WoT Update 2.0: Matchmaker Reforged

Commanders! Battles are about to become fairer, sharper, and more engaging than ever!

With Update 2.0, we are rolling out a completely reworked matchmaking system. One that understands not just what vehicle you’re bringing to the battlefield, but how you plan to fight. Flanking in a light tank, pushing the line in a breakthrough heavy, or sniping from a distance in a TD—the new matchmaker ensures every battle is shaped for tactical depth and fairness.

This is no simple tweak. It’s an upgrade designed to reward skill, reduce frustration, and set the stage for the future of World of Tanks.

Why Matchmaking Matters

Matchmaking is more than just who you face on the battlefield; it’s one of the pillars of World of Tanks and the hidden engine that fuels every strike. A fair matchmaker ensures your vehicle and tactics matter, and both teams start with an equal shot at victory. When it works well, it creates battles full of tension, strategy, and memorable moments. When it falls short, it can feel lopsided, frustrating, or simply unfair. 

We’ve tested our new matchmaker extensively throughout the year, and the new system isn’t simply faster and smarter—it’s molded to your fight. Expect more balanced roles across teams, tighter class limits to keep battles varied, and a higher frequency of ±1 tier matches so you can shine without feeling overmatched. 

Core Feature Benefits

The matchmaker isn’t a standalone unit. It’s a coordinated operation that shapes who ends up on your team, who you’ll be facing, and how quickly you’ll get to roll out. Each factor plays a part in ensuring matches are fair, dynamic, and enjoyable.

Here is the text from the image:

Smarter Team Composition

The matchmaker balances teams by combat role as well as vehicle type.

No more armor clad breakthrough heavies on one side vs. autoloader support heavies on the other—each team now gets a fair mix of roles.

Class Limits for Tactical Variety

To keep battles dynamic and diverse, the new matchmaker enforces the following limits in the majority of battles, with hard limits on artillery:

  • Tank destroyers: maximum of five per team (six in extremely rare cases)
  • Light tanks: maximum of three per team and no more than one wheeled light tank per team
  • SPGs: maximum of three per team

Closer Tiers, Fairer Fights

Expect more ±1-tier battles, giving you tighter match-ups and reducing extreme tier spreads.

±2-tier battles remain part of the mix for flavor and an extra bit of challenge.

No More Same-Tank Armies

The new system also limits the number of identical vehicles per team.

Same tank armies will be spread more evenly across teams to avoid repetitive line-ups, ensuring varied and balanced team compositions.

Faster Matches, Smarter Queue Logic

A unified queue lets the matchmaker adapt in real time. The system aims to reduce waiting times and allows for balanced teams even during off-peak hours.

Separate battle modes (Encounter, Assault, and Grand Battles) are being retired for now, freeing up matchmaker resources previously spent on working several queues.

More Varied and Balanced Battles

  • Before Update 2.0, battles often had extreme skews in vehicle classes, sometimes featuring four light tanks or seven, eight, or even nine tank destroyers per team.
  • After Update 2.0, team compositions are more balanced. The new matchmaker enforces additional vehicle caps (for light tanks) and soft limits (for tank destroyers). Now, there’ll be no more than three LTs and no more than five TDs per team, with only about 3% of battles having six TDs per team.

Built to Evolve with You

We know change can feel uncertain, especially for our veteran commanders. Certain fun and unusual setups, like an all-TD rosters or wider tier spreads, will show up less often—and that’s by design. The main goal of the new system is to deliver a more competitive and satisfying experience for everyone. But it’s not static. We will continue closely monitoring your feedback and live data, ready to fine-tune things as needed.

 

7 thoughts on “WoT Update 2.0: Matchmaker Reforged

    1. If you play on eu1 that already had this new mm.

      The experiment doesn’t work. Terrible teams. Which is why everyone went to eu2.

      Quickybaby explained it yesterday.

      1. Yeah I noticed that I wasn’t feeling it with the game lately and tried moving to EU2, instant improvement.

        1. sadly, most ppl asked for +-1MM, so thats what we got (thank god WG didnt completely remove+-2)
          But with all the rebalance in 2.0, maybe you will feel it again 😉

          Also (didnt watch QB vid but I am a developer myself) the tests on EU1 were not 1 to 1 what we will have. They tested certain compoments, sometimes even nothing (hence there was some time ppl would get atack/assualt on EU1), sometimes mixed.

          So, give it a try when 2.0 comes out.

          I personally was fine with just the mirroring,as 3 E100 vs 3 AMX is ridiculous 😀

  1. well, the ideas do look better than status quo. it it surely not the perfect solution, but should result in better balanced teams in terms of tanks. balancing WTR (WG will not use any other player stats like WN8 etc.) between teams would be a nice bonus, but this is nowwhere near any point of development and just a sole wish …

  2. imagine playing this game without overpowered medium tanks that doesnt move at all and whole game spend on camping in last line.
    it would be beautiful that in last fw minutes of battle we have several heavies fighting neck to neck

    not like now medium campers driving like flies without head on opposite site of map.

Leave a Reply