DB Ranked Revival
Merc Value Guide / Field Intelligence

What are you carrying next?

DBRanked reads your comfort pool first, then finds the smallest evidence-backed change worth testing.

Modern field archive Updated 13 Jul 2026 666 ranked dossiers / 303 current functional cards
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Why you can trust the read

Evidence stays separated

A large archive does not turn an association into a promise.

Exact proof

Known card, weapon, award, map and match records stay exact.

Your field record

Your whole-match result while carrying a complete deck. It is personal, not falsely split across three cards.

Modern field archive

Modern compatible squad and opposition associations after available player and lobby context controls.

Map archive

Long-run map carries are adjusted against each player's own baseline. They are associations, not promises.

Open the evidence rules

Player skill and lobby context remain the largest forces. Merc composition adds a smaller repeatable edge; functional cards add a smaller edge beneath the merc choice. Map-specific card effects remain provisional until their strict stability gate clears.

DBRanked says test when population evidence exists but your own record has not confirmed the candidate. It says keep only when your personal field record and the modern archive direction agree.

DBRanked intelligence archive / 14 field chapters

Dirty Bomb
Field Manual

Everything DBRanked can say honestly about mercs, cards, maps, players and winning rounds. No tier-list theatre. No invented certainty.

23 mercs 303 public functional loadouts 11 mapped battlegrounds 14 knowledge chapters
Aura R73 current three-augment loadout card
AURA / R73
Fragger B93 current three-augment loadout card
FRAGGER / B93
Phantom C64 current three-augment loadout card
PHANTOM / C64
Sawbonez BL71 current three-augment loadout card
SAWBONEZ / BL71
FIELD ARCHIVEONLINE
01
FIELD DOCTRINE

Field Laws

Twelve conclusions that survived the argument.

READ THIS FIRST
01

The map is part of the opponent.

Side and mode context can move a match far away from a flat 50/50 expectation.

ARCHIVE
02

Kills can create an opening. The team still has to spend it.

A duel matters most when the squad converts the space, time or missing enemy into the next action.

ASSOCIATION
03

The scoreboard is a receipt, not proof of a carry.

Being first on your own team did not reliably separate winners from losers in the archive.

ASSOCIATION
04

Popular is not the same as proven.

High pick rate describes comfort and availability before it describes performance.

ASSOCIATION
05

The right merc can still carry the wrong card.

Same-merc loadouts produced materially different outcomes inside the lower-skill archive band.

ARCHIVE
06

Accuracy is a tool, not the job.

Weapon, range, volume and conversion decide whether clean aim becomes useful pressure.

ARCHIVE
07

Damage left unconverted is pressure left on the floor.

Damage becomes valuable when it creates a kill, objective window, assist or safe team action.

ASSOCIATION
08

Roles are tendencies, not cages.

Mercs leave recognizable action patterns, but useful players still adapt to the round.

OBSERVED
09

Your three-card deck is not three equal lives.

Most standout matches had one contribution-leading merc rather than an even three-way split.

ESTIMATED
10

No universal squad recipe has been proven.

Pair reads remain associations; coverage is a practical doctrine, not a guaranteed composition formula.

ASSOCIATION
11

There is no universal fatigue law.

Some players open cold, some fade, some are clock-sensitive and some remain steady.

PERSONAL
12

No read is better than a fake answer.

When sample, identity or context is missing, DBRanked must stop instead of inventing neutrality.

NO-READ
Use it next matchAsk what action your card creates, where that action matters, and whether the team can convert it.
02
ARCHIVE / ASSOCIATION

How Matches Are Won

Kills create time and space. The team still has to spend them.

01Duel02Opening03Action04Round
50.3%XP leaders who won / 52,248 rows

The scoreboard-hero paradox

Own-team XP leaders won 50.3% across 52,248 filtered team-leader rows from 26,322 matches. The same sample's baseline was 51.7%.

Being first is evidence of output, not proof that the output caused the result.
Objective pressure

Strongly associated with winning, but partly outcome-linked because successful teams receive more objective opportunities.

Survival

Most useful in close games, where one living player can still complete the next decisive action. Blowouts hide that effect.

Assists and support

Often describe usable team pressure better than a disconnected final kill count.

Revive

Return a downed teammate to the live objective fight.

Sustain

Keep the squad alive long enough to complete the next action.

Repair

Restore the EV or objective machinery; engineers complete this fastest.

Plant / defuse

Arm or disarm C4 where the round is decided.

Escort / disable

Move the EV or stop the enemy from moving it.

Deliver

Carry the objective item through the route and finish the delivery.

Stop

Deny a plant, defuse, capture, repair or delivery at the decisive moment.

Remove

Take out the planter, defuser, engineer or medic when that removal changes the round.

Deny

Control the ground the enemy must cross or occupy.

Clear utility

Remove turrets, mines, stations and shields that block the team.

Open

Break a defensive stack so teammates can enter and act.

Convert

Turn combat, support and utility into progress toward the round win.

Open evidence boundary

The scoreboard comparison used 52,248 filtered team-leader rows from 26,322 historical matches: 50.3% for own-team XP leaders against a 51.7% sample baseline. Objective XP is partly outcome-linked because winning creates more objective opportunities. The safe conclusion is not that kills are useless; raw personal rank on the scoreboard does not prove match causation.

Use it next matchAfter a pick, immediately call the next action: plant, repair, escort, revive, cross or hold the return route.
03
ARCHIVE / OBJECTIVE

The Map Is an Opponent

Historical Objective rounds did not begin as eleven copies of the same 50/50 fight.

11 MAPS
Attack pressure50 / 50Defense pressure
Castle1,313 rounds / 95% CI 65.6-70.6%
68.2%Defense
Dome Redux840 rounds / 95% CI 63.7-70.0%
66.9%Defense
Bridge5,470 rounds / 95% CI 62.3-64.9%
63.6%Defense
Underground6,437 rounds / 95% CI 61.3-63.6%
62.5%Defense
Dome1,207 rounds / 95% CI 59.1-64.6%
61.9%Defense
Dockyard1,207 rounds / 95% CI 56.4-61.9%
59.2%Defense
Terminal Redux697 rounds / 95% CI 52.5-59.9%
56.2%Defense
Terminal3,573 rounds / 95% CI 49.5-52.8%
51.1%Even
Heist1,090 rounds / 95% CI 47.2-53.2%
50.2%Even
Whitechapel6,610 rounds / 95% CI 44.8-47.2%
46%Attack
Trainyard4,744 rounds / 95% CI 40.6-43.4%
42%Attack
MODE SHIFT

Stopwatch is not Objective with a longer timer.

The same side's observed outcome share moved by 22.9 points on Dome Redux, 16.9 on Underground and 16.2 on Bridge between the two modes.

Dome Redux: 840 Objective / 166 Stopwatch. Underground: 6,437 / 1,580. Bridge: 5,470 / 1,501.
Dome Redux22.9Underground16.9Bridge16.2
Open map evidence

These are historical mode-specific outcomes, not a claim about developer intent or a guarantee for the current lobby. Objective side labels are inferred from consistent objective-side behaviour. Team strength and player selection cannot be separated perfectly from geometry. Use the chart as context, not destiny.

Use it next matchChange the plan before blaming the aim: identify the map's hard action, then bring the specialist, sustain and denial needed to complete it.
Open the interactive Map Room
04
GAME FACT / FIELD READ

Merc Jobs

Roles describe repeated jobs. They do not excuse a player from reading the round.

23 DOSSIERS
01MedicRevives / heals / team uptime5 mercs

Game factMedics restore health and return downed teammates to the fight. Their value is highest where healing and the objective overlap.

Creates valueKeep the planter, defuser, engineer and front line alive long enough to finish the action.

Failure modeReviving into open fire, healing only yourself, or placing sustain where the fight is not happening.

Medic

SAWBONEZ

Abilities
Med Packs + Defibrillators
Purpose
Constant healing and fast revives keep the objective squad moving.
Works when
Cycle packs through teammates and revive from cover near the objective.
Fails when
Hoarding packs or reviving directly into open fire.
DBRanked read
Most direct ranked value
Open current cards
Medic

AURA

Abilities
Healing Station + Defibrillators
Purpose
Sustained area healing and fast revives turn one defended position into a team anchor.
Works when
Place the station where the fight and objective overlap.
Fails when
Parking the station in safe ground nobody needs.
DBRanked read
Most direct ranked value
Open current cards
Medic

PHOENIX

Abilities
Healing Pulse + Defibrillators + Self Revive
Purpose
Mobile healing and close-fight revives suit aggressive objective pressure.
Works when
Pulse inside the push, revive quickly and return with the squad.
Fails when
Using Self Revive only to continue a disconnected fight.
DBRanked read
Most direct ranked value
Open current cards
Medic

SPARKS

Abilities
REVIVR / Revive Gun + Med Packs
Purpose
Fast ranged revives recover teammates that another medic cannot safely reach.
Works when
Use sightlines to revive while a healing partner sustains the team.
Fails when
Acting as the only source of healing in a long fight.
DBRanked read
Strong with a second medic
Open current cards
Medic

GUARDIAN

Abilities
Sky Shield + Bionic Pulse + IDS
Purpose
Area revival and denial of airstrikes, artillery, rockets and grenades protect crowded objective actions.
Works when
Deny incoming explosives and pulse-revive where the team is committed.
Fails when
Shielding empty space or replacing active healing when the team needs it.
DBRanked read
Direct utility / composition dependent
Open current cards
02EngineerRepair / plant / defuse4 mercs

Game factAny merc can touch the objective, but engineers complete repairs, plants and defuses faster and carry kits built to hold that ground.

Creates valueDo the objective work, then use mines, turrets, stickies or shields to keep the action alive.

Failure modeLeaving the objective to protect a deployable or trap that no longer affects the round.

Engineer

PROXY

Abilities
Proximity Mines + Objective Specialist
Purpose
Speed on plants, defuses and repairs combines with close objective traps.
Works when
Do the objective yourself and mine the routes enemies must use to stop it.
Fails when
Leaving mines in distant corners while the objective is exposed.
DBRanked read
Most direct objective value
Open current cards
Engineer

BUSHWHACKER

Abilities
Turret + Objective Specialist
Purpose
Fast objective work backed by persistent defensive pressure.
Works when
Aim the turret across the actual plant, repair or delivery route.
Fails when
Building a turret lane that never intersects the objective fight, especially while attack has already moved.
DBRanked read
Direct value on defense
Open current cards
Engineer

FLETCHER

Abilities
Sticky Bombs + Objective Specialist
Purpose
Fast objective actions plus deployable destruction and explosive control of tight plant and defuse space.
Works when
Use accurate stickies to clear or hold the exact ground the team needs.
Fails when
Throwing explosives without timing, accuracy or objective follow-up.
DBRanked read
Direct value with execution
Open current cards
Engineer

TURTLE

Abilities
Shield Generator + Objective Specialist
Purpose
Creates temporary cover for plants, defuses, repairs and revives under fire.
Works when
Place the shield so a teammate can complete a real action behind it.
Fails when
Shielding ground that does not change what the team can complete.
DBRanked read
Most direct enabling value
Open current cards
03Fire SupportAmmo / denial / EV and C4 pressure5 mercs

Game factFire Support keeps weapons supplied and forces enemies out of the ground they need to hold.

Creates valueTime area denial with a plant, defuse, escort, repair or team entry so the squad can use the space you clear.

Failure modeUsing a strike, barrage or laser for isolated kills after the objective fight has moved.

Fire Support

SKYHAMMER

Abilities
Air Strike + Ammo Pack
Purpose
Supplies the squad and clears exposed objective ground.
Works when
Strike the plant, defuse or EV line when the enemy must occupy it.
Fails when
Chasing distant kills with an air strike the objective never needed.
DBRanked read
Direct objective-stop value
Open current cards
Fire Support

ARTY

Abilities
Artillery Spotter + Ammo Pack
Purpose
Repeated denial pressures exposed routes, vehicles and objective positions.
Works when
Keep artillery on the ground the enemy must cross or hold.
Fails when
Calling barrages where no objective action is possible.
DBRanked read
Direct denial value
Open current cards
Fire Support

STOKER

Abilities
Molotov Grenade + Ammo Station
Purpose
Sustained ammo and fire denial stall C4 timing and control tight chokes.
Works when
Burn the exact plant, defuse or push route at the moment it matters.
Fails when
Setting fire to empty ground after the fight has moved.
DBRanked read
Direct stall value
Open current cards
Fire Support

KIRA

Abilities
Orbital Laser + Ammo Station
Purpose
Precise moving denial can break entrenched and shielded objective positions.
Works when
Drive the laser through the position the enemy must hold; value depends on map space and timing.
Fails when
Using the laser as an isolated pick tool with no team push.
DBRanked read
Strong / map and timing dependent
Open current cards
Fire Support

JAVELIN

Abilities
Rocket Launcher + Smart Ammo-Dispensing Armour
Purpose
Explosive entry pressure breaks stacks while the armour keeps nearby teammates supplied.
Works when
Fire into a defensive stack immediately before the team commits.
Fails when
Rocket-fishing in lanes disconnected from the objective.
DBRanked read
Strong with team follow-up
Open current cards
04AssaultEntry / clear / protect4 mercs

Game factAssault mercs absorb pressure and open rooms with durable combat kits.

Creates valueClear the plant, defuse or escort lane, then occupy the space so the objective player can work.

Failure modeWinning a distant duel while the round is decided somewhere else.

Assault

FRAGGER

Abilities
Frag Grenade
Purpose
Durable entry pressure opens rooms and protects objective players.
Works when
Clear the plant, defuse or escort route and occupy the space you win.
Fails when
Winning fights in lanes that do not move the round.
DBRanked read
Strong when pressure protects the objective
Open current cards
Assault

NADER

Abilities
Grenade Launcher + Martyrdom
Purpose
Repeated explosives clear clustered defenders, deny tight objectives and can stop an action after she is downed.
Works when
Break the objective position and let the team enter behind the pressure.
Fails when
Self-gibbing on teammates or spamming for damage without creating usable ground.
DBRanked read
Strong objective area control
Open current cards
Assault

RHINO

Abilities
Minigun
Purpose
Heavy sustained pressure can hold a lane and absorb attention for the squad.
Works when
Stand where the minigun protects a real team action.
Fails when
Becoming a slow, isolated kill platform away from the objective.
DBRanked read
High-risk / situational
Open current cards
Assault

THUNDER

Abilities
Concussion Grenade
Purpose
Disables defenders long enough for teammates to enter or finish an action.
Works when
Stun immediately before the squad pushes, plants or defuses.
Fails when
Throwing the concussion with nobody ready to exploit it.
DBRanked read
Strong team enabler
Open current cards
05ReconInformation / timing / disruption5 mercs

Game factRecon creates information, sightline control and disruption. Phantom is the close-range infiltrator inside this role.

Creates valueExpose or remove the planter, defuser, engineer or medic at the exact moment the objective depends on them.

Failure modeCollecting picks without detection, disruption, timing or objective follow-through.

Recon

VASSILI

Abilities
Heartbeat Sensor
Purpose
Team-wide information and decisive long-range picks expose the objective defense.
Works when
Keep the sensor active and remove the planter, defuser, engineer or medic.
Fails when
Counting headshots while the sensor and objective stay ignored.
DBRanked read
Strong utility with decisive picks
Open current cards
Recon

AIMEE

Abilities
SNITCH Device
Purpose
Detection and debuff pressure make exposed enemies easier for the whole team to remove.
Works when
Place SNITCH where the team can immediately fight the marked targets.
Fails when
Treating the merc as a personal sniper with unused team utility.
DBRanked read
Strong utility with decisive picks
Open current cards
Recon

REDEYE

Abilities
Smoke Grenade + IR Goggles
Purpose
Controls sightlines and creates covered objective windows.
Works when
Smoke the sightline that prevents a plant, defuse, revive or push.
Fails when
Using smoke only to create private fights away from the team.
DBRanked read
High-risk / situational
Open current cards
Recon

HUNTER

Abilities
Crossbow with Standard and EMP Bolts
Purpose
Picks and EMP disruption can remove the utility blocking an objective play.
Works when
Disable the deployable or ability the team cannot push through.
Fails when
Using the crossbow as a basic ranged weapon while ignoring disruption.
DBRanked read
High-risk disruption specialist
Open current cards
Recon

PHANTOM

Abilities
Refractive Armour + EMP
Purpose
The only close-range recon infiltrates, disrupts deployables and collapses a backline at the decisive moment.
Works when
EMP the setup and use the close-range weapon package to remove the medic or engineer as the team commits.
Fails when
Collecting cloaked kills with no timing, disruption or objective effect.
DBRanked read
Highest timing risk
Open current cards
MedicRevives / heals / team uptime

Keep the planter, defuser, engineer and front line alive long enough to finish the action.

EngineerRepair / plant / defuse

Do the objective work, then use mines, turrets, stickies or shields to keep the action alive.

Fire SupportAmmo / denial / EV and C4 pressure

Time area denial with a plant, defuse, escort, repair or team entry so the squad can use the space you clear.

AssaultEntry / clear / protect

Clear the plant, defuse or escort lane, then occupy the space so the objective player can work.

ReconInformation / timing / disruption

Expose or remove the planter, defuser, engineer or medic at the exact moment the objective depends on them.

Use it next matchChoose the missing job first. Choose the merc second. Choose the functional card third.
05
ARCHIVE / LOWER-SKILL COMPARISON

Loadout Reality

The functional code is the gameplay package. Card colour is cosmetic.

303 PUBLIC CODES
Fragger B93 current three-augment loadout card
FRAGGER / B93 / CURRENT CARD
  1. Functional codeB93 is the gameplay family. Older art and current art stay grouped under the same code.
  2. Current cardRecommendations show the current in-game version with three augments.
  3. Weapon packageThe primary, secondary and melee silhouettes are the weapons you carry.
  4. ArchiveOlder skins and older displayed-augment revisions remain part of this code's evidence history.
5.8median same-merc lower-skill spread / points
23
mercs with gated lower-skill card comparisons
4
mercs with an 8+ point best-to-worst spread
59
observed risk cards inside that archive band
Right merc, wrong card

A player can understand the job and still fight the weapon or augment package.

Compare inside the merc first

A same-merc swap protects comfort while testing a smaller and clearer change.

Retention is unresolved

Performance differences are visible. The archive did not prove that bad cards caused players to leave.

Open loadout evidence

The modern loadout archive collapses cosmetic card art into merc plus functional code. This comparison uses a lower-skill archive band, not a verified first-time-player cohort. Same-merc results were sample-gated and adjusted against available player context. Selection remains: players own different cards, and an association does not guarantee an individual gain.

Use it next matchIf a merc feels wrong, test another current three-augment card for that same merc before abandoning the role.
Inspect all current cards
06
ARCHIVE / 5,720 CARRY ROWS

Aim, Damage and Conversion

Mechanical skill matters. The question is what the match receives from it.

KILLS/MIN
XP/MIN
39.5%top-decile overlap / 226 of 572
AIMWeapon and role dependent

Engineer had the strongest accuracy-to-XP association; Recon had the strongest accuracy-to-team-dominance association.

DAMAGENeeds a destination

Damage becomes useful when it secures space, an assist, a kill, survival or objective access.

EXPOSURETrade it efficiently

Strong players did not simply avoid all damage; they created more useful work from each exposure.

Open combat evidence

The comparison contains 5,720 award-decodable carry rows. The 39.5% figure is 226 overlapping rows among 572 top-decile kills-per-minute rows and the top-decile XP-per-minute set; it is not a per-match top-killer versus top-scorer count. Accuracy remained role-dependent: Engineer led the XP association while Recon led the team-dominance association. Context is mandatory.

Use it next matchAfter dealing damage, ask what changed: enemy removed, route opened, teammate saved, objective touched, or nothing converted.
07
ARCHIVE / ASSOCIATION

Team Shape and Counterplay

A squad becomes fragile when nobody owns one of the jobs the map requires.

SustainObjectiveDenialEntryInformation
5 JOBSsustain / objective / denial / entry / information
NO LOCKno universal winner lineup cleared the evidence gate

Role coverage is practical field doctrine. Squad Lab reports card-pair and opponent-pressure associations; it does not crown a permanent team composition.

Entrenched objective stack

Area denial plus timed entry

Fire Support forces movement; Assault converts that movement into usable space.

Turrets, mines, stations or shields

EMP and deployable pressure

Phantom and Hunter can disrupt utility; direct destruction remains valid when the team can follow.

Long sightline locking the route

Smoke, detection or synchronized entry

Redeye changes the sightline; Recon exposes the holder; the squad crosses while the window exists.

Explosive pressure over a crowded action

Projectile denial and relocation

Guardian can protect a committed objective window; standing in the same exposed ground is not a counter.

Objective race with no specialist

Engineer plus sustain

The engineer shortens the action window while a medic keeps that player alive.

Backline support carrying the defense

Timed key-target removal

The useful pick is the medic or engineer removed as the team commits, not a disconnected kill before or after.

Open composition boundary

The available trio-frequency statistic describes one player's selected three-merc deck, not three teammates. It is therefore excluded from squad claims. Pair and opponent-pressure results remain associations shaped by players, maps and lobbies. Use Squad Lab as a test generator, not a winner prediction.

Use it next matchBefore doubling a role, check whether the squad can still sustain, do the objective, enter, deny and see the threat.
Open Squad Lab
08
ARCHIVE / VISIBILITY DEPTH

New Player Survival

Most identities in a 2018+ first-seen cohort have very shallow recorded history.

202,348players first observed from 2018 onward89.6%three or fewer recorded player-match rows
HISTORICAL COHORT

The visibility-depth problem

89.6% of 202,348 players first observed from 2018 onward have three or fewer total recorded player-match rows. Rows are not sessions, and the archive does not reveal why an identity disappeared.

Cause not measured. The route below remains useful.
  1. Pick one useful jobHeal, revive, repair, plant, supply or clear a specific route.
  2. Learn one objective routeKnow where the action moves after each phase.
  3. Change the card before the mercTest a better weapon or augment package without deleting your comfort.
  4. Add one counterBring an answer for the problem that stopped the previous push.
Open cohort boundary

This chapter publishes career-depth visibility only. Earlier 7-day and 30-day return rates were removed because the original denominators included players too young to complete those windows. Three recorded rows do not prove one session, and disappearance from the archive does not prove quitting. Card-caused retention remains unresolved.

Use it next matchDo not judge Dirty Bomb from one default card. Give one merc a second functional loadout and one complete objective route.
09
ARCHIVE / CARRY ROWS + DECK ROWS

Player Habits

The deck a player selects and the merc producing most of the measurable work are not always the same story.

83.5%median contribution-leading merc share
30.9%one merc supplied over 90% of attributable XP
11.9%three-way contribution cleared the flex rule

These three figures use 5,720 award-decodable carry rows. Longer matches spread contribution more; exact historical minutes per merc are unavailable.

3.5%

The most common personal three-merc deck among 485,197 eligible player-match rows.

101 decks

Different personal deck combinations needed to cover half of those rows.

Not a squad

These are one player's three selected mercs, not three teammates or a winning lineup.

Comfort

The card you trust reduces decision load and can keep your play coherent.

Identity

Players often main a role fantasy as much as a numerical kit.

Adaptation

Flex is useful when it fills a real job, not when it changes mercs without changing the plan.

Use it next matchKeep your comfort card, but make the second slot answer a problem your main cannot solve.
Open Merc Atlas
10
PERSONAL / GATED

The Human Operator

DBRanked's Session Lab can return different personal read states; it does not assign one rule to the population.

Cold opener

The first deploy runs below the player's later level.

Session fade

Later deploys lose quality after a strong opening.

Clock-sensitive

Performance changes more by time window than deploy order.

Steady operator

No strong deploy-order signal clears the personal gate.

Personal only

Your pattern cannot be borrowed from another player or from a global average.

Gameplay, not medicine

The page reads scored performance shape. It does not diagnose health or sleep.

Sample before instruction

Small histories should remain building rather than issue a stopping order.

Open Session Lab boundary

The four panels are possible personal read states, not measured population shares. Each player's own eligible scored updates are grouped into sessions and compared by deploy order and time window. Sparse multi-deploy histories remain BUILDING SIGNAL instead of receiving a fatigue verdict.

Use it next matchWarm up when your own history says you open cold; stop only when your own repeated pattern says the decline is real.
Open DBLabs Fatigue
11
ARCHIVE / UNEQUAL ERA SAMPLES

The Living Field

Later archive rows show a broader pick spread, but the endpoints are not directly comparable.

13.5201519.62026*
Effective merc diversity13.5 → 19.6

2015: 18 observed mercs / 369,246 selections. Partial 2026: 23 mercs / 2,979 selections.

Top-three concentration42% → 24%

The same unequal endpoints; descriptive only.

The later sample appears broader. It is much smaller, includes more available mercs and sits in a different era, so the archive cannot make a clean population-trend claim.

Small population

Repeated opponents and lobby strength matter more when the active field is compact.

Live context

Historical value does not replace reading who is online, what map is active and which jobs are missing now.

Archive context

Old evidence explains how the game evolved; it does not freeze the current answer forever.

Use it next matchUse history to choose the experiment, then use Vitals and the live lobby to decide whether the experiment fits now.
12
EXPERIMENT LEDGER

Myths We Tested

Failed ideas remain part of the knowledge base. Hiding them would make the page less honest.

REJECTED

Top scoreboard means carry

Across 52,248 filtered team-leader rows, own-team XP leaders won 50.3% against a 51.7% sample baseline.

REJECTED

Highest accuracy means highest impact

Accuracy needs weapon, range, volume and conversion context. Engineer led its XP association; Recon led its team-dominance association.

REJECTED

Popular card means best card

Popularity mixes availability, familiarity, ownership and habit with performance.

UNPROVEN

Bad cards made new players quit

Lower-skill performance gaps are visible. A causal retention effect is not.

UNRESOLVED

One universal best squad exists

The archive did not test complete team lineups well enough to crown or reject one.

UNRESOLVED

Veterans always flex more mercs

Era comparisons do not show whether individual players become more flexible with experience.

REJECTED

Rhino was a unique statistical outlier

That signal was traced to how minigun accuracy was recorded.

REJECTED

One fatigue rule fits everybody

Personal session shapes move in different directions.

SUPPORTED

Map and mode context matter

Historical side outcomes and pace changed materially by map and mode.

SUPPORTED

Same-merc card choice matters

Gated lower-skill comparisons found meaningful spreads without changing the merc.

UNRESOLVED

The meta became more diverse

Later rows show broader pick spread, but the 2015 and partial-2026 samples are too unequal for a clean trend verdict.

UNRESOLVED

A pair association caused the win

Observed together is not the same as causal team chemistry.

Use it next matchReplace a slogan with one test: same merc, one card change, one clear job, enough matches to judge.
13
PERSONAL / PUBLIC SIGNAL

Read Your Signal

A profile weakness is a job request, not an order to chase a fashionable merc.

Support lane

Medic

Move healing and revives into the objective fight. Sawbonez, Aura and Phoenix make that lane direct; Sparks works best when the team already has sustain.

Objective lane

Engineer

Take ownership of plants, defuses, repairs, escorts and deliveries. Do not wait for another player to touch the objective.

Stop lane

Denial / disruption

Use Fire Support to deny the site, Assault to break the stack, or Recon to remove the exact player completing the action.

Combat without conversion

Fight one lane closer

Keep the same mechanical pressure, but place it beside the planter, carrier, EV or defuser so the team can spend the opening.

Do not readNegative movement plus kills = get more random kills.
Read insteadMove the same pressure into the objective, support or clutch window that finishes the round.
Why the manual stops here

The manual turns a public performance signal into a practical next-match job. It does not pretend one number can explain every decision, teammate, opponent or objective window.

Use it next matchPick one weak lane, one merc job that can repair it, and one measurable action to repeat.
14
PUBLIC EVIDENCE CONTRACT

Evidence Room

A polished number is still weak if its time, sample and meaning are hidden.

LIVE
Current server, lobby or ladder state.
MODERN ARCHIVE
Evidence restricted to compatible modern game records.
ARCHIVE
Historical evidence that may not describe the current field perfectly.
PERSONAL
Calculated only from this player's eligible history.
OBSERVED
Directly counted from available records.
ASSOCIATION
Appeared together after available controls; causation is not established.
ESTIMATED
Recovered or inferred from available signals and labelled accordingly.
LIMITED SAMPLE
Usable direction with material uncertainty.
NO READ
The evidence gate did not clear, so no claim is made.
Action window

The short period when a kill, ability or position can become objective progress.

Conversion

Turning combat or utility into a plant, defuse, repair, delivery, stop or round win.

Functional card

Merc plus loadout code, weapons and augments after cosmetic skins are collapsed.

Pressure

Useful force on the enemy, objective or route; not raw damage alone.

Objective stop

Preventing the decisive plant, defuse, repair, delivery, capture or escort action.

Coverage

The set of jobs a squad can perform without leaving an obvious gap.

Carry association

An observed result while a complete deck was carried; not credit assigned to one card.

Field read

A player-facing conclusion that remains inside its evidence label and sample context.

DBRANKED LABELS

Numerical claims by time frame, evidence class and uncertainty, with sample and context where the archive supports them.

DBRANKED REFUSES

Guaranteed improvement, hidden causality, fake neutrality and certainty the evidence did not earn.

Final field orderPick what you enjoy. Play it so the kit produces revives, heals, repairs, plants, defuses, stops, decisive picks and win pressure.
Open the archive War Room