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
08:05
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
Crazy[一念]
RANK AT RISK - DEFIB WINDOW OPEN
This rank slot is held outside the live field while the signal is re-proven. The dossier stays tracked and searchable.
REVIVE ORDER: deliver 2+ valid scored updates before the proving window closes - 6 updates finalize instantly. The rank returns with RR correction. Too few, and the signal is lost.
Bronze III
SEASON I REWARD
Silver II
Silver II
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

Crazy[一念]1111 Skill RR

Bronze III

Rank at RiskReturn proof window open / live slot released / state file ? 9h ago
☣ Hazard pay1 RR lifetime / the system pays the mercs who endure a quarantined contract
1111Skill RR
#-Board position
Held rankField state
73 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.
51/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+1 Skill RR
BASE SKILL RR1369
PRESSURE BUDGET±34 RR
VISIBLE PREVIEW1370
Pressure Rescue x 1Last Line x 1

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

51Current gauge
59Newest 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 Abandoned Loss Loss Abandoned Won Loss Loss Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Crazy[一念] 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. Those kills become much more valuable when this player start moving the obj or protecting the team. There is also enough fight pressure to make space when the team needs it. The last scored game showed the good parts clearly, especially through stop pressure and support value.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
9 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
asia (SEA/SG-Singapore)
lobby · Objective · Pre Game
Maplast saved
lobby
Objective · Pre Game
Last lobby9 ranked players
9/16
players in monitored server
Lobby difficultyGold IV
1225
avg Skill RR 1225
Ranked densityrank signal
100%
9 of 9 detected players
Stomp riskbalance signal
60 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 9
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Bronze III
1111Bronze III · Skill RR
Bronze III → Bronze II83%
7 RR to Bronze II52 RR above floor
1601Peak form
1673All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE+18 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapGold I
+490 gap
Standing moveSkill scale
+28
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
+3
Player DNAStable read
Crazy[一念] is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. That stop pressure gives the team extra time, extra trades, and another chance to move. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 51.1 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:56 UTC
NEXT SCAN 08:04
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · Crazy[一念] 1111 RR · CONTACT #? CLOSURE -13/DAY — INTERCEPT ~1D · FORM STABLE — 4/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -6.5 RR/UPDATE · PEAK FORM 1601 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
Crazy[一念]
Bronze III · Held-Rank Veteran
BOARD POS
RR 1111PEAK 1601STATE STABLECONF 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 4 SIGNALS
Threat ClosingSEV-1#? Chickenlegs2001 gained -13 RR today, 3 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Support actions running below scoring target — worst active leak, -6.5 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Form HoldingCLEAR4 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1601Peak form
1673All-time peak
0Ladder track
+52RR above floor
1111Bronze III · Skill RR83% TO BRONZE II
Bronze III → Bronze II83% · 7 RR needed
REACTOR PULSE · FORM LAST 6STABLE +18
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1172 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 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
2026-07-17-14-003 updates0
2026-07-07-07-202 updates0
2026-07-05-08-005 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+18STABLE
Form Engine
net RR across last 6
+490peak form gap +28standing move +3idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
91
Objective
44
Combat
42
Support
29
96.2season KPH 118.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1111 RR · BRONZE III
[23:31] > LEAK SCAN: SUPPORT ACTIONS below target — drain -6.5 RR/update
[23:31] > THREAT TRACK: contact #? closure -13/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Crazy[一念] is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. That stop pressure gives the team extra time, extra trades, and another chance to move. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 51.1 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Support actionsavg 3.3 vs 18/h target · weight 20%
-6.5RR / update
Combat pressureavg 16 vs 75/h target · weight 20%
-6RR / update
Objective actionsavg 4.4 vs 17/h target · weight 20%
-5.7RR / update
Kills per houravg 97.2 vs 152/h target · weight 20%
-1RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.6RR / update
Objective stops / C4 pressureavg 49.6 vs 13/h target · weight 20%
+12.5RR / update
Fix Simulator · Counterfactual
Average scored update right now+2.4 RR
Hit Support actions target — nothing else changes+12.3 RR / update
Hit Support actions + Objective actions targets+22.1 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+42 net
Your games
+42
Field drift
0
3 scored updates in window
72h+42 net
Your games
+42
Field drift
0
3 scored updates in window
7d+42 net
Your games
+42
Field drift
0
3 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 13%Combat
Top 35%Objective
Top 49%Support
Top 7%KPH
Objective Stops100/100
KPH91/100
Objective44/100
Combat42/100
Support29/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+10 impact)
⬢ COMMAND APPROVED BADGE Bronze III TAPE SAYS Cobalt II
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy 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. 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. You are ONE good night from Bronze II. 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
Clutch stops▲ High28.1 / 13 clutch/h target
Team support▲ Medium18.4 / 18 support/h target
Win result▲ Minor100%
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Medium33.8 / 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.
Frag pressureTARGET33.8 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Good game. Stop pressure did the useful work, and the team had something to build from. Next game: play closer to the obj. Touch EV/C4, escort, plant, defuse, repair, deliver or contest. The round has to feel your presence. 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 helped 2026-07-17-14:40 / +10 game impact
Coach
COMMAND APPROVED
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IIIBronze III
The tape saysCobalt IICobalt II
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy 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. 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. You are ONE good night from Bronze II. 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
ASSAULTjudged by your class bar
FILE 003 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksA first tonight: a number so good I checked it twice. It is in the file now, in ink. Chase it.The lifetime ledger reads 61,430 kills across 518 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.OBJECTIVE at 0.24 against a recent file average of 0.10 - even your weakest board is climbing. That is what a real repair looks like: boring, steady, undeniable.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.
OBJECTIVE
I pulled this tape twice because I refused to believe it the first time. I believed it the second time. That is the part that hurts.
0.24
CLASS BAR 1.00
SUPPORT
Sit down and watch this back. THAT is your ceiling - and tonight you touched it with both hands.
2.00
CLASS BAR 1.00
The drill // next sessionRead it twice. Frags are the appetizer. The objective is the meal. Next session every kill you take buys ground toward the point — or it bought nothing.
CASTLEWON
321 damage a minute out, 280 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD EVERY RECENT GAME
Pre-fire the objective doorway on the plant tick. Time the bounce to land as the defuse starts — the round ends politely.
FILM ROOM // CASTLE
Attacking Castle: never re-enter the same choke twice in a row. Stone remembers — and so does the crossfire they built after your first visit.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ High
28.1 / 13 clutch/h target
Team support▲ Medium
18.4 / 18 support/h target
Win result▲ Minor
100%
4 positive +18 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Medium
33.8 / 75 combat/h target
2 negative 0.870 vs 0.711

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
33.8 / 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
Listen. You are new tape. I do not need a highlight reel, I need a PULSE. Touch the objective, trade a fight, prove you are not a cardboard cutout someone propped up in spawn.
What your last games gave me
Command-level play. The map flowed where you pointed. I printed the scoreboard. It is on my fridge. Next to my daughter's drawing. ABOVE my daughter's drawing.
How fast this can move you
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Support actionsavg 3.3 vs 18/h target · weight 20%
-6.5RR / update
Combat pressureavg 16 vs 75/h target · weight 20%
-6RR / update
Objective actionsavg 4.4 vs 17/h target · weight 20%
-5.7RR / update
Kills per houravg 97.2 vs 152/h target · weight 20%
-1RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.6RR / update
Objective stops / C4 pressureavg 49.6 vs 13/h target · weight 20%
+12.5RR / update
Fix simulator
Average scored update right now+2.4 RR
Hit Support actions target — nothing else changes+12.3 RR / update
Hit Support actions + Objective actions targets+22.1 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+42 net
Your games+42
Field drift0
3 scored updates in window
72h+42 net
Your games+42
Field drift0
3 scored updates in window
7d+42 net
Your games+42
Field drift0
3 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
2026-07-17-14-003 updates0
2026-07-07-07-202 updates0
2026-07-05-08-005 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 21%RR
Top 13%Combat
Top 35%Objective
Top 49%Support
Top 7%KPH
Objective Stops100/100
KPH91/100
Objective44/100
Combat42/100
Support29/100
Personal intelligence / weekly compile

Loadout DNA // Crazy[一念]

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
81completed proof matches
9maps in personal file
Combatdominant field lane
THIN SIGNALlast 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 PHANTOM / CR62 loadout card
PHANTOM / CR62Recon

33 completed matches / 45.5% observed result

Signature 2 NADER / KE43 loadout card
NADER / KE43Assault

17 completed matches / 58.8% observed result

Signature 3 NADER / SM41 loadout card
NADER / SM41Assault

15 completed matches / 33.3% observed result

Signature 4 JAVELIN / B45 loadout card
JAVELIN / B45Fire Support

14 completed matches / 71.4% observed result

Role DNA
Combat
74
Objective
7
Support
33
Precision
56
Pressure
73
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 PHANTOM / CR62 loadout card
PHANTOM / CR62Recon
Test PHANTOM / CR94 loadout card
PHANTOM / CR94Recon
Keep PHANTOM. Change one card.

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

33 completed matches / 45.5% observed result 3,436 completed carries / 1,801 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.

Whitechapel17 personal / 58.8% observed
PHANTOM / CR62 loadout card
Your observed cardPHANTOM / CR62

7 completed matches / 57.1% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge14 personal / 50.0% observed
PHANTOM / CR62 loadout card
Your observed cardPHANTOM / CR62

6 completed matches / 50.0% observed result

PHANTOM / CR51 loadout card
Archive same-merc leadPHANTOM / CR51

177 archive carries / 157 players / 52.0% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle11 personal / 27.3% observed
PHANTOM / CR62 loadout card
Your observed cardPHANTOM / CR62

4 completed matches / 0.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground10 personal / 60.0% observed
PHANTOM / CR62 loadout card
Your observed cardPHANTOM / CR62

8 completed matches / 50.0% observed result

PHANTOM / BL54 loadout card
Archive same-merc leadPHANTOM / BL54

2,971 archive carries / 500 players / 50.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard7 personal / 71.4% observed
ARTY / D43 loadout card
Your observed cardARTY / D43

2 completed matches / early read

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard5 personal / 20.0% observed
PHANTOM / BL52 loadout card
Your observed cardPHANTOM / BL52

2 completed matches / early read

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% 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.

BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41
NADER / KE43 loadout card
NADER / KE43
PHANTOM / CR62 loadout card
PHANTOM / CR62
Signature deck

6 completed matches / 66.7% 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 Finishes x3 / PHANTOM / CR62Match award x2 / PHANTOM / CR62Most Kills x2 / PHANTOM / BL52Most Objective x2 / SKYHAMMER / T93

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

1111Skill RR
+76Skill RR delta
1114Peak 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 ? 12 valid updates
2026-07-17-14:40+10 performance
Activity: 11.7 min / 19 K / 22 A / 3 W
Score: actual 0.87 vs expected 0.711 / margin 0.159
Show exact performance breakdown
0.87Actual score
0.711Expected score
0.159Margin
61K-factor
2026-07-17-14:20+16 performance
Activity: 28.4 min / 49 K / 3 A / 0 W
Score: actual 1.015 vs expected 0.752 / margin 0.263
Show exact performance breakdown
1.015Actual score
0.752Expected score
0.263Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.06
OBJECTIVE0.24
SUPPORT2.00
PRESSURE1.17
ground truth 1.00 vs legacy read 0.86 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-14-00+16 performance
Activity: 25.7 min / 37 K / 10 A / 3 W
Score: actual 0.92 vs expected 0.654 / margin 0.266
Show exact performance breakdown
0.92Actual score
0.654Expected score
0.266Margin
61K-factor
2026-07-07-07:40+9 performance
Activity: 6.7 min / 7 K / 13 A / 0 W
Score: actual 0.829 vs expected 0.684 / margin 0.146
Show exact performance breakdown
0.829Actual score
0.684Expected score
0.146Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.05
OBJECTIVE0.19
SUPPORT1.55
PRESSURE0.97
ground truth 0.86 vs legacy read 0.42 · 1 match window · 1.00 = your class target for this lobby
2026-07-07-07:20-6 performance
Activity: 4.5 min / 4 K / 4 A / 0 W
Score: actual 0.607 vs expected 0.702 / margin -0.096
Show exact performance breakdown
0.607Actual score
0.702Expected score
-0.096Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.77
OBJECTIVE0.00
SUPPORT0.39
PRESSURE1.09
ground truth 0.60 vs legacy read 0.48 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-10:40-27 performance
Activity: 15.3 min / 23 K / 4 A / 0 W
Score: actual 0.26 vs expected 0.698 / margin -0.438
Show exact performance breakdown
0.26Actual score
0.698Expected score
-0.438Margin
61K-factor
2026-07-05-10-00-12 performance
Activity: 6 min / 8 K / 0 A / 0 W
Score: actual 0.539 vs expected 0.73 / margin -0.191
Show exact performance breakdown
0.539Actual score
0.73Expected score
-0.191Margin
61K-factor
2026-07-05-08:40-30 performance
Activity: 3.2 min / 5 K / 3 A / 0 W
Score: actual 0.336 vs expected 0.833 / margin -0.497
Show exact performance breakdown
0.336Actual score
0.833Expected score
-0.497Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.36
OBJECTIVE0.01
SUPPORT0.26
PRESSURE0.67
ground truth 0.34 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-08:20+7 performance
Activity: 10.1 min / 20 K / 17 A / 2 W
Score: actual 0.95 vs expected 0.831 / margin 0.12
Show exact performance breakdown
0.95Actual score
0.831Expected score
0.12Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.38
OBJECTIVE0.73
SUPPORT0.29
PRESSURE0.90
ground truth 0.94 vs legacy read 0.68 · 2 match window · 1.00 = your class target for this lobby
2026-07-05-08-00+40 performance
Activity: 9.1 min / 28 K / 5 A / 0 W
Score: actual 1.264 vs expected 0.608 / margin 0.656
Show exact performance breakdown
1.264Actual score
0.608Expected score
0.656Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.67
OBJECTIVE0.73
SUPPORT0.66
PRESSURE1.37
ground truth 1.23 vs legacy read 0.85 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
HELD Bronze III / Skill RR 1111 / 0 RR
Position 530 / Objective Stopper / KPH 118.46 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-23-00
HELD Bronze III / Skill RR 1111 / 0 RR
Position 530 / Objective Stopper / KPH 118.46 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-22-40
FIELD SHIFT Bronze III / Skill RR 1111 / -1 RR
Position 531 / Objective Stopper / KPH 118.46 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Bronze III / Skill RR 1112 / 0 RR
Position 530 / Objective Stopper / KPH 118.46 / 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 III / Skill RR 1112 / +1 RR
Position 532 / Objective Stopper / KPH 118.46 / 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
FIELD SHIFT Bronze III / Skill RR 1111 / 0 RR
Position 534 / Objective Stopper / KPH 118.46 / 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 III / Skill RR 1111 / 0 RR
Position 533 / Objective Stopper / KPH 118.46 / 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 III / Skill RR 1111 / 0 RR
Position 533 / Objective Stopper / KPH 118.46 / 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 III / Skill RR 1111 / 0 RR
Position 533 / Objective Stopper / KPH 118.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
HELD Bronze III / Skill RR 1111 / -1 RR
Position 532 / Objective Stopper / KPH 118.46 / 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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