What role MMR is
Role MMR is not a separate rating for each position but a single MMR that works together with the role queue. You pick which roles you're willing to play, the system builds the match and assigns positions, but your rating and medal are shared across all roles. Internally the client tracks your relative strength per position so matches are fairer, but that never surfaces as a separate number. Since the rating is shared, it's easier to raise your MMR on purpose — on one comfortable role.
Dota 2 has one MMR and one medal. The role affects who you're matched with and against, not a separate score — separate core/support ratings no longer exist.
How one rating works
The logic is easiest to grasp step by step:
- One MMR per profile. You have a single number and one medal; wins and losses move exactly that, whatever position you play.
- Per-role adjustments. The system separately holds your relative strength at each position so a beginner support isn't thrown in with cores of the same number.
- Valve does not publish the formula. The name of the algorithm appears in no patch note and no matchmaking update. Only one thing is observable: early on and after a break the number swings harder, because the system is not yet sure of your level.
- Matched on the whole. You're put into a match by overall MMR and role adjustments together — that's how teams end up balanced across the lanes.
If you want to understand the scoring math itself, read the guide on how MMR is calculated.
The role queue
Queuing by role solves an old pain — the fight over positions at the start of a game:
- Five positions. Core roles (1-2-3) and support roles (4-5) — before searching, you mark what you're willing to play.
- You can pick several. The more roles you mark, the faster a game is found; a narrow choice means a longer queue but your comfort position.
- Distribution without arguments. The system pre-assigns roles in the team, so the in-chat fights over mid almost disappear.
- Flexibility is rewarded. A willingness to play support shortens the wait and helps you grind games in the direction you want.
- High-demand roles. The system marks some positions as in demand. Since July 1, 2026 a solo player only needs to select at least one of them to avoid spending a Role Queue Game — previously both were required.
Which position suits you and what each role is responsible for is covered in detail in the guide on roles and positions.
What it used to be
The confusion comes from the system's history. Until the autumn of 2019 there were separate solo and party ratings. After The International 2019 they were merged, but separate Core MMR and Support MMR were introduced — you could be Divine on core and Legend on support, with different medals. This is exactly the scheme many old articles still describe.
Valve later removed the separate core/support medals and folded everything into one MMR with per-role adjustments. The patch number is the part most often quoted wrongly: this change appears in no Dota patch note at all. If a guide talks about a "separate rating for support," it's describing the outdated system.
So when reading any MMR material, check the date first: anything about separate medals per role belongs to an earlier era. Today there is one medal per profile, and how the ranks differ from Herald to Immortal is covered separately.
Common mistakes
These misconceptions get in the way of understanding your progress:
- Looking for a separate support MMR. There isn't one — the rating is shared, and you can't grind support to bypass the core medal.
- Trusting undated old guides. Descriptions of core/support medals depict a system that is long gone.
- Marking one role and expecting a fast search. A narrow choice lengthens the queue; flexibility saves time.
- Thinking support gives less MMR. The amount of change doesn't depend on the role — it's the same.

