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
09:20
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
kaap
Bronze II
👑 Contract Crown / 1 won
Contract Crown2026-06-26
SEASON I REWARD
Silver II
Silver II
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

kaap1117 Skill RR

👑 Contract reward active - included in your Skill RR

Bronze II

Active SignalLive rank slot held / state file ? 2.9d ago
1117Skill RR
#498Board position
Signal heldField state
0 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.
49/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-1 Skill RR
BASE SKILL RR1142
PRESSURE BUDGET±29 RR
VISIBLE PREVIEW1141
Field Closer x 1Silent Support x 1

Recent eligible matches sit slightly below expected field pressure.

49Current gauge
37Newest 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 Won Abandoned Loss Loss Won Won Won Loss Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

kaap 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 plants, stops, escort work, and direct obj touches would make the good minutes count even harder. The support side gives the team second chances when the push gets messy. The next good update comes from adding more obj work and support value to the useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
2 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse - hosted by Mellonpopr on Twitch Youtube Kick discord.gg/k57gDc5YG3
obj_canarywharf · Objective · Mid Game
Maplast saved
obj_canarywharf
Objective · Mid Game
Last lobby8 ranked players
8/16
players in monitored server
Lobby difficultyGold IV
1207
avg Skill RR 1207
Ranked densityrank signal
100%
8 of 8 detected players
Stomp riskbalance signal
35 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 8
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#498
Skill rating signal
Bronze II
1117Bronze II · Skill RR
Bronze II → Bronze I0%
36 RR to Bronze I0 RR above floor
1505Peak form
1169All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
COLD-24 last 6
3 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapGold II
+388 gap
Standing moveSkill scale
-13
Rank pressureField opened
Field opened +7 RR
Idle field shiftoffline
+5
Player DNAStable read
kaap is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Cleaner trades around the obj would make the round work much harder to stop. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 19.8 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:30:41 UTC
NEXT SCAN 09:19
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #498 kaap 1117 RR · CONTACT #499 CLOSURE -9/DAY — INTERCEPT ~1D · FORM COLD — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.4 RR/UPDATE · PEAK FORM 1505 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
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
kaap
Bronze II · Objective Stopper
#498BOARD POS
RR 1117PEAK 1505STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 5 SIGNALS
Threat ClosingSEV-1#499 Moises_1800 gained -9 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.4 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#496 teflonlove is 2 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-22 negative in the last 6 updates, -24 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1505Peak form
1169All-time peak
0Ladder track
0RR above floor
1117Bronze II · Skill RR0% TO BRONZE I
Bronze II → Bronze I0% · 36 RR needed
REACTOR PULSE · FORM LAST 6COLD -24
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1415 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 3 updates
Recent Sessions
2026-07-15-02-003 updates0
2026-07-11-22-002 updates0
2026-07-11-13-402 updates0
2026-07-10-23-003 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-24COLD
Form Engine
net RR across last 6
+388peak form gap -13standing move +5idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
99
Support
62
KPH
49
Objective
27
Combat
22
45.4season KPH 64.1profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:30] > SCAN CYCLE 2330 COMPLETE — 565 contacts indexed
[23:30] > RATING SIGNAL LOCKED: 1117 RR · BRONZE II · BOARD #498
[23:30] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.4 RR/update
[23:30] > THREAT TRACK: contact #499 closure -9/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
kaap is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Cleaner trades around the obj would make the round work much harder to stop. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 19.8 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 5.8 vs 75/h target · weight 20%
-9.4RR / update
Objective actionsavg 7.5 vs 17/h target · weight 20%
-7.7RR / update
Kills per houravg 42.2 vs 152/h target · weight 20%
-6.3RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.9RR / update
Objective stops / C4 pressureavg 13.1 vs 13/h target · weight 20%
+4.2RR / update
Support actionsavg 30.1 vs 18/h target · weight 20%
+4.8RR / update
Fix Simulator · Counterfactual
Average scored update right now+4.4 RR
Hit Objective actions target — nothing else changes+18.6 RR / update
Hit Objective actions + Combat pressure targets+32.9 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+6 net
Your games
+6
Field drift
0
2 scored updates in window
7d+40 net
Your games
+40
Field drift
0
8 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 21%RR
Top 31%Combat
Top 65%Objective
Top 17%Support
Top 47%KPH
Objective Stops99/100
Support62/100
KPH49/100
Objective27/100
Combat22/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-11 impact)
⬢ NOT ENOUGH BADGE Bronze II TAPE SAYS Silver III
Close. CLOSE. You know what close gets you on this ladder? A very nice view of other people climbing it.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
⬢ FAST CLIMB ORDER
Your climb is stalled by ONE bad habit, and that habit is now my personal enemy. We hunt it together, next match, no mercy. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. Bronze I 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
Clutch stops▲ High21.1 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Major0 / 75 combat/h target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Not good enough. Obj work has to show up closer to the push next game. Next game: drag the fight onto the win condition. If the enemy wants obj, make them pay rent. Coach order: make the map objective your problem until it becomes their problem.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-15-02:40 / -11 game impact
Coach
NOT ENOUGH
Close. CLOSE. You know what close gets you on this ladder? A very nice view of other people climbing it.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IIBronze II
The tape saysSilver IIISilver III
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
Your climb is stalled by ONE bad habit, and that habit is now my personal enemy. We hunt it together, next match, no mercy. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. Bronze I 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
ASSAULTjudged by your class bar
FILE 003 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksPage 3. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.The lifetime ledger reads 31,970 kills across 498 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.I am not asking you to be great tomorrow. I am ordering you to be HONEST tomorrow - drill done, feet where the round lives. Greatness is just honesty with repetitions.
COMBAT
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.40
CLASS BAR 1.00
OBJECTIVE
My clipboard has a dent in it now. We both know whose shift put it there.
0.43
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Assault means the fight comes to you second — you bring it first. Next session: entry duels, won, repeatedly.
CANARYWHARFLOST
305 in, 131 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
THUNDER
IN YOUR SQUAD 3 OF LAST 6
Flash the pile when their medic kneels — a blind revive is two bodies for one grenade.
FILM ROOM // CANARY WHARF
Wharf is vertical: balconies, lifts, sightlines stacked on sightlines. Clear high before you cross open ground — most deaths here come from above.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ High
21.1 / 13 clutch/h target
3 positive -24 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
0 / 75 combat/h target
2 negative 0.604 vs 0.747

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
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
You filled space on the board the way furniture fills a room. Present. Occasionally useful. Never once dangerous.
How fast this can move you
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
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 5.8 vs 75/h target · weight 20%
-9.4RR / update
Objective actionsavg 7.5 vs 17/h target · weight 20%
-7.7RR / update
Kills per houravg 42.2 vs 152/h target · weight 20%
-6.3RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.9RR / update
Objective stops / C4 pressureavg 13.1 vs 13/h target · weight 20%
+4.2RR / update
Support actionsavg 30.1 vs 18/h target · weight 20%
+4.8RR / update
Fix simulator
Average scored update right now+4.4 RR
Hit Objective actions target — nothing else changes+18.6 RR / update
Hit Objective actions + Combat pressure targets+32.9 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+6 net
Your games+6
Field drift0
2 scored updates in window
7d+40 net
Your games+40
Field drift0
8 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
0005 UTC avg +0 RR / update over 3 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
2026-07-15-02-003 updates0
2026-07-11-22-002 updates0
2026-07-11-13-402 updates0
2026-07-10-23-003 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 21%RR
Top 31%Combat
Top 65%Objective
Top 17%Support
Top 47%KPH
Objective Stops99/100
Support62/100
KPH49/100
Objective27/100
Combat22/100
Personal intelligence / weekly compile

Loadout DNA // kaap

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
73completed proof matches
9maps in personal file
Supportdominant field lane
STEADYlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried AURA / BL72 loadout card
AURA / BL72Medic

15 completed matches / 53.3% observed result

Signature 2 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

13 completed matches / 30.8% observed result

Signature 3 SKYHAMMER / M51 loadout card
SKYHAMMER / M51Fire Support

10 completed matches / 40.0% observed result

Signature 4 PROXY / KE12 loadout card
PROXY / KE12Engineer

9 completed matches / 33.3% observed result

Role DNA
Combat
43
Objective
8
Support
69
Precision
24
Pressure
66
Compared with tracked ranked playersSTRONG evidence
02 / controlled test

Next field order

One change at a time. No random merc swap and no claim that an association guarantees a win.

Current AURA / BL72 loadout card
AURA / BL72Medic
Test AURA / BL41 loadout card
AURA / BL41Medic
Keep AURA. Change one card.

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

15 completed matches / 53.3% observed result 17,762 completed carries / 6,595 players Field test / not a verdict
03 / map files

Your map dossier

Your observed card stays visible beside archive leads. Archive context explains history; it does not replace the current-build order above.

Whitechapel10 personal / 40.0% observed
SKYHAMMER / M51 loadout card
Your observed cardSKYHAMMER / M51

8 completed matches / 50.0% observed result

SKYHAMMER / M43 loadout card
Archive same-merc leadSKYHAMMER / M43

394 archive carries / 356 players / 51.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge8 personal / 62.5% observed
AURA / BL72 loadout card
Your observed cardAURA / BL72

6 completed matches / 50.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle8 personal / 12.5% observed
AURA / BL72 loadout card
Your observed cardAURA / BL72

4 completed matches / 25.0% observed result

AURA / H71 loadout card
Archive same-merc leadAURA / H71

2,892 archive carries / 500 players / 50.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground7 personal / 71.4% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

3 completed matches / 66.7% observed result

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

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

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard4 personal / 25.0% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

4 completed matches / 25.0% observed result

PROXY / R13 loadout card
Archive same-merc leadPROXY / R13

3,176 archive carries / 500 players / 52.6% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux2 personal / early read
AURA / BL72 loadout card
Your observed cardAURA / BL72

1 completed match / early read

AURA / R81 loadout card
Archive same-merc leadAURA / R81

1,224 archive carries / 500 players / 50.1% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

04 / whole kit

Deck and squad links

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

AIMEE / F51 loadout card
AIMEE / F51
FLETCHER / BL21 loadout card
FLETCHER / BL21
RHINO / R51 loadout card
RHINO / R51
Signature deck

1 completed match / early read

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

Most Finishes x2 / SKYHAMMER / M51Most Revives x2 / SPARKS / 342Most Healing x2 / AURA / BL72Most Ammo x2 / JAVELIN / SH61

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

1097Skill RR
-7Skill RR delta
1104Peak 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 ? 15 valid updates
2026-07-15-02:40-11 performance
Activity: 7.1 min / 3 K / 3 A / 0 W
Score: actual 0.604 vs expected 0.747 / margin -0.143
Show exact performance breakdown
0.604Actual score
0.747Expected score
-0.143Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.40
OBJECTIVE0.43
SUPPORT0.95
PRESSURE1.26
ground truth 0.63 vs legacy read 0.38 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-02:20+17 performance
Activity: 16.3 min / 16 K / 20 A / 3 W
Score: actual 0.974 vs expected 0.759 / margin 0.215
Show exact performance breakdown
0.974Actual score
0.759Expected score
0.215Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.94
OBJECTIVE1.39
SUPPORT0.49
PRESSURE0.80
ground truth 0.96 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-02-000 performance
Activity: 8.7 min / 12 K / 7 A / 2 W
Score: actual 0.765 vs expected 0.76 / margin 0.004
Show exact performance breakdown
0.765Actual score
0.76Expected score
0.004Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.97
OBJECTIVE0.95
SUPPORT0.25
PRESSURE0.37
ground truth 0.73 vs legacy read 0.70 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-22:20+9 performance
Activity: 3.8 min / 3 K / 5 A / 0 W
Score: actual 0.819 vs expected 0.699 / margin 0.119
Show exact performance breakdown
0.819Actual score
0.699Expected score
0.119Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.99
OBJECTIVE0.36
SUPPORT1.39
PRESSURE0.85
ground truth 0.90 vs legacy read 0.08 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-22-00+5 performance
Activity: 12.3 min / 4 K / 11 A / 0 W
Score: actual 0.69 vs expected 0.631 / margin 0.059
Show exact performance breakdown
0.69Actual score
0.631Expected score
0.059Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.43
OBJECTIVE0.11
SUPPORT1.57
PRESSURE0.73
ground truth 0.70 vs legacy read 0.64 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-14:20-44 performance
Activity: 9.1 min / 9 K / 12 A / 0 W
Score: actual 0.168 vs expected 0.731 / margin -0.563
Show exact performance breakdown
0.168Actual score
0.731Expected score
-0.563Margin
79K-factor
2026-07-11-13:40+31 performance
Activity: 15 min / 14 K / 26 A / 3 W
Score: actual 1.099 vs expected 0.704 / margin 0.395
Show exact performance breakdown
1.099Actual score
0.704Expected score
0.395Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.99
OBJECTIVE0.77
SUPPORT1.92
PRESSURE0.57
ground truth 1.14 vs legacy read 0.36 · 2 match window · 1.00 = your class target for this lobby
2026-07-11-00:40+8 performance
Activity: 13.5 min / 7 K / 15 A / 0 W
Score: actual 0.728 vs expected 0.623 / margin 0.106
Show exact performance breakdown
0.728Actual score
0.623Expected score
0.106Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.34
OBJECTIVE0.00
SUPPORT2.00
PRESSURE0.66
ground truth 0.71 vs legacy read 0.87 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-23:40+25 performance
Activity: 8.8 min / 1 K / 7 A / 1 W
Score: actual 0.887 vs expected 0.577 / margin 0.31
Show exact performance breakdown
0.887Actual score
0.577Expected score
0.31Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.71
OBJECTIVE0.38
SUPPORT2.00
PRESSURE0.69
ground truth 0.86 vs legacy read 0.80 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-23-00+4 performance
Activity: 20.8 min / 12 K / 22 A / 0 W
Score: actual 0.689 vs expected 0.636 / margin 0.053
Show exact performance breakdown
0.689Actual score
0.636Expected score
0.053Margin
79K-factor
2026-07-17-23-20
FIELD SHIFT Bronze II / Skill RR 1097 / 0 RR
Position 525 / Support / Revive / KPH 64.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Bronze II / Skill RR 1097 / 0 RR
Position 525 / Support / Revive / KPH 64.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
HELD Bronze II / Skill RR 1097 / -1 RR
Position 526 / Support / Revive / KPH 64.1 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-20
FIELD SHIFT Bronze II / Skill RR 1098 / 0 RR
Position 525 / Support / Revive / KPH 64.1 / 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 1098 / 0 RR
Position 526 / Support / Revive / KPH 64.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Bronze II / Skill RR 1098 / 0 RR
Position 528 / Support / Revive / KPH 64.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Bronze II / Skill RR 1098 / 0 RR
Position 527 / Support / Revive / KPH 64.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Bronze II / Skill RR 1098 / 0 RR
Position 527 / Support / Revive / KPH 64.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Bronze II / Skill RR 1098 / 0 RR
Position 527 / Support / Revive / KPH 64.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Bronze II / Skill RR 1098 / 0 RR
Position 526 / Support / Revive / KPH 64.1 / Performance 0 / Field shift +1
  • 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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