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.
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:
- 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.
- More for reputation. Players with high behavior get more reports from the system.
- AI moderation. Toxic chat is analyzed in real time — abuse gets you muted in-game.
- 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.
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.

