Destroy the enemy mid tower
There is one tower per side. It is tougher than in normal Dota:
In 2v2 the tower has 1.5 times the 1v1 health (it was twice the 1v1 health before v0.9.3).
RULES & ABILITIES · UPDATED FOR v0.9.3
MORSO is Dota 2 on one mid lane, with a hero you pick from four and abilities you draft yourself. This page explains every rule the game adds or changes, in the order you meet them in a match. Values marked v0.9.3 are new in this patch.
01 · MATCH FLOW
Every phase has a fixed timer, and the server runs it: nobody can see the other side's choices until they are locked. The match clock starts at the horn.
In 2v2 everyone clicks TEAM A or TEAM B, or the host presses RANDOMIZE TEAMS v0.9.3. The host picks Ladder, Tournament or Unranked, and everyone presses READY.
A coin toss decides which side plays Radiant and which plays Dire.
One Strength, Agility, Intelligence and Universal hero, or Random. Your pick stays hidden.
Choose 4 of your own 15 offers and put them in the slot order you want.
Buy your starting items. Right-click sells an item back for its full price.
Heroes walk out before the horn. Fights already count: kills here score and pay bounty.
Creeps, runes and the match clock start. Day breaks.
02 · WINNING
Whichever comes first ends the match: the enemy's mid tower falls, or your side reaches the kill limit.
There is one tower per side. It is tougher than in normal Dota:
In 2v2 the tower has 1.5 times the 1v1 health (it was twice the 1v1 health before v0.9.3).
03 · HERO PICK & ABILITY DRAFT
Your hero brings its body, stats and its own innate ability. Every other ability is drafted, and your hero's normal spells and talent tree are removed.
Random picks from every hero in the game and gives a free Enchanted Mango and Faerie Fire, which cannot be sold. If the timer runs out, you get a random one of your four offers and the same two items.
Each player gets their own 15 random abilities from the pool of 516. Ultimates are allowed, and you may take up to four. Click or drag offers into your four slots, then lock.
Don't like the hand? A Mulligan deals a completely new set of 15 for 200 of your starting gold.
Locks four random abilities at once and gives you one free ability change for the match. If the timer runs out instead, empty slots are filled from your offers with no bonus.
04 · DURING THE MATCH
Your build is never final. From the night phase on, the Buy button swaps one of your four abilities for a new one, as many times as you can pay for.
The first change costs 100 gold and every paid change adds 100 to the next. Free changes cost nothing and do not raise the price.
Pick which of your four abilities goes. Only then are the offers dealt.
Take one of five new abilities, a Random one, or Discard to keep your build (the payment is not returned).
05 · ABILITY ODDS
The Buy new ability offers lean away from what you already have a lot of. The draft at the start is not affected: its 15 offers are evenly random.
Each passive you own makes every new offer 10% less likely to be a passive.
Each ultimate you own makes every new offer 20% less likely to be an ultimate.
You choose the slot before the offers are dealt, so the game already knows what leaves. If you replace a passive or an ultimate, that ability is left out of your count: swapping your only ultimate gives full ultimate odds. After you choose the slot, the shop shows the odds of that offer, for example “ultimates 40%, passives 90%”. The few ultimates that are also passives count for both rules.
06 · RIVER RUNES
Runes spawn on the two river spots. Picking one up (or bottling it) gives you its normal effect and one free Buy new ability.
A power rune appears on one random spot: Double Damage, Haste, Illusion, Invisibility, Regeneration, Arcane or Shield.
07 · GOLD & EXPERIENCE
Every hero earns more than in normal Dota, and melee heroes earn the most to make up for fighting in range of a ranged mid.
Kills, last hits, runes and Roshan all pay the bonus, and so does experience. Selling items and refunds are not earned gold.
08 · TALENTS
Every hero gets two random talents at levels 10, 15, 20 and 25 from the same ten-talent pool, and no talent appears twice. Level 25 talents are meant to change the game.
| Talent | Lvl 10 GOOD | Lvl 15 GREAT | Lvl 20 EPIC | Lvl 25 IMBA |
|---|---|---|---|---|
| Attack damage | +25 | +45 | +75 | +140 |
| Maximum health | +250 | +450 | +750 | +1400 |
| Maximum mana | +250 | +400 | +650 | +1200 |
| Armor | +5 | +8 | +12 | +22 |
| Attack speed | +30 | +50 | +80 | +150 |
| Evasion | +12% | +18% | +25% | +40% |
| Magic resistance | +10% | +15% | +22% | +35% |
| Spell amplification | +8% | +12% | +18% | +30% |
| Movement speed | +25 | +35 | +55 | +100 |
| Gold per minute | +80 | +140 | +220 | +400 |
09 · THE MAP
One lane through the central island, six creep camps, two Ancient camps, a Lotus Pool and a Secret Shop. Two neutral objectives are worth fighting for.

One Roshan with half of Dota's effective health: every hit on him does double damage. He drops the Aegis and Aghanim's Blessing, and he never respawns.

Guards Aghanim's Shard in the mist at the bottom right. It attacks heroes within 650 range, burns 32 mana per hit, heals for 20% of its attack damage and may split into short-lived copies (at most six). It drops Aghanim's Shard when it dies.
10 · CHANGED ABILITIES
Most abilities work exactly as in Dota 7.41f. These are the ones MORSO changes so they work on any hero, or so they stay fair in a duel.
All chances are half of Dota's: ×2 37.5%, ×3 15%, ×4 7.5%, and 1% more per 32 Strength. It also repeats point and no-target spells, ultimates included. It never repeats passives, toggles, channels, items or spells that move or hide the caster.
Rearm is Reharm: casting it also costs health equal to its mana cost. It can never kill you; health stops at 1.
A draftable ability of its own instead of a free extra with Rearm. It levels itself at hero levels 1, 6 and 12.
Works on any hero. You get one copy per ability level, and the group shares one life: lethal damage to a copy kills your hero (one kill for the enemy), and the copies return with full health when you respawn.
Always gives its barrier for each enemy hero hit, also on heroes where Dota's own barrier fails to appear.
Two separate ultimates that are drafted one at a time.
Comes without Blur: drafted abilities never bring another hero's innate ability.
Work on any hero and are cleaned up properly when you buy a different ability in their place.
Illusions of a hero carry that hero's drafted abilities and talents, not the hero's original spells.
Golems, wards, Familiars, Treants, Spiderlings, Eidolons and other summons die when you replace the ability that made them.
Release, return and stop buttons (Illusory Orb's Jaunt, Sun Ray's stop, Ice Blast's release…) come with their ability and do not use a slot.
11 · TEAM GAMES
Choose the 2v2 map in the Arcade. Everything above applies, with these differences.
| 1v1 | 2v2 | |
|---|---|---|
| Kills to win | 2 | 4 team kills |
| Mid tower health | 1.5 × Dota | 2.25 × Dota v0.9.3 |
| Teams | — | Players pick TEAM A or B, or the host presses RANDOMIZE TEAMS v0.9.3; a Dota party plays on the same team |
| Chat | Team select and lobby chat | Chat already on the team select screen v0.9.3, then ALL and TEAM channels; team chat stays open through the draft |
| Your teammate | — | You see their abilities live in the draft and both heroes in strategy |
| A player leaves | The other player wins | The match continues 2 against 1 |
| Ladder | Same MMR for both modes; Ladder and Tournament need full teams, Unranked allows uneven teams | |
12 · MODES, MMR & LEAVING
The lobby host chooses the mode before READY. The match itself is the same in every mode; only what is checked and recorded changes.
| Unranked | Ladder | Tournament | |
|---|---|---|---|
| Changes MMR | No | Yes | Ranked tournaments only |
| Steam link needed | No | Every player | Every player |
| Full teams | No | Yes | Exactly the series' players |
| Cheats enabled v0.9.3 | Allowed | Cannot start | Cannot start |
| Ping limit | None | 200 ms for everyone | 200 ms in ranked tournaments |
| How it starts | READY | Each player's game joins and confirms the match | The host enters the series code from morsomid.com |
Everyone starts at 1000. A win against a stronger player is worth more (Elo). The change is up to 40 while either player has fewer than 10 rated matches, then up to 24, and always at least 1. In 2v2 each player is rated against the opposing team's average MMR.
Matches shorter than 2 minutes, games between players on the same network and games without every player Steam-linked are recorded without changing MMR. After 3 rated matches against the same opponent in 7 days, further results count half.
Two minutes disconnected counts as leaving. In 1v1 the leaver loses; in 2v2 the match goes on 2v1. The leaver loses 25 extra MMR, and leaving again within 7 days adds a Ladder cooldown.
Rank medals go from Creep to Mad Moon in five divisions each; the leaderboard lists Steam-linked players with at least 3 rated matches against 2 different opponents. Season 0 ends on 31 December 2026, when MMR returns to 1000 (seasons). More detail: how results are checked, how MMR changes and leaving a match.
13 · FAIR PLAY
Hacking, cheating, exploiting bugs or arranging results can lead to a ban from MORSO or removal from the leaderboard. A Ladder or Tournament game cannot start in a lobby with cheats enabled v0.9.3, and cheats switched on during a rated match are logged in its match summary. A moderation ban blocks every mode, Unranked included; departure cooldowns only block Ladder. You can report a player or a team from the match review in game or from your match history.
This page follows the game's own code for v0.9.3. Found something that doesn't match? Tell me by email. All changes per patch: full changelog.