guide · dota 2 · behavior

Reports and Commends: how the report system works

Reports and commends are the tools the community uses to police its own atmosphere in Dota 2. Reports punish toxic players and griefers, commends raise the reputation of decent players, and AI moderation mutes for abuse right in the match. Let's break down how many reports you get, what you can report for, what commends do, and how all of it affects your matchmaking and behavior score.

Updated September 8, 2026· ~6 min read· Evergreen guide

Why reports and commends exist

These are two sides of one reputation system: one punishes toxicity and game-ruining, the other rewards decent players. Together they shape who you'll meet in future matches, and calm teammates make it noticeably easier to climb MMR.

  • Report — punishment. A signal to the system about a conduct violation.
  • Commend — reward. A positive mark for good play and communication.
  • Matchmaking impact. Reputation decides who ends up on your team.
The one-line takeaway

Reports and commends aren't "revenge and thank-you buttons" but real levers: they move the behavior score and determine the quality of your future games.

How reports work

Reports are a limited resource, not an unlimited button. The logic is this:

  1. The limit is shown in the client. The number of reports is capped, and the report window itself shows how many you have left. Valve does not publish the exact figure and changes it from patch to patch — do not trust somebody else's number.
  2. More for reputation. Players with high behavior get more reports from the system.
  3. AI moderation. Toxic chat is analyzed in real time — abuse gets you muted in-game.
  4. Accumulating signals. One report is not enough; the system reacts to consistent patterns.

If too many reports land on you, you can end up in low priority — details in the guide on low priority.

Report types

The system splits reports by type to respond to violations more precisely:

  • Toxic chat and voice. Abuse in text or the voice channel.
  • Griefing. Intentionally ruining the game: feeding, ability abuse, hindering the team.
  • Cheating. Third-party scripts and programs for an advantage.
  • Smurfing and role abuse. Playing below your level or refusing the chosen position.

The more precisely the type is chosen, the more correctly the system applies a restriction — be it a mute, low priority, or an Overwatch case, where the community itself judges cheaters and griefers.

Commends and dislike

Commends are the positive half of the system, and they're often underrated:

  • Three categories. You can commend for being friendly, teaching, and leadership.
  • More rematches. A commended player is more likely to land on your team again.
  • Dislike button. Lowers the chance of playing with an unpleasant person again.
  • Reputation growth. Regular commends gradually raise your behavior score.
Nuance

Commend teammates who genuinely helped — it not only boosts their reputation but also raises the chance of assembling a good team for you again.

How it affects you

Reputation isn't an abstraction — it directly changes your play experience, and your current standing is always visible in the Conduct Summary:

  • Teammate quality. High reputation = fewer toxic players on your team.
  • Feature access. Behavior decides ranked; the communication score decides chat, voice and commends. They are different scales, and a report hits the one the violation belongs to.
  • Restriction risk. A stream of reports leads to mutes and low priority.
  • Peace of mind. Clean conduct simply means more pleasant games.
Reportslimit shown in the report window
Typeschat, voice, grief, cheats, smurf, role abuse
AI moderationauto-mute of toxic chat
Commendsraise the chance of a rematch

Frequently asked questions

The essentials in brief.

Valve does not publish the exact figure and changes it from time to time, so check inside the game: the report window shows how many reports you have left. What does not change: there is a cap, the counter refills over time, and players with a high behavior score get more — the system trusts those who behave well themselves. The practical takeaway: a report is a limited resource, so spend it on real violations rather than on emotion after a loss.

The modern system splits reports by type: toxic text chat, toxic voice chat, griefing (intentionally ruining the game — feeding, ability abuse, hindering the team), cheating, smurfing, and role abuse. Choosing the specific type helps the system assess the violation more accurately and apply the right restrictions.

Commends are positive marks for being friendly, teaching, and leadership. They raise the chance of meeting a good player again in future matches and improve your reputation overall. Next to the commend there's also a 'dislike' button that, conversely, lowers the chance of ending up with an unpleasant player again.

Yes. Received reports lower your behavior and communication score, while commends and clean games raise it. For toxic chat, AI moderation can mute you right in the match. If you collect too many reports, you risk landing in low priority, so keeping your conduct in check is the direct path to calm matchmaking.

No. Valve tells you neither about reports filed against you nor who filed them — otherwise the system would turn into a revenge tool. Only the indirect signs are visible: if the reports stick, the number in your Conduct Summary drops, and toxic chat can get you muted mid-match. A notification arrives for the punishment — a mute or low priority — never for the report itself.

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