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
12:28
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
GamJ
RESTITUTION PAID — +78 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +78 RR on Jul 3, 2026 23:20 UTC. Games poisoned by cheaters can never count against anyone here.
Silver III
👑 Contract Crown / 1 won
Contract Crown2026-06-16
SEASON I REWARD
Silver IV
Silver IV
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

GamJ1298 Skill RR

👑 Contract reward active - included in your Skill RR

Silver III

Active SignalLive rank slot held / state file ? 1h ago
☣ Hazard pay5 RR lifetime / the system pays the mercs who endure a quarantined contract
1298Skill RR
#377Board position
Signal heldField state
13 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.
39/100
Pressure Deficit
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-6 Skill RR
BASE SKILL RR1040
PRESSURE BUDGET±26 RR
VISIBLE PREVIEW1034
Pressure Rescue x 1

Recent eligible matches show field pressure below the player's expected share.

39Current gauge
32Newest 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 Loss Won Won Won Won Loss Won Loss Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want GamJ near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. A little more team support around the fights would make this player harder to trade out cleanly. The fight side gives the team a way to open pushes instead of only reacting. Adding more support value and stop pressure in the next game would make the round value much easier to feel.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_bridge · Objective · Early Game
Maplast saved
obj_bridge
Objective · Early Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1417
avg Skill RR 1417
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
71 / 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#377
Skill rating signal
Silver III
1298Silver III · Skill RR
Silver III → Silver II24%
26 RR to Silver II13 RR above floor
2146Peak form
1270All-time peak
1040Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+47 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+848 gap
Standing moveSkill scale
+16
Rank pressureField opened
Field opened +10 RR
Idle field shiftoffline
+4
Player DNAStable read
GamJ 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. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 25 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:27:32 UTC
NEXT SCAN 12:28
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #377 GamJ 1298 RR · CONTACT #380 CLOSURE +382/DAY — INTERCEPT ~1D · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.4 RR/UPDATE · PEAK FORM 2146 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
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
GamJ
Silver III · Hot Streak Objective Stopper
#377BOARD POS
RR 1298PEAK 2146STATE 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#380 ✪VibeTerry gained +382 RR today, 3 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.4 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#376 KittyCherry♥ is 0 RR ahead and closing.
Form SurgingCLEAR4 of last 6 scored updates positive, +47 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2146Peak form
1270All-time peak
1040Ladder track
+13RR above floor
1298Silver III · Skill RR24% TO SILVER II
Silver III → Silver II24% · 26 RR needed
REACTOR PULSE · FORM LAST 6HOT +47
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1750 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 4 updates
Recent Sessions
2026-07-17-20-007 updates0
2026-07-17-00-203 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+47HOT
Form Engine
net RR across last 6
+848peak form gap +16standing move +4idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
63
Objective
49
Support
20
Combat
16
67.8season KPH 81.6profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:27] > SCAN CYCLE 2327 COMPLETE — 565 contacts indexed
[23:27] > RATING SIGNAL LOCKED: 1298 RR · SILVER III · BOARD #377
[23:27] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.4 RR/update
[23:27] > THREAT TRACK: contact #380 closure +382/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
GamJ 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. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 25 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 9.4 vs 75/h target · weight 20%
-9.4RR / update
Support actionsavg 6.1 vs 18/h target · weight 20%
-7.1RR / update
Kills per houravg 60.1 vs 152/h target · weight 20%
-6.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Objective actionsavg 28.1 vs 17/h target · weight 20%
+3RR / update
Objective stops / C4 pressureavg 16.8 vs 13/h target · weight 20%
+3.4RR / update
Fix Simulator · Counterfactual
Average scored update right now+4.3 RR
Hit Combat pressure target — nothing else changes+14.7 RR / update
Hit Combat pressure + Support actions targets+22.8 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+63 net
Your games
+63
Field drift
0
11 scored updates in window
72h+9 net
Your games
+9
Field drift
0
17 scored updates in window
7d-126 net
Your games
-126
Field drift
0
35 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 16%RR
Top 43%Combat
Top 29%Objective
Top 63%Support
Top 26%KPH
Objective Stops100/100
KPH63/100
Objective49/100
Support20/100
Combat16/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-4 impact)
⬢ NOT ENOUGH BADGE Silver III TAPE SAYS Cobalt II
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureTHE SQUINT
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
We are one repair away from forward motion. ONE. Bring me a session where the leak is gone and I will bring the climbing gear. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Silver II. 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
Objective work▲ Medium19.6 / 17 objective/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Clutch stops▼ Major0 / 13 clutch/h target
Frag pressure▼ Major4.3 / 75 combat/h target
Field Orders
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.
Frag pressureTARGET4.3 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
A few better choices swing that game. Stay with the wave and cash the pressure in. Next game: keep teammates in the round. Dead pushes do not plant, defuse, escort, or brag. 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 hurt 2026-07-17-22-00 / -4 game impact
Coach
NOT ENOUGH
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IIISilver III
The tape saysCobalt IICobalt II
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
We are one repair away from forward motion. ONE. Bring me a session where the leak is gone and I will bring the climbing gear. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Silver II. 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
MEDICjudged by your class bar
FILE 008 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.The file also says 2 straight orders followed. That combination is rare enough in this room that I underline it.I am not asking you to be great tomorrow. I am ordering you to be HONEST tomorrow - drill done, feet where the round lives. Greatness is just honesty with repetitions.
SUPPORT
I am not angry. Angry costs energy. This is just me reading a number out loud so we never see it again.
0.52
CLASS BAR 1.00
PRESSURE
The bar looked up at you tonight. Bars do not do that for free.
1.31
CLASS BAR 1.00
The drill // next sessionYour team died waiting. That ends now — defib in hand before their body hits the floor. Make saving people your whole personality.
BRIDGELOST
148 damage a minute out, 134 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
GUARDIAN
IN YOUR SQUAD 4 OF LAST 6
Charge discipline: a held full charge is a squad wipe reversed. Spend it on two or more — a single body is defib work, not glove work.
FILM ROOM // BRIDGE
Attacking Bridge: trade the first fight for map control, not kills. The team standing when the escort window opens eats lunch; the team respawning watches.
The last ten fights read 39 against a fair share of 50. Passengers do not lift cups.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Objective work▲ Medium
19.6 / 17 objective/h target
4 positive +47 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
4.3 / 75 combat/h target
2 negative 0.819 vs 0.880

Field orders

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.
Frag pressuretarget
4.3 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
This tier does not forgive background actors. Front and center — trade entries, cover your engineer, make the enemy say your name in comms with disgust.
What your last games gave me
Top-shelf tape. You dictated the pace, owned your lane, and made very good players look like they wandered in from the parking lot.
How fast this can move you
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
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 9.4 vs 75/h target · weight 20%
-9.4RR / update
Support actionsavg 6.1 vs 18/h target · weight 20%
-7.1RR / update
Kills per houravg 60.1 vs 152/h target · weight 20%
-6.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Objective actionsavg 28.1 vs 17/h target · weight 20%
+3RR / update
Objective stops / C4 pressureavg 16.8 vs 13/h target · weight 20%
+3.4RR / update
Fix simulator
Average scored update right now+4.3 RR
Hit Combat pressure target — nothing else changes+14.7 RR / update
Hit Combat pressure + Support actions targets+22.8 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+63 net
Your games+63
Field drift0
11 scored updates in window
72h+9 net
Your games+9
Field drift0
17 scored updates in window
7d-126 net
Your games-126
Field drift0
35 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 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
2026-07-17-20-007 updates0
2026-07-17-00-203 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 16%RR
Top 43%Combat
Top 29%Objective
Top 63%Support
Top 26%KPH
Objective Stops100/100
KPH63/100
Objective49/100
Support20/100
Combat16/100
Personal intelligence / weekly compile

Loadout DNA // GamJ

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
431completed proof matches
10maps in personal file
Objectivedominant 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 BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41Engineer

168 completed matches / 45.8% observed result

Signature 2 REDEYE / D45 loadout card
REDEYE / D45Recon

124 completed matches / 46.0% observed result

Signature 3 BUSHWHACKER / BL73 loadout card
BUSHWHACKER / BL73Engineer

52 completed matches / 44.2% observed result

Signature 4 RHINO / R93 loadout card
RHINO / R93Assault

49 completed matches / 51.0% observed result

Role DNA
Combat
39
Objective
69
Support
30
Precision
20
Pressure
23
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 AURA / H43 loadout card
AURA / H43Medic
Test AURA / BL41 loadout card
AURA / BL41Medic
Keep AURA. Change one card.

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

32 completed matches / 53.1% observed result 17,762 completed carries / 6,595 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.

Whitechapel75 personal / 49.3% observed
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

39 completed matches / 46.2% observed result

BUSHWHACKER / SM82 loadout card
Archive same-merc leadBUSHWHACKER / SM82

4,700 archive carries / 500 players / 50.6% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge67 personal / 58.2% observed
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

34 completed matches / 47.1% observed result

BUSHWHACKER / BL81 loadout card
Archive same-merc leadBUSHWHACKER / BL81

7,178 archive carries / 500 players / 52.3% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground59 personal / 47.5% observed
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

29 completed matches / 48.3% observed result

BUSHWHACKER / SM43 loadout card
Archive same-merc leadBUSHWHACKER / SM43

5,025 archive carries / 500 players / 50.9% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle49 personal / 46.9% observed
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

20 completed matches / 35.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard26 personal / 42.3% observed
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

13 completed matches / 46.2% observed result

BUSHWHACKER / BL71 loadout card
Archive same-merc leadBUSHWHACKER / BL71

209 archive carries / 190 players / 49.7% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard24 personal / 41.7% observed
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

11 completed matches / 45.5% observed result

BUSHWHACKER / BL73 loadout card
Archive same-merc leadBUSHWHACKER / BL73

1,017 archive carries / 500 players / 49.3% 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.

BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41
JAVELIN / SH41 loadout card
JAVELIN / SH41
REDEYE / D45 loadout card
REDEYE / D45
Signature deck

18 completed matches / 77.8% observed result

These three cards were carried in the same completed match. It describes the kit; it does not claim every card caused the result.

Most Objective x11 / BUSHWHACKER / C41Match award x6 / BUSHWHACKER / C41Match award x6 / BUSHWHACKER / SM43Most Objective x5 / BUSHWHACKER / C72

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

1278Skill RR
+26Skill RR delta
1280Peak 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 ? 77 valid updates
2026-07-17-22-00-4 performance
Activity: 16.8 min / 18 K / 15 A / 3 W
Score: actual 0.819 vs expected 0.88 / margin -0.062
Show exact performance breakdown
0.819Actual score
0.88Expected score
-0.062Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 57% / ASSAULT 43%engine weight 90%
COMBAT0.79
OBJECTIVE1.16
SUPPORT0.52
PRESSURE1.31
ground truth 0.88 vs legacy read 0.34 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-21:40+1 performance
Activity: 7.3 min / 11 K / 15 A / 0 W
Score: actual 0.937 vs expected 0.914 / margin 0.023
Show exact performance breakdown
0.937Actual score
0.914Expected score
0.023Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 52% / ENGINEER 48%engine weight 90%
COMBAT0.92
OBJECTIVE1.20
SUPPORT0.34
PRESSURE1.12
ground truth 1.03 vs legacy read 0.22 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-21:20+27 performance
Activity: 16.7 min / 18 K / 24 A / 8 W
Score: actual 1.276 vs expected 0.838 / margin 0.438
Show exact performance breakdown
1.276Actual score
0.838Expected score
0.438Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.80
OBJECTIVE2.00
SUPPORT0.39
PRESSURE0.86
ground truth 1.30 vs legacy read 0.85 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-21-00-8 performance
Activity: 8.6 min / 8 K / 12 A / 3 W
Score: actual 0.775 vs expected 0.907 / margin -0.132
Show exact performance breakdown
0.775Actual score
0.907Expected score
-0.132Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.65
OBJECTIVE1.06
SUPPORT0.27
PRESSURE1.26
ground truth 0.80 vs legacy read 0.70 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:40+4 performance
Activity: 10.3 min / 5 K / 15 A / 2 W
Score: actual 0.94 vs expected 0.882 / margin 0.059
Show exact performance breakdown
0.94Actual score
0.882Expected score
0.059Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.48
OBJECTIVE1.29
SUPPORT0.72
PRESSURE0.90
ground truth 0.96 vs legacy read 0.86 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-20:20+27 performance
Activity: 6 min / 4 K / 13 A / 3 W
Score: actual 1.32 vs expected 0.877 / margin 0.443
Show exact performance breakdown
1.32Actual score
0.877Expected score
0.443Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.63
OBJECTIVE2.00
SUPPORT0.62
PRESSURE1.12
ground truth 1.35 vs legacy read 0.98 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20-00-31 performance
Activity: 6.3 min / 6 K / 6 A / 0 W
Score: actual 0.484 vs expected 0.995 / margin -0.511
Show exact performance breakdown
0.484Actual score
0.995Expected score
-0.511Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.47
OBJECTIVE0.30
SUPPORT0.81
PRESSURE0.93
ground truth 0.51 vs legacy read 0.39 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-01:20-8 performance
Activity: 5 min / 6 K / 10 A / 1 W
Score: actual 0.863 vs expected 0.987 / margin -0.124
Show exact performance breakdown
0.863Actual score
0.987Expected score
-0.124Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.96
OBJECTIVE0.81
SUPPORT0.38
PRESSURE1.15
ground truth 0.87 vs legacy read 0.63 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-00:40+27 performance
Activity: 9.2 min / 8 K / 8 A / 3 W
Score: actual 1.376 vs expected 0.941 / margin 0.435
Show exact performance breakdown
1.376Actual score
0.941Expected score
0.435Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.01
OBJECTIVE1.48
SUPPORT2.00
PRESSURE1.76
ground truth 1.42 vs legacy read 0.75 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-00:20+8 performance
Activity: 8.1 min / 10 K / 16 A / 3 W
Score: actual 1.092 vs expected 0.953 / margin 0.139
Show exact performance breakdown
1.092Actual score
0.953Expected score
0.139Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.93
OBJECTIVE1.85
SUPPORT0.44
PRESSURE1.14
ground truth 1.11 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Silver III / Skill RR 1278 / 0 RR
Position 396 / Objective Stopper / KPH 81.56 / Performance 0 / Field shift +1 / Ladder track 1040
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Silver III / Skill RR 1278 / 0 RR
Position 396 / Objective Stopper / KPH 81.56 / Performance 0 / Field shift +1 / Ladder track 1040
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Silver III / Skill RR 1278 / -1 RR
Position 397 / Objective Stopper / KPH 81.56 / Performance 0 / Field shift +1 / Ladder track 1040
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Silver III / Skill RR 1279 / 0 RR
Position 396 / Objective Stopper / KPH 81.56 / Performance 0 / Field shift +1 / Ladder track 1040
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
MATCH IMPACT Silver III / Skill RR 1279 / 0 RR
Position 398 / Objective Stopper / KPH 81.56 / Performance -4 / Field shift +2 / Ladder track 1040
  • -4 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Support actions, Objective stops / C4 pressure and Combat pressure. Positive signals from Objective actions reduced the loss.
Show exact performance breakdown
0.819Actual score
0.88Expected score
-0.062Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 57% / ASSAULT 43%engine weight 90%
COMBAT0.79
OBJECTIVE1.16
SUPPORT0.52
PRESSURE1.31
ground truth 0.88 vs legacy read 0.34 · 2 match window · 1.00 = your class target for this lobby
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.176
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.176
Combat pressurePulled RR down
Measured: 1.2 delta / Combat score / hour 4.3
Score: 0.057 / Weight: 19.5% / Impact: -0.161
Kills per hourPulled RR down
Measured: 18 kills / Kills / hour 64.2
Score: 0.422 / Weight: 19.5% / Impact: -0.089
Objective actionsPushed RR up
Measured: 5.5 delta / Objective score / hour 19.6
Score: 1.153 / Weight: 20% / Impact: +0.055
Win resultNeutral
Measured: 3-3 / Win ratio 50%
Score: 0.833 / Weight: 1% / Impact: 0
Show older movement history / 5
2026-07-17-21-40
MATCH IMPACT Silver III / Skill RR 1279 / +2 RR
Position 399 / Objective Stopper / KPH 81.56 / Performance +1 / Field shift +1 / Ladder track 1044
  • +1 RR. Total ranked impact beat the expected level for current Skill RR expectation. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
0.937Actual score
0.914Expected score
0.023Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 52% / ENGINEER 48%engine weight 90%
COMBAT0.92
OBJECTIVE1.20
SUPPORT0.34
PRESSURE1.12
ground truth 1.03 vs legacy read 0.22 · 2 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.183
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.183
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.178
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 8.3
Score: 0.46 / Weight: 20% / Impact: -0.091
Kills per hourPulled RR down
Measured: 11 kills / Kills / hour 91
Score: 0.599 / Weight: 19.5% / Impact: -0.061
Win resultNeutral
Measured: 0-2 / Win ratio 0%
Score: 0 / Weight: 1% / Impact: -0.002
2026-07-17-21-20
MATCH IMPACT Silver III / Skill RR 1277 / +3 RR
Position 400 / Objective Stopper / KPH 81.56 / Performance +27 / Field shift +1 / Ladder track 1043
  • +27 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Objective actions. Weak/low signals: Combat pressure, Support actions and Kills per hour.
Show exact performance breakdown
1.276Actual score
0.838Expected score
0.438Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.80
OBJECTIVE2.00
SUPPORT0.39
PRESSURE0.86
ground truth 1.30 vs legacy read 0.85 · 2 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 7.5 delta / Stop score / hour 26.9
Score: 2 / Weight: 20% / Impact: +0.232
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.163
Objective actionsPushed RR up
Measured: 7 delta / Objective score / hour 25.1
Score: 1.479 / Weight: 20% / Impact: +0.128
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 3.6
Score: 0.2 / Weight: 20% / Impact: -0.128
Kills per hourPulled RR down
Measured: 18 kills / Kills / hour 64.7
Score: 0.425 / Weight: 19.5% / Impact: -0.08
Win resultNeutral
Measured: 8-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.013
2026-07-17-21-00
MATCH IMPACT Silver III / Skill RR 1274 / 0 RR
Position 402 / Objective Stopper / KPH 81.56 / Performance -8 / Field shift +2 / Ladder track 1016
  • -8 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 reduced the loss.
Show exact performance breakdown
0.775Actual score
0.907Expected score
-0.132Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.65
OBJECTIVE1.06
SUPPORT0.27
PRESSURE1.26
ground truth 0.80 vs legacy read 0.70 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 5 delta / Stop score / hour 34.8
Score: 2 / Weight: 20% / Impact: +0.219
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.181
Combat pressurePulled RR down
Measured: 2.8 delta / Combat score / hour 19.5
Score: 0.26 / Weight: 19.5% / Impact: -0.126
Kills per hourPulled RR down
Measured: 8 kills / Kills / hour 55.7
Score: 0.366 / Weight: 19.5% / Impact: -0.105
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 13.9
Score: 0.774 / Weight: 20% / Impact: -0.027
Win resultNeutral
Measured: 3-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.012
2026-07-17-20-40
MATCH IMPACT Silver III / Skill RR 1274 / 0 RR
Position 402 / Objective Stopper / KPH 81.56 / Performance +4 / Field shift +2 / Ladder track 1024
  • +4 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Objective actions. Weak/low signals: Combat pressure, Kills per hour and Support actions.
Show exact performance breakdown
0.94Actual score
0.882Expected score
0.059Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.48
OBJECTIVE1.29
SUPPORT0.72
PRESSURE0.90
ground truth 0.96 vs legacy read 0.86 · 2 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 5 delta / Stop score / hour 29.1
Score: 2 / Weight: 20% / Impact: +0.224
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.172
Objective actionsPushed RR up
Measured: 5 delta / Objective score / hour 29.1
Score: 1.711 / Weight: 20% / Impact: +0.166
Kills per hourPulled RR down
Measured: 5 kills / Kills / hour 29.1
Score: 0.191 / Weight: 19.5% / Impact: -0.135
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 5.8
Score: 0.323 / Weight: 20% / Impact: -0.112
Win resultNeutral
Measured: 2-3 / Win ratio 40%
Score: 0.667 / Weight: 1% / Impact: 0
2026-07-17-20-20
MATCH IMPACT Silver III / Skill RR 1274 / +11 RR
Position 401 / Objective Stopper / KPH 81.57 / Performance +27 / Field shift +2 / Ladder track 1020
  • +27 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective actions and Objective stops / C4 pressure. Weak/low signals: Combat pressure, Kills per hour and Support actions.
Show exact performance breakdown
1.32Actual score
0.877Expected score
0.443Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.63
OBJECTIVE2.00
SUPPORT0.62
PRESSURE1.12
ground truth 1.35 vs legacy read 0.98 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPushed RR up
Measured: 9.5 delta / Objective score / hour 95.5
Score: 2 / Weight: 20% / Impact: +0.225
Objective stops / C4 pressurePushed RR up
Measured: 2.5 delta / Stop score / hour 25.1
Score: 1.934 / Weight: 20% / Impact: +0.211
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.171
Kills per hourPulled RR down
Measured: 4 kills / Kills / hour 40.2
Score: 0.265 / Weight: 19.5% / Impact: -0.119
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 10.1
Score: 0.559 / Weight: 20% / Impact: -0.064
Win resultNeutral
Measured: 3-0 / 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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