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
12:19
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
Illuminor Szera
Bronze II
SEASON I REWARD
Bronze IV
Bronze IV
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

Illuminor Szera1150 Skill RR

Bronze II

Active SignalLive rank slot held / state file ? 8h ago
☣ Hazard pay5 RR lifetime / the system pays the mercs who endure a quarantined contract
1150Skill RR
#477Board position
Signal heldField state
33 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.
56/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+2 Skill RR
BASE SKILL RR605
PRESSURE BUDGET±15 RR
VISIBLE PREVIEW607
Silent Support x 2

Recent eligible matches are producing slightly more field pressure than expected.

56Current gauge
93Newest 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 Won Loss Won Won Loss Won Won Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Illuminor Szera is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More revives, assists, and safe team minutes would make the good rounds carry even harder. The most recent scored round gave the team value through obj work and stop pressure.

Team value: stop pressure Strongest: stop pressure · solid Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
8 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
asia (SEA/SG-Singapore)
obj_trainyard · Objective · Late Game
Maplast saved
obj_trainyard
Objective · Late Game
Last lobby7 ranked players
7/16
players in monitored server
Lobby difficultyGold IV
1214
avg Skill RR 1214
Ranked densityrank signal
100%
7 of 7 detected players
Stomp riskbalance signal
53 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 7
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#477
Skill rating signal
Bronze II
1150Bronze II · Skill RR
Bronze II → Bronze I95%
3 RR to Bronze I33 RR above floor
1811Peak form
798All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
HOT+58 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability83%
LOCKED
Peak form gapCobalt II
+661 gap
Standing moveSkill scale
+21
Rank pressureField opened
Field opened +2 RR
Idle field shiftoffline
+5
Player DNAStable read
Illuminor Szera helps the team by playing the round, not just the scoreboard. This player makes pressure matter by putting it into the objective. Add cleaner fights around the push and this player becomes harder to remove from the round. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 13.4 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:27:41 UTC
NEXT SCAN 12:19
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #477 Illuminor Szera 1150 RR · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -8.5 RR/UPDATE · PEAK FORM 1811 ON RECORD · LADDER PRESSURE LOW 20/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
Illuminor Szera
Bronze II · Hot Streak Objective Stopper
#477BOARD POS
RR 1150PEAK 1811STATE 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
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -8.5 RR / update.
Target In ReachINTEL#476 TRINACLE is 1 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR5 of last 6 scored updates positive, +58 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1811Peak form
798All-time peak
0Ladder track
+33RR above floor
1150Bronze II · Skill RR95% TO BRONZE I
Bronze II → Bronze I95% · 3 RR needed
REACTOR PULSE · FORM LAST 6HOT +58
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1368 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 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
0005 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-17-14-203 updates0
2026-07-16-14-403 updates0
2026-07-16-10-002 updates0
2026-07-15-15-002 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+58HOT
Form Engine
net RR across last 6
+661peak form gap +21standing move +5idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
58
Objective
48
KPH
21
Support
18
Combat
2
30.9season KPH 26.8profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:27] > SCAN CYCLE 2327 COMPLETE — 565 contacts indexed
[23:27] > RATING SIGNAL LOCKED: 1150 RR · BRONZE II · BOARD #477
[23:27] > LEAK SCAN: COMBAT PRESSURE below target — drain -8.5 RR/update
[23:27] > FORM ENGINE: 5/6 positive — band HOT, stability 83%
Sentinel Read · Player Assessment
Illuminor Szera helps the team by playing the round, not just the scoreboard. This player makes pressure matter by putting it into the objective. Add cleaner fights around the push and this player becomes harder to remove from the round. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 13.4 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 7.1 vs 75/h target · weight 20%
-8.5RR / update
Kills per houravg 34.5 vs 152/h target · weight 20%
-6.9RR / update
Objective stops / C4 pressureavg 12.3 vs 13/h target · weight 20%
-2.8RR / update
Support actionsavg 11.3 vs 18/h target · weight 20%
-2.2RR / update
Objective actionsavg 15.4 vs 17/h target · weight 20%
-0.6RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.9RR / update
Fix Simulator · Counterfactual
Average scored update right now+4.2 RR
Hit Combat pressure target — nothing else changes+15 RR / update
Hit Combat pressure + Kills per hour targets+24.2 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h+23 net
Your games
+23
Field drift
0
3 scored updates in window
72h-4 net
Your games
-4
Field drift
0
17 scored updates in window
7d+70 net
Your games
+70
Field drift
0
24 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 20%RR
Top 88%Combat
Top 30%Objective
Top 67%Support
Top 91%KPH
Objective Stops58/100
Objective48/100
KPH21/100
Support18/100
Combat2/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+4 impact)
⬢ GOOD PROOF BADGE Bronze II TAPE SAYS Cobalt II
That is the quiet kind of good that wins seasons. You did the job plus interest. I respect a man who tips.
Coach blood pressureNODDING
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
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Bronze I. 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▲ High58.9 / 17 objective/h target
Clutch stops▲ High73 / 13 clutch/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Major18.4 / 75 combat/h target
Kill pace▼ Major42.4 / 152 KPH target
Field Orders
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET18.4 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET42.4 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good game. Obj work did the useful work, and the team had something to build from. Next game: play close enough to save the mess. Health, ammo, revives, assists, trades — the team should feel you nearby. Coach order: keep the wave moving; dead pushes do not climb.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-07-17-15:20 / +4 game impact
Coach
GOOD PROOF
That is the quiet kind of good that wins seasons. You did the job plus interest. I respect a man who tips.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IIBronze II
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
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Bronze I. 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
RECONjudged by your class bar
FILE 005 STUDENT UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksSession 5, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.This is your 5th shift in the RECON sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
OBJECTIVE
Below the bar, above excuses. Fix it.
0.66
CLASS BAR 1.00
PRESSURE
The bar looked up at you tonight. Bars do not do that for free.
1.32
CLASS BAR 1.00
The drill // next sessionEyes on the point, not the horizon. Your picks only matter when they open the objective — hunt where the round lives.
TRAINYARDLOST
308 in, 141 out. I watched this part standing up. Not out of respect - I just could not sit through it.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
VASSILI
IN YOUR SQUAD 5 OF LAST 6
Sensor ON the objective before the window opens — every defender in the room is pre-marked. Information first, then the shot.
FILM ROOM // TRAINYARD
Your Vassili taxes Trainyard's long lanes both ways: sensor on their crossing, rifle on yours. Make the open ground a subscription they cannot afford.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Objective work▲ High
58.9 / 17 objective/h target
Clutch stops▲ High
73 / 13 clutch/h target
5 positive +58 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
18.4 / 75 combat/h target
Kill pace▼ Major
42.4 / 152 KPH target
1 negative 0.916 vs 0.847

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
18.4 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
42.4 / 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
The bar was lying on the floor. I expected you to pick it up, hold it for five rounds, and not apologize to anyone.
What your last games gave me
Clinical. Surgical. RUDE, even. You took contested rounds and converted them into clean wins like it was a hobby.
How fast this can move you
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 7.1 vs 75/h target · weight 20%
-8.5RR / update
Kills per houravg 34.5 vs 152/h target · weight 20%
-6.9RR / update
Objective stops / C4 pressureavg 12.3 vs 13/h target · weight 20%
-2.8RR / update
Support actionsavg 11.3 vs 18/h target · weight 20%
-2.2RR / update
Objective actionsavg 15.4 vs 17/h target · weight 20%
-0.6RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.9RR / update
Fix simulator
Average scored update right now+4.2 RR
Hit Combat pressure target — nothing else changes+15 RR / update
Hit Combat pressure + Kills per hour targets+24.2 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h+23 net
Your games+23
Field drift0
3 scored updates in window
72h-4 net
Your games-4
Field drift0
17 scored updates in window
7d+70 net
Your games+70
Field drift0
24 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +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
2026-07-17-14-203 updates0
2026-07-16-14-403 updates0
2026-07-16-10-002 updates0
2026-07-15-15-002 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 20%RR
Top 88%Combat
Top 30%Objective
Top 67%Support
Top 91%KPH
Objective Stops58/100
Objective48/100
KPH21/100
Support18/100
Combat2/100
Personal intelligence / weekly compile

Loadout DNA // Illuminor Szera

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
77completed proof matches
8maps 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 PHOENIX / CR81 loadout card
PHOENIX / CR81Medic

23 completed matches / 30.4% observed result

Signature 2 AIMEE / F75 loadout card
AIMEE / F75Recon

15 completed matches / 60.0% observed result

Signature 3 PROXY / KE21 loadout card
PROXY / KE21Engineer

15 completed matches / 33.3% observed result

Signature 4 FRAGGER / M91 loadout card
FRAGGER / M91Assault

14 completed matches / 42.9% observed result

Role DNA
Combat
4
Objective
52
Support
26
Precision
9
Pressure
4
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 AIMEE / F75 loadout card
AIMEE / F75Recon
Test AIMEE / F51 loadout card
AIMEE / F51Recon
Keep AIMEE. Change one card.

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

15 completed matches / 60.0% observed result 8,759 completed carries / 2,531 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.

Castle19 personal / 31.6% observed
FRAGGER / M91 loadout card
Your observed cardFRAGGER / M91

6 completed matches / 33.3% observed result

FRAGGER / K43 loadout card
Archive same-merc leadFRAGGER / K43

122 archive carries / 60 players / 51.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge13 personal / 23.1% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

5 completed matches / 0.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel11 personal / 45.5% observed
AIMEE / F75 loadout card
Your observed cardAIMEE / F75

3 completed matches / 33.3% observed result

AIMEE / G85 loadout card
Archive same-merc leadAIMEE / G85

1,126 archive carries / 500 players / 51.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Heist10 personal / 60.0% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

4 completed matches / 25.0% observed result

PHOENIX / KE73 loadout card
Archive same-merc leadPHOENIX / KE73

902 archive carries / 500 players / 51.2% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Dockyard8 personal / 25.0% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

3 completed matches / 33.3% observed result

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

463 archive carries / 273 players / 58.1% conservative floor

THUNDER / T45 loadout card
Archive field referenceTHUNDER / T45

463 archive carries / 420 players / 53.3% conservative floor

Underground7 personal / 71.4% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

3 completed matches / 66.7% observed result

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

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

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

04 / whole kit

Deck and squad links

The complete three-card deck is descriptive. Squad links are repeated associations, not a winner prediction.

PHOENIX / CR81 loadout card
PHOENIX / CR81
PROXY / KE21 loadout card
PROXY / KE21
STOKER / M92 loadout card
STOKER / M92
Signature deck

3 completed matches / 0.0% observed result

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

Most Deployables x2 / FRAGGER / M91Match award x1 / JAVELIN / D46Most Healing x1 / PHOENIX / KE42Most Objective x1 / BUSHWHACKER / C82

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

1150Skill RR
+5Skill RR delta
1153Peak 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 ? 54 valid updates
2026-07-17-15:20+4 performance
Activity: 12.7 min / 9 K / 8 A / 0 W
Score: actual 0.916 vs expected 0.847 / margin 0.069
Show exact performance breakdown
0.916Actual score
0.847Expected score
0.069Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.80
OBJECTIVE0.66
SUPPORT1.02
PRESSURE1.32
ground truth 0.91 vs legacy read 0.91 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-15-00+4 performance
Activity: 14.3 min / 10 K / 7 A / 3 W
Score: actual 0.912 vs expected 0.844 / margin 0.068
Show exact performance breakdown
0.912Actual score
0.844Expected score
0.068Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.61
OBJECTIVE1.53
SUPPORT1.41
PRESSURE0.73
ground truth 0.95 vs legacy read 0.18 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-14:20+15 performance
Activity: 10.1 min / 1 K / 4 A / 3 W
Score: actual 1.08 vs expected 0.837 / margin 0.243
Show exact performance breakdown
1.08Actual score
0.837Expected score
0.243Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.32
OBJECTIVE0.54
SUPPORT2.00
PRESSURE0.50
ground truth 1.18 vs legacy read 0.28 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-15:20+32 performance
Activity: 4.6 min / 3 K / 3 A / 0 W
Score: actual 1.19 vs expected 0.67 / margin 0.52
Show exact performance breakdown
1.19Actual score
0.67Expected score
0.52Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.56
OBJECTIVE0.37
SUPPORT2.00
PRESSURE1.19
ground truth 1.25 vs legacy read 0.35 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-15-00-2 performance
Activity: 12.1 min / 7 K / 8 A / 1 W
Score: actual 0.794 vs expected 0.826 / margin -0.032
Show exact performance breakdown
0.794Actual score
0.826Expected score
-0.032Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.62
OBJECTIVE0.66
SUPPORT0.92
PRESSURE0.84
ground truth 0.80 vs legacy read 0.60 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-14:40+5 performance
Activity: 9.5 min / 6 K / 5 A / 3 W
Score: actual 0.913 vs expected 0.823 / margin 0.09
Show exact performance breakdown
0.913Actual score
0.823Expected score
0.09Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.48
OBJECTIVE2.00
SUPPORT0.54
PRESSURE0.65
ground truth 0.92 vs legacy read 0.55 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-10:20+2 performance
Activity: 12.3 min / 1 K / 11 A / 0 W
Score: actual 0.833 vs expected 0.797 / margin 0.036
Show exact performance breakdown
0.833Actual score
0.797Expected score
0.036Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.34
OBJECTIVE0.31
SUPPORT2.00
PRESSURE1.18
ground truth 0.90 vs legacy read 0.44 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-10-00-6 performance
Activity: 22.5 min / 19 K / 12 A / 6 W
Score: actual 0.726 vs expected 0.821 / margin -0.095
Show exact performance breakdown
0.726Actual score
0.821Expected score
-0.095Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.60
OBJECTIVE0.66
SUPPORT0.94
PRESSURE0.87
ground truth 0.75 vs legacy read 0.36 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-15:20-6 performance
Activity: 17.5 min / 15 K / 13 A / 3 W
Score: actual 0.718 vs expected 0.822 / margin -0.104
Show exact performance breakdown
0.718Actual score
0.822Expected score
-0.104Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 69% / MEDIC 31%engine weight 90%
COMBAT0.69
OBJECTIVE0.70
SUPPORT0.77
PRESSURE0.71
ground truth 0.73 vs legacy read 0.52 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-15-00-6 performance
Activity: 14.9 min / 9 K / 8 A / 1 W
Score: actual 0.715 vs expected 0.819 / margin -0.104
Show exact performance breakdown
0.715Actual score
0.819Expected score
-0.104Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 62% / FIRESUPPORT 39%engine weight 90%
COMBAT0.53
OBJECTIVE0.45
SUPPORT0.97
PRESSURE0.87
ground truth 0.74 vs legacy read 0.58 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
HELD Bronze II / Skill RR 1150 / -1 RR
Position 505 / Objective Stopper / KPH 26.76 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-23-00
FIELD SHIFT Bronze II / Skill RR 1151 / 0 RR
Position 504 / Objective Stopper / KPH 26.76 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Bronze II / Skill RR 1151 / 0 RR
Position 505 / Objective Stopper / KPH 26.76 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Bronze II / Skill RR 1151 / 0 RR
Position 505 / Objective Stopper / KPH 26.76 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Bronze II / Skill RR 1151 / +1 RR
Position 506 / Objective Stopper / KPH 26.76 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
HELD Bronze II / Skill RR 1150 / 0 RR
Position 508 / Objective Stopper / KPH 26.76 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-21-20
HELD Bronze II / Skill RR 1150 / -1 RR
Position 507 / Objective Stopper / KPH 26.76 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-21-00
FIELD SHIFT Bronze II / Skill RR 1151 / 0 RR
Position 507 / Objective Stopper / KPH 26.76 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
HELD Bronze II / Skill RR 1151 / 0 RR
Position 507 / Objective Stopper / KPH 26.76 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-20-20
HELD Bronze II / Skill RR 1151 / -1 RR
Position 505 / Objective Stopper / KPH 26.76 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
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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