Every Dota 2 listing leads with MMR. We measured the whole live shelf, and MMR
is the weakest thing on it:
The market is not buying your rating. It is buying an account with a history.
The shelf right now: median $44.23, the middle
half between $25.45 and
$93.64, from $4.39 to
$9,541.72 across
1 646 accounts. Only
sell under $10 and
clear $200 — a mid-market with a
long tail, and the tail is where the old accounts sit.
Most of the shelf sits in the bottom band, and that is the part that sells
cheapest. Everything above it steps up, and the top band steps up hardest —
check its listing count before you plan around it, because a thin band moves
with a single stacked account. The direction is unmistakable either way: an
account nobody could farm in a month is the expensive one.
This is why the Steam level correlates even harder than the matches do. Level,
badges, years of games on the account, the inventory that accumulated: all of it
says the same thing to a buyer — this login has a past, and a past cannot be
manufactured before the weekend.
Read the middle of that table. Across the low and middle brackets the median
barely moves — several bands share one price, and the order between them is not
even reliably ascending. The premium arrives only at the top.
So if your account is in the lower half, MMR is not your selling point and
putting it first in the title costs you the line. If it is at the top, it is the
headline.
One row deserves attention on its own: the "no MMR stated" band is usually the
cheapest on the shelf — cheaper than accounts that admit a low rating. Not
stating the number is worse than stating a bad one. Buyers price uncertainty at
a discount.
The score climbs and the price climbs with it — and then it usually falls back
at a perfect 10 000. That is not a paradox: a fresh account with no behaviour
history sits at the cap by default, so the top band mixes clean veterans with
blank smurfs.
Behaviour is a qualifier: below 6 000 it costs you buyers, above 9 000 it
stops adding. State it, keep it clean, do not expect it to carry the price.
What it is, how it moves and why buyers check it before the MMR is set out in
the behaviour score guide.
- The access type. Whether the Steam email and phone come with the account.
Dota 2 is a Steam account, and that is the whole ownership question.
- Matches, hours and the account's age. Your strongest argument, per the
table above. Write the number of matches, not just the hours.
- MMR and the medal, with calibration status.
- Behaviour score and any active ban or mute. A communication ban with a
date on it belongs in the listing, not in the chat after payment.
- The Dota inventory — arcanas, immortals, couriers, sets by name. Weak on
its own but real, and named items are read rather than counted.
- The rest of the Steam account. Games in the library, the Steam level, CS2
on the same login, trade or market bans, the region of the store. Half the
value of a high-level account is everything that is not Dota.
- Settle the Steam email and phone. The mailbox must go with the account and
the buyer must be able to change it. Steam Guard tied to your phone is the
single most common reason a handover fails halfway.
- Check the trade and market holds. A recently changed password or a newly
attached authenticator puts the account into a trade hold for days, and a
buyer who wanted the inventory has effectively not received it. Do the
security changes before you list, not between the sale and the handover.
- Disclose the bans. Communication ban, low-priority queue, a market or trade
restriction, a VAC ban on any game on the login. This is the disclosure that
decides whether the sale survives the warranty.
- Screenshot the profile, the match history and the behaviour screen. Not a
hero screen.
- Price from the tables above, not from the ceiling. The top of this shelf
— right now — is an outlier with thousands
of matches and a vault of items behind it. Match your matches band and your MMR
band, then read where those accounts sit;
the Dota 2 value calculator does it against live listings.
Valve's terms forbid transferring an account, as every publisher's do, and the
practical risk on Steam is recovery: Steam support restores an account to
whoever can prove the earliest ownership — the original email, the first payment
method, purchase history. That is why the mailbox is worth more than any arcana
on the account.
For you it means the money does not arrive on delivery. It sits in escrow while
the buyer checks the login; if he stays silent the order confirms itself after
72 hours. Then the buyer's warranty runs, and only then does the amount land on
your balance. A recovery filed inside that window is a dispute you lose. Sell
once and completely — mailbox included, your own way back in closed — and the
money is yours. The legal side, and how it differs from a ban, is in
is it legal to buy a game account.
You set the price you want to receive, and that is the amount that reaches you.
Seller commission is 0%, there is no listing fee, no monthly fee and nothing
is withheld at payout. How that compares with the 10–15% other marketplaces take
from a seller is laid out in
where to sell game accounts.
The order runs in steps: a buyer pays; you have 24 hours to deliver, and the
deadline is printed on your listing; the buyer checks; the warranty runs; the
money lands on your seller balance; you request a payout — crypto or card.
Sell your Dota 2 account prices the listing against live shelf
data and walks the handover; the seller application is the way
in. For the comparables read
how much a Dota 2 account is worth,
and for the listing itself
how to sell a game account for what it is worth.
Every figure on this page is computed from our live catalogue when the page is
served. Correlations are Spearman rank coefficients over the listings carrying
each attribute, and every table prints its sample size next to the result — read
it before you plan around a band.