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Solo and party MMR: one rating, a different tally

Many people still think solo and party MMR are two separate numbers. In reality the rating has been shared for a long time: both solo and party games move the same number. The difference is elsewhere — how much MMR is awarded per game and who you're matched against. Let's break down why parties give less, how opponents are matched for a group and what limits apply. The principles are stable and don't depend on the patch.

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

One rating for both modes

Dota used to have separate solo and party ratings — two independent numbers. That's history now: the rating is shared, and it doesn't matter whether you play alone or in a group — the same MMR and the same medal move. The position queue was merged on the same logic — see the breakdown of role MMR. Only the size of the award and how strong the matched opponents are differ.

The one-line takeaway

MMR is shared between solo and party. A party game gives roughly a third less than a solo one, and a group is matched against stronger opponents to level out the comms advantage.

How it works

Let's lay out step by step what happens to the rating:

  1. One shared MMR is counted. Both solo and party games feed the same rating — there's no separate "party score".
  2. The award depends on the mode. A solo game changes more, a party less: that's how the system accounts for a group's team advantage.
  3. Matched by composition. The larger and stronger the group, the tougher the opponent matchmaking will pick.
  4. Confidence smooths it. The exact amount floats with how confident the system is in your rating — at the start and after a break the swings are larger.

For exactly how the award and calibration work, see the guide on how MMR is calculated.

How much you gain per game

Valve doesn't publish exact numbers, but the stable benchmark is this:

  • Solo — around 30 MMR on the old scale. Before the squish of July 31, 2026 a win or loss in the solo queue moved your rating by roughly thirty.
  • Party — around 20 MMR on the old scale. In a group the change is about a third smaller. That ratio the squish did not touch: team play is considered easier than solo at the same rating, and the tax on voice comms is still there.
  • Confidence adjustment. At the start of a season, after calibration or a long break, the amount is temporarily higher until the system is "confident" in your rating — at low MMR and in calibration a win can bring up to +40. This is covered in detail in the how MMR is calculated guide.
  • Streaks don't multiply. A win streak doesn't double the award — the myth of a win-streak bonus doesn't hold in the current system.

A note on the scale: these reference points come from before the rating squish of July 31, 2026. The whole range was folded into roughly 9,500 instead of the old 18,000 while the number of players stayed the same, so the step per game got smaller too. Valve never announced by how much, and any specific figure going around today is invented. The easiest way to learn yours is to measure it: note your rating before and after a couple of matches in a row.

The takeaway: the solo queue climbs faster "by points," but the demand on you is higher — there's no one to cover for you. For how to get the most out of it, see the guide on how to raise MMR.

Party specifics

Playing in a group changes the match conditions, not the rating — and the higher the rank, the tougher those conditions, as covered in the guide on how the ranks differ:

  • Stronger opponents. Matchmaking bakes in the comms advantage and places you against a tougher team.
  • The spread is capped. Players too far apart in rating can't form one ranked group — there's a limit on the MMR gap.
  • High rating, separate rules. Closer to Immortal the ability to play ranked parties is restricted so top games aren't broken.
  • Coordination is your plus. Voice comms and synergy genuinely help, but that's exactly what the system "taxes" with a smaller award.

If you're choosing between a solo and a duo boost, see the breakdown of solo or duo boost — same logic from the service angle.

Common mistakes

These misconceptions throw off your read on progress:

  • Looking for a separate party rating. There isn't one — all games feed a single shared MMR.
  • Expecting the same points in a party. A group win gives less — that's normal, not a bug.
  • Bringing a much higher player into the party. The rating spread is capped, and the opponent gets tougher for the whole group.
  • Believing in a win-streak bonus. A win streak doesn't increase the award in the current system.
Solothe bigger step
Partyroughly a third less
Ratingone shared MMR
Party matchingagainst stronger

Frequently asked questions

The essentials in brief.

These days it's one shared MMR. Both solo and party games move the same number and the same medal. Separate solo and party ratings existed in the past, but they were merged into a single rating long ago.

The durable part of the answer is the ratio: a party game gives roughly a third less than a solo one. The absolute numbers everybody remembers — around 30 solo and around 20 party — come from before the rating squish of July 31, 2026; after it the range narrowed and the step per game got smaller, and Valve published no new figures. On top of that the amount floats: the system accounts for how confident it is in your rating, so calibration and post-break games swing wider.

Matchmaking treats a group as coordinated and places it against stronger opponents to offset the voice-comm advantage. That's why a party win gives less MMR and the average opponent is tougher than in solo at the same rating.

Yes. There's a cap on the rating spread within a group so players too far apart in skill can't queue together. And at high rating, closer to Immortal, the ability to form ranked parties is further restricted to avoid breaking matchmaking.

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The solo queue climbs faster by points

One shared rating means you can climb solo or in a group, but solo gives more per game. Want to speed up the climb without depending on teammates — a boost takes the hard matches off your hands while you lock in the result. Not sure which format fits — message us in chat.

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