost, star by star to the medal you want.
- Improve: 1-on-1 coaching with an Immortal coach.
- Valve, Dota 2: 7.33c Gameplay Patch (13 May 2023: MMR by team strength, "closer to +/-25 MMR" at high Rank Confidence, Immortal Draft minimum 5,620 → 6,500) · patch 7.33 (20 April 2023) · Gameplay Patch 7.35d and Matchmaking Features (21 March 2024: skill range and behaviour scores in matchmaking) · Dota 2 Update 19 March 2025 (Immortal Draft above 8,500) · Dota 2 Update 8 August 2025 (Recalibration button) · Dota 2 Update 14 December 2023 · Steam Subscriber Agreement (10 September 2026)
- Community: Dota 2 Wiki, Matchmaking Rating (uncertainty and Battle Stats; partly out of date) · the community MMR table (154 a star, 200 in Divine, Immortal from about 5,620) · one MMR since 3 March 2020: BoostPirate fact check of 1 November 2026
- Net wins and game counts are our arithmetic on those figures; delivery estimates are BoostPirate's own.
- Checked 2 November 2026.
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Common questions
How much MMR do you get per win in Dota 2?
Why did I gain fewer than 25 MMR for a win?
What is Rank Confidence in Dota 2?
Can other players see my MMR?
Ready to climb?
Ranked Wins
Net ranked wins at your medal; a loss doesn't count toward the total.
MMR Boost
Herald 1 to Immortal star by star, piloted or duo, in the position and heroes you pick.
1-on-1 Coaching
Sessions with an Immortal coach: laning, farm, map awareness, drafting and replay review.
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