- 100 RR = next division
- Demote at 0 RR plus a loss
- 2 Rank Shields in tier 1
- Hidden MMR sets your gains
Every VALORANT player has asked it after a win that paid 14 RR and a loss that cost 26: who decides these numbers? The answer is two ratings working together β the Rank Rating you see and the matchmaking rating you don't. This guide explains both as they work on 31 October 2026 (V26 // Act VI, patch 13.09): every RR rule from promotion to Rank Shields, what decides how much a game is worth, how to read your own gains, what else changes RR, and what Riot changed in 2026.
- The result matters most. From Iron to Ascendant, the margin of victory, standout plays and being the underdog nudge the number.
- Big gains, small losses mean your MMR is ahead of your rank: the game expects you to climb.
- Small gains, big losses mean your MMR is behind your rank: only a winning record fixes it.
- Immortal and Radiant RR is result-only and keeps counting past 100.
- 2026 changed the maths: hidden MMR was reworked in patch 12.00 and RR eased in 13.00 so steady winners feel less stuck.
Two numbers: the RR you see and the MMR you don't
Rank Rating is the progress Riot shows you: a bar from 0 to 100 in every division (Riot calls them tiers) from Iron 1 to Ascendant 3, and a running total from Immortal 1 upward. MMR is Riot's own estimate of your skill. In Riot's words your rank is separate from your MMR, and you will never see the MMR β it exists to build fair matches. Every game moves both: the result changes your MMR, and the gap between your MMR and your current rank shapes how much RR that result is worth.
That design is deliberate. Riot has said it places new players on the low side so they can rise to where they belong β it calls this convergence. Until rank and MMR meet, the RR numbers are lopsided on purpose; once they meet, wins and losses even out and the climb needs a winning record.
Every RR rule in one table
Riot's two support articles on Rank Rating β one for Iron to Ascendant, one for Immortal and Radiant β set these rules:
| Situation | What happens |
|---|---|
| After placements | You start at 50 RR in the division you are placed in. |
| Promotion | 100 RR moves you up a division; you start the new one with at least 10 RR. |
| Demotion | At 0 RR, one more loss drops you a division; you land on 70 RR or more. |
| Rank Shields | Entering tier 1 of a rank gives you 2 shields: the first two losses at 0 RR there cost a shield instead of the rank. |
| Immortal 1 | You arrive on 10 RR and RR keeps counting β no 100 RR cap from here up. |
| Immortal 2, 3, Radiant | Fixed regional RR lines; Radiant also needs a top-500 place in your region. |
The Immortal and Radiant lines differ by region β Europe's Radiant line is 500 RR, North America's 450 β and are listed in our Immortal and Radiant guide.
What decides how much RR a game gives
Riot lists the factors in order of weight:
- Winning or losing.
By far the largest factor at every rank.
- Your MMR against your rank.
MMR above rank: you gain more RR on wins than you lose on losses. MMR below rank: you gain less and lose more. MMR and rank level: gains and losses come out close to even.
- How you played β Iron to Ascendant only.
How much you win by, extraordinary plays and whether your team was the underdog have a smaller effect. Riot stresses it reviews your own performance, not your teammates'. From Immortal up, RR depends entirely on the result.
Riot no longer publishes per-game ranges. When RR launched in January 2021 it quoted 10β50 RR for a win and 0β30 RR for a loss below Diamond; the system has been reworked several times since, so treat those as history rather than today's limits. Our own price model assumes about 20 RR per win β five wins a division β and scales when your wins are worth more or less.
Reading your own gains
You can't see MMR, but your last ten games tell you where it sits. Compare your average RR per win with your average RR per loss:
Gains bigger than losses
For example +24 / β14. Your MMR is ahead of your rank and the system expects you to climb. Keep playing: even a 50% win rate moves you up about 5 RR a game.
Gains and losses about even
For example +20 / β19. Rank and MMR have met. From here only a winning record climbs: at 55% you net about 2.5 RR a game, roughly 40 games a division.
Losses bigger than gains
For example +14 / β24. Your MMR is below your rank β often after a lucky run of wins. You need clearly more wins than losses until the numbers turn.
Huge swings both ways
Usually a fresh rank after placements or an Act start, while the game is still converging. Give it ten games before you read anything into it.
The arithmetic is simple: your average RR per game is win rate Γ gain β loss rate Γ loss, and a division is 100 RR. The RR calculator does it for you and shows the wins a promotion takes.
Rank Shields and demotion in detail
Rank Shields arrived in patch 10.01 (January 2025) to stop a single bad session dropping you out of a rank you had earned:
- Who gets them: everyone in tier 1 of a rank β Silver 1, Gold 1, Platinum 1 and so on, every rank except Radiant.
- How they work: a loss at 0 RR uses one shield, a second loss at 0 RR uses the other, and the third drops you to the rank below (Gold 1 to Silver 3, for example). Riot says no extra RR is taken for the shielded games.
- How you get them back: only by entering tier 1 again through a promotion or a demotion. Winning back from 0 to 10 RR doesn't refill them.
- What they don't cover: tiers 2 and 3. A loss at 0 RR in Gold 2 drops you to Gold 1 straight away.
- What doesn't cost one: a dodged or remade match. The Rank Details screen in the client shows how many you have left.
Things that change RR besides wins and losses
| Rule | Effect on RR |
|---|---|
| Five-stack: Everyone Ascendant 3 or lower, someone outside the normal party range | β25% RR |
| Five-stack: One or more players Immortal 1β3 | β25% RR |
| Five-stack: One or more players Radiant | β75% RR for the team β and Riot says any player below Radiant in that group cuts the potential RR by 90% |
| A new or reworked map | RR losses halved for its first two weeks in Competitive, wins paid in full (Breeze in 12.00, Summit in 13.00). |
| You lost to a confirmed cheater | The RR comes back after the cheater is banned, up to a cap per Act. |
| AFK or queue dodging over time | Riot says doing it over a prolonged period lowers your RR. |
| Confirmed rank manipulation | Since patch 13.01: RR and MMR reverted to before the boost, rewards reversed, possible suspension. |
Groups of two or three must stay within Riot's party range instead, and groups of four can't queue at all. The full party table is in our party rank restrictions guide.
What changed in 2026
- Patch 12.00 (6 January): the hidden MMR calculation was reworked to improve match quality and make matches more consistent.
- Patch 12.05 (17 March): the Immortal 2, Immortal 3 and Radiant RR lines were re-set so the leaderboards ask the same of every region; the MMR underneath didn't change.
- May developer update: Riot said matches had become less one-sided since January and acknowledged the feeling that RR losses can outweigh gains.
- Patch 13.00 (23 June): RR calculations adjusted so consistent winners feel less stuck, and on PC matchmaking now keeps each team's average rank within one sub-tier.
- Patch 13.06 (22 September): Performance Score, a 0β500 number, replaced ACS for the scoreboard and MVP. Riot presents it as a scoreboard measure; its notes don't say it feeds RR.
Climbing with help
When the numbers are right but the hours aren't, three of our services are built around RR. A rank boost is priced on 20 RR per win; tell us what your wins really pay and the price and time scale with it β 20% less at 25 RR a win, twice as much at 10. Five net wins at Gold 1 are $12.15 today, and five games with a pro teammate $13.50. Riot's rules forbid boosting, and since patch 13.01 confirmed rank manipulation is reverted and can lead to a suspension β read the safety guide first. Coaching is the option that stays inside the rules.
- Division climb: Rank Boost to any division up to Immortal 3.
- Fix the gap: Ranked Net Wins β the wins that pull a low MMR back up.
- Play it yourself: Pro Teammate in duo queue on your own account, or 1-on-1 coaching.
- Riot Games Support β Rank Rating (RR) for Iron through Ascendant Ranks (rules, RR factors, Rank Shields) Β· Rank Rating (RR) for Immortal and Radiant Ranks Β· VALORANT Competitive Mode FAQ (five-stacks, cheater RR restoration)
- Riot Games β patch notes 10.01 (Rank Shields) Β· 12.00 (MMR, Breeze) Β· 12.05 Β· 13.00 (RR, matchmaking, Summit) Β· 13.01 Β· 13.06 Β· 13.08 Β· Ask VALORANT: Rank Rating edition Β· Episode 2 Act I competitive changes (the 2021 RR ranges) Β· Playing Fair
- Sheep Esports β Riot details the future of VALORANT ranked (May 2026)
- Checked 31 October 2026.
All free tools: calculators, percentiles & season countdowns β
Common questions
How much RR do you need to rank up in VALORANT?
Why do I lose more RR than I gain?
How do Rank Shields work in VALORANT?
Does individual performance affect RR?
Ready to climb?
Rank Boost
Division by division to Immortal 3, priced with your RR per win factored in.
Ranked Net Wins
Wins at your current rank; a loss doesn't count toward the total.
Pro Teammate (Duo Queue)
Queue with a verified pro on your own account, no login shared.
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