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
08:52
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
H3ct4r
Cobalt I
BRUTAL WEEK SURVIVOR
16-7 survivor
👑 Contract Crown / 1 won
Contract Crown2026-06-15
SEASON I REWARD
Cobalt I
Cobalt I
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

H3ct4r1877 Skill RR

👑 Contract reward active - included in your Skill RR

Cobalt I

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay6 RR lifetime / the system pays the mercs who endure a quarantined contract
1877Skill RR
#29Board position
Signal heldField 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.
49/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-1 Skill RR
BASE SKILL RR2247
PRESSURE BUDGET±56 RR
VISIBLE PREVIEW2246

Recent eligible matches sit slightly below expected field pressure.

49Current gauge
64Newest 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
Abandoned Won Won Won Loss Won Won Won Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

H3ct4r 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. The next jump comes when more of those fights turn into plants, stops, or cleaner round control. The fight side gives the team a way to open pushes instead of only reacting. The most recent scored round gave the team value through stop pressure and fight pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
33 min ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_canarywharf · Stopwatch · Late Game
Maplast saved
obj_canarywharf
Stopwatch · Late Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold III
1347
avg Skill RR 1347
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
70 / 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#29
Skill rating signal
Cobalt I
1877Cobalt I · Skill RR
Cobalt I → Elite31%
106 RR to Elite34 RR above floor
2150Peak form
2397All-time peak
2247Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-10 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapElite
+273 gap
Standing moveSkill scale
+1
Rank pressureField opened
Field opened +22 RR
Idle field shiftoffline
+5
Player DNAStable read
H3ct4r 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. When plants and defuses decide the map, this kind of value matters. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 32.8 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:09 UTC
NEXT SCAN 08:51
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #29 H3ct4r 1877 RR · CONTACT #30 CLOSURE -34/DAY — INTERCEPT ~1D · FORM STABLE — 4/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -12.2 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
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
H3ct4r
Cobalt I · Objective Stopper
#29BOARD POS
RR 1877PEAK 2150STATE 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 5 SIGNALS
Threat ClosingSEV-1#30 S0und gained -34 RR today, 3 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -12.2 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#27 (NL)NOOTLORD is 8 RR ahead and in range — catch in ~1d at today's pace.
Form HoldingCLEAR4 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2150Peak form
2397All-time peak
2247Ladder track
+34RR above floor
1877Cobalt I · Skill RR31% TO ELITE
Cobalt I → Elite31% · 106 RR needed
REACTOR PULSE · FORM LAST 6STABLE -10
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1508 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 5 updates
Recent Sessions
2026-07-17-20-008 updates0
2026-07-17-00-002 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
-10STABLE
Form Engine
net RR across last 6
+273peak form gap +1standing move +5idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
75
Objective
47
Combat
44
Support
37
154.4season KPH 97.4profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1877 RR · COBALT I · BOARD #29
[23:31] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -12.2 RR/update
[23:31] > THREAT TRACK: contact #30 closure -34/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
H3ct4r 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. When plants and defuses decide the map, this kind of value matters. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 32.8 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 3.7 vs 17/h target · weight 20%
-12.2RR / update
Support actionsavg 13.8 vs 18/h target · weight 20%
-7.4RR / update
Combat pressureavg 73.1 vs 75/h target · weight 20%
-3RR / update
Kills per houravg 158.4 vs 152/h target · weight 20%
-2.1RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.9RR / update
Objective stops / C4 pressureavg 59.5 vs 13/h target · weight 20%
+9.4RR / update
Fix Simulator · Counterfactual
Average scored update right now-1.9 RR
Hit Objective actions target — nothing else changes+7.6 RR / update
Hit Objective actions + Support actions targets+14.7 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-65 net
Your games
-65
Field drift
0
12 scored updates in window
72h-121 net
Your games
-121
Field drift
0
19 scored updates in window
7d-130 net
Your games
-130
Field drift
0
30 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 2%RR
Top 12%Combat
Top 31%Objective
Top 39%Support
Top 14%KPH
Objective Stops100/100
KPH75/100
Objective47/100
Combat44/100
Support37/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+6 impact)
⬢ GOOD PROOF BADGE Cobalt I TAPE SAYS Elite
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
⬢ FAST CLIMB ORDER
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. You are the best-armed tourist on the map. Murals of your kills in side streets nobody fights over — and the objective sitting there, untouched, like a birthday cake at a funeral. Next session: every fight you take happens within shouting distance of the job, or it does not happen. Elite is a CAMPAIGN, not a coupon. No single-match miracles — bring me weeks of loud, honest tape and we take that hill the old way. I will carry the flag. You carry EVERYTHING ELSE.
Working Signals
Clutch stops▲ High86 / 13 clutch/h target
Frag pressure▲ Minor104.4 / 75 combat/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major12.3 / 18 support/h target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supportTARGET12.3 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Good game. Stop pressure gave the team a way in; now keep that value pointed at the obj. Next game: if C4 is involved, be rude about it. Arm, disarm, protect, contest. Standing nearby and admiring it is not a strategy. Coach order: C4, EV, plant, defuse — pick the loudest problem and stand on 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 2026-07-17-23-00 / +6 game impact
Coach
GOOD PROOF
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt ICobalt I
The tape saysEliteElite
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
Fast climb order
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. You are the best-armed tourist on the map. Murals of your kills in side streets nobody fights over — and the objective sitting there, untouched, like a birthday cake at a funeral. Next session: every fight you take happens within shouting distance of the job, or it does not happen. Elite is a CAMPAIGN, not a coupon. No single-match miracles — bring me weeks of loud, honest tape and we take that hill the old way. I will carry the flag. You carry EVERYTHING ELSE.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 095 PROJECT UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksSession 95. Sit down - the file is open and I have been reading it since before you walked in.This is your 27th shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.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.
OBJECTIVE
The bar does not negotiate. I have tried. It hung up on me.
0.58
CLASS BAR 1.00
COMBAT
Sit down and watch this back. THAT is your ceiling - and tonight you touched it with both hands.
1.84
CLASS BAR 1.00
The drill // next sessionFrags are the appetizer. The objective is the meal. Next session every kill you take buys ground toward the point — or it bought nothing.
CANARYWHARFLOST
Dealing 463 a minute and wearing only 253. Keep charging that toll booth.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
RHINO
IN YOUR SQUAD EVERY RECENT GAME
The minigun eats barriers and EVs as happily as players. Point the problem at the objective.
FILM ROOM // CANARY WHARF
The objective windows on Wharf are short and violent. Have the engineer escorted BEFORE the window opens, not summoned after.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ High
86 / 13 clutch/h target
Frag pressure▲ Minor
104.4 / 75 combat/h target
4 positive -10 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
12.3 / 18 support/h target
2 negative 1.362 vs 1.261

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
12.3 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
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
That was not a performance, that was an eviction notice served to an entire lobby. Frame it. FRAME IT.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
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
Objective actionsavg 3.7 vs 17/h target · weight 20%
-12.2RR / update
Support actionsavg 13.8 vs 18/h target · weight 20%
-7.4RR / update
Combat pressureavg 73.1 vs 75/h target · weight 20%
-3RR / update
Kills per houravg 158.4 vs 152/h target · weight 20%
-2.1RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.9RR / update
Objective stops / C4 pressureavg 59.5 vs 13/h target · weight 20%
+9.4RR / update
Fix simulator
Average scored update right now-1.9 RR
Hit Objective actions target — nothing else changes+7.6 RR / update
Hit Objective actions + Support actions targets+14.7 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-65 net
Your games-65
Field drift0
12 scored updates in window
72h-121 net
Your games-121
Field drift0
19 scored updates in window
7d-130 net
Your games-130
Field drift0
30 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 5 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
2026-07-17-20-008 updates0
2026-07-17-00-002 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 2%RR
Top 12%Combat
Top 31%Objective
Top 39%Support
Top 14%KPH
Objective Stops100/100
KPH75/100
Objective47/100
Combat44/100
Support37/100
Personal intelligence / weekly compile

Loadout DNA // H3ct4r

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
349completed proof matches
11maps in personal file
Combatdominant field lane
STEADYlast 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 FLETCHER / BL33 loadout card
FLETCHER / BL33Engineer

267 completed matches / 61.4% observed result

Signature 2 JAVELIN / SH41 loadout card
JAVELIN / SH41Fire Support

157 completed matches / 65.0% observed result

Signature 3 RHINO / R93 loadout card
RHINO / R93Assault

143 completed matches / 67.1% observed result

Signature 4 PHOENIX / CR81 loadout card
PHOENIX / CR81Medic

44 completed matches / 59.1% observed result

Role DNA
Combat
93
Objective
76
Support
44
Precision
49
Pressure
92
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.

267 completed matches / 61.4% observed result 5,769 completed carries / 1,801 players Field test / not a verdict
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.

Bridge55 personal / 52.7% observed
FLETCHER / BL33 loadout card
Your observed cardFLETCHER / BL33

49 completed matches / 53.1% observed result

FLETCHER / A62 loadout card
Archive same-merc leadFLETCHER / A62

1,503 archive carries / 500 players / 50.2% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel47 personal / 66.0% observed
FLETCHER / BL33 loadout card
Your observed cardFLETCHER / BL33

44 completed matches / 65.9% observed result

FLETCHER / BL32 loadout card
Archive same-merc leadFLETCHER / BL32

5,138 archive carries / 500 players / 53.1% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle45 personal / 68.9% observed
FLETCHER / BL33 loadout card
Your observed cardFLETCHER / BL33

44 completed matches / 68.2% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground34 personal / 61.8% observed
FLETCHER / BL33 loadout card
Your observed cardFLETCHER / BL33

33 completed matches / 63.6% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Dockyard33 personal / 54.5% observed
FLETCHER / BL33 loadout card
Your observed cardFLETCHER / BL33

33 completed matches / 54.5% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard24 personal / 62.5% observed
FLETCHER / BL33 loadout card
Your observed cardFLETCHER / BL33

22 completed matches / 59.1% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% 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.

FLETCHER / BL33 loadout card
FLETCHER / BL33
JAVELIN / SH41 loadout card
JAVELIN / SH41
RHINO / R93 loadout card
RHINO / R93
Signature deck

103 completed matches / 68.9% 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 x24 / FLETCHER / BL33Most Finishes x24 / RHINO / R93Most Finishes x23 / JAVELIN / SH41Most Finishes x19 / FLETCHER / BL33

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

1857Skill RR
-37Skill RR delta
1899Peak 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 ? 103 valid updates
2026-07-17-23-00+6 performance
Activity: 23.4 min / 71 K / 33 A / 0 W
Score: actual 1.362 vs expected 1.261 / margin 0.1
Show exact performance breakdown
1.362Actual score
1.261Expected score
0.1Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.84
OBJECTIVE0.58
SUPPORT1.83
PRESSURE0.73
ground truth 1.35 vs legacy read 1.08 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:40+13 performance
Activity: 13.7 min / 26 K / 31 A / 0 W
Score: actual 1.422 vs expected 1.209 / margin 0.213
Show exact performance breakdown
1.422Actual score
1.209Expected score
0.213Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT2.00
OBJECTIVE0.82
SUPPORT0.46
PRESSURE1.09
ground truth 1.42 vs legacy read 1.27 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:20+8 performance
Activity: 29.9 min / 89 K / 59 A / 2 W
Score: actual 1.364 vs expected 1.229 / margin 0.135
Show exact performance breakdown
1.364Actual score
1.229Expected score
0.135Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.35
OBJECTIVE1.12
SUPPORT2.00
PRESSURE1.17
ground truth 1.33 vs legacy read 1.42 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22-00+6 performance
Activity: 21.5 min / 70 K / 28 A / 1 W
Score: actual 1.323 vs expected 1.23 / margin 0.093
Show exact performance breakdown
1.323Actual score
1.23Expected score
0.093Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.94
OBJECTIVE0.88
SUPPORT0.05
PRESSURE0.97
ground truth 1.34 vs legacy read 1.11 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21:20-24 performance
Activity: 3.6 min / 8 K / 7 A / 0 W
Score: actual 0.83 vs expected 1.227 / margin -0.397
Show exact performance breakdown
0.83Actual score
1.227Expected score
-0.397Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.21
OBJECTIVE0.26
SUPPORT0.04
PRESSURE1.06
ground truth 0.86 vs legacy read 0.66 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21-00-19 performance
Activity: 25.8 min / 62 K / 21 A / 1 W
Score: actual 0.962 vs expected 1.281 / margin -0.318
Show exact performance breakdown
0.962Actual score
1.281Expected score
-0.318Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.50
OBJECTIVE0.28
SUPPORT0.04
PRESSURE0.95
ground truth 0.99 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:40+13 performance
Activity: 31.9 min / 93 K / 46 A / 2 W
Score: actual 1.356 vs expected 1.142 / margin 0.213
Show exact performance breakdown
1.356Actual score
1.142Expected score
0.213Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT2.00
OBJECTIVE0.83
SUPPORT0.07
PRESSURE1.12
ground truth 1.39 vs legacy read 0.94 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20-00-11 performance
Activity: 21.2 min / 46 K / 15 A / 1 W
Score: actual 1.063 vs expected 1.241 / margin -0.178
Show exact performance breakdown
1.063Actual score
1.241Expected score
-0.178Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.25
OBJECTIVE1.02
SUPPORT0.49
PRESSURE0.97
ground truth 1.07 vs legacy read 0.98 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-00:20-21 performance
Activity: 10.3 min / 23 K / 5 A / 0 W
Score: actual 0.81 vs expected 1.152 / margin -0.342
Show exact performance breakdown
0.81Actual score
1.152Expected score
-0.342Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.13
OBJECTIVE0.45
SUPPORT0.06
PRESSURE0.87
ground truth 0.82 vs legacy read 0.73 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-00-00+11 performance
Activity: 14.1 min / 46 K / 22 A / 0 W
Score: actual 1.422 vs expected 1.249 / margin 0.173
Show exact performance breakdown
1.422Actual score
1.249Expected score
0.173Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT2.00
OBJECTIVE0.70
SUPPORT0.09
PRESSURE1.55
ground truth 1.44 vs legacy read 1.09 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Cobalt I / Skill RR 1857 / 0 RR
Position 29 / Combat / KPH 97.37 / Performance 0 / Field shift +3 / Ladder track 2247
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
MATCH IMPACT Cobalt I / Skill RR 1857 / 0 RR
Position 29 / Combat / KPH 97.37 / Performance +6 / Field shift +3 / Ladder track 2247
  • +6 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Verified public data bonus and Combat pressure. Weak/low signals: Objective actions and Support actions.
Show exact performance breakdown
1.362Actual score
1.261Expected score
0.1Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.84
OBJECTIVE0.58
SUPPORT1.83
PRESSURE0.73
ground truth 1.35 vs legacy read 1.08 · 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: -0.252
Objective stops / C4 pressurePushed RR up
Measured: 33.5 delta / Stop score / hour 86
Score: 2 / Weight: 20% / Impact: +0.148
Support actionsPulled RR down
Measured: 4.8 delta / Support score / hour 12.3
Score: 0.684 / Weight: 20% / Impact: -0.115
Verified public data bonusPushed RR up
Measured: carried the lobby (1.35x avg output), measured accuracy 36%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
Combat pressurePushed RR up
Measured: 40.7 delta / Combat score / hour 104.4
Score: 1.392 / Weight: 19.5% / Impact: +0.026
Kills per hourNeutral
Measured: 71 kills / Kills / hour 182.2
Score: 1.199 / Weight: 19.5% / Impact: -0.012
2026-07-17-22-40
MATCH IMPACT Cobalt I / Skill RR 1857 / +4 RR
Position 29 / Combat / KPH 97.35 / Performance +13 / Field shift +3 / Ladder track 2241
  • +13 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, Kills per hour and Objective actions.
Show exact performance breakdown
1.422Actual score
1.209Expected score
0.213Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT2.00
OBJECTIVE0.82
SUPPORT0.46
PRESSURE1.09
ground truth 1.42 vs legacy read 1.27 · 1 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 14.4 delta / Support score / hour 63.2
Score: 2 / Weight: 20.2% / Impact: +0.16
Objective stops / C4 pressurePushed RR up
Measured: 7 delta / Stop score / hour 30.7
Score: 2 / Weight: 20.2% / Impact: +0.16
Combat pressurePulled RR down
Measured: 8.6 delta / Combat score / hour 37.8
Score: 0.503 / Weight: 19.7% / Impact: -0.139
Kills per hourPulled RR down
Measured: 26 kills / Kills / hour 114.1
Score: 0.751 / Weight: 19.7% / Impact: -0.09
Objective actionsPulled RR down
Measured: 3.5 delta / Objective score / hour 15.4
Score: 0.904 / Weight: 20.2% / Impact: -0.062
Verified public data bonusPushed RR up
Measured: fought a +61 CMR field, carried the lobby (1.40x avg output), heavy measured damage output / Public K/D / win-loss confidence +0.01 score
Score: 0.01 / Weight: bonus% / Impact: +0.01
2026-07-17-22-20
MATCH IMPACT Cobalt I / Skill RR 1853 / +5 RR
Position 30 / Combat / KPH 97.35 / Performance +8 / Field shift +4 / Ladder track 2228
  • +8 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Support actions and Combat pressure. Weak/low signals: Objective actions.
Show exact performance breakdown
1.364Actual score
1.229Expected score
0.135Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.35
OBJECTIVE1.12
SUPPORT2.00
PRESSURE1.17
ground truth 1.33 vs legacy read 1.42 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 5
Score: 0.295 / Weight: 20% / Impact: -0.187
Objective stops / C4 pressurePushed RR up
Measured: 28 delta / Stop score / hour 56.2
Score: 2 / Weight: 20% / Impact: +0.154
Support actionsPushed RR up
Measured: 17.4 delta / Support score / hour 34.9
Score: 1.941 / Weight: 20% / Impact: +0.142
Combat pressurePushed RR up
Measured: 56.6 delta / Combat score / hour 113.6
Score: 1.515 / Weight: 19.5% / Impact: +0.056
Verified public data bonusPushed RR up
Measured: measured accuracy 34%, heavy measured damage output / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Kills per hourNeutral
Measured: 89 kills / Kills / hour 178.7
Score: 1.176 / Weight: 19.5% / Impact: -0.01
2026-07-17-22-00
MATCH IMPACT Cobalt I / Skill RR 1848 / 0 RR
Position 30 / Combat / KPH 97.33 / Performance +6 / Field shift +2 / Ladder track 2220
  • +6 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Combat pressure and Verified public data bonus. Weak/low signals: Objective actions and Support actions.
Show exact performance breakdown
1.323Actual score
1.23Expected score
0.093Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.94
OBJECTIVE0.88
SUPPORT0.05
PRESSURE0.97
ground truth 1.34 vs legacy read 1.11 · 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: -0.246
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 5.6
Score: 0.311 / Weight: 20% / Impact: -0.184
Objective stops / C4 pressurePushed RR up
Measured: 31.5 delta / Stop score / hour 88.1
Score: 2 / Weight: 20% / Impact: +0.154
Combat pressurePushed RR up
Measured: 48 delta / Combat score / hour 134.3
Score: 1.79 / Weight: 19.5% / Impact: +0.109
Kills per hourNeutral
Measured: 70 kills / Kills / hour 195.8
Score: 1.288 / Weight: 19.5% / Impact: +0.011
Verified public data bonusPushed RR up
Measured: carried the lobby (1.26x avg output), heavy measured damage output / Public K/D / win-loss confidence +0.01 score
Score: 0.01 / Weight: bonus% / Impact: +0.01
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Cobalt I / Skill RR 1848 / 0 RR
Position 31 / Combat / KPH 97.31 / Performance 0 / Field shift +2 / Ladder track 2214
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
MATCH IMPACT Cobalt I / Skill RR 1848 / -8 RR
Position 31 / Combat / KPH 97.31 / Performance -24 / Field shift +2 / Ladder track 2214
  • -24 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Combat pressure. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.83Actual score
1.227Expected score
-0.397Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.21
OBJECTIVE0.26
SUPPORT0.04
PRESSURE1.06
ground truth 0.86 vs legacy read 0.66 · 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: -0.245
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.245
Combat pressurePulled RR down
Measured: 1.3 delta / Combat score / hour 21.8
Score: 0.29 / Weight: 19.5% / Impact: -0.183
Objective stops / C4 pressurePushed RR up
Measured: 1.5 delta / Stop score / hour 25.1
Score: 1.932 / Weight: 20% / Impact: +0.141
Kills per hourPulled RR down
Measured: 8 kills / Kills / hour 134
Score: 0.881 / Weight: 19.5% / Impact: -0.067
Verified public data bonusPushed RR up
Measured: fought a +44 CMR field, heavy measured damage output / Public K/D / win-loss confidence +0.01 score
Score: 0.01 / Weight: bonus% / Impact: +0.01
2026-07-17-21-00
MATCH IMPACT Cobalt I / Skill RR 1856 / 0 RR
Position 30 / Combat / KPH 97.31 / Performance -19 / Field shift +8 / Ladder track 2238
  • -19 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Combat pressure. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.962Actual score
1.281Expected score
-0.318Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.50
OBJECTIVE0.28
SUPPORT0.04
PRESSURE0.95
ground truth 0.99 vs legacy read 0.76 · 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: -0.256
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 2.3
Score: 0.129 / Weight: 20% / Impact: -0.23
Combat pressurePulled RR down
Measured: 16.8 delta / Combat score / hour 39.1
Score: 0.522 / Weight: 19.5% / Impact: -0.148
Objective stops / C4 pressurePushed RR up
Measured: 29.1 delta / Stop score / hour 67.8
Score: 2 / Weight: 20% / Impact: +0.144
Kills per hourPulled RR down
Measured: 62 kills / Kills / hour 144.4
Score: 0.95 / Weight: 19.5% / Impact: -0.065
Verified public data bonusPushed RR up
Measured: heavy measured damage output / Public K/D / win-loss confidence +0.01 score
Score: 0.01 / Weight: bonus% / Impact: +0.01
2026-07-17-20-40
MATCH IMPACT Cobalt I / Skill RR 1856 / -5 RR
Position 30 / Combat / KPH 97.3 / Performance +13 / Field shift -1 / Ladder track 2257
  • +13 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, Support actions and Combat pressure.
Show exact performance breakdown
1.356Actual score
1.142Expected score
0.213Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT2.00
OBJECTIVE0.83
SUPPORT0.07
PRESSURE1.12
ground truth 1.39 vs legacy read 0.94 · 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: -0.228
Objective stops / C4 pressurePushed RR up
Measured: 29.6 delta / Stop score / hour 55.8
Score: 2 / Weight: 20% / Impact: +0.172
Support actionsPulled RR down
Measured: 3 delta / Support score / hour 5.7
Score: 0.314 / Weight: 20% / Impact: -0.166
Combat pressurePulled RR down
Measured: 41.6 delta / Combat score / hour 78.4
Score: 1.045 / Weight: 19.5% / Impact: -0.019
Verified public data bonusPushed RR up
Measured: fought a +142 CMR field, heavy measured damage output / Public K/D / win-loss confidence +0.01 score
Score: 0.01 / Weight: bonus% / Impact: +0.01
Win resultNeutral
Measured: 2-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.008
2026-07-17-20-20
HELD Cobalt I / Skill RR 1861 / -4 RR
Position 29 / Combat / KPH 97.28 / Performance 0 / Field shift 0 / Ladder track 2244
  • No new gameplay detected. Skill RR movement came from the ranked field.
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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