Tracked players: 5373 · 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.
575 / 5373Active ranked this season
09:39
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.

2026-09-02 Last update UTC 16:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
7ModyKing
SIGNAL LOST - FLATLINED
Over 7 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
Bronze V
Bronze spawn fileEntry-band file

7ModyKing825 Skill RR

Bronze V

Lost SignalLast proven rank saved / live slot released / state file ? 16.4d ago
825Skill RR
#-Board position
DormantField state
Season peak savedSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATING 2/10
?
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.
/100
Calibrating
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLEDCALIBRATING
LADDER TRACK BASE787
PRESSURE BUDGET±20 RR
VISIBLE PREVIEW787

More eligible live-server matches are needed before the signed pressure signal is released.

Current gauge
18Newest match
50Expected pressure
2/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Won Won Loss Loss Won
Open DBStats Profile ↗
Ranked read

7ModyKing 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. More direct round work would make the value easier for any team to feel. The next good update comes from adding more obj work and support value to the useful minutes.

Team value: stop pressure Strongest: stop pressure · solid Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
15 d ago · 17 DBRanked servers · scan fresh
Last serversaved sighting
//Fan´s Tower of Terror\\ - Celebrate lvl 1000
obj_terminalredux · Objective · Pre Game
Maplast saved
obj_terminalredux
Objective · Pre Game
Last lobby1 ranked player
1/16
players in monitored server
Lobby difficultythin sample
826
avg Skill RR 826
Ranked densityrank signal
100%
1 of 1 detected players
Stomp riskbalance signal
0 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 1
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Bronze V
825Bronze V · Skill RR
Bronze V → Bronze IV38%
189 RR to Bronze IV114 RR above floor
934Peak form
856All-time peak
787Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-34 last 6
1 positive · 4 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapBronze II
+109 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftnone
Player DNAStable read
7ModyKing 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. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also helps the wave stay alive when trades get ugly. Current stop pace sits around 9.4 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 16:10:22 UTC
NEXT SCAN 09:38
CONTACTS 575 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · 7ModyKing 825 RR · FORM COLD — 1/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -10.5 RR/UPDATE · PEAK FORM 934 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
7ModyKing
Bronze V · Held-Rank Veteran
BOARD POS
RR 825PEAK 934STATE COLDCONF 53
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Support actions running below scoring target — worst active leak, -10.5 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Cold StreakSEV-24 negative in the last 6 updates, -34 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
934Peak form
856All-time peak
787Ladder track
+114RR above floor
825Bronze V · Skill RR38% TO BRONZE IV
Bronze V → Bronze IV38% · 189 RR needed
REACTOR PULSE · FORM LAST 6COLD -34
Sentinel Confidence
53MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (49 rows), stored scored breakdowns (4) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
+19.5 1st Deployopener
-19 2nd Deploybleeding
-50 3rd+ Deploybleeding
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
0005 UTC avg -7.5 RR / update over 4 updates
Recent Sessions
2026-08-17-02-403 updates-25
2026-08-16-04-201 update-5
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
1/6HOT RATIO
Hot Ratio
positive in last 6 updates
-34COLD
Form Engine
net RR across last 6
+109peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
67
KPH
35
Support
29
Objective
25
Combat
6
25season KPH 45.1profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[16:10] > SCAN CYCLE 1610 COMPLETE — 575 contacts indexed
[16:10] > RATING SIGNAL LOCKED: 825 RR · BRONZE V
[16:10] > LEAK SCAN: SUPPORT ACTIONS below target — drain -10.5 RR/update
[16:10] > FORM ENGINE: 1/6 positive — band COLD, stability 67%
Sentinel Read · Player Assessment
7ModyKing 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. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also helps the wave stay alive when trades get ugly. Current stop pace sits around 9.4 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 4 stored scored games
Support actionsavg 0 vs 18/h target · weight 20%
-10.5RR / update
Combat pressureavg 1.6 vs 75/h target · weight 20%
-9.8RR / update
Kills per houravg 25 vs 152/h target · weight 20%
-6.9RR / update
Objective actionsavg 7.8 vs 17/h target · weight 20%
-0.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.9RR / update
Objective stops / C4 pressureavg 22 vs 13/h target · weight 20%
+16.6RR / update
Fix Simulator · Counterfactual
Average scored update right now-7.2 RR
Hit Support actions target — nothing else changes+13.8 RR / update
Hit Support actions + Combat pressure targets+33.9 RR / update
Counterfactual on the same games, same K-factor (~105). 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-25 net
Your games
-25
Field drift
0
3 scored updates in window
72h-34 net
Your games
-34
Field drift
0
5 scored updates in window
7d-34 net
Your games
-34
Field drift
0
5 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 13%RR
Top 70%Combat
Top 66%Objective
Top 42%Support
Top 69%KPH
Objective Stops67/100
KPH35/100
Support29/100
Objective25/100
Combat6/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-50 impact)
⬢ WHAT WAS THAT?! BADGE Bronze V TAPE SAYS Bronze V
Zero pressure, zero value, zero pulse. If that run were a merc, it would be a loadout screen left open overnight.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Perfect match. The badge says it, the tape confirms it. Now show me the NEXT badge instead.
⬢ FAST CLIMB ORDER
Forget the ladder. The ladder will still be there. Right now we rebuild from the studs: clean trades, no quiet deaths, every life buys SOMETHING. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. Bronze IV 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
Win result▲ Minor100%
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major0 / 18 support/h target
Clutch stops▼ Major0 / 13 clutch/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 supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Wake up. That game bled RR because the round did not get enough useful work. Stop touring the map and get near the win condition. Next game: make the obj hear footsteps. Escort it, arm it, fix it, steal it, deliver it, contest it — do not let the round happen without you. Coach order: stop admiring the objective and start bullying 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 hurt 2026-08-17-04:40 / -50 game impact
Coach
WHAT WAS THAT?!
Zero pressure, zero value, zero pulse. If that run were a merc, it would be a loadout screen left open overnight.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze VBronze V
The tape saysBronze VBronze V
Perfect match. The badge says it, the tape confirms it. Now show me the NEXT badge instead.
Fast climb order
Forget the ladder. The ladder will still be there. Right now we rebuild from the studs: clean trades, no quiet deaths, every life buys SOMETHING. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. Bronze IV 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
FIRE SUPPORTjudged by your class bar
FILE 001 ROOKIE UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksNew file, new face. The account stamp says you are new to London - about 13 hours in those boots. Good. Bad habits have not found you yet. Stay close, listen hard, and we skip a year of pain.Everything after tonight gets measured against tonight. That is how files work - the first page never stops talking.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.
SUPPORT
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.12
CLASS BAR 1.00
COMBAT
I have seen empty chairs contribute more. At least a chair HOLDS GROUND.
0.28
CLASS BAR 1.00
The drill // next sessionThe line runs dry and you are holding the warehouse keys. Next shift nobody within thirty meters of you reloads empty.
CANARYWHARFWON
Taking 271 a minute and answering with 106. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SKYHAMMER
IN YOUR SQUAD EVERY RECENT GAME
Skyhammer is the quartermaster with a sky problem: feed ammo constantly, drop the strike where the round bends. Two jobs, one legend.
FILM ROOM // CANARY WHARF
Holding Wharf: own the high glass and make them spend utility just to walk. Every balcony your team holds is a toll booth on their push.
The last ten fights read 24 against a fair share of 50. Passengers do not lift cups.

Working signals

Win result▲ Minor
100%
1 positive -30 last 4

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
3 negative 0.076 vs 0.552

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
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
What I expected from your last games
Listen. You are new tape. I do not need a highlight reel, I need a PULSE. Touch the objective, trade a fight, prove you are not a cardboard cutout someone propped up in spawn.
What your last games gave me
That was an unpaid internship in spectating. You had a gun. The gun is filing a complaint. It says it wants to see other players.
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 4 stored scored games
Support actionsavg 0 vs 18/h target · weight 20%
-10.5RR / update
Combat pressureavg 1.6 vs 75/h target · weight 20%
-9.8RR / update
Kills per houravg 25 vs 152/h target · weight 20%
-6.9RR / update
Objective actionsavg 7.8 vs 17/h target · weight 20%
-0.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.9RR / update
Objective stops / C4 pressureavg 22 vs 13/h target · weight 20%
+16.6RR / update
Fix simulator
Average scored update right now-7.2 RR
Hit Support actions target — nothing else changes+13.8 RR / update
Hit Support actions + Combat pressure targets+33.9 RR / update
Counterfactual on the same games, same K-factor (~105). 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-25 net
Your games-25
Field drift0
3 scored updates in window
72h-34 net
Your games-34
Field drift0
5 scored updates in window
7d-34 net
Your games-34
Field drift0
5 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 -7.5 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+19.51st
-192nd
-503rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-08-17-02-403 updates-25
2026-08-16-04-201 update-5
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 13%RR
Top 70%Combat
Top 66%Objective
Top 42%Support
Top 69%KPH
Objective Stops67/100
KPH35/100
Support29/100
Objective25/100
Combat6/100
Personal intelligence / weekly compile

Loadout DNA // 7ModyKing

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

Weekly compile pending
0completed proof matches
0maps in personal file
Unresolveddominant field lane
COMPILE PENDINGlast seven days

Weekly loadout compile queued

This player ranked after the latest weekly build. The public Field Manual works now; the personal dossier will appear after the next compile.

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 Field Manual

Skill movement + performance history

825Skill RR
0Skill RR delta
825Peak Skill RR shown
1Tracked 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 4 scored games ? 4 valid updates
2026-08-17-04:40-50 performance
Activity: 8.1 min / 5 K / 2 A / 2 W
Score: actual 0.076 vs expected 0.552 / margin -0.476
Show exact performance breakdown
0.076Actual score
0.552Expected score
-0.476Margin
105K-factor
2026-08-17-03-00-19 performance
Activity: 6.4 min / 2 K / 5 A / 0 W
Score: actual 0.434 vs expected 0.611 / margin -0.177
Show exact performance breakdown
0.434Actual score
0.611Expected score
-0.177Margin
105K-factor
2026-08-17-02:40+44 performance
Activity: 11.6 min / 5 K / 3 A / 0 W
Score: actual 0.823 vs expected 0.4 / margin 0.423
Show exact performance breakdown
0.823Actual score
0.4Expected score
0.423Margin
105K-factor
2026-08-16-04:20-5 performance
Activity: 14.1 min / 3 K / 7 A / 2 W
Score: actual 0.398 vs expected 0.442 / margin -0.044
Show exact performance breakdown
0.398Actual score
0.442Expected score
-0.044Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.28
OBJECTIVE0.55
SUPPORT0.12
PRESSURE0.89
ground truth 0.42 vs legacy read 0.29 · 1 match window · 1.00 = your class target for this lobby
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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