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TFT MMR Checker

Type a summoner name and see the hidden TFT MMR behind any account.

Updated for TFT Set 17

Behind the TFT MMR Number

Riot hides TFT MMR. We rebuild it from public match data.

  • Tuned Per Server

    Diamond II on KR sits at a different MMR than Diamond II on NA. Each server has its own player pool and its own LP gains, so the checker uses Set 17 numbers for whichever server you pick.

  • Top 4 Rate Built In

    Two players at the same rank+LP can have very different real strength because matchmaking also looks at how often you finish top 4. We bake that into the MMR number, so a player on a top-4 streak shows higher MMR than their visible rank suggests, and a player tilting shows lower.

  • Set 17 Live Math

    Live Set 17: Space Gods data (patch 17.1 launched April 15, 2026, soft reset put everyone in Iron II to Silver IV). Numbers reflect this set's ladder, not last set's stale tables.

  • No Login, No Storage

    No OAuth, no Riot account connection, no email. You type a Riot ID, we return a number, nothing is stored on our side or sent to Riot.

TFT MMR vs LoL MMR

In LoL, MMR moves on wins and losses. In TFT, every game ends with a placement from 1st to 8th, and MMR moves on every spot. Top 4 is a win, bottom 4 is a loss, but a 1st and a 4th tell the system very different things even though both gain LP. That extra detail means TFT MMR moves faster than your visible rank, which is why two players in the same tier often climb at very different speeds.

LP per game depends on the gap between your MMR and your lobby average. Two Diamond II players can earn very different LP for the same 1st because their hidden MMR sits at different points inside the tier. The checker estimates that hidden number from your rank, LP, and recent top 4 rate.

Standard and Double Up have separate MMRs. Climbing in Double Up does nothing for your Solo rank, and a Diamond Standard player can sit at Silver in Double Up. Hyper Roll was the third queue until patch 14.8 in July 2025; Set 17 has two queues only. Riot hides the MMR number on purpose. If it was visible, every bottom 4 would tilt twice as hard, boosters would have a clean target to climb against, and apex players would park accounts below a tier line to dodge harder lobbies.

Same Rank, Different LP

You finish 1st and gain 14 LP. Next game you finish 1st again and gain 38. Same Diamond II rank, same lobby tier, completely different reward. Hidden MMR sits under the visible rank and tweaks every payout. Two Diamond II players running the same comp can be heading opposite ways: one underranked and earning more LP per win, the other overranked and getting squeezed back down. Until the two numbers line up, LP per game looks random even though it really isn't.

The gap closes through consistency. A player averaging top 4 in two-thirds of games sees LP gains drift up over 20-30 games as MMR catches up to where they're actually playing. Once your top 4 rate falls below 50% it flips: gains shrink, losses grow, and your rank slides down to match your MMR. The LoL MMR Checker does the same thing on win/loss data instead of placements.

What Actually Drives Your LP

Forget LP per game for a minute. Two stats decide where you are heading: top 4 rate (% of games you finish 1st through 4th) and average placement (your mean finish). Top 4 rate of 50% is the breakeven point. 55%+ means climbing, 60% is Diamond pace, 65% pre-Master, 70%+ apex. Average placement is the same idea flipped: 4.5 breakeven, below 4.0 climbing, below 3.8 is Master-level skill regardless of your visible rank. These are the two numbers matchmaking uses to set LP, which is why the checker above weighs top 4 rate into the MMR estimate.

Now the actual LP table. Base numbers get scaled by the gap between your MMR and the lobby average. Typical mid-tier ranges look like this:

1st
+35 to +45 LP
2nd
+25 to +35 LP
3rd
+15 to +25 LP
4th
+5 to +15 LP
5th
−5 to −15 LP
6th
−15 to −25 LP
7th
−25 to −35 LP
8th
−35 to −50 LP

Two hard floors Riot has published: top 4 never loses LP, minimum gain on 4th is 10; bottom 4 always loses, minimum loss on 5th is 10. No promo series, 100 LP auto-promotes with overflow carrying over.

Three things speed climbing. Stick to 2-3 comps you know, consistency beats meta-chasing. Stop after 2-3 bottom-4 finishes in a row, tilt costs more MMR than any one bad lobby. And Standard and Double Up have separate MMRs, so the wrong queue won't tank your main rank.

Written by Mark R., Grandmaster Season 8 Last reviewed May 2026

Ranked TFT in Space Gods (Set 17)

Space Gods is the live TFT set on every server right now. Here is what shaped the ladder this set: the soft reset, the provisional window, the apex tier rules, and what happened to Hyper Roll for returning players asking where it went.

APR 15 · PATCH 17.1

Set 17: Space Gods Launch

Set 17 went live on April 15, 2026 with patch 17.1, replacing Set 16: Lore & Legends. The new mechanic is Realm of the Gods, which swaps the carousel rounds for a divine-power draft. The soft MMR reset on launch pulled every account toward the middle: depending on your rank in the previous set, you started anywhere from Iron II to Silver IV. Master and above all started in Diamond IV.

APR 15 · SET 17 RULES

Provisional Matches

First five ranked games of the set are provisional. They give boosted LP up to 100 per game and apply no LP loss for bottom-four finishes, so MMR can settle fast without punishing you for a cold streak right after the reset. After game five the standard LP table kicks in.

PATCH 17.2

Master+ LP Floors

Riot kept the LP floor system from last set: you need at least 200 LP in Master to promote to Grandmaster, and at least 500 LP in Grandmaster to reach Challenger. Slot caps for both top tiers reshuffle every 24 hours per region. EUW Set 17 caps sit at Grandmaster 600 / Challenger 300.

JULY 2025 · CARRIED FORWARD

Hyper Roll Removed

Hyper Roll was pulled in patch 14.8 (July 30, 2025) at the end of Set 14: Cyber City. Game director Peter Whalen pointed to 2% of total TFT playtime as the reason. Set 17 has only Standard Ranked and Double Up. Legacy Hyper Roll ratings still show on accounts that played it before the removal, but no new games count toward anything.

ONGOING

Decay at Master+

You bank 14 days of inactivity before decay starts in Master, Grandmaster, and Challenger. Master decay is now −50 LP per inactive period (down from −250), Grandmaster −150 LP, Challenger still −250 LP. Decay does not push you out of Master or Diamond, so the worst case is dropping to 0 LP at your current tier.

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Frequently Asked
Questions

Got more questions? Feel free to contact us on Live Chat or Email!

You can't. Riot hides TFT MMR. It doesn't show in the client, the post-match screen, your profile, or your match history. The only way to see it as a number is a third-party tool like this one that rebuilds it from public match data: your rank, current LP, and top 4 rate.

Within roughly 100 MMR for active players this set. The base comes from your tier, division, and LP, which pins the number to a tight range. The top 4 rate then adds or subtracts up to 300 MMR depending on whether matchmaking is pushing you up or down. Accounts with fewer than 10 ranked games this set get the base only - 10 games isn't enough sample for the placement number to mean much.

All 15: EUW, EUNE, NA, KR, BR, LAN, LAS, OCE, JP, TR, RU, ME, SEA, TW, and VN. MMR distribution differs per region - KR and EUW run tighter LP gains because more players are stuck in mid-tier competition, NA runs looser outside the apex bracket. The checker switches to the right per-region math when you pick a server.

No. Hyper Roll was pulled in patch 14.8 on July 30, 2025, at the end of Set 14: Cyber City. Game director Peter Whalen pointed to 2% of total TFT playtime as the reason. Set 17 has two ranked queues only, Standard and Double Up. Some legacy Hyper Roll ratings still show on profiles that played it before the removal, but no new Hyper Roll games count.

No. Standard ranked and Double Up are completely separate ladders. Each has its own MMR, its own LP, and its own visible rank. A Diamond Standard player can sit at Silver in Double Up and the other way around. Soft reset between sets hits both ladders separately, and decay rules apply to each one on its own.

No, only your visible rank gets reset. At the start of every TFT set Riot pulls everyone closer to the middle of the ladder - Set 17 launched all accounts between Iron II and Silver IV no matter where they finished last set - but the hidden MMR underneath carries over and snaps back fast through the five provisional games. The only way to start with a genuinely clean MMR is a brand new account.

No. The checker reads public match-history data - the same data any TFT player can see by opening someone's profile in the in-game social menu. No login, no OAuth, nothing stored on our end, and looking up another player's TFT MMR doesn't violate the Terms of Service.

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