Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
12:25
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
YanEisenfuss
WARNING SIGNAL WEAK - REVIVE AVAILABLE
5.6 days since your last scored update. You are still in the live field, but at day 7 the signal flatlines and this rank slot leaves the board.
REVIVE ORDER: play one scored ranked session. A single valid update restores ACTIVE SIGNAL and the countdown resets.
Bronze V
Bronze spawn fileEntry-band file

YanEisenfuss927 Skill RR

Bronze V

Weak SignalRank live / signal close to expiry / state file ? 5.6d ago
927Skill RR
#551Board position
Signal heldField state
282 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 6/10
?
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.
39/100
Pressure Deficit
Preview only · provisional 6/10 matches
PROJECTED RR IF ENABLED-5 Skill RR
BASE SKILL RR933
PRESSURE BUDGET±23 RR
VISIBLE PREVIEW928

Recent eligible matches show field pressure below the player's expected share.

39Current gauge
31Newest match
50Expected pressure
6/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Loss Won Won Loss Abandoned Won Loss Won
Open DBStats Profile ↗
Ranked read

You do not want YanEisenfuss near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. A little more team support around the fights would make this player harder to trade out cleanly. Adding more support value and stop pressure in the next game would make the round value much easier to feel.

Team value: stop pressure Strongest: stop pressure · strong Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
5 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
World Championship - Fight for your country!
obj_bridge · Objective · Post Game
Veteran signallast saved
Level 23
last saved DBRanked roster level
Maplast saved
obj_bridge
Objective · Post Game
Last lobby3 ranked players
3/16
players in monitored server
Lobby difficultyGold V
1199
avg Skill RR 1199
Ranked densityrank signal
100%
3 of 3 detected players
Stomp riskbalance signal
45 / 100
live lobby spread pressure
Rookie pressurerookie signal
1 / 3
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#551
Skill rating signal
Bronze V
927Bronze V · Skill RR
Bronze V → Bronze IV67%
30 RR to Bronze IV282 RR above floor
1398Peak form
989All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
COLD-29 last 6
2 positive · 4 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapGold IV
+471 gap
Standing moveSkill scale
+14
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
+7
Player DNAStable read
You do not want YanEisenfuss near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. When the fights get cleaner, the team value becomes much easier to see. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 10.7 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:27:36 UTC
NEXT SCAN 12:24
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #551 YanEisenfuss 927 RR · CONTACT #552 CLOSURE -50/DAY — INTERCEPT ~1D · FORM COLD — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -8.9 RR/UPDATE · PEAK FORM 1398 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
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
YanEisenfuss
Bronze V · Objective Stopper
#551BOARD POS
RR 927PEAK 1398STATE 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#552 Mr.camo pants gained -50 RR today, 3 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -8.9 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#550 bastet is 3 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-24 negative in the last 6 updates, -29 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1398Peak form
989All-time peak
0Ladder track
+282RR above floor
927Bronze V · Skill RR67% TO BRONZE IV
Bronze V → Bronze IV67% · 30 RR needed
REACTOR PULSE · FORM LAST 6COLD -29
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (300 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 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
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-12-09-002 updates0
2026-07-11-20-208 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-29COLD
Form Engine
net RR across last 6
+471peak form gap +14standing move +7idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
76
Objective
35
KPH
30
Support
13
Combat
4
33.3season KPH 38.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:27] > SCAN CYCLE 2327 COMPLETE — 565 contacts indexed
[23:27] > RATING SIGNAL LOCKED: 927 RR · BRONZE V · BOARD #551
[23:27] > LEAK SCAN: COMBAT PRESSURE below target — drain -8.9 RR/update
[23:27] > THREAT TRACK: contact #552 closure -50/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
You do not want YanEisenfuss near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. When the fights get cleaner, the team value becomes much easier to see. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 10.7 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 3.3 vs 75/h target · weight 20%
-8.9RR / update
Support actionsavg 1.1 vs 18/h target · weight 20%
-8.8RR / update
Kills per houravg 35.8 vs 152/h target · weight 20%
-5.4RR / update
Objective stops / C4 pressureavg 5.2 vs 13/h target · weight 20%
-2.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.7RR / update
Objective actionsavg 19.7 vs 17/h target · weight 20%
+2.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+9.5 RR
Hit Support actions target — nothing else changes+27.3 RR / update
Hit Support actions + Combat pressure targets+44.9 RR / update
Counterfactual on the same games, same K-factor (~95). 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
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d+88 net
Your games
+88
Field drift
0
14 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 23%RR
Top 82%Combat
Top 50%Objective
Top 73%Support
Top 81%KPH
Objective Stops76/100
Objective35/100
KPH30/100
Support13/100
Combat4/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-9 impact)
⬢ NOT ENOUGH BADGE Bronze V TAPE SAYS Bronze II
You played at ninety percent and the ladder charges full price. Bring the missing ten or stop asking the board about promotions.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
Maintenance mode, effective immediately. Forget style points — isolate the worst habit on your tape and put it in the ground. 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. You are ONE good night from Bronze IV. 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▲ High100.4 / 17 objective/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Clutch stops▼ Major0 / 13 clutch/h target
Kill pace▼ Medium9.6 / 152 KPH target
Field Orders
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Kill paceTARGET9.6 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Small leak. Nothing dramatic, but the next game needs more useful work near the team. Next game: stay near the blue names. A revive five seconds too late is just a funeral with paperwork. 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 hurt 2026-07-12-10-00 / -9 game impact
Coach
NOT ENOUGH
You played at ninety percent and the ladder charges full price. Bring the missing ten or stop asking the board about promotions.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze VBronze V
The tape saysBronze IIBronze II
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
Fast climb order
Maintenance mode, effective immediately. Forget style points — isolate the worst habit on your tape and put it in the ground. 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. You are ONE good night from Bronze IV. 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 STUDENT UNDER ORDER: COMBAT
Coach
From your file · the coach speaksPage 3 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.Your last pages average 0.45 on COMBAT. Tonight reads 0.31. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.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
I have seen empty chairs contribute more. At least a chair HOLDS GROUND.
0.31
CLASS BAR 1.00
OBJECTIVE
My clipboard has a dent in it now. We both know whose shift put it there.
0.44
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: The tape wants violence with a plan. More first contacts, cleaner trades, no tourist rounds.
BRIDGEWON
273 in, 60 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
NADER
IN YOUR SQUAD EVERY RECENT GAME
The launcher out-damages C4 timers on some barriers — veteran read: on Bridge, the generator melts faster to sustained fire than to a guarded plant.
FILM ROOM // BRIDGE
Attacking Bridge: trade the first fight for map control, not kills. The team standing when the escort window opens eats lunch; the team respawning watches.
39 of 50 across ten fights. The bus does not need another passenger. It needs an engine.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Objective work▲ High
100.4 / 17 objective/h target
2 positive -29 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Kill pace▼ Medium
9.6 / 152 KPH target
4 negative 0.442 vs 0.555

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Kill pacetarget
9.6 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
I have no file on you yet, so my demands are simple: show up, shoot something, touch the EV. A trained pigeon could do it. Show me you beat the pigeon.
What your last games gave me
Bronze habits in broad daylight. Low-percentage fights, zero protection on your own work, and positioning that suggests you were navigating by smell.
How fast this can move you
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
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 3.3 vs 75/h target · weight 20%
-8.9RR / update
Support actionsavg 1.1 vs 18/h target · weight 20%
-8.8RR / update
Kills per houravg 35.8 vs 152/h target · weight 20%
-5.4RR / update
Objective stops / C4 pressureavg 5.2 vs 13/h target · weight 20%
-2.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.7RR / update
Objective actionsavg 19.7 vs 17/h target · weight 20%
+2.7RR / update
Fix simulator
Average scored update right now+9.5 RR
Hit Support actions target — nothing else changes+27.3 RR / update
Hit Support actions + Combat pressure targets+44.9 RR / update
Counterfactual on the same games, same K-factor (~95). 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
72h0 net
Your games0
Field drift0
0 scored updates in window
7d+88 net
Your games+88
Field drift0
14 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +0 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-12-09-002 updates0
2026-07-11-20-208 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 23%RR
Top 82%Combat
Top 50%Objective
Top 73%Support
Top 81%KPH
Objective Stops76/100
Objective35/100
KPH30/100
Support13/100
Combat4/100
Personal intelligence / weekly compile

Loadout DNA // YanEisenfuss

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

Stable personal record
20completed proof matches
8maps in personal file
Objectivedominant field lane
NEW 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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

11 completed matches / 36.4% observed result

Signature 2 NADER / SM41 loadout card
NADER / SM41Assault

9 completed matches / 44.4% observed result

Signature 3 NADER / CR73 loadout card
NADER / CR73Assault

6 completed matches / 16.7% observed result

Signature 4 AIMEE / F51 loadout card
AIMEE / F51Recon

5 completed matches / 40.0% observed result

Role DNA
Combat
8
Objective
60
Support
18
Precision
6
Pressure
6
Compared with tracked ranked playersSTABLE 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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer
Test BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41Engineer
Keep BUSHWHACKER. Change one card.

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

11 completed matches / 36.4% observed result 12,397 completed carries / 4,622 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.

Bridge5 personal / 0.0% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

2 completed matches / early read

BUSHWHACKER / BL81 loadout card
Archive same-merc leadBUSHWHACKER / BL81

7,178 archive carries / 500 players / 52.3% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle4 personal / 50.0% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

2 completed matches / early read

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard2 personal / early read
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

2 completed matches / early read

BUSHWHACKER / BL71 loadout card
Archive same-merc leadBUSHWHACKER / BL71

209 archive carries / 190 players / 49.7% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard2 personal / early read
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

2 completed matches / early read

BUSHWHACKER / BL73 loadout card
Archive same-merc leadBUSHWHACKER / BL73

1,017 archive carries / 500 players / 49.3% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Heist2 personal / early read
GUARDIAN / HU52 loadout card
Your observed cardGUARDIAN / HU52

2 completed matches / early read

GUARDIAN / T53 loadout card
Archive same-merc leadGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

KIRA / D44 loadout card
Archive field referenceKIRA / D44

1,243 archive carries / 500 players / 53.2% conservative floor

Terminal Redux2 personal / early read
AIMEE / F51 loadout card
Your observed cardAIMEE / F51

1 completed match / early read

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.

BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72
JAVELIN / B45 loadout card
JAVELIN / B45
NADER / SM41 loadout card
NADER / SM41
Signature deck

3 completed matches / 100.0% observed result

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

Most Objective x1 / BUSHWHACKER / C72Match award x1 / NADER / SM41Most Objective x1 / BUSHWHACKER / SM82Most Revives x1 / GUARDIAN / HU52

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

927Skill RR
-4Skill RR delta
931Peak 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 ? 14 valid updates
2026-07-12-10-00-9 performance
Activity: 12.6 min / 2 K / 1 A / 2 W
Score: actual 0.442 vs expected 0.555 / margin -0.112
Show exact performance breakdown
0.442Actual score
0.555Expected score
-0.112Margin
79K-factor
2026-07-12-09-00-38 performance
Activity: 1.2 min / 3 K / 0 A / 2 W
Score: actual 0.105 vs expected 0.592 / margin -0.487
Show exact performance breakdown
0.105Actual score
0.592Expected score
-0.487Margin
79K-factor
2026-07-11-23:20-9 performance
Activity: 9.1 min / 2 K / 10 A / 2 W
Score: actual 0.429 vs expected 0.543 / margin -0.114
Show exact performance breakdown
0.429Actual score
0.543Expected score
-0.114Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.31
OBJECTIVE0.44
SUPPORT0.50
PRESSURE0.95
ground truth 0.49 vs legacy read 0.05 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-23-00+23 performance
Activity: 28.2 min / 9 K / 21 A / 2 W
Score: actual 0.927 vs expected 0.635 / margin 0.292
Show exact performance breakdown
0.927Actual score
0.635Expected score
0.292Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.52
OBJECTIVE1.72
SUPPORT0.53
PRESSURE1.10
ground truth 0.95 vs legacy read 0.66 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-22:20+11 performance
Activity: 15.1 min / 12 K / 12 A / 0 W
Score: actual 0.681 vs expected 0.576 / margin 0.105
Show exact performance breakdown
0.681Actual score
0.576Expected score
0.105Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.57
OBJECTIVE1.01
SUPPORT0.35
PRESSURE1.05
ground truth 0.74 vs legacy read 0.17 · 2 match window · 1.00 = your class target for this lobby
2026-07-11-22-00-7 performance
Activity: 5.3 min / 2 K / 5 A / 0 W
Score: actual 0.513 vs expected 0.577 / margin -0.064
Show exact performance breakdown
0.513Actual score
0.577Expected score
-0.064Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.39
OBJECTIVE0.52
SUPPORT0.40
PRESSURE1.21
ground truth 0.57 vs legacy read 0.04 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-21:40+47 performance
Activity: 16.8 min / 13 K / 17 A / 0 W
Score: actual 0.947 vs expected 0.502 / margin 0.445
Show exact performance breakdown
0.947Actual score
0.502Expected score
0.445Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.61
OBJECTIVE1.70
SUPPORT0.29
PRESSURE1.06
ground truth 0.93 vs legacy read 0.88 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-21:20+32 performance
Activity: 23.1 min / 13 K / 30 A / 4 W
Score: actual 0.765 vs expected 0.462 / margin 0.302
Show exact performance breakdown
0.765Actual score
0.462Expected score
0.302Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.64
OBJECTIVE1.26
SUPPORT0.25
PRESSURE0.85
ground truth 0.80 vs legacy read 0.33 · 2 match window · 1.00 = your class target for this lobby
2026-07-11-20:40+57 performance
Activity: 21.2 min / 13 K / 21 A / 3 W
Score: actual 0.956 vs expected 0.411 / margin 0.545
Show exact performance breakdown
0.956Actual score
0.411Expected score
0.545Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.49
OBJECTIVE1.90
SUPPORT0.42
PRESSURE1.36
ground truth 1.02 vs legacy read 0.21 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-20:20+9 performance
Activity: 4.4 min / 5 K / 4 A / 0 W
Score: actual 0.506 vs expected 0.416 / margin 0.09
Show exact performance breakdown
0.506Actual score
0.416Expected score
0.09Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.69
OBJECTIVE0.13
SUPPORT0.23
PRESSURE1.09
ground truth 0.55 vs legacy read 0.10 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Bronze V / Skill RR 927 / +1 RR
Position 583 / Objective Stopper / KPH 38.47 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Bronze V / Skill RR 926 / 0 RR
Position 583 / Objective Stopper / KPH 38.47 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Bronze V / Skill RR 926 / 0 RR
Position 584 / Objective Stopper / KPH 38.47 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Bronze V / Skill RR 926 / 0 RR
Position 584 / Objective Stopper / KPH 38.47 / 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 V / Skill RR 926 / 0 RR
Position 585 / Objective Stopper / KPH 38.47 / 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 V / Skill RR 926 / 0 RR
Position 587 / Objective Stopper / KPH 38.47 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
HELD Bronze V / Skill RR 926 / 0 RR
Position 586 / Objective Stopper / KPH 38.47 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-21-00
HELD Bronze V / Skill RR 926 / 0 RR
Position 586 / Objective Stopper / KPH 38.47 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-20-40
HELD Bronze V / Skill RR 926 / 0 RR
Position 586 / Objective Stopper / KPH 38.47 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-20-20
HELD Bronze V / Skill RR 926 / 0 RR
Position 585 / Objective Stopper / KPH 38.47 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
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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