Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
14:02
Next rank update
Same player search as the ladder
How ranks move

Rank is not account level. Rank is not just time played. It reacts to match impact: combat, objectives, support, EV/C4, defuses, objective stops and win pressure.

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
♥Cookie♥
RESTITUTION PAID — +5 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +5 RR on Jul 4, 2026 21:20 UTC. Games poisoned by cheaters can never count against anyone here.
Cobalt III
SEASON I REWARD
Cobalt III
Cobalt III
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

♥Cookie♥1680 Skill RR

Cobalt III

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay5 RR lifetime / the system pays the mercs who endure a quarantined contract
1680Skill RR
#82Board position
Signal heldField state
4 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.
62/100
High Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+13 Skill RR
BASE SKILL RR2134
PRESSURE BUDGET±53 RR
VISIBLE PREVIEW2147
Field Closer x 2Silent Support x 1Pressure Rescue x 1

Recent eligible matches are bending the field clearly above expectation.

62Current gauge
54Newest 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 Won Loss Loss Won Won Won Won Loss Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

♥Cookie♥ 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. Those kills become much more valuable when this player start moving the obj or protecting the team. There is also useful stop pressure around plants, defuses, and late-round fights. The next good update comes from adding more obj work and fight pressure to the useful minutes.

Team value: support value Strongest: support value · top-end Next: more obj work Form: next push
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
peace and love <3
obj_whitechapel · Objective · Late Game
Maplast saved
obj_whitechapel
Objective · Late Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1502
avg Skill RR 1502
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 Medic / Revive Backbone · Hot streak · Skill RR is the rank signal
BOARD POSITION#82
Skill rating signal
Cobalt III
1680Cobalt III · Skill RR
Cobalt III → Cobalt II11%
77 RR to Cobalt II4 RR above floor
2150Peak form
2143All-time peak
2134Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Support · Secondary: Objective Stops
Form engine
HOT+48 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability83%
LOCKED
Peak form gapElite
+470 gap
Standing moveSkill scale
+8
Rank pressureField opened
Field opened +9 RR
Idle field shiftoffline
+4
Player DNAStable read
♥Cookie♥ is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. 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 34.5 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:25:59 UTC
NEXT SCAN 14:01
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #82 ♥Cookie♥ 1680 RR · CONTACT #83 CLOSURE -2/DAY — INTERCEPT ~1D · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.9 RR/UPDATE · PEAK FORM 2150 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
♥Cookie♥
Cobalt III · Hot Streak Medic / Revive Backbone
#82BOARD POS
RR 1680PEAK 2150STATE 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 3 SIGNALS
Threat ClosingSEV-1#83 .. gained -2 RR today, 2 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.9 RR / update.
Form SurgingCLEAR5 of last 6 scored updates positive, +48 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2150Peak form
2143All-time peak
2134Ladder track
+4RR above floor
1680Cobalt III · Skill RR11% TO COBALT II
Cobalt III → Cobalt II11% · 77 RR needed
REACTOR PULSE · FORM LAST 6HOT +48
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1638 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 1 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-17-19-2010 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+48HOT
Form Engine
net RR across last 6
+470peak form gap +8standing move +4idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Support
100
Objective Stops
100
KPH
71
Objective
45
Combat
36
98.1season KPH 92.4profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:25] > SCAN CYCLE 2325 COMPLETE — 565 contacts indexed
[23:25] > RATING SIGNAL LOCKED: 1680 RR · COBALT III · BOARD #82
[23:25] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.9 RR/update
[23:25] > THREAT TRACK: contact #83 closure -2/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
♥Cookie♥ is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. 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 34.5 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 26.3 vs 75/h target · weight 20%
-9.9RR / update
Objective actionsavg 18.2 vs 17/h target · weight 20%
-7.4RR / update
Kills per houravg 102.9 vs 152/h target · weight 20%
-6RR / update
Support actionsavg 31.2 vs 18/h target · weight 20%
-1RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.3RR / update
Objective stops / C4 pressureavg 23.1 vs 13/h target · weight 20%
+0.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+5.2 RR
Hit Combat pressure target — nothing else changes+13 RR / update
Hit Combat pressure + Objective actions targets+20.5 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+125 net
Your games
+125
Field drift
0
13 scored updates in window
72h+159 net
Your games
+159
Field drift
0
17 scored updates in window
7d+181 net
Your games
+181
Field drift
0
30 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 4%RR
Top 17%Combat
Top 34%Objective
Top 4%Support
Top 18%KPH
Support100/100
Objective Stops100/100
KPH71/100
Objective45/100
Combat36/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-9 impact)
⬢ NOT ENOUGH BADGE Cobalt III TAPE SAYS Elite
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
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ FAST CLIMB ORDER
Your climb is stalled by ONE bad habit, and that habit is now my personal enemy. We hunt it together, next match, no mercy. You are keeping everyone alive from the BACK ROW like a nervous parent at a school play. The paddles are great, the packs are great — now get UP THERE. Support from the front line, where the fight can actually FEEL you. Cobalt II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
Team support▲ High87 / 18 support/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major34 / 75 combat/h target
Kill pace▼ Major81.1 / 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 pressureTARGET34 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET81.1 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Small leak. Nothing dramatic, but the next game needs more useful work near the team. Next game: drag the fight onto the win condition. If the enemy wants obj, make them pay rent. Coach order: C4, EV, plant, defuse — pick the loudest problem and stand on it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-17-22:40 / -9 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 badgeCobalt IIICobalt III
The tape saysEliteElite
Two badges, one truth: the ladder owes you money. Collect it next session.
Fast climb order
Your climb is stalled by ONE bad habit, and that habit is now my personal enemy. We hunt it together, next match, no mercy. You are keeping everyone alive from the BACK ROW like a nervous parent at a school play. The paddles are great, the packs are great — now get UP THERE. Support from the front line, where the fight can actually FEEL you. Cobalt II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 076 VETERAN UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksSession 76 between us. By now I know your habits better than you do, which is exactly the problem I intend to fix.This is your 29th shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 1.06 on PRESSURE. Tonight reads 0.39. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.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.
PRESSURE
My clipboard has a dent in it now. We both know whose shift put it there.
0.39
CLASS BAR 1.00
SUPPORT
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
2.00
CLASS BAR 1.00
The drill // next sessionI am not asking. Nobody needs a medic in a bunker. Take your share of the heat, hold the frontline with them, and the saves will find you.
WHITECHAPELWON
49 get-ups. Somewhere out there, 49 players owe you a drink and do not even know your callsign.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHOENIX
IN YOUR SQUAD 3 OF LAST 6
Phoenix is the medic who can afford to be greedy. Trade in the front line, pulse yourself honest, repeat.
FILM ROOM // WHITECHAPEL
Chapel is a long escort with brutal chokes. Whoever wins the sky above the vehicle wins the map — strikes on the EV, denial on their strikes.
Ten straight fights above your share - 62 against 50. The bench sees it. I see it.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Team support▲ High
87 / 18 support/h target
5 positive +48 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
34 / 75 combat/h target
Kill pace▼ Major
81.1 / 152 KPH target
1 negative 1.109 vs 1.252

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
34 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
81.1 / 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 Cobalt the enemy does not get to have plans. I expected you to find their plan, set it on fire, and warm your hands on it.
What your last games gave me
Apex stuff. You ran through their setups with total authority. Somewhere their shotcaller is awake at 3 AM whispering your name at the ceiling.
How fast this can move you
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
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 26.3 vs 75/h target · weight 20%
-9.9RR / update
Objective actionsavg 18.2 vs 17/h target · weight 20%
-7.4RR / update
Kills per houravg 102.9 vs 152/h target · weight 20%
-6RR / update
Support actionsavg 31.2 vs 18/h target · weight 20%
-1RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.3RR / update
Objective stops / C4 pressureavg 23.1 vs 13/h target · weight 20%
+0.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.7RR / update
Fix simulator
Average scored update right now+5.2 RR
Hit Combat pressure target — nothing else changes+13 RR / update
Hit Combat pressure + Objective actions targets+20.5 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+125 net
Your games+125
Field drift0
13 scored updates in window
72h+159 net
Your games+159
Field drift0
17 scored updates in window
7d+181 net
Your games+181
Field drift0
30 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
2026-07-17-19-2010 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 4%RR
Top 17%Combat
Top 34%Objective
Top 4%Support
Top 18%KPH
Support100/100
Objective Stops100/100
KPH71/100
Objective45/100
Combat36/100
Personal intelligence / weekly compile

Loadout DNA // ♥Cookie♥

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
267completed proof matches
9maps 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 VASSILI / F23 loadout card
VASSILI / F23Recon

111 completed matches / 45.9% observed result

Signature 2 PHOENIX / KE73 loadout card
PHOENIX / KE73Medic

77 completed matches / 53.2% observed result

Signature 3 STOKER / T93 loadout card
STOKER / T93Fire Support

63 completed matches / 57.1% observed result

Signature 4 AURA / H72 loadout card
AURA / H72Medic

49 completed matches / 63.3% observed result

Role DNA
Combat
74
Objective
84
Support
87
Precision
62
Pressure
82
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 PHOENIX / KE73 loadout card
PHOENIX / KE73Medic
Test PHOENIX / CR81 loadout card
PHOENIX / CR81Medic
Keep PHOENIX. Change one card.

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

77 completed matches / 53.2% observed result 13,973 completed carries / 3,402 players Personally confirmed field test
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.

Castle54 personal / 53.7% observed
STOKER / T93 loadout card
Your observed cardSTOKER / T93

38 completed matches / 50.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel53 personal / 58.5% observed
SPARKS / 172 loadout card
Your observed cardSPARKS / 172

37 completed matches / 56.8% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge41 personal / 46.3% observed
VASSILI / F23 loadout card
Your observed cardVASSILI / F23

23 completed matches / 39.1% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground35 personal / 65.7% observed
FLETCHER / A31 loadout card
Your observed cardFLETCHER / A31

23 completed matches / 69.6% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Dockyard20 personal / 40.0% observed
VASSILI / F23 loadout card
Your observed cardVASSILI / F23

17 completed matches / 35.3% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Terminal Redux17 personal / 58.8% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

8 completed matches / 50.0% observed result

PROXY / KE53 loadout card
Archive same-merc leadPROXY / KE53

1,368 archive carries / 500 players / 51.2% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% 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.

PHOENIX / KE73 loadout card
PHOENIX / KE73
STOKER / T93 loadout card
STOKER / T93
VASSILI / F23 loadout card
VASSILI / F23
Signature deck

14 completed matches / 42.9% observed result

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

Most Objective x8 / FLETCHER / A31Most Revives x7 / SPARKS / 172Most Objective x6 / SKYHAMMER / T92Most Revives x6 / PHOENIX / KE73

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

1680Skill RR
+23Skill RR delta
1682Peak 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 ? 87 valid updates
2026-07-17-22:40-9 performance
Activity: 23.7 min / 32 K / 15 A / 1 W
Score: actual 1.109 vs expected 1.252 / margin -0.143
Show exact performance breakdown
1.109Actual score
1.252Expected score
-0.143Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.49
OBJECTIVE0.48
SUPPORT2.00
PRESSURE0.39
ground truth 1.14 vs legacy read 0.89 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:20+4 performance
Activity: 5.8 min / 12 K / 5 A / 2 W
Score: actual 1.338 vs expected 1.265 / margin 0.073
Show exact performance breakdown
1.338Actual score
1.265Expected score
0.073Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 65% / MEDIC 35%engine weight 90%
COMBAT1.43
OBJECTIVE1.18
SUPPORT1.60
PRESSURE0.80
ground truth 1.32 vs legacy read 1.22 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-22-00+17 performance
Activity: 20.5 min / 41 K / 37 A / 2 W
Score: actual 1.477 vs expected 1.206 / margin 0.271
Show exact performance breakdown
1.477Actual score
1.206Expected score
0.271Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 57% / MEDIC 43%engine weight 90%
COMBAT1.65
OBJECTIVE1.44
SUPPORT1.70
PRESSURE0.66
ground truth 1.46 vs legacy read 0.92 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-21:40+7 performance
Activity: 8.8 min / 22 K / 15 A / 2 W
Score: actual 1.29 vs expected 1.181 / margin 0.109
Show exact performance breakdown
1.29Actual score
1.181Expected score
0.109Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.82
OBJECTIVE0.81
SUPPORT1.41
PRESSURE1.14
ground truth 1.32 vs legacy read 0.56 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-21:20+19 performance
Activity: 20.7 min / 45 K / 22 A / 2 W
Score: actual 1.445 vs expected 1.136 / margin 0.31
Show exact performance breakdown
1.445Actual score
1.136Expected score
0.31Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 61% / RECON 39%engine weight 90%
COMBAT1.46
OBJECTIVE1.23
SUPPORT1.41
PRESSURE0.85
ground truth 1.41 vs legacy read 1.03 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-21-00+10 performance
Activity: 10.3 min / 13 K / 16 A / 2 W
Score: actual 1.349 vs expected 1.179 / margin 0.17
Show exact performance breakdown
1.349Actual score
1.179Expected score
0.17Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.15
OBJECTIVE0.59
SUPPORT2.00
PRESSURE1.18
ground truth 1.42 vs legacy read 0.57 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:40+4 performance
Activity: 10.5 min / 5 K / 7 A / 1 W
Score: actual 1.192 vs expected 1.123 / margin 0.069
Show exact performance breakdown
1.192Actual score
1.123Expected score
0.069Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 61% / ASSAULT 39%engine weight 90%
COMBAT0.79
OBJECTIVE1.06
SUPPORT2.00
PRESSURE0.63
ground truth 1.23 vs legacy read 0.71 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-20:20-8 performance
Activity: 35.8 min / 67 K / 51 A / 5 W
Score: actual 1.093 vs expected 1.222 / margin -0.13
Show exact performance breakdown
1.093Actual score
1.222Expected score
-0.13Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 54% / MEDIC 46%engine weight 90%
COMBAT1.25
OBJECTIVE0.78
SUPPORT1.09
PRESSURE1.17
ground truth 1.08 vs legacy read 1.02 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-19:40+22 performance
Activity: 13.9 min / 25 K / 16 A / 2 W
Score: actual 1.488 vs expected 1.125 / margin 0.363
Show exact performance breakdown
1.488Actual score
1.125Expected score
0.363Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.27
OBJECTIVE2.00
SUPPORT1.47
PRESSURE0.94
ground truth 1.46 vs legacy read 1.17 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-19:20-14 performance
Activity: 2.8 min / 5 K / 6 A / 0 W
Score: actual 0.906 vs expected 1.14 / margin -0.234
Show exact performance breakdown
0.906Actual score
1.14Expected score
-0.234Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.22
OBJECTIVE1.16
SUPPORT0.01
PRESSURE1.02
ground truth 0.96 vs legacy read 0.24 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Cobalt III / Skill RR 1680 / 0 RR
Position 83 / Support / Revive / KPH 92.43 / Performance 0 / Field shift +2 / Ladder track 2134
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Cobalt III / Skill RR 1680 / 0 RR
Position 83 / Support / Revive / KPH 92.43 / Performance 0 / Field shift +2 / Ladder track 2134
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
MATCH IMPACT Cobalt III / Skill RR 1680 / -2 RR
Position 83 / Support / Revive / KPH 92.43 / Performance -9 / Field shift +2 / Ladder track 2134
  • -9 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 reduced the loss.
Show exact performance breakdown
1.109Actual score
1.252Expected score
-0.143Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.49
OBJECTIVE0.48
SUPPORT2.00
PRESSURE0.39
ground truth 1.14 vs legacy read 0.89 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.25
Combat pressurePulled RR down
Measured: 13.4 delta / Combat score / hour 34
Score: 0.453 / Weight: 19.5% / Impact: -0.156
Support actionsPushed RR up
Measured: 34.3 delta / Support score / hour 87
Score: 2 / Weight: 20% / Impact: +0.15
Kills per hourPulled RR down
Measured: 32 kills / Kills / hour 81.1
Score: 0.534 / Weight: 19.5% / Impact: -0.14
Objective stops / C4 pressureNeutral
Measured: 6.5 delta / Stop score / hour 16.5
Score: 1.268 / Weight: 20% / Impact: +0.003
Win resultNeutral
Measured: 1-2 / Win ratio 33%
Score: 0.556 / Weight: 1% / Impact: -0.001
2026-07-17-22-20
MATCH IMPACT Cobalt III / Skill RR 1682 / +2 RR
Position 81 / Support / Revive / KPH 92.43 / Performance +4 / Field shift +2 / Ladder track 2143
  • +4 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective actions, Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Combat pressure, Kills per hour and Support actions.
Show exact performance breakdown
1.338Actual score
1.265Expected score
0.073Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 65% / MEDIC 35%engine weight 90%
COMBAT1.43
OBJECTIVE1.18
SUPPORT1.60
PRESSURE0.80
ground truth 1.32 vs legacy read 1.22 · 2 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 1.5 delta / Combat score / hour 15.4
Score: 0.206 / Weight: 19.5% / Impact: -0.207
Objective actionsPushed RR up
Measured: 9 delta / Objective score / hour 92.6
Score: 2 / Weight: 20% / Impact: +0.147
Objective stops / C4 pressurePushed RR up
Measured: 5 delta / Stop score / hour 51.4
Score: 2 / Weight: 20% / Impact: +0.147
Kills per hourPulled RR down
Measured: 12 kills / Kills / hour 123.4
Score: 0.812 / Weight: 19.5% / Impact: -0.088
Support actionsPulled RR down
Measured: 1.5 delta / Support score / hour 15.4
Score: 0.857 / Weight: 20% / Impact: -0.082
Verified public data bonusPushed RR up
Measured: soft field faced, carried the lobby (1.40x avg output), topped a losing team 1x — the field remembers, heavy measured damage output / Public K/D / win-loss confidence +0.01 score
Score: 0.01 / Weight: bonus% / Impact: +0.01
2026-07-17-22-00
MATCH IMPACT Cobalt III / Skill RR 1680 / +4 RR
Position 84 / Support / Revive / KPH 92.43 / Performance +17 / Field shift +2 / Ladder track 2139
  • +17 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Support actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.477Actual score
1.206Expected score
0.271Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 57% / MEDIC 43%engine weight 90%
COMBAT1.65
OBJECTIVE1.44
SUPPORT1.70
PRESSURE0.66
ground truth 1.46 vs legacy read 0.92 · 2 match window · 1.00 = your class target for this lobby
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 2.9
Score: 0.162 / Weight: 20% / Impact: -0.209
Objective stops / C4 pressurePushed RR up
Measured: 15.5 delta / Stop score / hour 45.3
Score: 2 / Weight: 20% / Impact: +0.159
Combat pressurePulled RR down
Measured: 15.1 delta / Combat score / hour 44.2
Score: 0.589 / Weight: 19.5% / Impact: -0.12
Kills per hourPulled RR down
Measured: 41 kills / Kills / hour 119.9
Score: 0.789 / Weight: 19.5% / Impact: -0.081
Objective actionsPulled RR down
Measured: 5 delta / Objective score / hour 14.6
Score: 0.86 / Weight: 20% / Impact: -0.069
Verified public data bonusPushed RR up
Measured: carried the lobby (1.72x avg output), measured accuracy 38%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
Show older movement history / 5
2026-07-17-21-40
MATCH IMPACT Cobalt III / Skill RR 1676 / +1 RR
Position 89 / Support / Revive / KPH 92.43 / Performance +7 / Field shift +1 / Ladder track 2122
  • +7 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Verified public data bonus and Support actions. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
1.29Actual score
1.181Expected score
0.109Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.82
OBJECTIVE0.81
SUPPORT1.41
PRESSURE1.14
ground truth 1.32 vs legacy read 0.56 · 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: -0.236
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.236
Combat pressurePulled RR down
Measured: 3.6 delta / Combat score / hour 24.5
Score: 0.327 / Weight: 19.5% / Impact: -0.167
Verified public data bonusPushed RR up
Measured: carried the lobby (1.29x avg output), measured accuracy 39%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
Kills per hourPulled RR down
Measured: 22 kills / Kills / hour 149.7
Score: 0.985 / Weight: 19.5% / Impact: -0.038
Support actionsPushed RR up
Measured: 3.4 delta / Support score / hour 23.1
Score: 1.285 / Weight: 20% / Impact: +0.021
2026-07-17-21-20
MATCH IMPACT Cobalt III / Skill RR 1675 / +2 RR
Position 89 / Support / Revive / KPH 92.42 / Performance +19 / Field shift +1 / Ladder track 2115
  • +19 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
1.445Actual score
1.136Expected score
0.31Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 61% / RECON 39%engine weight 90%
COMBAT1.46
OBJECTIVE1.23
SUPPORT1.41
PRESSURE0.85
ground truth 1.41 vs legacy read 1.03 · 2 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 14.6 delta / Stop score / hour 42.3
Score: 2 / Weight: 20% / Impact: +0.173
Combat pressurePulled RR down
Measured: 13.6 delta / Combat score / hour 39.4
Score: 0.526 / Weight: 19.5% / Impact: -0.119
Support actionsPulled RR down
Measured: 3.9 delta / Support score / hour 11.3
Score: 0.628 / Weight: 20% / Impact: -0.102
Kills per hourPulled RR down
Measured: 45 kills / Kills / hour 130.4
Score: 0.858 / Weight: 19.5% / Impact: -0.054
Objective actionsPulled RR down
Measured: 5.5 delta / Objective score / hour 15.9
Score: 0.938 / Weight: 20% / Impact: -0.04
Verified public data bonusPushed RR up
Measured: fought a +78 CMR field, carried the lobby (1.51x avg output), topped a losing team 1x — the field remembers, measured accuracy 47%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
2026-07-17-21-00
MATCH IMPACT Gold I / Skill RR 1673 / +1 RR
Position 91 / Support / Revive / KPH 92.41 / Performance +10 / Field shift +1 / Ladder track 2096
  • +10 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions and Verified public data bonus. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
1.349Actual score
1.179Expected score
0.17Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.15
OBJECTIVE0.59
SUPPORT2.00
PRESSURE1.18
ground truth 1.42 vs legacy read 0.57 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.236
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.236
Combat pressurePulled RR down
Measured: 1.3 delta / Combat score / hour 7.5
Score: 0.101 / Weight: 19.5% / Impact: -0.21
Support actionsPushed RR up
Measured: 8.6 delta / Support score / hour 49.9
Score: 2 / Weight: 20% / Impact: +0.164
Kills per hourPulled RR down
Measured: 13 kills / Kills / hour 75.5
Score: 0.497 / Weight: 19.5% / Impact: -0.133
Verified public data bonusPushed RR up
Measured: measured accuracy 35% / 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 I / Skill RR 1672 / 0 RR
Position 91 / Support / Revive / KPH 92.41 / Performance +4 / Field shift +1 / Ladder track 2086
  • +4 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions and Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.192Actual score
1.123Expected score
0.069Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 61% / ASSAULT 39%engine weight 90%
COMBAT0.79
OBJECTIVE1.06
SUPPORT2.00
PRESSURE0.63
ground truth 1.23 vs legacy read 0.71 · 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: -0.225
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.219
Kills per hourPulled RR down
Measured: 5 kills / Kills / hour 28.7
Score: 0.189 / Weight: 19.5% / Impact: -0.182
Support actionsPushed RR up
Measured: 14.8 delta / Support score / hour 84.8
Score: 2 / Weight: 20% / Impact: +0.175
Verified public data bonusPushed RR up
Measured: fought a +92 CMR field, measured accuracy 29% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
Win resultNeutral
Measured: 1-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.009
2026-07-17-20-20
MATCH IMPACT Cobalt III / Skill RR 1672 / 0 RR
Position 90 / Support / Revive / KPH 92.42 / Performance -8 / Field shift +1 / Ladder track 2082
  • -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, Support actions and Verified public data bonus reduced the loss.
Show exact performance breakdown
1.093Actual score
1.222Expected score
-0.13Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 54% / MEDIC 46%engine weight 90%
COMBAT1.25
OBJECTIVE0.78
SUPPORT1.09
PRESSURE1.17
ground truth 1.08 vs legacy read 1.02 · 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: -0.244
Objective stops / C4 pressurePushed RR up
Measured: 18.6 delta / Stop score / hour 31.2
Score: 2 / Weight: 20% / Impact: +0.156
Combat pressurePulled RR down
Measured: 24.6 delta / Combat score / hour 41.3
Score: 0.55 / Weight: 19.5% / Impact: -0.131
Kills per hourPulled RR down
Measured: 67 kills / Kills / hour 112.4
Score: 0.739 / Weight: 19.5% / Impact: -0.094
Support actionsPushed RR up
Measured: 17.2 delta / Support score / hour 28.9
Score: 1.603 / Weight: 20% / Impact: +0.076
Verified public data bonusPushed RR up
Measured: measured accuracy 31%, heavy measured damage output / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
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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