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
14:02
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
LuckyStrike
Silver IV
👑 Contract Crown / 1 won
Contract Crown2026-07-06
SEASON I REWARD
Silver II
Silver II
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

LuckyStrike1254 Skill RR

👑 Contract reward active - included in your Skill RR

Silver IV

Active SignalLive rank slot held / state file ? just now
1254Skill RR
#404Board position
Positive impactField state
27 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.
44/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-4 Skill RR
BASE SKILL RR1390
PRESSURE BUDGET±35 RR
VISIBLE PREVIEW1386
Silent Support x 1

Recent eligible matches sit slightly below expected field pressure.

44Current gauge
44Newest 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 Loss Won Loss Won Loss Loss Loss Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

LuckyStrike 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 value gets stronger when the push also gets more revives, assists, and second chances. The most recent scored round gave the team value through stop pressure and obj work.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
27 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
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#404
Skill rating signal
Silver IV
1254Silver IV · Skill RR
Silver IV → Silver III45%
32 RR to Silver III27 RR above floor
2137Peak form
1390All-time peak
1390Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
HOT+56 last 6
6 positive · 0 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability100%
LOCKED
Peak form gapElite
+883 gap
Standing moveSkill scale
+3
Rank pressureField opened
Field opened +5 RR
Idle field shiftoffline
+2
Player DNAStable read
LuckyStrike gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. When the fights get cleaner, the team value becomes much easier to see. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 78.2 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:25:59 UTC
NEXT SCAN 14:01
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #404 LuckyStrike 1254 RR · CONTACT #405 CLOSURE +1198/DAY — INTERCEPT ~1D · FORM HOT — 6/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -8.3 RR/UPDATE · PEAK FORM 2137 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
LuckyStrike
Silver IV · Hot Streak Objective Stopper
#404BOARD POS
RR 1254PEAK 2137STATE 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 4 SIGNALS
Threat ClosingSEV-1#405 aichzlyx gained +1198 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Support actions running below scoring target — worst active leak, -8.3 RR / update.
Target In ReachINTEL#403 Nietzsche007 is 3 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR6 of last 6 scored updates positive, +56 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2137Peak form
1390All-time peak
1390Ladder track
+27RR above floor
1254Silver IV · Skill RR45% TO SILVER III
Silver IV → Silver III45% · 32 RR needed
REACTOR PULSE · FORM LAST 6HOT +56
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1150 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 1 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 4 updates
Recent Sessions
2026-07-17-20-0010 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
100%LOCKED
Stability
rating consistency index
6/6HOT RATIO
Hot Ratio
positive in last 6 updates
+56HOT
Form Engine
net RR across last 6
+883peak form gap +3standing move +2idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
37
KPH
36
Support
19
Combat
15
69.5season KPH 46.4profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:25] > SCAN CYCLE 2325 COMPLETE — 565 contacts indexed
[23:25] > RATING SIGNAL LOCKED: 1254 RR · SILVER IV · BOARD #404
[23:25] > LEAK SCAN: SUPPORT ACTIONS below target — drain -8.3 RR/update
[23:25] > THREAT TRACK: contact #405 closure +1198/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
LuckyStrike gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. When the fights get cleaner, the team value becomes much easier to see. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 78.2 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Support actionsavg 2.3 vs 18/h target · weight 20%
-8.3RR / update
Combat pressureavg 10.8 vs 75/h target · weight 20%
-7.9RR / update
Objective actionsavg 9.8 vs 17/h target · weight 20%
-2.9RR / update
Kills per houravg 92.2 vs 152/h target · weight 20%
-2.4RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Objective stops / C4 pressureavg 42.7 vs 13/h target · weight 20%
+10RR / update
Fix Simulator · Counterfactual
Average scored update right now+6.5 RR
Hit Support actions target — nothing else changes+17.2 RR / update
Hit Support actions + Combat pressure targets+27.4 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+97 net
Your games
+97
Field drift
0
27 scored updates in window
72h+93 net
Your games
+93
Field drift
0
46 scored updates in window
7d+102 net
Your games
+102
Field drift
0
92 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 17%RR
Top 45%Combat
Top 46%Objective
Top 64%Support
Top 72%KPH
Objective Stops100/100
Objective37/100
KPH36/100
Support19/100
Combat15/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+7 impact)
⬢ GOOD PROOF BADGE Silver IV TAPE SAYS Elite
Good. GOOD. No fireworks, no parade — just a man clearing the bar every single shift like he gets paid per hurdle. That is how ladders get climbed.
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
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. You are ONE good night from Silver III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Clutch stops▲ High101.7 / 13 clutch/h target
Objective work▲ Medium21.2 / 17 objective/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Medium101.7 / 152 KPH target
Field Orders
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET101.7 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good. The useful work came from stop pressure, and that is something the team can play around. Next game: play close enough to save the mess. Health, ammo, revives, assists, trades — the team should feel you nearby. Coach order: pick them up, trade the mess, keep the push alive.
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 2026-07-17-23:20 / +7 game impact
Coach
GOOD PROOF
Good. GOOD. No fireworks, no parade — just a man clearing the bar every single shift like he gets paid per hurdle. That is how ladders get climbed.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IVSilver IV
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
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. You are ONE good night from Silver III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 014 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksFor the record: this is the first time your file shows every board above the bar in one night. I stamp exactly one page for that. This one.And before you argue with the board: the best COMBAT in this file is 1.56, set by YOU. I do not hold players to my standards. I hold them to their own receipts.The ask is simple: come back with the drill done and make my pen move. I keep the good files thick and the thick files honest.
The drill // next sessionNothing to fix, everything to defend. Champions are the ones who do it twice. Go do it twice.
CANARYWHARFWON
304 damage a minute out, 266 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FRAGGER
IN YOUR SQUAD EVERY RECENT GAME
Cooked grenade THROUGH the door, body right behind it. The two arrive together or not at all — separation is where entries die.
FILM ROOM // CANARY WHARF
Attacking Wharf: take the lifts and stairs as a pair — one body per route splits their eyes, and the flank that lands first unlocks the floor.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.

Working signals

Clutch stops▲ High
101.7 / 13 clutch/h target
Objective work▲ Medium
21.2 / 17 objective/h target
6 positive +56 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Medium
101.7 / 152 KPH target
0 negative 1.006 vs 0.899

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
101.7 / 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
I drew the play in crayon. Big arrows. Stand here. Shoot there. Touch objective. If you can hand Sawbonez a health pack, you can manage this.
What your last games gave me
Apex stuff. You ran through their setups with total authority. Somewhere their shotcaller is awake at 3 AM whispering your name at the ceiling.
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
Support actionsavg 2.3 vs 18/h target · weight 20%
-8.3RR / update
Combat pressureavg 10.8 vs 75/h target · weight 20%
-7.9RR / update
Objective actionsavg 9.8 vs 17/h target · weight 20%
-2.9RR / update
Kills per houravg 92.2 vs 152/h target · weight 20%
-2.4RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Objective stops / C4 pressureavg 42.7 vs 13/h target · weight 20%
+10RR / update
Fix simulator
Average scored update right now+6.5 RR
Hit Support actions target — nothing else changes+17.2 RR / update
Hit Support actions + Combat pressure targets+27.4 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+97 net
Your games+97
Field drift0
27 scored updates in window
72h+93 net
Your games+93
Field drift0
46 scored updates in window
7d+102 net
Your games+102
Field drift0
92 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 4 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
2026-07-17-20-0010 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 17%RR
Top 45%Combat
Top 46%Objective
Top 64%Support
Top 72%KPH
Objective Stops100/100
Objective37/100
KPH36/100
Support19/100
Combat15/100
Personal intelligence / weekly compile

Loadout DNA // LuckyStrike

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
164completed proof matches
10maps 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 SPARKS / 241 loadout card
SPARKS / 241Medic

52 completed matches / 55.8% observed result

Signature 2 FRAGGER / M91 loadout card
FRAGGER / M91Assault

47 completed matches / 44.7% observed result

Signature 3 AIMEE / P55 loadout card
AIMEE / P55Recon

41 completed matches / 48.8% observed result

Signature 4 SKYHAMMER / M51 loadout card
SKYHAMMER / M51Fire Support

38 completed matches / 50.0% observed result

Role DNA
Combat
37
Objective
44
Support
53
Precision
42
Pressure
34
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 / 241 loadout card
SPARKS / 241Medic
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.

52 completed matches / 55.8% observed result 13,057 completed carries / 3,215 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.

Whitechapel25 personal / 40.0% observed
SKYHAMMER / M51 loadout card
Your observed cardSKYHAMMER / M51

10 completed matches / 40.0% observed result

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

394 archive carries / 356 players / 51.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge24 personal / 50.0% observed
AIMEE / P55 loadout card
Your observed cardAIMEE / P55

11 completed matches / 45.5% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground22 personal / 59.1% observed
SPARKS / 241 loadout card
Your observed cardSPARKS / 241

9 completed matches / 77.8% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle22 personal / 45.5% observed
SKYHAMMER / M51 loadout card
Your observed cardSKYHAMMER / M51

10 completed matches / 50.0% observed result

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

135 archive carries / 126 players / 46.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Terminal Redux16 personal / 31.2% observed
PHANTOM / BL44 loadout card
Your observed cardPHANTOM / BL44

7 completed matches / 14.3% observed result

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Dockyard13 personal / 53.8% observed
FRAGGER / M91 loadout card
Your observed cardFRAGGER / M91

6 completed matches / 50.0% observed result

FRAGGER / K51 loadout card
Archive same-merc leadFRAGGER / K51

3,434 archive carries / 500 players / 51.4% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

04 / whole kit

Deck and squad links

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

REDEYE / D72 loadout card
REDEYE / D72
RHINO / A61 loadout card
RHINO / A61
SPARKS / 241 loadout card
SPARKS / 241
Signature deck

8 completed matches / 75.0% 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 x8 / SPARKS / 241Most Accurate x5 / AIMEE / P55Most Ammo x5 / SKYHAMMER / M51Most Assists x3 / AIMEE / P55

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

1234Skill RR
+2Skill RR delta
1234Peak 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 ? 181 valid updates
2026-07-17-23:20+7 performance
Activity: 7.1 min / 12 K / 7 A / 1 W
Score: actual 1.006 vs expected 0.899 / margin 0.107
Show exact performance breakdown
1.006Actual score
0.899Expected score
0.107Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.97
OBJECTIVE1.09
SUPPORT1.02
PRESSURE0.97
ground truth 1.00 vs legacy read 0.81 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-00+13 performance
Activity: 14.3 min / 19 K / 19 A / 2 W
Score: actual 1.021 vs expected 0.812 / margin 0.209
Show exact performance breakdown
1.021Actual score
0.812Expected score
0.209Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.00
OBJECTIVE0.95
SUPPORT1.03
PRESSURE1.23
ground truth 1.04 vs legacy read 0.58 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:40+2 performance
Activity: 12.1 min / 22 K / 11 A / 0 W
Score: actual 0.821 vs expected 0.791 / margin 0.031
Show exact performance breakdown
0.821Actual score
0.791Expected score
0.031Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.92
OBJECTIVE0.14
SUPPORT1.07
PRESSURE1.28
ground truth 0.84 vs legacy read 0.64 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:20+11 performance
Activity: 10.4 min / 13 K / 9 A / 0 W
Score: actual 0.975 vs expected 0.795 / margin 0.181
Show exact performance breakdown
0.975Actual score
0.795Expected score
0.181Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.79
OBJECTIVE1.54
SUPPORT0.69
PRESSURE1.30
ground truth 1.03 vs legacy read 0.35 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22-00+11 performance
Activity: 37.4 min / 58 K / 40 A / 0 W
Score: actual 0.953 vs expected 0.773 / margin 0.181
Show exact performance breakdown
0.953Actual score
0.773Expected score
0.181Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.02
OBJECTIVE0.53
SUPPORT1.30
PRESSURE1.21
ground truth 0.98 vs legacy read 0.59 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21:20+12 performance
Activity: 3.4 min / 2 K / 6 A / 1 W
Score: actual 0.992 vs expected 0.799 / margin 0.193
Show exact performance breakdown
0.992Actual score
0.799Expected score
0.193Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.19
OBJECTIVE0.86
SUPPORT0.17
PRESSURE1.15
ground truth 1.01 vs legacy read 0.48 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21-00+4 performance
Activity: 24.6 min / 49 K / 25 A / 0 W
Score: actual 0.852 vs expected 0.783 / margin 0.069
Show exact performance breakdown
0.852Actual score
0.783Expected score
0.069Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.10
OBJECTIVE0.27
SUPPORT0.08
PRESSURE1.16
ground truth 0.83 vs legacy read 0.79 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:40+22 performance
Activity: 12.2 min / 26 K / 14 A / 0 W
Score: actual 1.113 vs expected 0.753 / margin 0.36
Show exact performance breakdown
1.113Actual score
0.753Expected score
0.36Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.02
OBJECTIVE1.30
SUPPORT1.36
PRESSURE1.10
ground truth 1.13 vs legacy read 0.69 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:20-3 performance
Activity: 9.9 min / 15 K / 16 A / 2 W
Score: actual 0.794 vs expected 0.836 / margin -0.043
Show exact performance breakdown
0.794Actual score
0.836Expected score
-0.043Margin
61K-factor
2026-07-17-20-00-13 performance
Activity: 19.4 min / 29 K / 25 A / 0 W
Score: actual 0.619 vs expected 0.838 / margin -0.219
Show exact performance breakdown
0.619Actual score
0.838Expected score
-0.219Margin
61K-factor
2026-07-17-23-20
MATCH IMPACT Silver IV / Skill RR 1234 / +2 RR
Position 430 / Objective Stopper / KPH 46.39 / Performance +7 / Field shift +1 / Ladder track 1390
  • +7 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Objective actions and Verified public data bonus. Weak/low signals: Support actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.006Actual score
0.899Expected score
0.107Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.97
OBJECTIVE1.09
SUPPORT1.02
PRESSURE0.97
ground truth 1.00 vs legacy read 0.81 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 12 delta / Stop score / hour 101.6
Score: 2 / Weight: 20% / Impact: +0.22
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.18
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.175
Objective actionsPushed RR up
Measured: 2.5 delta / Objective score / hour 21.2
Score: 1.246 / Weight: 20% / Impact: +0.069
Kills per hourPulled RR down
Measured: 12 kills / Kills / hour 101.6
Score: 0.669 / Weight: 19.5% / Impact: -0.045
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 38% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-23-00
MATCH IMPACT Silver IV / Skill RR 1232 / +1 RR
Position 432 / Objective Stopper / KPH 46.38 / Performance +13 / Field shift +1 / Ladder track 1383
  • +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, Combat pressure and Support actions.
Show exact performance breakdown
1.021Actual score
0.812Expected score
0.209Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.00
OBJECTIVE0.95
SUPPORT1.03
PRESSURE1.23
ground truth 1.04 vs legacy read 0.58 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 8 delta / Stop score / hour 33.7
Score: 2 / Weight: 20% / Impact: +0.238
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.162
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.158
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 4.2
Score: 0.234 / Weight: 20% / Impact: -0.116
Kills per hourPulled RR down
Measured: 19 kills / Kills / hour 80
Score: 0.526 / Weight: 19.5% / Impact: -0.056
Verified public data bonusPushed RR up
Measured: fought a +48 CMR field, measured accuracy 37% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-22-40
MATCH IMPACT Silver IV / Skill RR 1231 / +1 RR
Position 435 / Objective Stopper / KPH 46.37 / Performance +2 / Field shift +2 / Ladder track 1370
  • +2 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 Support actions.
Show exact performance breakdown
0.821Actual score
0.791Expected score
0.031Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.92
OBJECTIVE0.14
SUPPORT1.07
PRESSURE1.28
ground truth 0.84 vs legacy read 0.64 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 15.8 delta / Stop score / hour 78.5
Score: 2 / Weight: 20.2% / Impact: +0.244
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20.2% / Impact: -0.16
Combat pressurePulled RR down
Measured: 2.2 delta / Combat score / hour 10.9
Score: 0.146 / Weight: 19.7% / Impact: -0.127
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 5
Score: 0.276 / Weight: 20.2% / Impact: -0.104
Kills per hourNeutral
Measured: 22 kills / Kills / hour 109.2
Score: 0.719 / Weight: 19.7% / Impact: -0.014
Verified public data bonusPushed RR up
Measured: fought a +84 CMR field, measured accuracy 30% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-07-17-22-20
MATCH IMPACT Silver IV / Skill RR 1230 / -1 RR
Position 436 / Objective Stopper / KPH 46.35 / Performance +11 / Field shift 0 / Ladder track 1368
  • +11 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
0.975Actual score
0.795Expected score
0.181Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.79
OBJECTIVE1.54
SUPPORT0.69
PRESSURE1.30
ground truth 1.03 vs legacy read 0.35 · 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: -0.159
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.159
Combat pressurePulled RR down
Measured: 1.2 delta / Combat score / hour 6.9
Score: 0.092 / Weight: 19.5% / Impact: -0.137
Objective stops / C4 pressurePushed RR up
Measured: 2.5 delta / Stop score / hour 14.4
Score: 1.111 / Weight: 20% / Impact: +0.063
Kills per hourPulled RR down
Measured: 13 kills / Kills / hour 75.1
Score: 0.494 / Weight: 19.5% / Impact: -0.059
Verified public data bonusPushed RR up
Measured: fought a +76 CMR field, measured accuracy 34% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-07-17-22-00
MATCH IMPACT Silver IV / Skill RR 1231 / 0 RR
Position 437 / Objective Stopper / KPH 46.34 / Performance +11 / Field shift +1 / Ladder track 1357
  • +11 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 Support actions.
Show exact performance breakdown
0.953Actual score
0.773Expected score
0.181Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.02
OBJECTIVE0.53
SUPPORT1.30
PRESSURE1.21
ground truth 0.98 vs legacy read 0.59 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 28.6 delta / Stop score / hour 45.9
Score: 2 / Weight: 20% / Impact: +0.245
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.155
Combat pressurePulled RR down
Measured: 4.5 delta / Combat score / hour 7.2
Score: 0.096 / Weight: 19.5% / Impact: -0.132
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 3.2
Score: 0.178 / Weight: 20% / Impact: -0.119
Kills per hourPulled RR down
Measured: 58 kills / Kills / hour 93.1
Score: 0.612 / Weight: 19.5% / Impact: -0.031
Verified public data bonusPushed RR up
Measured: fought a +112 CMR field, measured accuracy 34% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Silver IV / Skill RR 1231 / +1 RR
Position 438 / Objective Stopper / KPH 46.29 / Performance 0 / Field shift +2 / Ladder track 1346
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-21-20
MATCH IMPACT Silver IV / Skill RR 1230 / 0 RR
Position 437 / Objective Stopper / KPH 46.29 / Performance +12 / Field shift 0 / Ladder track 1346
  • +12 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective actions and Verified public data bonus. Weak/low signals: Support actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
0.992Actual score
0.799Expected score
0.193Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.19
OBJECTIVE0.86
SUPPORT0.17
PRESSURE1.15
ground truth 1.01 vs legacy read 0.48 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPushed RR up
Measured: 2 delta / Objective score / hour 35
Score: 2 / Weight: 20% / Impact: +0.24
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.16
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.16
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.156
Kills per hourPulled RR down
Measured: 2 kills / Kills / hour 35
Score: 0.23 / Weight: 19.5% / Impact: -0.111
Verified public data bonusPushed RR up
Measured: fought a +66 CMR field, measured accuracy 34%, heavy measured damage output / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-21-00
MATCH IMPACT Silver IV / Skill RR 1230 / 0 RR
Position 437 / Objective Stopper / KPH 46.3 / Performance +4 / Field shift +1 / Ladder track 1334
  • +4 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: Support actions, Combat pressure and Objective actions.
Show exact performance breakdown
0.852Actual score
0.783Expected score
0.069Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.10
OBJECTIVE0.27
SUPPORT0.08
PRESSURE1.16
ground truth 0.83 vs legacy read 0.79 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 26.9 delta / Stop score / hour 65.5
Score: 2 / Weight: 20% / Impact: +0.243
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 2.4
Score: 0.135 / Weight: 20% / Impact: -0.13
Combat pressurePulled RR down
Measured: 14.2 delta / Combat score / hour 34.6
Score: 0.461 / Weight: 19.5% / Impact: -0.063
Objective actionsPulled RR down
Measured: 3.5 delta / Objective score / hour 8.5
Score: 0.501 / Weight: 20% / Impact: -0.056
Verified public data bonusPushed RR up
Measured: fought a +93 CMR field, measured accuracy 33%, heavy measured damage output / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Win resultNeutral
Measured: 0-2 / Win ratio 0%
Score: 0 / Weight: 1% / Impact: -0.002
2026-07-17-20-40
MATCH IMPACT Silver IV / Skill RR 1230 / +1 RR
Position 437 / Objective Stopper / KPH 46.25 / Performance +22 / Field shift +1 / Ladder track 1330
  • +22 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 Kills per hour. Weak/low signals: Objective actions, Support actions and Combat pressure.
Show exact performance breakdown
1.113Actual score
0.753Expected score
0.36Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.02
OBJECTIVE1.30
SUPPORT1.36
PRESSURE1.10
ground truth 1.13 vs legacy read 0.69 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 9 delta / Stop score / hour 44.2
Score: 2 / Weight: 20.2% / Impact: +0.252
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20.2% / Impact: -0.152
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 4.9
Score: 0.273 / Weight: 20.2% / Impact: -0.097
Combat pressurePulled RR down
Measured: 4.1 delta / Combat score / hour 20.1
Score: 0.268 / Weight: 19.7% / Impact: -0.095
Verified public data bonusPushed RR up
Measured: fought a +142 CMR field, measured accuracy 36% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Kills per hourPushed RR up
Measured: 26 kills / Kills / hour 127.7
Score: 0.84 / Weight: 19.7% / Impact: +0.017
2026-07-17-20-20
MATCH IMPACT Silver IV / Skill RR 1229 / 0 RR
Position 437 / Objective Stopper / KPH 46.22 / Performance -3 / Field shift +2 / Ladder track 1308
  • -3 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Support actions, Combat pressure and Kills per hour. Positive signals from Objective actions, Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.794Actual score
0.836Expected score
-0.043Margin
61K-factor
Objective actionsPushed RR up
Measured: 5.5 delta / Objective score / hour 33.3
Score: 1.957 / Weight: 20% / Impact: +0.224
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.167
Combat pressurePulled RR down
Measured: 1.3 delta / Combat score / hour 7.9
Score: 0.105 / Weight: 19.5% / Impact: -0.143
Objective stops / C4 pressurePushed RR up
Measured: 2.5 delta / Stop score / hour 15.1
Score: 1.164 / Weight: 20% / Impact: +0.065
Kills per hourPulled RR down
Measured: 15 kills / Kills / hour 90.8
Score: 0.597 / Weight: 19.5% / Impact: -0.047
Win resultNeutral
Measured: 2-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.013
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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