Tracked players: 7385 · 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 through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1297 / 7385Active ranked this season
09:42
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.

2026-10-19 Last update UTC 19:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Hot Potato!!!
RESTITUTION PAID — +71 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +44 RR on Oct 5, 2026 18:00 UTC. Games poisoned by cheaters can never count against anyone here.
Cobalt II
SEASON I REWARD
Cobalt II
Cobalt II
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

Hot Potato!!!1798 Skill RR

Cobalt II

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay12 RR lifetime / the system pays the mercs who endure a quarantined contract
1798Skill RR
#105Board position
Positive impactField state
34 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.
57/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+6 Skill RR
LADDER TRACK BASE1830
PRESSURE BUDGET±46 RR
VISIBLE PREVIEW1836
Silent Support x 1Field Closer x 1Last Line x 1

Recent eligible matches are producing slightly more field pressure than expected.

57Current gauge
54Newest 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
Loss Won Loss Won Loss Won Won Won Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Hot Potato!!! is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. Those kills become much more valuable when this player start moving the obj or protecting the team. This player also helps the wave stay alive when trades get ugly. The last scored game showed the good parts clearly, especially through stop pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb live scan · current monitored server
Live now
just now · 22 DBRanked servers · scan fresh
Current serverlive scan
peace and love <3
lobby · Objective · Pre Game
Mapcurrent cache
lobby
Objective · Pre Game
Same live lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1586
avg Skill RR 1586
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
57 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#105
Skill rating signal
Cobalt II
1798Cobalt II · Skill RR
Cobalt II → Cobalt I49%
58 RR to Cobalt I34 RR above floor
2150Peak form
1880All-time peak
1830Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
HOT+57 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapElite
+352 gap
Standing moveSkill scale
+6
Rank pressureField opened
Field opened +2 RR
Idle field shiftnone
—
Player DNAStable read
Hot Potato!!! is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Cleaner trades around the obj would make the round work much harder to stop. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 24.4 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 19:10:20 UTC
NEXT SCAN 09:40
CONTACTS 1297 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #105 Hot Potato!!! 1798 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -8.2 RR/UPDATE · PEAK FORM 2150 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
Hot Potato!!!
Cobalt II · Hot Streak Objective Stopper
#105BOARD POS
RR 1798PEAK 2150STATE HOTCONF 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 3 SIGNALS
!
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 SurgingCLEAR4 of last 6 scored updates positive, +57 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2150Peak form
1880All-time peak
1830Ladder track
+34RR above floor
1798Cobalt II · Skill RR49% TO COBALT I
Cobalt II → Cobalt I49% · 58 RR needed
REACTOR PULSE · FORM LAST 6HOT +57
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4560 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
-1.5 1st Deploybleeding
+11.5 2nd Deployholding
+7.5 3rd+ Deploylate game
⬢ Standing Order
Warm up before scored time.
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Strongest Window
1823 UTC avg +11 RR / update over 4 updates weakest: 1217 UTC (avg +3.5)
Recent Sessions
2026-10-19-17-206 updates+57
2026-10-12-15-404 updates+8
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
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+57HOT
Form Engine
net RR across last 6
+352peak form gap +6standing move 0idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
76
KPH
73
Combat
39
Objective
32
123.6season KPH 94.4profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[19:10] > SCAN CYCLE 1910 COMPLETE — 1297 contacts indexed
[19:10] > RATING SIGNAL LOCKED: 1798 RR · COBALT II · BOARD #105
[19:10] > LEAK SCAN: COMBAT PRESSURE below target — drain -8.2 RR/update
[19:10] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
Hot Potato!!! is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Cleaner trades around the obj would make the round work much harder to stop. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 24.4 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 38.4 vs 75/h target · weight 20%
-8.2RR / update
Objective actionsavg 10.9 vs 17/h target · weight 20%
-7.2RR / update
Kills per houravg 122.6 vs 152/h target · weight 20%
-4.7RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.2RR / update
Support actionsavg 41 vs 18/h target · weight 20%
+2.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.3RR / update
Objective stops / C4 pressureavg 37.1 vs 13/h target · weight 20%
+6.8RR / update
Fix Simulator · Counterfactual
Average scored update right now+6.4 RR
Hit Objective actions target — nothing else changes+13.8 RR / update
Hit Objective actions + Combat pressure targets+20.4 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+57 net
Your games
+57
Field drift
0
6 scored updates in window
72h+57 net
Your games
+57
Field drift
0
6 scored updates in window
7d+57 net
Your games
+57
Field drift
0
6 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 2%RR
Top 11%Combat
Top 53%Objective
Top 8%Support
Top 12%KPH
Objective Stops100/100
Support76/100
KPH73/100
Combat39/100
Objective32/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+9 impact)
⬢ GOOD PROOF BADGE Cobalt II TAPE SAYS Elite
Solid proof on the file. You pushed past the baseline and HELD it there. Boring? Maybe. Promotable? Absolutely.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. Cobalt I is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
▲
Clutch stops▲ High27 / 13 clutch/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Frag pressure▼ Major4.4 / 75 combat/h target
▼
Kill pace▼ Medium110.7 / 152 KPH target
Field Orders
◎
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Frag pressureTARGET4.4 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET110.7 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good game. Stop pressure did the useful work, and the team had something to build from. Next game: stop treating the objective like background scenery. Get close enough that the enemy has to deal with you. Coach order: touch the obj before the enemy starts renting it.
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 helped 2026-10-19-19-00 / +9 game impact
Coach
GOOD PROOF
Solid proof on the file. You pushed past the baseline and HELD it there. Boring? Maybe. Promotable? Absolutely.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IICobalt II
➞
The tape saysEliteElite
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
Fast climb order
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. Cobalt I is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 026 PROJECT UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksYou changed jobs on me. I will not grade the old order in the wrong uniform. New role, new read, same standard.There are also 2 unread orders gathering dust on your page. They do not expire. I want you to know they do not expire.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
OBJECTIVE
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.79
CLASS BAR 1.00
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
1.68
CLASS BAR 1.00
The drill // next sessionGreat hands, wrong postcode. Move the clinic onto the objective and keep it open until the siren.
WHITECHAPELWON
6 get-ups. Somewhere out there, 6 players owe you a drink and do not even know your callsign.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AURA
IN YOUR SQUAD EVERY RECENT GAME
Your healing station is a second medic. Drop it behind cover near the fight, and pick it back up when the fight moves — recovering it refunds most of the wait.
▸FILM ROOM // WHITECHAPEL
On defense, disable the vehicle and then HOLD the repair angle — the EV is bait; the repairman is the round.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
❞Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Clutch stops▲ High
27 / 13 clutch/h target
4 positive +57 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
4.4 / 75 combat/h target
Kill pace▼ Medium
110.7 / 152 KPH target
2 negative 1.317 vs 1.174

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
4.4 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
110.7 / 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
You wear blue. Blue means when the round gets ugly, you decide HOW ugly, and for WHOM.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
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 38.4 vs 75/h target · weight 20%
-8.2RR / update
Objective actionsavg 10.9 vs 17/h target · weight 20%
-7.2RR / update
Kills per houravg 122.6 vs 152/h target · weight 20%
-4.7RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.2RR / update
Support actionsavg 41 vs 18/h target · weight 20%
+2.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.3RR / update
Objective stops / C4 pressureavg 37.1 vs 13/h target · weight 20%
+6.8RR / update
Fix simulator
Average scored update right now+6.4 RR
Hit Objective actions target — nothing else changes+13.8 RR / update
Hit Objective actions + Combat pressure targets+20.4 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+57 net
Your games+57
Field drift0
6 scored updates in window
72h+57 net
Your games+57
Field drift0
6 scored updates in window
7d+57 net
Your games+57
Field drift0
6 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
1823 UTC avg +11 RR / update over 4 updates weakest: 1217 UTC (avg +3.5)
Fatigue signature · avg RR by update # in a session
-1.51st
+11.52nd
+7.53rd+
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Recent sessions
2026-10-19-17-206 updates+57
2026-10-12-15-404 updates+8
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 2%RR
Top 11%Combat
Top 53%Objective
Top 8%Support
Top 12%KPH
Objective Stops100/100
Support76/100
KPH73/100
Combat39/100
Objective32/100
Personal intelligence / weekly compile

Loadout DNA // Hot Potato!!!

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
316completed proof matches
11maps in personal file
Supportdominant field lane
COOLINGlast 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 STOKER / T65 loadout card
STOKER / T65Fire Support

66 completed matches / 62.1% observed result

Signature 2 HUNTER / 1176 loadout card
HUNTER / 1176Recon

57 completed matches / 61.4% observed result

Signature 3 SPARKS / 172 loadout card
SPARKS / 172Medic

43 completed matches / 69.8% observed result

Signature 4 AIMEE / F51 loadout card
AIMEE / F51Recon

31 completed matches / 71.0% observed result

Role DNA
Combat
79
Objective
15
Support
90
Precision
86
Pressure
74
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 SPARKS / 172 loadout card
SPARKS / 172Medic
Test SPARKS / 383 loadout card
SPARKS / 383Medic
Keep SPARKS. Change one card.

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

43 completed matches / 69.8% observed result 13,057 completed carries / 3,215 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.

Whitechapel42 personal / 61.9% observed
STOKER / T65 loadout card
Your observed cardSTOKER / T65

15 completed matches / 66.7% observed result

STOKER / M63 loadout card
Archive same-merc leadSTOKER / M63

109 archive carries / 72 players / 50.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground26 personal / 46.2% observed
STOKER / T65 loadout card
Your observed cardSTOKER / T65

11 completed matches / 36.4% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle26 personal / 80.8% observed
STOKER / T65 loadout card
Your observed cardSTOKER / T65

13 completed matches / 69.2% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge24 personal / 54.2% observed
STOKER / T65 loadout card
Your observed cardSTOKER / T65

7 completed matches / 71.4% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Trainyard17 personal / 70.6% observed
HUNTER / 1176 loadout card
Your observed cardHUNTER / 1176

8 completed matches / 62.5% observed result

HUNTER / 396 loadout card
Archive same-merc leadHUNTER / 396

160 archive carries / 118 players / 52.9% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux17 personal / 52.9% observed
AIMEE / P81 loadout card
Your observed cardAIMEE / P81

6 completed matches / 66.7% observed result

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% 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 / H72 loadout card
AURA / H72
HUNTER / 1176 loadout card
HUNTER / 1176
STOKER / T65 loadout card
STOKER / T65
Signature deck

24 completed matches / 50.0% 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 Revives x15 / SPARKS / 172Most Accurate x8 / AIMEE / F75Most Kills x7 / AURA / BL72Most Accurate x6 / AURA / H72

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

1798Public Skill RR now
+6Recorded season RR change
+65Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

Line = season RR before public adjustments. Bars match the last ten scored updates below, filtered by the selected range. Performance is a different unit—not direct public RR gains.

Current accounting: 1799 season RR + -1 public adjustment = 1798 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 250 valid updates
2026-10-19-19-00+9 performance
Activity: 15.4 min / 25 K / 20 A / 2 W
Score: actual 1.317 vs expected 1.174 / margin 0.143
Show exact performance breakdown
1.317Actual score
1.174Expected score
0.143Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.54
OBJECTIVE0.79
SUPPORT1.68
PRESSURE0.92
ground truth 1.35 vs legacy read 0.77 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-18:40+19 performance
Activity: 13.8 min / 23 K / 17 A / 1 W
Score: actual 1.491 vs expected 1.176 / margin 0.315
Show exact performance breakdown
1.491Actual score
1.176Expected score
0.315Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.61
OBJECTIVE0.55
SUPPORT2.00
PRESSURE1.04
ground truth 1.48 vs legacy read 1.01 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-18:20+24 performance
Activity: 8 min / 11 K / 13 A / 1 W
Score: actual 1.577 vs expected 1.188 / margin 0.389
Show exact performance breakdown
1.577Actual score
1.188Expected score
0.389Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.60
OBJECTIVE1.82
SUPPORT1.68
PRESSURE0.91
ground truth 1.57 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-18-00-8 performance
Activity: 21.1 min / 48 K / 35 A / 1 W
Score: actual 1.193 vs expected 1.33 / margin -0.137
Show exact performance breakdown
1.193Actual score
1.33Expected score
-0.137Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.87
OBJECTIVE0.38
SUPPORT1.35
PRESSURE0.61
ground truth 1.15 vs legacy read 1.20 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-17:40+18 performance
Activity: 27 min / 54 K / 35 A / 1 W
Score: actual 1.576 vs expected 1.278 / margin 0.298
Show exact performance breakdown
1.576Actual score
1.278Expected score
0.298Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.98
OBJECTIVE0.72
SUPPORT2.00
PRESSURE0.88
ground truth 1.56 vs legacy read 1.11 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-17:20-5 performance
Activity: 27.3 min / 23 K / 6 A / 1 W
Score: actual 1.153 vs expected 1.238 / margin -0.085
Show exact performance breakdown
1.153Actual score
1.238Expected score
-0.085Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.16
OBJECTIVE1.03
SUPPORT1.15
PRESSURE0.90
ground truth 1.08 vs legacy read 1.59 · 2 match window · 1.00 = your class target for this lobby
2026-10-12-17-00+9 performance
Activity: 29.9 min / 20 K / 22 A / 0 W
Score: actual 1.307 vs expected 1.164 / margin 0.144
Show exact performance breakdown
1.307Actual score
1.164Expected score
0.144Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.10
OBJECTIVE1.92
SUPPORT1.26
PRESSURE1.20
ground truth 1.30 vs legacy read 1.11 · 1 match window · 1.00 = your class target for this lobby
2026-10-12-16:40-8 performance
Activity: 24.6 min / 38 K / 30 A / 0 W
Score: actual 1.005 vs expected 1.132 / margin -0.127
Show exact performance breakdown
1.005Actual score
1.132Expected score
-0.127Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.03
OBJECTIVE0.26
SUPPORT2.00
PRESSURE1.29
ground truth 1.02 vs legacy read 0.83 · 1 match window · 1.00 = your class target for this lobby
2026-10-12-16-00+5 performance
Activity: 19.1 min / 21 K / 14 A / 2 W
Score: actual 1.242 vs expected 1.164 / margin 0.077
Show exact performance breakdown
1.242Actual score
1.164Expected score
0.077Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.56
OBJECTIVE1.27
SUPPORT0.30
PRESSURE1.18
ground truth 1.30 vs legacy read 0.45 · 1 match window · 1.00 = your class target for this lobby
2026-10-12-15:40+2 performance
Activity: 48.2 min / 55 K / 40 A / 0 W
Score: actual 1.236 vs expected 1.2 / margin 0.036
Show exact performance breakdown
1.236Actual score
1.2Expected score
0.036Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.51
OBJECTIVE0.24
SUPPORT1.58
PRESSURE1.09
ground truth 1.21 vs legacy read 1.17 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-19-00
MATCH IMPACT Cobalt II / Skill RR 1799 / 0 RR
Position 104 / Combat / KPH 94.38 / Performance +9 / Field shift 0 / Ladder track 1830
  • +9 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.317Actual score
1.174Expected score
0.143Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.54
OBJECTIVE0.79
SUPPORT1.68
PRESSURE0.92
ground truth 1.35 vs legacy read 0.77 · 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: -0.235
Combat pressurePulled RR down
Measured: 1 delta / Combat score / hour 4.4
Score: 0.059 / Weight: 19.5% / Impact: -0.217
Objective stops / C4 pressurePushed RR up
Measured: 6.1 delta / Stop score / hour 27
Score: 2 / Weight: 20% / Impact: +0.165
Kills per hourPulled RR down
Measured: 25 kills / Kills / hour 110.7
Score: 0.728 / Weight: 19.5% / Impact: -0.087
Support actionsPulled RR down
Measured: 3.7 delta / Support score / hour 16.4
Score: 0.91 / Weight: 20% / Impact: -0.053
Verified public data bonusPushed RR up
Measured: fought a +94 CMR field, measured accuracy 38% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-10-19-18-40
MATCH IMPACT Cobalt II / Skill RR 1799 / +2 RR
Position 104 / Combat / KPH 94.38 / Performance +19 / Field shift +1 / Ladder track 1821
  • +19 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, Combat pressure and Kills per hour.
Show exact performance breakdown
1.491Actual score
1.176Expected score
0.315Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.61
OBJECTIVE0.55
SUPPORT2.00
PRESSURE1.04
ground truth 1.48 vs legacy read 1.01 · 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: -0.235
Combat pressurePulled RR down
Measured: 2.5 delta / Combat score / hour 12.7
Score: 0.169 / Weight: 19.5% / Impact: -0.196
Support actionsPushed RR up
Measured: 15.5 delta / Support score / hour 78.6
Score: 2 / Weight: 20% / Impact: +0.165
Objective stops / C4 pressurePushed RR up
Measured: 12.1 delta / Stop score / hour 61.4
Score: 2 / Weight: 20% / Impact: +0.165
Kills per hourPulled RR down
Measured: 23 kills / Kills / hour 116.6
Score: 0.767 / Weight: 19.5% / Impact: -0.08
Verified public data bonusPushed RR up
Measured: fought a +90 CMR field, carried the lobby (1.54x avg output), measured accuracy 37%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
2026-10-19-18-20
MATCH IMPACT Cobalt II / Skill RR 1797 / +3 RR
Position 106 / Combat / KPH 94.38 / Performance +24 / Field shift +1 / Ladder track 1802
  • +24 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: Combat pressure and Kills per hour.
Show exact performance breakdown
1.577Actual score
1.188Expected score
0.389Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.60
OBJECTIVE1.82
SUPPORT1.68
PRESSURE0.91
ground truth 1.57 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.232
Support actionsPushed RR up
Measured: 5.6 delta / Support score / hour 47.3
Score: 2 / Weight: 20% / Impact: +0.162
Kills per hourPulled RR down
Measured: 11 kills / Kills / hour 93
Score: 0.612 / Weight: 19.5% / Impact: -0.112
Objective stops / C4 pressurePushed RR up
Measured: 2.5 delta / Stop score / hour 21.1
Score: 1.625 / Weight: 20% / Impact: +0.087
Verified public data bonusPushed RR up
Measured: fought a +76 CMR field, carried the lobby (1.45x avg output), measured accuracy 40%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
Objective actionsNeutral
Measured: 2.5 delta / Objective score / hour 21.1
Score: 1.243 / Weight: 20% / Impact: +0.011
2026-10-19-18-00
MATCH IMPACT Cobalt II / Skill RR 1794 / -1 RR
Position 106 / Combat / KPH 94.38 / Performance -8 / Field shift 0 / Ladder track 1778
  • -8 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Kills per hour and Combat pressure. Positive signals from Support actions, Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
1.193Actual score
1.33Expected score
-0.137Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.87
OBJECTIVE0.38
SUPPORT1.35
PRESSURE0.61
ground truth 1.15 vs legacy read 1.20 · 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: -0.266
Support actionsPushed RR up
Measured: 26.4 delta / Support score / hour 75.1
Score: 2 / Weight: 20% / Impact: +0.134
Objective stops / C4 pressurePushed RR up
Measured: 20.9 delta / Stop score / hour 59.5
Score: 2 / Weight: 20% / Impact: +0.134
Kills per hourPulled RR down
Measured: 48 kills / Kills / hour 136.6
Score: 0.899 / Weight: 19.5% / Impact: -0.084
Combat pressurePulled RR down
Measured: 26.8 delta / Combat score / hour 76.3
Score: 1.017 / Weight: 19.5% / Impact: -0.061
Verified public data bonusPushed RR up
Measured: soft field faced, carried the lobby (1.39x avg output), measured accuracy 43%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
2026-10-19-17-40
MATCH IMPACT Cobalt II / Skill RR 1795 / +2 RR
Position 105 / Combat / KPH 94.37 / Performance +18 / Field shift 0 / Ladder track 1786
  • +18 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, Combat pressure and Kills per hour.
Show exact performance breakdown
1.576Actual score
1.278Expected score
0.298Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.98
OBJECTIVE0.72
SUPPORT2.00
PRESSURE0.88
ground truth 1.56 vs legacy read 1.11 · 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: -0.256
Support actionsPushed RR up
Measured: 33.3 delta / Support score / hour 78.7
Score: 2 / Weight: 20% / Impact: +0.144
Objective stops / C4 pressurePushed RR up
Measured: 12 delta / Stop score / hour 28.4
Score: 2 / Weight: 20% / Impact: +0.144
Combat pressurePulled RR down
Measured: 19.8 delta / Combat score / hour 46.8
Score: 0.624 / Weight: 19.5% / Impact: -0.127
Kills per hourPulled RR down
Measured: 54 kills / Kills / hour 127.6
Score: 0.84 / Weight: 19.5% / Impact: -0.085
Verified public data bonusPushed RR up
Measured: carried the lobby (1.48x avg output), topped a losing team 1x — the field remembers, measured accuracy 39%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
Show older movement history / 5
2026-10-19-17-20
MATCH IMPACT Cobalt II / Skill RR 1793 / 0 RR
Position 107 / Combat / KPH 94.36 / Performance -5 / Field shift 0 / Ladder track 1768
  • -5 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Support actions. Positive signals from Objective actions, Objective stops / C4 pressure and Combat pressure reduced the loss.
Show exact performance breakdown
1.153Actual score
1.238Expected score
-0.085Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.16
OBJECTIVE1.03
SUPPORT1.15
PRESSURE0.90
ground truth 1.08 vs legacy read 1.59 · 2 match window · 1.00 = your class target for this lobby
Objective actionsPushed RR up
Measured: 5 delta / Objective score / hour 38.5
Score: 2 / Weight: 20% / Impact: +0.152
Objective stops / C4 pressurePushed RR up
Measured: 7.5 delta / Stop score / hour 57.8
Score: 2 / Weight: 20% / Impact: +0.152
Combat pressurePushed RR up
Measured: 16.1 delta / Combat score / hour 124.1
Score: 1.655 / Weight: 19.5% / Impact: +0.081
Support actionsPulled RR down
Measured: 2.4 delta / Support score / hour 18.5
Score: 1.028 / Weight: 20% / Impact: -0.042
Verified public data bonusPushed RR up
Measured: measured accuracy 37% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Kills per hourNeutral
Measured: 23 kills / Kills / hour 177.3
Score: 1.166 / Weight: 19.5% / Impact: -0.014
2026-10-19-17-00
HELD Cobalt II / Skill RR 1793 / 0 RR
Position 107 / Combat / KPH 94.36 / Performance 0 / Field shift 0 / Ladder track 1773
  • No new gameplay detected. Skill RR held.
2026-10-19-16-40
HELD Cobalt II / Skill RR 1793 / 0 RR
Position 107 / Combat / KPH 94.36 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-20
HELD Cobalt II / Skill RR 1793 / 0 RR
Position 107 / Combat / KPH 94.36 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-00
HELD Cobalt II / Skill RR 1793 / 0 RR
Position 107 / Combat / KPH 94.36 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
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 season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

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 recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

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.

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

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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