Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
09:41
Next rank update
Same player search as the ladder
How ranks move

Rank is not account level. Rank is not just time played. It reacts to match impact: combat, objectives, support, EV/C4, defuses, objective stops and win pressure.

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
stik
RESTITUTION PAID — +33 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +33 RR on Jul 7, 2026 01:20 UTC. Games poisoned by cheaters can never count against anyone here.
Gold III
👑 Contract Crown / 3 won
Contract Crown2026-07-11 Contract Crown2026-06-23 Contract Crown2026-06-21
SEASON I REWARD
Gold II
Gold II
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

stik1533 Skill RR

👑 Contract reward active - included in your Skill RR

Gold III

Active SignalLive rank slot held / state file ? 2h ago
☣ Hazard pay2 RR lifetime / the system pays the mercs who endure a quarantined contract
1533Skill RR
#175Board position
Signal heldField state
39 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
48/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-2 Skill RR
BASE SKILL RR1536
PRESSURE BUDGET±38 RR
VISIBLE PREVIEW1534
Field Closer x 2

Recent eligible matches sit slightly below expected field pressure.

48Current gauge
50Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Loss Loss Loss Won Won Won Loss Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want stik near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also enough fight pressure to make space when the team needs it. There is team value here when the good moments also bring more fight pressure and support value.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
2 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_castle · Objective · Late Game
Maplast saved
obj_castle
Objective · Late Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1452
avg Skill RR 1452
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
69 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#175
Skill rating signal
Gold III
1533Gold III · Skill RR
Gold III → Gold II66%
25 RR to Gold II39 RR above floor
2146Peak form
1664All-time peak
1536Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE+7 last 6
2 positive · 4 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapElite
+613 gap
Standing moveSkill scale
+1
Rank pressureField opened
Field opened +8 RR
Idle field shiftoffline
+5
Player DNAStable read
stik gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. More fight pressure near the team would make those useful minutes much more dangerous. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 18 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:30:19 UTC
NEXT SCAN 09:41
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #175 stik 1533 RR · CONTACT #177 CLOSURE +95/DAY — INTERCEPT ~1D · FORM STABLE — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -8.2 RR/UPDATE · PEAK FORM 2146 ON RECORD · LADDER PRESSURE LOW 20/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
stik
Gold III · Objective Stopper
#175BOARD POS
RR 1533PEAK 2146STATE STABLECONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
Threat ClosingSEV-1#177 ibuprofreno gained +95 RR today, 6 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -8.2 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Form HoldingCLEAR2 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2146Peak form
1664All-time peak
1536Ladder track
+39RR above floor
1533Gold III · Skill RR66% TO GOLD II
Gold III → Gold II66% · 25 RR needed
REACTOR PULSE · FORM LAST 6STABLE +7
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1583 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-19-407 updates0
2026-07-17-04-403 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
+7STABLE
Form Engine
net RR across last 6
+613peak form gap +1standing move +5idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
68
Objective
64
Support
31
Combat
28
97.2season KPH 89profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:30] > SCAN CYCLE 2330 COMPLETE — 565 contacts indexed
[23:30] > RATING SIGNAL LOCKED: 1533 RR · GOLD III · BOARD #175
[23:30] > LEAK SCAN: COMBAT PRESSURE below target — drain -8.2 RR/update
[23:30] > THREAT TRACK: contact #177 closure +95/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
stik gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. More fight pressure near the team would make those useful minutes much more dangerous. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 18 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 21.6 vs 75/h target · weight 20%
-8.2RR / update
Support actionsavg 11.6 vs 18/h target · weight 20%
-5.6RR / update
Kills per houravg 104.5 vs 152/h target · weight 20%
-3.4RR / update
Objective actionsavg 15.5 vs 17/h target · weight 20%
-1.4RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.3RR / update
Objective stops / C4 pressureavg 29.7 vs 13/h target · weight 20%
+6.5RR / update
Fix Simulator · Counterfactual
Average scored update right now+6.8 RR
Hit Combat pressure target — nothing else changes+15.3 RR / update
Hit Combat pressure + Support actions targets+22.4 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h+67 net
Your games
+67
Field drift
0
10 scored updates in window
72h+168 net
Your games
+168
Field drift
0
19 scored updates in window
7d+162 net
Your games
+162
Field drift
0
40 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 8%RR
Top 24%Combat
Top 16%Objective
Top 47%Support
Top 19%KPH
Objective Stops100/100
KPH68/100
Objective64/100
Support31/100
Combat28/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-1 impact)
⬢ LEVEL HELD BADGE Gold III TAPE SAYS Elite
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
Parity. Parity is a tie, and a tie is a loss wearing a polite hat. Next session, we take the hat OFF. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. You are ONE good night from Gold II. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Clutch stops▲ High41.1 / 13 clutch/h target
Objective Leaks
Frag pressure▼ Major6.5 / 75 combat/h target
Team support▼ Major6.5 / 18 support/h target
Kill pace▼ Medium97.8 / 152 KPH target
Field Orders
Frag pressureTARGET6.5 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Team supportTARGET6.5 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill paceTARGET97.8 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That was close to fine, but close to fine does not climb fast. Put more work near obj next game. Next game: take cleaner fights with the wave. Do not isolate yourself; trade where the team can use the kill. Coach order: open the push, then help it walk through.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-17-21:40 / -1 game impact
Coach
LEVEL HELD
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIIGold III
The tape saysEliteElite
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
Fast climb order
Parity. Parity is a tie, and a tie is a loss wearing a polite hat. Next session, we take the hat OFF. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. You are ONE good night from Gold II. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
FIRE SUPPORTjudged by your class bar
FILE 040 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksNew sweater tonight. Fine. I am freezing the old order until you wear that jersey again - earn THIS role on its own tape.And before you argue with the board: the best SUPPORT in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
SUPPORT
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.26
CLASS BAR 1.00
OBJECTIVE
Franchise-player territory. I said what I said.
1.53
CLASS BAR 1.00
The drill // next sessionI am not asking. Your ammo packs win fights you never see. Rain them on the frontline like it is payday.
CASTLELOST
327 damage a minute out, 265 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SKYHAMMER
IN YOUR SQUAD EVERY RECENT GAME
Ammo packs are your love language — a direct hit even trims a teammate's cooldowns. Nobody near you runs dry, ever.
FILM ROOM // CASTLE
Castle is utility country: the team that throws first, walks first. Save nothing — a grenade in your pocket at respawn is a grenade wasted.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ High
41.1 / 13 clutch/h target
2 positive +7 last 6

Objective leaks

Frag pressure▼ Major
6.5 / 75 combat/h target
Team support▼ Major
6.5 / 18 support/h target
Kill pace▼ Medium
97.8 / 152 KPH target
4 negative 0.994 vs 1.003

Field orders

Frag pressuretarget
6.5 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
6.5 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill pacetarget
97.8 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
This bracket eats passengers. I expected a driver. Take the fight, take the space, take the round — in that order, every shift.
What your last games gave me
Perfect tape. PERFECT. The other team's coach should retire. I almost retired, and I am on YOUR side — out of pure satisfaction.
How fast this can move you
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 21.6 vs 75/h target · weight 20%
-8.2RR / update
Support actionsavg 11.6 vs 18/h target · weight 20%
-5.6RR / update
Kills per houravg 104.5 vs 152/h target · weight 20%
-3.4RR / update
Objective actionsavg 15.5 vs 17/h target · weight 20%
-1.4RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.3RR / update
Objective stops / C4 pressureavg 29.7 vs 13/h target · weight 20%
+6.5RR / update
Fix simulator
Average scored update right now+6.8 RR
Hit Combat pressure target — nothing else changes+15.3 RR / update
Hit Combat pressure + Support actions targets+22.4 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h+67 net
Your games+67
Field drift0
10 scored updates in window
72h+168 net
Your games+168
Field drift0
19 scored updates in window
7d+162 net
Your games+162
Field drift0
40 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 3 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-19-407 updates0
2026-07-17-04-403 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 24%Combat
Top 16%Objective
Top 47%Support
Top 19%KPH
Objective Stops100/100
KPH68/100
Objective64/100
Support31/100
Combat28/100
Personal intelligence / weekly compile

Loadout DNA // stik

Signature mercs, exact functional cards, map habits and the smallest useful next test. Personal history stays personal; field options use separate completed-match evidence.

Strong personal record
223completed proof matches
10maps in personal file
Objectivedominant field lane
IMPROVINGlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried SKYHAMMER / T61 loadout card
SKYHAMMER / T61Fire Support

65 completed matches / 64.6% observed result

Signature 2 FLETCHER / BL33 loadout card
FLETCHER / BL33Engineer

53 completed matches / 56.6% observed result

Signature 3 FLETCHER / BL32 loadout card
FLETCHER / BL32Engineer

52 completed matches / 71.2% observed result

Signature 4 FLETCHER / BL63 loadout card
FLETCHER / BL63Engineer

34 completed matches / 55.9% observed result

Role DNA
Combat
68
Objective
91
Support
27
Precision
66
Pressure
73
Compared with tracked ranked playersSTRONG evidence
02 / controlled test

Next field order

One change at a time. No random merc swap and no claim that an association guarantees a win.

Current FLETCHER / BL33 loadout card
FLETCHER / BL33Engineer
Test FLETCHER / BL32 loadout card
FLETCHER / BL32Engineer
Keep FLETCHER. Change one card.

This is a controlled same-merc test: your movement and ability rhythm stay familiar while the weapon and augment package changes.

53 completed matches / 56.6% observed result 5,769 completed carries / 1,801 players Personally confirmed field test
03 / map files

Your map dossier

Your observed card stays visible beside archive leads. Archive context explains history; it does not replace the current-build order above.

Whitechapel41 personal / 58.5% observed
SKYHAMMER / T61 loadout card
Your observed cardSKYHAMMER / T61

15 completed matches / 60.0% observed result

SKYHAMMER / M43 loadout card
Archive same-merc leadSKYHAMMER / M43

394 archive carries / 356 players / 51.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle37 personal / 70.3% observed
FLETCHER / BL33 loadout card
Your observed cardFLETCHER / BL33

13 completed matches / 84.6% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground36 personal / 47.2% observed
FLETCHER / BL33 loadout card
Your observed cardFLETCHER / BL33

11 completed matches / 72.7% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge30 personal / 60.0% observed
SKYHAMMER / T61 loadout card
Your observed cardSKYHAMMER / T61

13 completed matches / 76.9% observed result

SKYHAMMER / B92 loadout card
Archive same-merc leadSKYHAMMER / B92

760 archive carries / 500 players / 49.5% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Trainyard21 personal / 61.9% observed
FLETCHER / BL32 loadout card
Your observed cardFLETCHER / BL32

7 completed matches / 100.0% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard19 personal / 57.9% observed
SKYHAMMER / T61 loadout card
Your observed cardSKYHAMMER / T61

7 completed matches / 71.4% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

04 / whole kit

Deck and squad links

The complete three-card deck is descriptive. Squad links are repeated associations, not a winner prediction.

AURA / R81 loadout card
AURA / R81
FLETCHER / BL32 loadout card
FLETCHER / BL32
SKYHAMMER / M92 loadout card
SKYHAMMER / M92
Signature deck

11 completed matches / 54.5% observed result

These three cards were carried in the same completed match. It describes the kit; it does not claim every card caused the result.

Most Objective x10 / FLETCHER / BL33Most Objective x8 / FLETCHER / BL32Most Objective x4 / PROXY / KE21Most Deployables x3 / SKYHAMMER / T61

Signature lanes show the player's observed card art. Every proposed change uses the owner-selected current three-augment representative for that exact merc and loadout code. Skin color never changes the evidence or recommendation.

Open full Merc Value Guide

Skill movement + performance history

1466Skill RR
-1Skill RR delta
1474Peak Skill RR shown
72Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 10 scored games ? 114 valid updates
2026-07-17-21:40-1 performance
Activity: 9.2 min / 15 K / 10 A / 0 W
Score: actual 0.994 vs expected 1.003 / margin -0.009
Show exact performance breakdown
0.994Actual score
1.003Expected score
-0.009Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.14
OBJECTIVE1.53
SUPPORT0.26
PRESSURE1.00
ground truth 0.98 vs legacy read 0.82 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-21:20-15 performance
Activity: 22.8 min / 23 K / 22 A / 1 W
Score: actual 0.722 vs expected 0.964 / margin -0.242
Show exact performance breakdown
0.722Actual score
0.964Expected score
-0.242Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 61% / ENGINEER 39%engine weight 90%
COMBAT0.78
OBJECTIVE1.10
SUPPORT0.40
PRESSURE0.50
ground truth 0.75 vs legacy read 0.65 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-21-00+25 performance
Activity: 10.5 min / 17 K / 18 A / 3 W
Score: actual 1.412 vs expected 0.999 / margin 0.413
Show exact performance breakdown
1.412Actual score
0.999Expected score
0.413Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.33
OBJECTIVE0.38
SUPPORT2.00
PRESSURE1.25
ground truth 1.42 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:40-7 performance
Activity: 16.5 min / 19 K / 16 A / 1 W
Score: actual 0.841 vs expected 0.953 / margin -0.112
Show exact performance breakdown
0.841Actual score
0.953Expected score
-0.112Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 61% / ASSAULT 39%engine weight 90%
COMBAT0.92
OBJECTIVE1.44
SUPPORT0.32
PRESSURE0.65
ground truth 0.88 vs legacy read 0.31 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-20:20+13 performance
Activity: 9.2 min / 18 K / 18 A / 0 W
Score: actual 1.168 vs expected 0.951 / margin 0.217
Show exact performance breakdown
1.168Actual score
0.951Expected score
0.217Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.46
OBJECTIVE1.20
SUPPORT0.06
PRESSURE1.26
ground truth 1.21 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20-00-8 performance
Activity: 18.3 min / 37 K / 10 A / 2 W
Score: actual 0.958 vs expected 1.095 / margin -0.136
Show exact performance breakdown
0.958Actual score
1.095Expected score
-0.136Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 66% / ASSAULT 34%engine weight 90%
COMBAT1.11
OBJECTIVE0.93
SUPPORT0.17
PRESSURE1.13
ground truth 0.95 vs legacy read 0.71 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-19:40-1 performance
Activity: 7.2 min / 13 K / 1 A / 1 W
Score: actual 0.998 vs expected 1.017 / margin -0.019
Show exact performance breakdown
0.998Actual score
1.017Expected score
-0.019Margin
61K-factor
2026-07-17-05:20+33 performance
Activity: 11.9 min / 28 K / 12 A / 5 W
Score: actual 1.448 vs expected 0.906 / margin 0.542
Show exact performance breakdown
1.448Actual score
0.906Expected score
0.542Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 55% / ASSAULT 45%engine weight 90%
COMBAT1.56
OBJECTIVE1.34
SUPPORT0.90
PRESSURE1.10
ground truth 1.43 vs legacy read 1.09 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-05-00+33 performance
Activity: 14.1 min / 35 K / 18 A / 0 W
Score: actual 1.485 vs expected 0.94 / margin 0.545
Show exact performance breakdown
1.485Actual score
0.94Expected score
0.545Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.58
OBJECTIVE1.83
SUPPORT0.79
PRESSURE1.16
ground truth 1.45 vs legacy read 1.13 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-04:40-5 performance
Activity: 20.5 min / 28 K / 24 A / 4 W
Score: actual 0.854 vs expected 0.932 / margin -0.078
Show exact performance breakdown
0.854Actual score
0.932Expected score
-0.078Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.94
OBJECTIVE1.00
SUPPORT0.20
PRESSURE0.86
ground truth 0.86 vs legacy read 0.58 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold III / Skill RR 1466 / 0 RR
Position 180 / Objective Stopper / KPH 89.03 / Performance 0 / Field shift +1 / Ladder track 1536
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold III / Skill RR 1466 / 0 RR
Position 179 / Objective Stopper / KPH 89.03 / Performance 0 / Field shift +1 / Ladder track 1536
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold III / Skill RR 1466 / 0 RR
Position 179 / Objective Stopper / KPH 89.03 / Performance 0 / Field shift +1 / Ladder track 1536
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
HELD Gold III / Skill RR 1466 / -1 RR
Position 177 / Objective Stopper / KPH 89.03 / Performance 0 / Field shift 0 / Ladder track 1536
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-00
FIELD SHIFT Gold III / Skill RR 1467 / 0 RR
Position 177 / Objective Stopper / KPH 89.03 / Performance 0 / Field shift +2 / Ladder track 1536
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
MATCH IMPACT Gold III / Skill RR 1467 / +1 RR
Position 179 / Objective Stopper / KPH 89.03 / Performance -1 / Field shift +2 / Ladder track 1536
  • -1 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Combat pressure, Support actions and Kills per hour. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.994Actual score
1.003Expected score
-0.009Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.14
OBJECTIVE1.53
SUPPORT0.26
PRESSURE1.00
ground truth 0.98 vs legacy read 0.82 · 2 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 6.3 delta / Stop score / hour 41.1
Score: 2 / Weight: 20% / Impact: +0.199
Combat pressurePulled RR down
Measured: 1 delta / Combat score / hour 6.5
Score: 0.087 / Weight: 19.5% / Impact: -0.179
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 6.5
Score: 0.362 / Weight: 20% / Impact: -0.128
Kills per hourPulled RR down
Measured: 15 kills / Kills / hour 97.8
Score: 0.644 / Weight: 19.5% / Impact: -0.07
Verified public data bonusPushed RR up
Measured: measured accuracy 36% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Objective actionsNeutral
Measured: 2.5 delta / Objective score / hour 16.3
Score: 0.959 / Weight: 20% / Impact: -0.009
2026-07-17-21-20
MATCH IMPACT Gold III / Skill RR 1466 / -6 RR
Position 179 / Objective Stopper / KPH 89.03 / Performance -15 / Field shift +1 / Ladder track 1537
  • -15 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Combat pressure, Support actions and Kills per hour. Positive signals from Objective actions reduced the loss.
Show exact performance breakdown
0.722Actual score
0.964Expected score
-0.242Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 61% / ENGINEER 39%engine weight 90%
COMBAT0.78
OBJECTIVE1.10
SUPPORT0.40
PRESSURE0.50
ground truth 0.75 vs legacy read 0.65 · 2 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 1.3 delta / Combat score / hour 3.4
Score: 0.046 / Weight: 19.5% / Impact: -0.179
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 5.3
Score: 0.293 / Weight: 20% / Impact: -0.134
Objective actionsPushed RR up
Measured: 10.5 delta / Objective score / hour 27.7
Score: 1.628 / Weight: 20% / Impact: +0.133
Kills per hourPulled RR down
Measured: 23 kills / Kills / hour 60.6
Score: 0.399 / Weight: 19.5% / Impact: -0.11
Objective stops / C4 pressurePulled RR down
Measured: 4 delta / Stop score / hour 10.5
Score: 0.811 / Weight: 20% / Impact: -0.031
Win resultNeutral
Measured: 1-2 / Win ratio 33%
Score: 0.556 / Weight: 1% / Impact: -0.001
2026-07-17-21-00
MATCH IMPACT Gold III / Skill RR 1472 / +6 RR
Position 174 / Objective Stopper / KPH 89.05 / Performance +25 / Field shift +2 / Ladder track 1552
  • +25 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions, Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Objective actions, Kills per hour and Combat pressure.
Show exact performance breakdown
1.412Actual score
0.999Expected score
0.413Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.33
OBJECTIVE0.38
SUPPORT2.00
PRESSURE1.25
ground truth 1.42 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.2
Support actionsPushed RR up
Measured: 10.4 delta / Support score / hour 59.4
Score: 2 / Weight: 20% / Impact: +0.2
Objective stops / C4 pressurePushed RR up
Measured: 7.5 delta / Stop score / hour 42.9
Score: 2 / Weight: 20% / Impact: +0.2
Kills per hourPulled RR down
Measured: 17 kills / Kills / hour 97.1
Score: 0.639 / Weight: 19.5% / Impact: -0.07
Combat pressurePulled RR down
Measured: 11.6 delta / Combat score / hour 66.3
Score: 0.884 / Weight: 19.5% / Impact: -0.022
Verified public data bonusPushed RR up
Measured: measured accuracy 30% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-07-17-20-40
MATCH IMPACT Gold III / Skill RR 1466 / -1 RR
Position 181 / Objective Stopper / KPH 89.05 / Performance -7 / Field shift +1 / Ladder track 1527
  • -7 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Combat pressure and Objective stops / C4 pressure. Positive signals from Verified public data bonus reduced the loss.
Show exact performance breakdown
0.841Actual score
0.953Expected score
-0.112Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 61% / ASSAULT 39%engine weight 90%
COMBAT0.92
OBJECTIVE1.44
SUPPORT0.32
PRESSURE0.65
ground truth 0.88 vs legacy read 0.31 · 2 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.191
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.186
Objective stops / C4 pressurePulled RR down
Measured: 1.5 delta / Stop score / hour 5.5
Score: 0.421 / Weight: 20% / Impact: -0.106
Kills per hourPulled RR down
Measured: 19 kills / Kills / hour 69.3
Score: 0.456 / Weight: 19.5% / Impact: -0.097
Support actionsPulled RR down
Measured: 3 delta / Support score / hour 10.9
Score: 0.608 / Weight: 20% / Impact: -0.069
Verified public data bonusPushed RR up
Measured: fought a +92 CMR field, measured accuracy 33% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-07-17-20-20
MATCH IMPACT Gold III / Skill RR 1467 / +1 RR
Position 178 / Objective Stopper / KPH 89.06 / Performance +13 / Field shift +1 / Ladder track 1534
  • +13 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Support actions.
Show exact performance breakdown
1.168Actual score
0.951Expected score
0.217Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.46
OBJECTIVE1.20
SUPPORT0.06
PRESSURE1.26
ground truth 1.21 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.19
Combat pressurePulled RR down
Measured: 1 delta / Combat score / hour 6.6
Score: 0.087 / Weight: 19.5% / Impact: -0.168
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 6.6
Score: 0.364 / Weight: 20% / Impact: -0.117
Kills per hourPulled RR down
Measured: 18 kills / Kills / hour 118
Score: 0.777 / Weight: 19.5% / Impact: -0.034
Verified public data bonusPushed RR up
Measured: fought a +92 CMR field, measured accuracy 30%, heavy measured damage output / Public K/D / win-loss confidence +0.022 score
Score: 0.022 / Weight: bonus% / Impact: +0.022
Objective stops / C4 pressureNeutral
Measured: 2 delta / Stop score / hour 13.1
Score: 1.009 / Weight: 20% / Impact: +0.012
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

DBRanked is an independent, fan-built competitive ladder for Dirty Bomb — built, run, and funded by one merc from the community. It is not affiliated with Splash Damage. The game stopped being maintained; the field didn't. This board exists so the mercs still fighting have a ladder worth fighting on.

Do I need to install anything?

No. Nothing to install, nothing to run, nothing to connect. DBRanked never touches your machine, your game, or your account — it reads publicly available match telemetry and nothing else. If a site claiming to be us ever asks you to install something, it isn't us.

Does DBRanked affect my in-game stats or account?

Never. The system is read-only by design. It cannot modify, touch, or interfere with anything in the game — it only watches and ranks.

How is this different from DBStats?

DBStats shows lifetime raw numbers. DBRanked is the competitive layer built on top of the living field: monthly seasons, placement, ranks, signal rules, a board that responds every 20 minutes. One is an archive. This is a ladder.

How do I get on the ladder?

Play. There is no signup, no registration, no application. The engine discovers active mercs on its own and opens a dossier automatically. Fight scored games and the system finds you.

Is Dirty Bomb even still alive?

Alive enough to fight on. Quieter than the old days — but the mercs still here are the ones who never stopped loving this game, and now there's a live ladder under them. The board fills with one kind of player: the ones who came back. Be one of them.

The ladder just opened. Does being early matter?

More than it will again. Right now the top of the board is being claimed for the first time, by whoever shows up and fights for it. Give it a season and those slots are defended by mercs with the deepest proven records on the field. Founding names are remembered — and there's exactly one window to become one.

I haven't played in years. Do I grind up from the bottom?

No. The first time the system scores you, it reads your full lifetime field record and places you from it — you don't start at the floor, you start where your history says you stand, then prove it from there. The years you already put in aren't gone. They're your opening position.

Can someone take my place on the board?

Always. The board shows the mercs directly above and below you — the ones hunting your slot and the ones you're hunting. They don't wait. Every 20-minute update you sit out is another window someone else spends proving into your space. Rank here is held, not owned.

Does any of this last, or does it reset?

Ranks reset each season. The record doesn't. What you do is written into your dossier permanently, and the rare command citations the system issues for exceptional records never expire, can't be bought, and can't be requested. Seasons end. What you proved on the field stays on file.

What stops cheaters from ruining it?

The system watches for play that doesn't add up, and command reviews the evidence before anything is final. Confirmed cheaters aren't quietly deleted — they're quarantined and left on the board as a marked warning. The field remembers who fought fair. It remembers who didn't, too.

Why chase a rank in a game this old?

Because nobody hands it to you. No clan to carry you, no queue luck to thank, no shop to buy your way up. Every point on this board is something a merc earned with their own hands, in a game the rest of the world wrote off. That's exactly what makes it worth holding.

I changed my in-game name — do I lose my rank?

No. Your dossier follows your contract, not your name. Rename as often as you like; the system already knows who you are.

Can a fresh account just smurf to the top?

Fresh contracts are profiled like everyone else — and the engine pays particular attention to accounts whose play doesn't match their age. Placement gates visibility, and the field has long memory. Climb honestly; it's faster.

Can rank be bought, requested, or gifted?

No. Nothing on DBRanked is purchasable — not rank, not RR, not honors. The rare command citations that exist are written by the system and signed by command. They cannot be requested, and asking for one is the most reliable way to never receive it.

Who decides the rules? Can they change?

Command does, and yes — the ladder is alive and its laws evolve with the field. Every rule change ships publicly in System Updates. What never changes: the base RR formula isn't for sale, isn't negotiable, and applies to everyone equally.

Can I remove my profile from DBRanked?

Yes. The ladder ranks the public field, but the field is made of people. If you want your dossier removed, write to command at info@dbranked.com and it will be handled — no forms, no fight.

How season rank works

Every monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

Skill RR is the player's live season rank score. It decides the public tier, promotion distance, danger zone, and leaderboard order. Higher Skill RR means the player is holding a stronger place in the active season field.

How do I climb?

Climbing means your games create more useful team value than the players fighting for the same rank space. Useful value is not only kills. Dirty Bomb rewards rounds: combat pressure, obj work, support, stops, wins, trades, revives, plants, defuses, EV/C4 work, and pressure that helps the team move or hold the objective. Every match is weighed on its own now - a hard push for the team lifts you, and a game spent coasting or padding stats without helping the round pulls you down just as plainly. Play for the win, not the scoreboard.

What is Impact?

Impact is what your own latest scored game did for the rank. Positive impact means your game gave the rank useful value. Negative impact means the game left value on the table. A zero impact row usually means the player did not create a new personal scored movement in that 20-minute update.

Why can Skill RR move when I did not play?

The board is live. Other players are fighting for the same rank space. If they move around you, your Skill RR can open slightly or get pushed slightly even while your own game stats stay the same. This is field movement, not your own valid scored update.

What is Last 6 games?

Last 6 games is short recent form from the player's last active scored games. Idle update windows do not count. It shows whether the player is heating up, holding, or under pressure in real play.

What is Rank pressure?

Rank pressure is the fight for space on the ladder. "Others pushed -12 RR" means nearby players made the rank space harder during the recent active window. "Field opened +8 RR" means the ranked field moved in the player's favor.

What is Idle field shift?

Idle field shift is movement that happened while the player had no new scored game. It is not the player's own performance. It does not keep Active Signal alive, does not start Rank at Risk, and does not count as proof.

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

Rank at Risk starts when a Lost Signal player returns with a valid scored update. A 7-day proof window opens. The player needs at least 2 valid scored updates, but can play more. If they reach 6 valid scored updates, proof can finish early. The new live rank is based on last proven RR corrected by fresh proof, not automatically restored from the old rank.

Do I become Unranked if I stop playing?

No. Unranked means you have not completed placement yet. If you already earned rank and later lose signal, the correct state is Lost Signal: your last proven rank stays saved, but your live rank slot is released after full activation.

Do I start from Bronze when I return?

No. You do not restart from Bronze automatically. When you return after Lost Signal, Rank at Risk begins. Your next live rank is based on your last proven RR corrected by fresh proof-window performance.

What are Climb meter and Danger meter?

Climb meter shows how close the player is to the next rank band. Danger meter shows how close the player is to the lower edge of the current band. Promotion push means close to moving up. Danger zone means close to slipping down.

What are the engine stats?

Combat engine means fight pressure: kills, trades, damage pressure, and fights that make space. Obj pressure means direct round work around EV, C4, plants, defuses, delivery, repair, escort, and contests. Team support means revives, assists, and team actions that keep the wave alive. Clutch stops mean late stops around plants, defuses, EV fights, and round-saving moments.

What is Playstyle?

Playstyle is the strongest match role currently visible from the player's stats. Combat players create fight pressure. Objective players move the round. Support players keep the team alive. Clutch players show up around stops and swing moments. Balanced players bring value in several lanes.

What is Ranked Read?

Ranked Read is the positive player bio on the profile. It describes how the player helps a team win rounds. It is made to be readable and shareable, while still being based on the player's real signals.

What is Coach Read?

Coach Read is the practical game plan for the next game. It looks at what helped and what needs more attention, then turns it into Dirty Bomb advice: play closer to obj, keep the wave alive, trade cleaner, protect plants, stop defuses, revive, contest, or turn pressure into space the team can use.

What is Ladder track?

Ladder track is a secondary running track shown for context. Skill RR is the public season rank number. Ladder track is not the player bio, not the player's potential, and not the number used for the public tier display.

What is Peak form?

Peak form shows the best recent season level the player has already demonstrated on the ranked view. It is there to show what the player has reached when their strongest games came together.

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

History is the player's ranked trail. It shows Skill RR movement, personal impact, field movement, and available exact breakdowns for scored games. Use it to see why the profile moved, not just where it landed.

I have low rank, now what?

Low rank does not mean you are a bad player. It means your recent games show places where you can create more team value. Open your profile, read Coach Read, and focus the next game on the clearest path: obj, revives, trades, stops, plants, defuses, or cleaner fights with the team.

What happens when a cheater is caught?

When verified evidence confirms unfair play, the contract is placed under Integrity Quarantine: the dossier is stripped, the rating is locked by command, and the player stops occupying any rank slot — the field closes around them as if they were never there, and everyone they were ranked above moves up automatically. The quarantine label on their profile is permanent unless overturned by command.

And the mercs who had to share a server with them? The system sees those sessions and credits Hazard Pay — an automatic Skill RR compensation, marked on your profile. You never need to report anything or claim anything; it simply arrives. The amounts, timing, and detection rules are deliberately not published, and seeking out contaminated lobbies earns nothing extra. Fight your normal games — the system has the rest.

How does DBRanked detect cheaters?

The engine flags. Command convicts. The system continuously profiles every tracked contract's field signature, and play that doesn't belong to honest hands raises its own file — silently. Statistical anomalies alone never quarantine anyone: a verdict is only stamped after the flagged play has been verified against evidence at command level.

That's also your protection — an unusual stat line, a hot streak, a smurf-level month will never get an honest merc quarantined. Evidence convicts, nothing else. And the methods themselves stay sealed: every detection rule we publish is a rule someone learns to play around. If you fight clean, none of this concerns you.

What should I play more?

Your profile tells you. If Obj pressure is low, play closer to EV/C4, plants, defuses, repair, delivery, escort, and contests. If Team support is low, stay closer to teammates and add revives, assists, ammo, health, and trades. If Combat engine is low, take cleaner fights with the wave. If Clutch stops are low, respect late-round moments and stay alive near the win condition.

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