TFT MMR Checker

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

Updated for TFT Set 18
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Behind the TFT MMR Number

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

  • Current Set Only

    Your profile keeps a record of every set you have ever played. The checker reads only the live Set 18 entry, so an account that finished Master last set but has not queued ranked since the reset shows as unranked instead of a stale Master.

  • Top 4 Rate Built In

    Two players at the same rank and LP can be heading in opposite directions. The checker mixes your top 4 rate for the set into the number, so someone landing top 4 most games reads above their badge and someone bottoming out reads below it.

  • No Login, No Password

    No OAuth, no Riot account connection, no email. You type a Riot ID and get a number back. We never ask for a password and never touch the account itself.

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 is why two players in the same tier often climb at very different speeds.

Standard and Double Up keep separate MMRs. Climbing one does nothing for the other, and a Diamond Standard player can sit in Silver in Double Up. Those are the only two ranked queues in Set 18.

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 finishing top 4 in two thirds of their games sees LP gains drift up over 20 to 30 games as MMR catches up, and below a 50% top 4 rate it flips, gains shrink and losses grow. The nasty part is the tier floor. Riot stopped tier demotions from Iron through Master back in patch 11.22, so a Gold IV player sitting at 0 LP can keep losing without ever dropping to Silver while their MMR keeps sinking underneath the badge. That is how people end up stuck on tiny gains long after they start winning again. 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). A top 4 rate of 50% is the breakeven point, and an average placement of 4.5 is the same line seen from the other side. Anything better means your MMR is climbing, anything worse means it is sliding. They are the closest thing to hidden MMR you can actually see, which is why the checker above mixes top 4 rate into the 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

A few rules come straight from Riot's ranked FAQ. Top 4 never loses LP and bottom 4 never gains it. There are no promo series either, hitting 100 LP promotes you on the spot and the overflow carries into the next division.

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

Ranked TFT in Enchanted Wilds (Set 18)

What changed for ranked when Enchanted Wilds dropped, and the rules you climb under until Set 19.

AUG 26 · PATCH 18.1

Enchanted Wilds Replaced Space Gods

Set 18 went live with patch 18.1 on August 26, 2026. The new mechanic is Wisps, temporary single use buys that show up in every other shop and hand out combat power, XP, gold, or a risky deal. The Carousel is back too, after Space Gods swapped it out for Realm of the Gods. Space Gods stays playable for a few more patches, but its ranked ladder is done and the rewards have gone out. Riot runs each ranked set for about four months.

AUG 26 · UNREAL ENGINE

New Engine, No Ranked Changes

TFT moved off the old League engine and onto Unreal with this set. Riot deprecated the minimap and pulled pings to rebuild them as a social tool. The 18.1 notes list no LP or MMR changes for the move.

SET 18 RULES

Soft Reset and Five Provisionals

Every set Riot soft resets MMR, which pulls it a bit closer to the median. Your visible rank restarts somewhere between Iron II and Silver IV depending on where you finished last set. The first five ranked games are provisional. Bottom 4 costs no LP there and a strong finish can pay up to 100 LP, so the badge catches up fast. Standard and Double Up follow the same rules.

APEX TIERS

LP Floors at the Top

You need at least 200 LP in Master before you can take a Grandmaster slot, and at least 500 LP in Grandmaster for Challenger. Slots are handed out once a day per region. Early in a set the top tiers are not full yet, so reaching the floor is usually enough, and the real cutoff climbs above it as the ladder fills.

ONGOING

Decay Starts at Master

Decay only exists from Master up. Each ranked game you play adds one to a bank that holds up to 14, and one comes out every day. Skip a day with the bank empty and you lose 50 LP in Master, 150 in Grandmaster, or 250 in Challenger. Decay on its own never drops you below Master.

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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.

It is an estimate, since Riot never shows the real number anywhere. The base comes from your tier, division, and LP, which pins it to a tight range, and your top 4 rate across the set then adds or takes away up to 300 MMR. With fewer than 10 ranked games this set you get the base only, because the placement sample is too small to mean anything. One catch right after a set change is that anyone who finished high last set restarted low on the visible ladder, so their estimate reads low until the badge catches up.

All 15: EUW, EUNE, NA, KR, BR, LAN, LAS, OCE, JP, TR, RU, ME, SEA, TW, and VN. Pick the server the account plays on and the checker reads that server's profile.

No. Hyper Roll was pulled with patch 14.8 at the end of Set 14: Cyber City. Game director Peter Whalen said it made up around 2% of total TFT playtime. Set 18 did not bring it back, the only ranked queues are 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, and the set reset hits both ladders separately.

No, the hidden number only gets nudged. Riot soft resets MMR every set, which pulls it a bit closer to the median, while your visible rank restarts somewhere between Iron II and Silver IV depending on where you finished last set. Five provisional games with boosted LP then close most of that gap quickly. 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, no password, and looking up another player's TFT MMR doesn't violate the Terms of Service.

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