What party ranked is
Party ranked is rated games as a group of two, three or five people: a four-stack cannot take the ranked queue at all. The system tries to pit party against party so an organized team doesn't get an unfair edge over random solo players.
- Stack. Two, three or five players; ranked is closed to a four-stack.
- Matchmaking. A party meets another party where possible.
- Single rating. Group games go into the same MMR as solo.
A party isn't "easy rating" — it's fairer matchmaking against equally organized groups. Your edge comes not from the system but from coordination and comms.
Party rules
For a group to enter the ranked queue, a few conditions apply:
- Stack of 2, 3 or 5. A four-stack cannot enter the ranked queue: find a fifth or play in normal mode.
- Five versus five. A full stack only ever meets other full stacks, so its search takes noticeably longer.
- Gap up to 2500. If members' ratings differ by 2500 or more, the queue is closed.
- Single MMR. A win in a party grants the same rating as in solo.
- Solo vs solo. The system prefers to pair solos with solos and groups with groups.
If your rating differs a lot from your friends', raise it first; how to do that faster is in the guide on climbing MMR. And if the gap appeared after a recalibration, check the article on MMR seasons and recalibration.
Immortal and party
At the upper echelons of the rating, the rules for groups are stricter, and they matter most if you're aiming for the top — we cover that path in the guide on reaching Immortal:
- Rank pull-up. If a party includes an Immortal, the others' ranks are pulled up to that level.
- Only Immortal and Divine. An Immortal meets only Immortal and Divine in matchmaking.
- 8500+ no party. Players above 8500 MMR, guaranteed Immortal Draft, can't enter ranked as a group.
- Immortal Draft. From 6500+, a match becomes a draft if it contains a player above 8500.
These restrictions stop top players from "carrying" weaker ones through a party. The higher your Immortal, the less freedom you have to build mixed-rating groups.
Pros and cons
Party play is a powerful tool, but it has a flip side:
- Plus: coordination. A shared plan, ability combos, and fast decisions in fights.
- Plus: comms. Voice saves seconds on calls — that often decides a teamfight.
- Minus: enemy is a party too. You face organized teams, not random solos.
- Minus: restrictions. A large rating gap closes the ranked queue.
For coordination to work, split responsibilities in advance — the guide on roles and positions helps.
How to play in a party
A few rules so a group actually brings wins and rating. If someone ends up on an unfamiliar position when you split roles, the guide on switching roles without losing MM helps:
- Agree on roles. Who's core, who's support — before queueing, not in the draft.
- One shotcaller. One person makes the fight calls — less chaos.
- Close ratings. Build the group from players of similar level — fairer matchmaking and no queue lock.
- No toxicity. A party's main upside is mood; don't waste it on arguments.

