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
12:03
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
NOT SUCKER
Gold III
SEASON I REWARD
Gold IV
Gold IV
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

NOT SUCKER1497 Skill RR

Gold III

Active SignalLive rank slot held / state file ? 1.8d ago
1497Skill RR
#199Board position
Signal heldField state
3 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.
58/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+6 Skill RR
BASE SKILL RR1406
PRESSURE BUDGET±35 RR
VISIBLE PREVIEW1412
Field Breaker x 1Field Closer x 1Silent Support x 1

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

58Current gauge
52Newest 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
Loss Loss Won Loss Won Loss Won Won Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

NOT SUCKER gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. More revives, assists, and safe team minutes would make the good rounds carry even harder. The fight side gives the team a way to open pushes instead of only reacting. The last scored game showed the good parts clearly, especially through obj work and stop pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
obj_domeredux · Objective · Early Game
Maplast saved
obj_domeredux
Objective · Early Game
Last lobby14 ranked players
15/16
players in monitored server
Lobby difficultyGold III
1379
avg Skill RR 1379
Ranked densityrank signal
93.3%
14 of 15 detected players
Stomp riskbalance signal
68 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#199
Skill rating signal
Gold III
1497Gold III · Skill RR
Gold III → Gold II11%
61 RR to Gold II3 RR above floor
1668Peak form
1406All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+100 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability83%
LOCKED
Peak form gapCobalt III
+171 gap
Standing moveSkill scale
+74
Rank pressureField opened
Field opened +5 RR
Idle field shiftoffline
+9
Player DNAStable read
You do not want NOT SUCKER near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More revives, assists, and safe team minutes would make the good rounds carry even harder. The obj side gives the team more than just scoreboard value. Current stop pace sits around 35.9 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:27:57 UTC
NEXT SCAN 12:03
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #199 NOT SUCKER 1497 RR · CONTACT #201 CLOSURE +449/DAY — INTERCEPT ~1D · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -10.6 RR/UPDATE · PEAK FORM 1668 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
NOT SUCKER
Gold III · Hot Streak Objective Stopper
#199BOARD POS
RR 1497PEAK 1668STATE HOTCONF 83
● 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 4 SIGNALS
Threat ClosingSEV-1#201 アトミック gained +449 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -10.6 RR / update.
Target In ReachINTEL#198 Hliðskjálf is 2 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR5 of last 6 scored updates positive, +100 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1668Peak form
1406All-time peak
0Ladder track
+3RR above floor
1497Gold III · Skill RR11% TO GOLD II
Gold III → Gold II11% · 61 RR needed
REACTOR PULSE · FORM LAST 6HOT +100
Sentinel Confidence
83HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (731 rows), stored scored breakdowns (7) 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
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1823 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-16-04-402 updates0
2026-07-15-04-203 updates0
2026-07-04-04-201 update0
2026-07-02-04-201 update0
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
+100HOT
Form Engine
net RR across last 6
+171peak form gap +74standing move +9idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
63
Objective
42
Combat
28
Support
13
60.5season KPH 81.3profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:27] > SCAN CYCLE 2327 COMPLETE — 565 contacts indexed
[23:27] > RATING SIGNAL LOCKED: 1497 RR · GOLD III · BOARD #199
[23:27] > LEAK SCAN: COMBAT PRESSURE below target — drain -10.6 RR/update
[23:27] > THREAT TRACK: contact #201 closure +449/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
You do not want NOT SUCKER near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More revives, assists, and safe team minutes would make the good rounds carry even harder. The obj side gives the team more than just scoreboard value. Current stop pace sits around 35.9 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 7 stored scored games
Combat pressureavg 5.7 vs 75/h target · weight 20%
-10.6RR / update
Support actionsavg 5.4 vs 18/h target · weight 20%
-7.4RR / update
Kills per houravg 73.3 vs 152/h target · weight 20%
-4.3RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.1RR / update
Objective actionsavg 20 vs 17/h target · weight 20%
+1.6RR / update
Objective stops / C4 pressureavg 38.4 vs 13/h target · weight 20%
+15RR / update
Fix Simulator · Counterfactual
Average scored update right now+15.6 RR
Hit Combat pressure target — nothing else changes+29.9 RR / update
Hit Combat pressure + Support actions targets+41 RR / update
Counterfactual on the same games, same K-factor (~79). 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
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h+78 net
Your games
+78
Field drift
0
5 scored updates in window
7d+78 net
Your games
+78
Field drift
0
5 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 9%RR
Top 24%Combat
Top 38%Objective
Top 74%Support
Top 27%KPH
Objective Stops100/100
KPH63/100
Objective42/100
Combat28/100
Support13/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+10 impact)
⬢ GOOD PROOF BADGE Gold III TAPE SAYS Elite
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
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
The door is open. The DOOR. IS. OPEN. We do not admire open doors on this bench, we RUN through them screaming. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. Gold 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
Objective work▲ High68.9 / 17 objective/h target
Clutch stops▲ High36.3 / 13 clutch/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Major10.7 / 75 combat/h target
Kill pace▼ Major61.2 / 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 pressureTARGET10.7 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET61.2 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good game. Obj work gave the team a way in; now keep that value pointed at the obj. Next game: keep teammates in the round. Dead pushes do not plant, defuse, escort, or brag. Coach order: make teammates harder to delete.
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 2026-07-16-05-00 / +10 game impact
Coach
GOOD PROOF
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIIGold III
The tape saysEliteElite
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
The door is open. The DOOR. IS. OPEN. We do not admire open doors on this bench, we RUN through them screaming. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. Gold 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
ENGINEERjudged by your class bar
FILE 003 ROOKIE UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksFinal lesson, engineer: take the note, put it on the floor. One shift where the objective is never lonely and you graduate - the leash gets longer.Tonight's OBJECTIVE at 1.61 is a new file record - the old ceiling was 1.40. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.Bring me movement. I do not care if it is loud or pretty - the pen only respects direction. Show me direction.
SUPPORT
I have seen empty chairs contribute more. At least a chair HOLDS GROUND.
0.20
CLASS BAR 1.00
OBJECTIVE
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
1.61
CLASS BAR 1.00
The drill // next sessionAmmo, turrets, cover — your team fights with what you give them. Next shift, nobody on your side runs dry.
DOMEREDUXWON
298 out against 96 in, every minute. That is how you tilt the ice.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
ENGINEER
YOUR ROLE ON THE FLOOR
Your deployables are covering fire for five people. Re-seat them every time the front line moves.
FILM ROOM // DOME
Hold the objective approaches, not the objective floor. On Dome, whoever owns the doorways owns the round.
A Field Breaker stamp in the file - you dragged a losing fight over the line. That is playoff DNA.

Working signals

Objective work▲ High
68.9 / 17 objective/h target
Clutch stops▲ High
36.3 / 13 clutch/h target
5 positive +100 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
10.7 / 75 combat/h target
Kill pace▼ Major
61.2 / 152 KPH target
1 negative 1.101 vs 0.974

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
10.7 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
61.2 / 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
This bracket eats passengers. I expected a driver. Take the fight, take the space, take the round — in that order, every shift.
What your last games gave me
That was not a performance, that was an eviction notice served to an entire lobby. Frame it. FRAME IT.
How fast this can move you
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
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 7 stored scored games
Combat pressureavg 5.7 vs 75/h target · weight 20%
-10.6RR / update
Support actionsavg 5.4 vs 18/h target · weight 20%
-7.4RR / update
Kills per houravg 73.3 vs 152/h target · weight 20%
-4.3RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.1RR / update
Objective actionsavg 20 vs 17/h target · weight 20%
+1.6RR / update
Objective stops / C4 pressureavg 38.4 vs 13/h target · weight 20%
+15RR / update
Fix simulator
Average scored update right now+15.6 RR
Hit Combat pressure target — nothing else changes+29.9 RR / update
Hit Combat pressure + Support actions targets+41 RR / update
Counterfactual on the same games, same K-factor (~79). 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h+78 net
Your games+78
Field drift0
5 scored updates in window
7d+78 net
Your games+78
Field drift0
5 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +0 RR / update over 3 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-07-16-04-402 updates0
2026-07-15-04-203 updates0
2026-07-04-04-201 update0
2026-07-02-04-201 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 9%RR
Top 24%Combat
Top 38%Objective
Top 74%Support
Top 27%KPH
Objective Stops100/100
KPH63/100
Objective42/100
Combat28/100
Support13/100
Personal intelligence / weekly compile

Loadout DNA // NOT SUCKER

Signature mercs, exact functional cards, map habits and the smallest useful next test. Personal history stays personal; field options use separate completed-match evidence.

Weekly compile pending
0completed proof matches
0maps in personal file
Unresolveddominant field lane
COMPILE PENDINGlast seven days

Weekly loadout compile queued

This player ranked after the latest weekly build. The public Field Manual works now; the personal dossier will appear after the next compile.

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 Field Manual

Skill movement + performance history

1497Skill RR
-5Skill RR delta
1502Peak 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 7 scored games ? 6 valid updates
2026-07-16-05-00+10 performance
Activity: 15.7 min / 16 K / 12 A / 4 W
Score: actual 1.101 vs expected 0.974 / margin 0.127
Show exact performance breakdown
1.101Actual score
0.974Expected score
0.127Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 68% / FIRESUPPORT 32%engine weight 90%
COMBAT0.87
OBJECTIVE1.61
SUPPORT0.20
PRESSURE0.58
ground truth 1.05 vs legacy read 0.95 · 3 match window · 1.00 = your class target for this lobby
2026-07-16-04:40+31 performance
Activity: 8.4 min / 14 K / 10 A / 3 W
Score: actual 1.306 vs expected 0.909 / margin 0.397
Show exact performance breakdown
1.306Actual score
0.909Expected score
0.397Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.09
OBJECTIVE2.00
SUPPORT1.27
PRESSURE1.08
ground truth 1.30 vs legacy read 1.13 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-05-00-1 performance
Activity: 8.3 min / 12 K / 5 A / 0 W
Score: actual 0.996 vs expected 1.011 / margin -0.015
Show exact performance breakdown
0.996Actual score
1.011Expected score
-0.015Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.12
OBJECTIVE0.92
SUPPORT1.01
PRESSURE0.86
ground truth 1.00 vs legacy read 0.75 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-04:40+20 performance
Activity: 15.4 min / 10 K / 9 A / 2 W
Score: actual 1.059 vs expected 0.812 / margin 0.247
Show exact performance breakdown
1.059Actual score
0.812Expected score
0.247Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 59% / FIRESUPPORT 41%engine weight 90%
COMBAT0.67
OBJECTIVE0.92
SUPPORT1.49
PRESSURE0.79
ground truth 1.10 vs legacy read 0.69 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-04:20+18 performance
Activity: 8.3 min / 10 K / 19 A / 2 W
Score: actual 0.946 vs expected 0.72 / margin 0.226
Show exact performance breakdown
0.946Actual score
0.72Expected score
0.226Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.20
OBJECTIVE1.14
SUPPORT0.86
PRESSURE0.61
ground truth 1.01 vs legacy read 0.22 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-04:20+22 performance
Activity: 12.3 min / 7 K / 15 A / 0 W
Score: actual 0.74 vs expected 0.465 / margin 0.275
Show exact performance breakdown
0.74Actual score
0.465Expected score
0.275Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 75%
COMBAT0.68
OBJECTIVE1.40
SUPPORT0.24
PRESSURE0.63
ground truth 0.71 vs legacy read 0.73 · 1 match window · 1.00 = your class target for this lobby
2026-07-02-04:20+10 performance
Activity: 6 min / 12 K / 3 A / 1 W
Score: actual 0.582 vs expected 0.453 / margin 0.129
Show exact performance breakdown
0.582Actual score
0.453Expected score
0.129Margin
79K-factor
2026-07-17-23-20
HELD Gold III / Skill RR 1497 / -1 RR
Position 208 / Objective Stopper / KPH 81.29 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-23-00
FIELD SHIFT Gold III / Skill RR 1498 / 0 RR
Position 207 / Objective Stopper / KPH 81.29 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold III / Skill RR 1498 / 0 RR
Position 208 / Objective Stopper / KPH 81.29 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
HELD Gold III / Skill RR 1498 / -2 RR
Position 208 / Objective Stopper / KPH 81.29 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-00
FIELD SHIFT Gold III / Skill RR 1500 / +2 RR
Position 207 / Objective Stopper / KPH 81.29 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold III / Skill RR 1498 / +1 RR
Position 210 / Objective Stopper / KPH 81.29 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold III / Skill RR 1497 / 0 RR
Position 209 / Objective Stopper / KPH 81.29 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold III / Skill RR 1497 / 0 RR
Position 210 / Objective Stopper / KPH 81.29 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold III / Skill RR 1497 / 0 RR
Position 210 / Objective Stopper / KPH 81.29 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold III / Skill RR 1497 / 0 RR
Position 210 / Objective Stopper / KPH 81.29 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

DBRanked is an independent, fan-built competitive ladder for Dirty Bomb — built, run, and funded by one merc from the community. It is not affiliated with Splash Damage. The game stopped being maintained; the field didn't. This board exists so the mercs still fighting have a ladder worth fighting on.

Do I need to install anything?

No. Nothing to install, nothing to run, nothing to connect. DBRanked never touches your machine, your game, or your account — it reads publicly available match telemetry and nothing else. If a site claiming to be us ever asks you to install something, it isn't us.

Does DBRanked affect my in-game stats or account?

Never. The system is read-only by design. It cannot modify, touch, or interfere with anything in the game — it only watches and ranks.

How is this different from DBStats?

DBStats shows lifetime raw numbers. DBRanked is the competitive layer built on top of the living field: monthly seasons, placement, ranks, signal rules, a board that responds every 20 minutes. One is an archive. This is a ladder.

How do I get on the ladder?

Play. There is no signup, no registration, no application. The engine discovers active mercs on its own and opens a dossier automatically. Fight scored games and the system finds you.

Is Dirty Bomb even still alive?

Alive enough to fight on. Quieter than the old days — but the mercs still here are the ones who never stopped loving this game, and now there's a live ladder under them. The board fills with one kind of player: the ones who came back. Be one of them.

The ladder just opened. Does being early matter?

More than it will again. Right now the top of the board is being claimed for the first time, by whoever shows up and fights for it. Give it a season and those slots are defended by mercs with the deepest proven records on the field. Founding names are remembered — and there's exactly one window to become one.

I haven't played in years. Do I grind up from the bottom?

No. The first time the system scores you, it reads your full lifetime field record and places you from it — you don't start at the floor, you start where your history says you stand, then prove it from there. The years you already put in aren't gone. They're your opening position.

Can someone take my place on the board?

Always. The board shows the mercs directly above and below you — the ones hunting your slot and the ones you're hunting. They don't wait. Every 20-minute update you sit out is another window someone else spends proving into your space. Rank here is held, not owned.

Does any of this last, or does it reset?

Ranks reset each season. The record doesn't. What you do is written into your dossier permanently, and the rare command citations the system issues for exceptional records never expire, can't be bought, and can't be requested. Seasons end. What you proved on the field stays on file.

What stops cheaters from ruining it?

The system watches for play that doesn't add up, and command reviews the evidence before anything is final. Confirmed cheaters aren't quietly deleted — they're quarantined and left on the board as a marked warning. The field remembers who fought fair. It remembers who didn't, too.

Why chase a rank in a game this old?

Because nobody hands it to you. No clan to carry you, no queue luck to thank, no shop to buy your way up. Every point on this board is something a merc earned with their own hands, in a game the rest of the world wrote off. That's exactly what makes it worth holding.

I changed my in-game name — do I lose my rank?

No. Your dossier follows your contract, not your name. Rename as often as you like; the system already knows who you are.

Can a fresh account just smurf to the top?

Fresh contracts are profiled like everyone else — and the engine pays particular attention to accounts whose play doesn't match their age. Placement gates visibility, and the field has long memory. Climb honestly; it's faster.

Can rank be bought, requested, or gifted?

No. Nothing on DBRanked is purchasable — not rank, not RR, not honors. The rare command citations that exist are written by the system and signed by command. They cannot be requested, and asking for one is the most reliable way to never receive it.

Who decides the rules? Can they change?

Command does, and yes — the ladder is alive and its laws evolve with the field. Every rule change ships publicly in System Updates. What never changes: the base RR formula isn't for sale, isn't negotiable, and applies to everyone equally.

Can I remove my profile from DBRanked?

Yes. The ladder ranks the public field, but the field is made of people. If you want your dossier removed, write to command at info@dbranked.com and it will be handled — no forms, no fight.

How season rank works

Every monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

Skill RR is the player's live season rank score. It decides the public tier, promotion distance, danger zone, and leaderboard order. Higher Skill RR means the player is holding a stronger place in the active season field.

How do I climb?

Climbing means your games create more useful team value than the players fighting for the same rank space. Useful value is not only kills. Dirty Bomb rewards rounds: combat pressure, obj work, support, stops, wins, trades, revives, plants, defuses, EV/C4 work, and pressure that helps the team move or hold the objective. Every match is weighed on its own now - a hard push for the team lifts you, and a game spent coasting or padding stats without helping the round pulls you down just as plainly. Play for the win, not the scoreboard.

What is Impact?

Impact is what your own latest scored game did for the rank. Positive impact means your game gave the rank useful value. Negative impact means the game left value on the table. A zero impact row usually means the player did not create a new personal scored movement in that 20-minute update.

Why can Skill RR move when I did not play?

The board is live. Other players are fighting for the same rank space. If they move around you, your Skill RR can open slightly or get pushed slightly even while your own game stats stay the same. This is field movement, not your own valid scored update.

What is Last 6 games?

Last 6 games is short recent form from the player's last active scored games. Idle update windows do not count. It shows whether the player is heating up, holding, or under pressure in real play.

What is Rank pressure?

Rank pressure is the fight for space on the ladder. "Others pushed -12 RR" means nearby players made the rank space harder during the recent active window. "Field opened +8 RR" means the ranked field moved in the player's favor.

What is Idle field shift?

Idle field shift is movement that happened while the player had no new scored game. It is not the player's own performance. It does not keep Active Signal alive, does not start Rank at Risk, and does not count as proof.

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

Rank at Risk starts when a Lost Signal player returns with a valid scored update. A 7-day proof window opens. The player needs at least 2 valid scored updates, but can play more. If they reach 6 valid scored updates, proof can finish early. The new live rank is based on last proven RR corrected by fresh proof, not automatically restored from the old rank.

Do I become Unranked if I stop playing?

No. Unranked means you have not completed placement yet. If you already earned rank and later lose signal, the correct state is Lost Signal: your last proven rank stays saved, but your live rank slot is released after full activation.

Do I start from Bronze when I return?

No. You do not restart from Bronze automatically. When you return after Lost Signal, Rank at Risk begins. Your next live rank is based on your last proven RR corrected by fresh proof-window performance.

What are Climb meter and Danger meter?

Climb meter shows how close the player is to the next rank band. Danger meter shows how close the player is to the lower edge of the current band. Promotion push means close to moving up. Danger zone means close to slipping down.

What are the engine stats?

Combat engine means fight pressure: kills, trades, damage pressure, and fights that make space. Obj pressure means direct round work around EV, C4, plants, defuses, delivery, repair, escort, and contests. Team support means revives, assists, and team actions that keep the wave alive. Clutch stops mean late stops around plants, defuses, EV fights, and round-saving moments.

What is Playstyle?

Playstyle is the strongest match role currently visible from the player's stats. Combat players create fight pressure. Objective players move the round. Support players keep the team alive. Clutch players show up around stops and swing moments. Balanced players bring value in several lanes.

What is Ranked Read?

Ranked Read is the positive player bio on the profile. It describes how the player helps a team win rounds. It is made to be readable and shareable, while still being based on the player's real signals.

What is Coach Read?

Coach Read is the practical game plan for the next game. It looks at what helped and what needs more attention, then turns it into Dirty Bomb advice: play closer to obj, keep the wave alive, trade cleaner, protect plants, stop defuses, revive, contest, or turn pressure into space the team can use.

What is Ladder track?

Ladder track is a secondary running track shown for context. Skill RR is the public season rank number. Ladder track is not the player bio, not the player's potential, and not the number used for the public tier display.

What is Peak form?

Peak form shows the best recent season level the player has already demonstrated on the ranked view. It is there to show what the player has reached when their strongest games came together.

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

History is the player's ranked trail. It shows Skill RR movement, personal impact, field movement, and available exact breakdowns for scored games. Use it to see why the profile moved, not just where it landed.

I have low rank, now what?

Low rank does not mean you are a bad player. It means your recent games show places where you can create more team value. Open your profile, read Coach Read, and focus the next game on the clearest path: obj, revives, trades, stops, plants, defuses, or cleaner fights with the team.

What happens when a cheater is caught?

When verified evidence confirms unfair play, the contract is placed under Integrity Quarantine: the dossier is stripped, the rating is locked by command, and the player stops occupying any rank slot — the field closes around them as if they were never there, and everyone they were ranked above moves up automatically. The quarantine label on their profile is permanent unless overturned by command.

And the mercs who had to share a server with them? The system sees those sessions and credits Hazard Pay — an automatic Skill RR compensation, marked on your profile. You never need to report anything or claim anything; it simply arrives. The amounts, timing, and detection rules are deliberately not published, and seeking out contaminated lobbies earns nothing extra. Fight your normal games — the system has the rest.

How does DBRanked detect cheaters?

The engine flags. Command convicts. The system continuously profiles every tracked contract's field signature, and play that doesn't belong to honest hands raises its own file — silently. Statistical anomalies alone never quarantine anyone: a verdict is only stamped after the flagged play has been verified against evidence at command level.

That's also your protection — an unusual stat line, a hot streak, a smurf-level month will never get an honest merc quarantined. Evidence convicts, nothing else. And the methods themselves stay sealed: every detection rule we publish is a rule someone learns to play around. If you fight clean, none of this concerns you.

What should I play more?

Your profile tells you. If Obj pressure is low, play closer to EV/C4, plants, defuses, repair, delivery, escort, and contests. If Team support is low, stay closer to teammates and add revives, assists, ammo, health, and trades. If Combat engine is low, take cleaner fights with the wave. If Clutch stops are low, respect late-round moments and stay alive near the win condition.

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