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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 June 3, 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. 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 solo game gives around 30, a party around 20, 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. Glicko smooths it. The exact amount floats with confidence 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. A win or loss in the solo queue changes your rating by roughly thirty.
  • Party — around 20 MMR. In a group the change is smaller: team play is considered easier than solo at the same rating.
  • Glicko 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.
  • 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.

The takeaway: the solo queue climbs faster "by points," but the demand on you is higher — there's no one to cover for you.

Party specifics

Playing in a group changes the match conditions, not the rating:

  • 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.
Soloaround ±30 per game
Partyaround ±20 per game
Ratingone shared MMR
Party matchingagainst stronger

FAQ

Are solo and party MMR separate ratings?

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.

How much MMR do you gain per win?

The rough benchmark is around 30 per solo game and around 20 per party game. The exact amount floats: the Glicko system accounts for confidence in your rating, so during early calibration and after a long break the swings are bigger, while a stable player's are smoother.

Why is party play harder?

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.

Are there rating limits on parties?

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.

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.