Tracked players: 5419 · 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.
587 / 5419Active ranked this season
07:20
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.

2026-09-03 Last update UTC 18:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
JunkMaster911
RESTITUTION PAID — +18 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +5 RR on Aug 22, 2026 20:00 UTC. Games poisoned by cheaters can never count against anyone here.
Gold IV
SEASON I REWARD
Gold III
Gold III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

JunkMaster9111506 Skill RR

Gold IV

Active SignalLive rank slot held / state file ? 1.2d ago
☣ Hazard pay7 RR lifetime / the system pays the mercs who endure a quarantined contract
1506Skill RR
#233Board position
Signal heldField state
25 RR safeSafety
Won Loss Won Won Loss Won Loss Won Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

JunkMaster911 is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. A little more team support around the fights would make this player harder to trade out cleanly. There is also enough fight pressure to make space when the team needs it. The most recent scored round gave the team value 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 · 16 DBRanked servers · scan fresh
Last serversaved sighting
//Fan´s Tower of Terror\\ - Celebrate lvl 1000
obj_castle · Objective · Mid Game
Maplast saved
obj_castle
Objective · Mid Game
Last lobby14 ranked players
15/16
players in monitored server
Lobby difficultyGold III
1374
avg Skill RR 1374
Ranked densityrank signal
93.3%
14 of 15 detected players
Stomp riskbalance signal
44 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#233
Skill rating signal
Gold IV
1506Gold IV · Skill RR
Gold IV → Gold III57%
24 RR to Gold III25 RR above floor
2071Peak form
1509All-time peak
1446Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-13 last 6
2 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapElite
+565 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftoffline
+7
Player DNAStable read
JunkMaster911 brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. Add cleaner fights around the push and this player becomes harder to remove from the round. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 17.9 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 18:52:41 UTC
NEXT SCAN 07:19
CONTACTS 587 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #233 JunkMaster911 1506 RR · FORM STABLE — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -5.9 RR/UPDATE · PEAK FORM 2071 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
JunkMaster911
Gold IV · Objective Stopper
#233BOARD POS
RR 1506PEAK 2071STATE 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 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -5.9 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Form HoldingCLEAR2 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2071Peak form
1509All-time peak
1446Ladder track
+25RR above floor
1506Gold IV · Skill RR57% TO GOLD III
Gold IV → Gold III57% · 24 RR needed
REACTOR PULSE · FORM LAST 6STABLE -13
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (2188 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
+8.7 1st Deployopener
+6.5 2nd Deployholding
-5.8 3rd+ Deploybleeding
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~20.3 RR per session at current pace.
Strongest Window
0611 UTC avg +9 RR / update over 2 updates weakest: 1217 UTC (avg -10.5)
Recent Sessions
2026-09-02-11-204 updates-3
2026-09-01-00-205 updates-7
2026-08-29-03-401 update+20
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
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-13STABLE
Form Engine
net RR across last 6
+565peak form gap 0standing move +7idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
68
Support
56
Objective
35
Combat
29
98season KPH 87.9profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[18:52] > SCAN CYCLE 1852 COMPLETE — 587 contacts indexed
[18:52] > RATING SIGNAL LOCKED: 1506 RR · GOLD IV · BOARD #233
[18:52] > LEAK SCAN: COMBAT PRESSURE below target — drain -5.9 RR/update
[18:52] > FORM ENGINE: 2/6 positive — band STABLE, stability 50%
Sentinel Read · Player Assessment
JunkMaster911 brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. Add cleaner fights around the push and this player becomes harder to remove from the round. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 17.9 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 42.7 vs 75/h target · weight 20%
-5.9RR / update
Support actionsavg 35 vs 18/h target · weight 20%
-5.4RR / update
Kills per houravg 109.5 vs 152/h target · weight 20%
-4.1RR / update
Objective actionsavg 15.5 vs 17/h target · weight 20%
-3.4RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 35.7 vs 13/h target · weight 20%
+8.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+1 RR
Hit Support actions target — nothing else changes+9.2 RR / update
Hit Support actions + Objective actions targets+16 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-3 net
Your games
-3
Field drift
0
3 scored updates in window
72h-10 net
Your games
-10
Field drift
0
8 scored updates in window
7d+18 net
Your games
+18
Field drift
0
11 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 6%RR
Top 18%Combat
Top 48%Objective
Top 17%Support
Top 16%KPH
Objective Stops100/100
KPH68/100
Support56/100
Objective35/100
Combat29/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+6 impact)
⬢ GOOD PROOF BADGE Gold IV TAPE SAYS Elite
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ 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. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. You are ONE good night from Gold III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Objective work▲ High36.6 / 17 objective/h target
Clutch stops▲ High62.9 / 13 clutch/h target
Kill pace▲ Minor175.6 / 152 KPH target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Medium57.1 / 75 combat/h 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 pressureTARGET57.1 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Good game. Obj work did the useful work, and the team had something to build from. Next game: stay closer to teammates. Keep revives, assists and safe trades flowing so the push gets a second life. Coach order: keep the wave moving; dead pushes do not climb.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-09-02-12:20 / +6 game impact
Coach
GOOD PROOF
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
The tape saysEliteElite
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
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. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. You are ONE good night from Gold III. 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 027 PROJECT UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 27 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.There are also 2 unread orders gathering dust on your page. They do not expire. I want you to know they do not expire.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
SUPPORT
That is not a dip. A dip implies you were on the road at some point.
0.21
CLASS BAR 1.00
OBJECTIVE
Franchise-player territory. I said what I said.
1.31
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Even the spearhead throws ammo to the line behind it. One touch of teamwork per life — that is all I ask, and it is not optional.
CASTLELOST
361 damage a minute out, 337 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
ASSAULT
YOUR ROLE ON THE FLOOR
One touch of teamwork per life. Lone wolves lose the matches that matter.
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

Objective work▲ High
36.6 / 17 objective/h target
Clutch stops▲ High
62.9 / 13 clutch/h target
Kill pace▲ Minor
175.6 / 152 KPH target
2 positive -13 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Medium
57.1 / 75 combat/h target
3 negative 1.125 vs 1.022

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
57.1 / 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
You are on the serious half of my ladder now. I expected you walking into rounds like you own the deed to the map.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
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 10 stored scored games
Combat pressureavg 42.7 vs 75/h target · weight 20%
-5.9RR / update
Support actionsavg 35 vs 18/h target · weight 20%
-5.4RR / update
Kills per houravg 109.5 vs 152/h target · weight 20%
-4.1RR / update
Objective actionsavg 15.5 vs 17/h target · weight 20%
-3.4RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 35.7 vs 13/h target · weight 20%
+8.7RR / update
Fix simulator
Average scored update right now+1 RR
Hit Support actions target — nothing else changes+9.2 RR / update
Hit Support actions + Objective actions targets+16 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-3 net
Your games-3
Field drift0
3 scored updates in window
72h-10 net
Your games-10
Field drift0
8 scored updates in window
7d+18 net
Your games+18
Field drift0
11 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0611 UTC avg +9 RR / update over 2 updates weakest: 1217 UTC (avg -10.5)
Fatigue signature · avg RR by update # in a session
+8.71st
+6.52nd
-5.83rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-09-02-11-204 updates-3
2026-09-01-00-205 updates-7
2026-08-29-03-401 update+20
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 6%RR
Top 18%Combat
Top 48%Objective
Top 17%Support
Top 16%KPH
Objective Stops100/100
KPH68/100
Support56/100
Objective35/100
Combat29/100
Personal intelligence / weekly compile

Loadout DNA // JunkMaster911

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
200completed proof matches
10maps in personal file
Combatdominant 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 SPARKS / 181 loadout card
SPARKS / 181Medic

121 completed matches / 43.0% observed result

Signature 2 SKYHAMMER / T61 loadout card
SKYHAMMER / T61Fire Support

94 completed matches / 39.4% observed result

Signature 3 FRAGGER / M62 loadout card
FRAGGER / M62Assault

61 completed matches / 29.5% observed result

Signature 4 FRAGGER / K51 loadout card
FRAGGER / K51Assault

25 completed matches / 44.0% observed result

Role DNA
Combat
71
Objective
31
Support
46
Precision
64
Pressure
59
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 SPARKS / 181 loadout card
SPARKS / 181Medic
Test SPARKS / 383 loadout card
SPARKS / 383Medic
Keep SPARKS. Change one card.

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

121 completed matches / 43.0% observed result 13,057 completed carries / 3,215 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.

Whitechapel31 personal / 32.3% observed
SPARKS / 181 loadout card
Your observed cardSPARKS / 181

28 completed matches / 35.7% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground29 personal / 34.5% observed
SKYHAMMER / T61 loadout card
Your observed cardSKYHAMMER / T61

23 completed matches / 39.1% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle29 personal / 51.7% observed
SKYHAMMER / T61 loadout card
Your observed cardSKYHAMMER / T61

24 completed matches / 50.0% observed result

SKYHAMMER / B92 loadout card
Archive same-merc leadSKYHAMMER / B92

135 archive carries / 126 players / 46.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge26 personal / 30.8% observed
SPARKS / 181 loadout card
Your observed cardSPARKS / 181

21 completed matches / 33.3% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Dockyard15 personal / 40.0% observed
SPARKS / 181 loadout card
Your observed cardSPARKS / 181

10 completed matches / 40.0% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard15 personal / 46.7% observed
SPARKS / 181 loadout card
Your observed cardSPARKS / 181

7 completed matches / 42.9% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% 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.

FRAGGER / M62 loadout card
FRAGGER / M62
SKYHAMMER / T61 loadout card
SKYHAMMER / T61
SPARKS / 181 loadout card
SPARKS / 181
Signature deck

33 completed matches / 33.3% 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 Revives x6 / SPARKS / 181Most Deployables x5 / FRAGGER / M62Match award x4 / SKYHAMMER / T61Most Kills x3 / FRAGGER / M62

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

1506Skill RR
+41Skill RR delta
1506Peak 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 ? 101 valid updates
2026-09-02-12:20+6 performance
Activity: 5.9 min / 12 K / 1 A / 0 W
Score: actual 1.125 vs expected 1.022 / margin 0.104
Show exact performance breakdown
1.125Actual score
1.022Expected score
0.104Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.14
OBJECTIVE1.31
SUPPORT0.21
PRESSURE1.23
ground truth 1.09 vs legacy read 1.20 · 1 match window · 1.00 = your class target for this lobby
2026-09-02-12-00-27 performance
Activity: 13.2 min / 19 K / 7 A / 0 W
Score: actual 0.706 vs expected 1.154 / margin -0.448
Show exact performance breakdown
0.706Actual score
1.154Expected score
-0.448Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.98
OBJECTIVE0.22
SUPPORT0.79
PRESSURE0.80
ground truth 0.75 vs legacy read 0.36 · 1 match window · 1.00 = your class target for this lobby
2026-09-02-11:40+18 performance
Activity: 22 min / 35 K / 18 A / 1 W
Score: actual 1.386 vs expected 1.085 / margin 0.301
Show exact performance breakdown
1.386Actual score
1.085Expected score
0.301Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 64% / ASSAULT 36%engine weight 90%
COMBAT1.18
OBJECTIVE0.82
SUPPORT2.00
PRESSURE0.65
ground truth 1.34 vs legacy read 1.46 · 2 match window · 1.00 = your class target for this lobby
2026-09-02-11:200 performance
Activity: 4.4 min / 5 K / 3 A / 1 W
Score: actual 1.051 vs expected 1.046 / margin 0.005
Show exact performance breakdown
1.051Actual score
1.046Expected score
0.005Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.93
OBJECTIVE2.00
SUPPORT0.15
PRESSURE1.11
ground truth 1.03 vs legacy read 0.96 · 1 match window · 1.00 = your class target for this lobby
2026-09-01-02:20-2 performance
Activity: 27 min / 18 K / 8 A / 0 W
Score: actual 0.929 vs expected 0.964 / margin -0.035
Show exact performance breakdown
0.929Actual score
0.964Expected score
-0.035Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.67
OBJECTIVE1.37
SUPPORT0.63
PRESSURE1.04
ground truth 0.88 vs legacy read 1.11 · 1 match window · 1.00 = your class target for this lobby
2026-09-01-01:20-8 performance
Activity: 22.9 min / 24 K / 14 A / 1 W
Score: actual 0.915 vs expected 1.046 / margin -0.131
Show exact performance breakdown
0.915Actual score
1.046Expected score
-0.131Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.07
OBJECTIVE0.78
SUPPORT0.43
PRESSURE1.10
ground truth 0.92 vs legacy read 0.77 · 1 match window · 1.00 = your class target for this lobby
2026-09-01-01-00+2 performance
Activity: 19.9 min / 42 K / 13 A / 1 W
Score: actual 1.112 vs expected 1.079 / margin 0.033
Show exact performance breakdown
1.112Actual score
1.079Expected score
0.033Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.34
OBJECTIVE0.49
SUPPORT1.39
PRESSURE0.94
ground truth 1.09 vs legacy read 0.83 · 1 match window · 1.00 = your class target for this lobby
2026-09-01-00:40-5 performance
Activity: 17.8 min / 12 K / 7 A / 0 W
Score: actual 1.062 vs expected 1.149 / margin -0.087
Show exact performance breakdown
1.062Actual score
1.149Expected score
-0.087Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.63
OBJECTIVE0.01
SUPPORT2.00
PRESSURE0.69
ground truth 1.11 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-09-01-00:20+6 performance
Activity: 11.5 min / 26 K / 9 A / 1 W
Score: actual 1.241 vs expected 1.149 / margin 0.092
Show exact performance breakdown
1.241Actual score
1.149Expected score
0.092Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.71
OBJECTIVE1.13
SUPPORT0.06
PRESSURE0.78
ground truth 1.24 vs legacy read 0.81 · 1 match window · 1.00 = your class target for this lobby
2026-08-29-03:40+20 performance
Activity: 23.9 min / 24 K / 10 A / 0 W
Score: actual 1.299 vs expected 0.975 / margin 0.325
Show exact performance breakdown
1.299Actual score
0.975Expected score
0.325Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.87
OBJECTIVE0.68
SUPPORT2.00
PRESSURE0.89
ground truth 1.32 vs legacy read 1.01 · 1 match window · 1.00 = your class target for this lobby
2026-08-12-07-40
HELD Gold V / Skill RR 1471 / +5 RR
Position 295 / Objective Stopper / KPH 87.83 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-08-11-12-00
FIELD SHIFT Gold V / Skill RR 1466 / 0 RR
Position 291 / Objective Stopper / KPH 87.83 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-11-40
FIELD SHIFT Gold V / Skill RR 1466 / 0 RR
Position 290 / Objective Stopper / KPH 87.83 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-11-20
FIELD SHIFT Gold V / Skill RR 1466 / 0 RR
Position 290 / Objective Stopper / KPH 87.83 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-11-00
FIELD SHIFT Gold V / Skill RR 1466 / 0 RR
Position 289 / Objective Stopper / KPH 87.83 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-08-11-10-40
FIELD SHIFT Gold V / Skill RR 1466 / 0 RR
Position 288 / Objective Stopper / KPH 87.83 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-10-00
FIELD SHIFT Gold V / Skill RR 1466 / 0 RR
Position 288 / Objective Stopper / KPH 87.83 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-09-40
FIELD SHIFT Gold V / Skill RR 1466 / 0 RR
Position 288 / Objective Stopper / KPH 87.83 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-09-20
FIELD SHIFT Gold V / Skill RR 1466 / 0 RR
Position 289 / Objective Stopper / KPH 87.83 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-09-00
FIELD SHIFT Gold V / Skill RR 1466 / +1 RR
Position 289 / Objective Stopper / KPH 87.83 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 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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