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
08:50
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
Cousin Itt
Gold V
SEASON I REWARD
Gold II
Gold II
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

Cousin Itt1441 Skill RR

Gold V

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay3 RR lifetime / the system pays the mercs who endure a quarantined contract
1441Skill RR
#253Board position
Signal heldField state
37 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 RR1625
PRESSURE BUDGET±41 RR
VISIBLE PREVIEW1624
Silent Support x 2

Recent eligible matches sit slightly below expected field pressure.

49Current gauge
73Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Abandoned Loss Loss Loss Loss Loss Won Won Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Cousin Itt is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. When the obj work rises with the useful minutes, this player becomes easier to trust in close rounds. This player also has timing around stops, which can save rounds that look almost gone. The last scored game showed the good parts clearly, especially through support value and stop pressure.

Team value: support value Strongest: support value · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
51 min ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
lobby · Stopwatch · Pre Game
Maplast saved
lobby
Stopwatch · Pre Game
Last lobby15 ranked players
15/16
players in monitored server
Lobby difficultyGold III
1336
avg Skill RR 1336
Ranked densityrank signal
100%
15 of 15 detected players
Stomp riskbalance signal
69 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Medic / Revive Backbone · Hot streak · Skill RR is the rank signal
BOARD POSITION#253
Skill rating signal
Gold V
1441Gold V · Skill RR
Gold V → Gold IV91%
5 RR to Gold IV37 RR above floor
2137Peak form
1638All-time peak
1625Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Support · Secondary: Objective Stops
Form engine
HOT+96 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapElite
+696 gap
Standing moveSkill scale
+16
Rank pressureField opened
Field opened +12 RR
Idle field shiftoffline
+4
Player DNAStable read
Cousin Itt brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. When the fights get cleaner, the team value becomes much easier to see. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 42.3 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:11 UTC
NEXT SCAN 08:49
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #253 Cousin Itt 1441 RR · CONTACT #255 CLOSURE +105/DAY — INTERCEPT ~1D · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -6.6 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
Cousin Itt
Gold V · Hot Streak Medic / Revive Backbone
#253BOARD POS
RR 1441PEAK 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 5 SIGNALS
Threat ClosingSEV-1#255 ✪ ivan gained +105 RR today, 5 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -6.6 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#252 .:ALEX_325:. is 2 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR4 of last 6 scored updates positive, +96 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2137Peak form
1638All-time peak
1625Ladder track
+37RR above floor
1441Gold V · Skill RR91% TO GOLD IV
Gold V → Gold IV91% · 5 RR needed
REACTOR PULSE · FORM LAST 6HOT +96
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1680 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
1823 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-20-407 updates0
2026-07-13-22-203 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+96HOT
Form Engine
net RR across last 6
+696peak form gap +16standing move +4idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Support
100
Objective Stops
100
KPH
66
Objective
31
Combat
30
98.9season KPH 85.2profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1441 RR · GOLD V · BOARD #253
[23:31] > LEAK SCAN: COMBAT PRESSURE below target — drain -6.6 RR/update
[23:31] > THREAT TRACK: contact #255 closure +105/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Cousin Itt brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. When the fights get cleaner, the team value becomes much easier to see. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 42.3 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 28 vs 75/h target · weight 20%
-6.6RR / update
Objective actionsavg 6.9 vs 17/h target · weight 20%
-6.4RR / update
Kills per houravg 96.8 vs 152/h target · weight 20%
-3.5RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Support actionsavg 58.3 vs 18/h target · weight 20%
+2.6RR / update
Objective stops / C4 pressureavg 31.8 vs 13/h target · weight 20%
+11.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+11.8 RR
Hit Objective actions target — nothing else changes+19.7 RR / update
Hit Objective actions + Combat pressure targets+27.2 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+90 net
Your games
+90
Field drift
0
7 scored updates in window
72h+90 net
Your games
+90
Field drift
0
7 scored updates in window
7d+115 net
Your games
+115
Field drift
0
26 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 11%RR
Top 22%Combat
Top 58%Objective
Top 3%Support
Top 23%KPH
Support100/100
Objective Stops100/100
KPH66/100
Objective31/100
Combat30/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+25 impact)
⬢ CHAMPAGNE ROOM BADGE Gold V TAPE SAYS Elite
Champagne. Actual champagne. I set a brutal bar and you cleared it with such violence that the bar is now structural debris.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Gold IV. 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
Team support▲ High212.2 / 18 support/h target
Clutch stops▲ High29.5 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major29.9 / 75 combat/h target
Kill pace▼ Medium90.7 / 152 KPH target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressureTARGET29.9 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET90.7 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Clean enough to build on. Team support did the heavy lifting and gave the next game a clear plan. Next game: play closer to the obj. Touch EV/C4, escort, plant, defuse, repair, deliver or contest. The round has to feel your presence. Coach order: make the map objective your problem until it becomes their problem.
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 2026-07-17-22:40 / +25 game impact
Coach
CHAMPAGNE ROOM
Champagne. Actual champagne. I set a brutal bar and you cleared it with such violence that the bar is now structural debris.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold VGold V
The tape saysEliteElite
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Gold IV. 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 009 VETERAN UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksPage 9 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.And before you argue with the board: the best PRESSURE in this file is 1.79, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Your last pages average 0.97 on PRESSURE. Tonight reads 0.82. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.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.
PRESSURE
Inches from the bar - and inches decide gold.
0.82
CLASS BAR 1.00
COMBAT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
1.72
CLASS BAR 1.00
The drill // next sessionThe heat you take opens lanes for four other people. Next shift, be expensive to remove.
HEISTLOST
228 damage a minute out, 231 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FRAGGER
IN YOUR SQUAD EVERY RECENT GAME
Highest health on the roster — you are the door-opener. First through, every time, and make the trade expensive.
FILM ROOM // HEIST
Heist is close-quarters larceny: the vault fight rewards shotguns, mines and nerve. Pre-trap the room before the objective goes hot.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.

Working signals

Team support▲ High
212.2 / 18 support/h target
Clutch stops▲ High
29.5 / 13 clutch/h target
4 positive +96 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
29.9 / 75 combat/h target
Kill pace▼ Medium
90.7 / 152 KPH target
2 negative 1.344 vs 0.941

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
29.9 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
90.7 / 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
At this level, existing is not a contribution. I expected you to bend rounds. Win the fight that opens the lane. Hold the corner that saves the plant. BE somebody.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
How fast this can move you
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 28 vs 75/h target · weight 20%
-6.6RR / update
Objective actionsavg 6.9 vs 17/h target · weight 20%
-6.4RR / update
Kills per houravg 96.8 vs 152/h target · weight 20%
-3.5RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Support actionsavg 58.3 vs 18/h target · weight 20%
+2.6RR / update
Objective stops / C4 pressureavg 31.8 vs 13/h target · weight 20%
+11.7RR / update
Fix simulator
Average scored update right now+11.8 RR
Hit Objective actions target — nothing else changes+19.7 RR / update
Hit Objective actions + Combat pressure targets+27.2 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+90 net
Your games+90
Field drift0
7 scored updates in window
72h+90 net
Your games+90
Field drift0
7 scored updates in window
7d+115 net
Your games+115
Field drift0
26 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +0 RR / update over 3 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-20-407 updates0
2026-07-13-22-203 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 11%RR
Top 22%Combat
Top 58%Objective
Top 3%Support
Top 23%KPH
Support100/100
Objective Stops100/100
KPH66/100
Objective31/100
Combat30/100
Personal intelligence / weekly compile

Loadout DNA // Cousin Itt

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
351completed proof matches
11maps in personal file
Supportdominant 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 PHOENIX / CR81 loadout card
PHOENIX / CR81Medic

239 completed matches / 52.7% observed result

Signature 2 STOKER / M55 loadout card
STOKER / M55Fire Support

80 completed matches / 55.0% observed result

Signature 3 ARTY / D43 loadout card
ARTY / D43Fire Support

78 completed matches / 51.3% observed result

Signature 4 FRAGGER / M93 loadout card
FRAGGER / M93Assault

60 completed matches / 61.7% observed result

Role DNA
Combat
71
Objective
22
Support
79
Precision
42
Pressure
65
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 ARTY / D43 loadout card
ARTY / D43Fire Support
Test ARTY / B81 loadout card
ARTY / B81Fire Support
Keep ARTY. Change one card.

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

78 completed matches / 51.3% observed result 3,868 completed carries / 1,637 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.

Castle55 personal / 49.1% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

41 completed matches / 46.3% observed result

PHOENIX / C41 loadout card
Archive same-merc leadPHOENIX / C41

1,821 archive carries / 500 players / 52.8% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel55 personal / 54.5% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

47 completed matches / 55.3% observed result

PHOENIX / C41 loadout card
Archive same-merc leadPHOENIX / C41

5,530 archive carries / 500 players / 52.2% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge54 personal / 53.7% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

40 completed matches / 50.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground34 personal / 50.0% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

28 completed matches / 53.6% observed result

PHOENIX / CR72 loadout card
Archive same-merc leadPHOENIX / CR72

3,174 archive carries / 500 players / 51.5% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard34 personal / 58.8% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

25 completed matches / 52.0% observed result

PHOENIX / CR71 loadout card
Archive same-merc leadPHOENIX / CR71

761 archive carries / 497 players / 55.5% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard24 personal / 54.2% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

19 completed matches / 52.6% observed result

PHOENIX / CR71 loadout card
Archive same-merc leadPHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

THUNDER / T45 loadout card
Archive field referenceTHUNDER / T45

463 archive carries / 420 players / 53.3% 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.

ARTY / D43 loadout card
ARTY / D43
JAVELIN / SH85 loadout card
JAVELIN / SH85
PHOENIX / CR81 loadout card
PHOENIX / CR81
Signature deck

25 completed matches / 44.0% 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 x21 / PHOENIX / CR81Most Revives x8 / PHOENIX / KE81Most Healing x7 / PHOENIX / CR81Most Ammo x5 / ARTY / D43

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

1441Skill RR
+7Skill RR delta
1441Peak 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 ? 108 valid updates
2026-07-17-22:40+25 performance
Activity: 13.2 min / 20 K / 21 A / 0 W
Score: actual 1.344 vs expected 0.941 / margin 0.403
Show exact performance breakdown
1.344Actual score
0.941Expected score
0.403Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.72
OBJECTIVE1.07
SUPPORT0.90
PRESSURE0.82
ground truth 1.32 vs legacy read 1.03 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:20+39 performance
Activity: 11.6 min / 18 K / 21 A / 1 W
Score: actual 1.584 vs expected 0.952 / margin 0.632
Show exact performance breakdown
1.584Actual score
0.952Expected score
0.632Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.52
OBJECTIVE0.98
SUPPORT2.00
PRESSURE1.05
ground truth 1.55 vs legacy read 1.27 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22-00+27 performance
Activity: 21.5 min / 52 K / 38 A / 1 W
Score: actual 1.335 vs expected 0.897 / margin 0.438
Show exact performance breakdown
1.335Actual score
0.897Expected score
0.438Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.90
OBJECTIVE0.40
SUPPORT2.00
PRESSURE0.99
ground truth 1.33 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21:40-2 performance
Activity: 19.5 min / 22 K / 17 A / 0 W
Score: actual 0.938 vs expected 0.974 / margin -0.035
Show exact performance breakdown
0.938Actual score
0.974Expected score
-0.035Margin
61K-factor
2026-07-17-21:20-8 performance
Activity: 11 min / 15 K / 9 A / 0 W
Score: actual 0.797 vs expected 0.932 / margin -0.135
Show exact performance breakdown
0.797Actual score
0.932Expected score
-0.135Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.88
OBJECTIVE0.35
SUPPORT0.79
PRESSURE0.90
ground truth 0.76 vs legacy read 0.88 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-21-00+15 performance
Activity: 12.2 min / 22 K / 21 A / 0 W
Score: actual 1.163 vs expected 0.919 / margin 0.244
Show exact performance breakdown
1.163Actual score
0.919Expected score
0.244Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.40
OBJECTIVE1.25
SUPPORT0.11
PRESSURE0.95
ground truth 1.14 vs legacy read 0.98 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:40-6 performance
Activity: 8.8 min / 13 K / 7 A / 0 W
Score: actual 0.804 vs expected 0.896 / margin -0.092
Show exact performance breakdown
0.804Actual score
0.896Expected score
-0.092Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.85
OBJECTIVE0.12
SUPPORT1.50
PRESSURE1.06
ground truth 0.80 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
2026-07-13-23-00+2 performance
Activity: 20.8 min / 34 K / 24 A / 2 W
Score: actual 0.953 vs expected 0.917 / margin 0.036
Show exact performance breakdown
0.953Actual score
0.917Expected score
0.036Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.04
OBJECTIVE0.97
SUPPORT0.57
PRESSURE0.93
ground truth 0.96 vs legacy read 0.82 · 2 match window · 1.00 = your class target for this lobby
2026-07-13-22:400 performance
Activity: 28.1 min / 41 K / 36 A / 3 W
Score: actual 0.931 vs expected 0.933 / margin -0.002
Show exact performance breakdown
0.931Actual score
0.933Expected score
-0.002Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.06
OBJECTIVE0.99
SUPPORT0.28
PRESSURE1.01
ground truth 0.95 vs legacy read 0.68 · 2 match window · 1.00 = your class target for this lobby
2026-07-13-22:20+27 performance
Activity: 14.2 min / 25 K / 16 A / 1 W
Score: actual 1.375 vs expected 0.927 / margin 0.448
Show exact performance breakdown
1.375Actual score
0.927Expected score
0.448Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 51% / MEDIC 49%engine weight 90%
COMBAT1.20
OBJECTIVE1.23
SUPPORT1.96
PRESSURE0.90
ground truth 1.38 vs legacy read 0.90 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold V / Skill RR 1441 / 0 RR
Position 264 / Support / Revive / KPH 85.2 / Performance 0 / Field shift +2 / Ladder track 1625
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold V / Skill RR 1441 / 0 RR
Position 264 / Support / Revive / KPH 85.2 / Performance 0 / Field shift +2 / Ladder track 1625
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
MATCH IMPACT Gold V / Skill RR 1441 / +4 RR
Position 264 / Support / Revive / KPH 85.2 / Performance +25 / Field shift +2 / Ladder track 1625
  • +25 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions, Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.344Actual score
0.941Expected score
0.403Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.72
OBJECTIVE1.07
SUPPORT0.90
PRESSURE0.82
ground truth 1.32 vs legacy read 1.03 · 1 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 46.8 delta / Support score / hour 212.2
Score: 2 / Weight: 20% / Impact: +0.212
Objective stops / C4 pressurePushed RR up
Measured: 6.5 delta / Stop score / hour 29.5
Score: 2 / Weight: 20% / Impact: +0.212
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.188
Combat pressurePulled RR down
Measured: 6.6 delta / Combat score / hour 29.9
Score: 0.399 / Weight: 19.5% / Impact: -0.106
Kills per hourPulled RR down
Measured: 20 kills / Kills / hour 90.7
Score: 0.597 / Weight: 19.5% / Impact: -0.067
Verified public data bonusPushed RR up
Measured: fought a +61 CMR field, measured accuracy 38%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
2026-07-17-22-20
MATCH IMPACT Gold V / Skill RR 1437 / +8 RR
Position 265 / Support / Revive / KPH 85.19 / Performance +39 / Field shift +2 / Ladder track 1600
  • +39 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions, Objective stops / C4 pressure and Objective actions. Weak/low signals: Combat pressure and Kills per hour.
Show exact performance breakdown
1.584Actual score
0.952Expected score
0.632Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.52
OBJECTIVE0.98
SUPPORT2.00
PRESSURE1.05
ground truth 1.55 vs legacy read 1.27 · 1 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 23 delta / Support score / hour 118.8
Score: 2 / Weight: 20% / Impact: +0.21
Objective stops / C4 pressurePushed RR up
Measured: 7.5 delta / Stop score / hour 38.7
Score: 2 / Weight: 20% / Impact: +0.21
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.186
Objective actionsPushed RR up
Measured: 5 delta / Objective score / hour 25.8
Score: 1.519 / Weight: 20% / Impact: +0.113
Kills per hourPulled RR down
Measured: 18 kills / Kills / hour 93
Score: 0.612 / Weight: 19.5% / Impact: -0.066
Verified public data bonusPushed RR up
Measured: carried the lobby (1.54x avg output), measured accuracy 35% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-22-00
MATCH IMPACT Gold V / Skill RR 1429 / +4 RR
Position 275 / Support / Revive / KPH 85.19 / Performance +27 / Field shift +2 / Ladder track 1561
  • +27 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
1.335Actual score
0.897Expected score
0.438Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.90
OBJECTIVE0.40
SUPPORT2.00
PRESSURE0.99
ground truth 1.33 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 19 delta / Stop score / hour 53.1
Score: 2 / Weight: 20% / Impact: +0.221
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.179
Support actionsPulled RR down
Measured: 3.6 delta / Support score / hour 10.1
Score: 0.559 / Weight: 20% / Impact: -0.067
Combat pressurePushed RR up
Measured: 28 delta / Combat score / hour 78.3
Score: 1.044 / Weight: 19.5% / Impact: +0.029
Kills per hourNeutral
Measured: 52 kills / Kills / hour 145.5
Score: 0.957 / Weight: 19.5% / Impact: +0.012
Win resultNeutral
Measured: 1-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.012
Show older movement history / 5
2026-07-17-21-40
MATCH IMPACT Gold V / Skill RR 1425 / 0 RR
Position 281 / Support / Revive / KPH 85.18 / Performance -2 / Field shift +2 / Ladder track 1534
  • -2 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Combat pressure and Kills per hour. Positive signals from Support actions, Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.938Actual score
0.974Expected score
-0.035Margin
61K-factor
Support actionsPushed RR up
Measured: 42 delta / Support score / hour 129.5
Score: 2 / Weight: 20% / Impact: +0.205
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.195
Objective stops / C4 pressurePushed RR up
Measured: 7.5 delta / Stop score / hour 23.1
Score: 1.778 / Weight: 20% / Impact: +0.161
Combat pressurePulled RR down
Measured: 8.1 delta / Combat score / hour 25
Score: 0.333 / Weight: 19.5% / Impact: -0.125
Kills per hourPulled RR down
Measured: 22 kills / Kills / hour 67.8
Score: 0.446 / Weight: 19.5% / Impact: -0.103
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public positive win rate, public deaths + losses available / Public K/D / win-loss confidence +0.023 score
Score: 0.023 / Weight: bonus% / Impact: +0.023
2026-07-17-21-20
MATCH IMPACT Gold V / Skill RR 1425 / -2 RR
Position 280 / Support / Revive / KPH 85.18 / Performance -8 / Field shift +2 / Ladder track 1536
  • -8 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Support actions, Kills per hour and Combat pressure. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.797Actual score
0.932Expected score
-0.135Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.88
OBJECTIVE0.35
SUPPORT0.79
PRESSURE0.90
ground truth 0.76 vs legacy read 0.88 · 2 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 5 delta / Stop score / hour 27.4
Score: 2 / Weight: 20% / Impact: +0.214
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 5.5
Score: 0.304 / Weight: 20% / Impact: -0.126
Kills per hourPulled RR down
Measured: 15 kills / Kills / hour 82.2
Score: 0.541 / Weight: 19.5% / Impact: -0.076
Combat pressurePulled RR down
Measured: 8.4 delta / Combat score / hour 46
Score: 0.614 / Weight: 19.5% / Impact: -0.062
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 13.7
Score: 0.806 / Weight: 20% / Impact: -0.025
Verified public data bonusPushed RR up
Measured: fought a +64 CMR field, topped a losing team 1x — the field remembers, measured accuracy 35% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-07-17-21-00
MATCH IMPACT Gold V / Skill RR 1427 / +2 RR
Position 279 / Support / Revive / KPH 85.18 / Performance +15 / Field shift +2 / Ladder track 1544
  • +15 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: Combat pressure, Support actions and Kills per hour.
Show exact performance breakdown
1.163Actual score
0.919Expected score
0.244Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.40
OBJECTIVE1.25
SUPPORT0.11
PRESSURE0.95
ground truth 1.14 vs legacy read 0.98 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 8.8 delta / Stop score / hour 43.4
Score: 2 / Weight: 20% / Impact: +0.216
Combat pressurePulled RR down
Measured: 9.5 delta / Combat score / hour 46.8
Score: 0.625 / Weight: 19.5% / Impact: -0.057
Support actionsPulled RR down
Measured: 2.6 delta / Support score / hour 12.8
Score: 0.712 / Weight: 20% / Impact: -0.041
Kills per hourPulled RR down
Measured: 22 kills / Kills / hour 108.5
Score: 0.714 / Weight: 19.5% / Impact: -0.04
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 12.3
Score: 0.725 / Weight: 20% / Impact: -0.039
Verified public data bonusPushed RR up
Measured: fought a +80 CMR field, measured accuracy 30%, heavy measured damage output / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-20-40
MATCH IMPACT Gold V / Skill RR 1425 / -1 RR
Position 280 / Support / Revive / KPH 85.18 / Performance -6 / Field shift +2 / Ladder track 1529
  • -6 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Combat pressure and Kills per hour. Positive signals from Objective stops / C4 pressure, Support actions and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.804Actual score
0.896Expected score
-0.092Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.85
OBJECTIVE0.12
SUPPORT1.50
PRESSURE1.06
ground truth 0.80 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 3.5 delta / Stop score / hour 23.9
Score: 1.839 / Weight: 20% / Impact: +0.189
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.179
Combat pressurePulled RR down
Measured: 1.3 delta / Combat score / hour 8.9
Score: 0.118 / Weight: 19.5% / Impact: -0.152
Kills per hourPulled RR down
Measured: 13 kills / Kills / hour 88.8
Score: 0.584 / Weight: 19.5% / Impact: -0.061
Support actionsPushed RR up
Measured: 3 delta / Support score / hour 20.5
Score: 1.139 / Weight: 20% / Impact: +0.048
Verified public data bonusPushed RR up
Measured: fought a +116 CMR field, measured accuracy 33% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-07-17-20-20
FIELD SHIFT Gold V / Skill RR 1426 / -1 RR
Position 278 / Support / Revive / KPH 85.18 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
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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