Tracked players: 7430 · 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 through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1280 / 7430Active ranked this season
10:30
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.

2026-10-20 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Jemstar
Silver IV
SEASON I REWARD
Gold IV
Gold IV
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

Jemstar1273 Skill RR

Silver IV

Active SignalLive rank slot held / state file ? 18.4d ago
1273Skill RR
#902Board position
Signal heldField state
26 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.
57/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+4 Skill RR
LADDER TRACK BASE1247
PRESSURE BUDGET±31 RR
VISIBLE PREVIEW1251
Last Line x 2Field Closer x 1

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

57Current 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
Won Won Won Loss Won Won Won Loss Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Jemstar gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. More direct round work would make the value easier for any team to feel. There is also enough fight pressure to make space when the team needs it. There is team value here when the good moments also bring more obj work and support value.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
39 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[BLOOD]BATH OBJ\/EXE\/SW: Voting | FF-OFF
obj_whitechapel · Objective · Pre Game
Maplast saved
obj_whitechapel
Objective · Pre Game
Last lobby4 ranked players
4/16
players in monitored server
Lobby difficultyGold I
1509
avg Skill RR 1509
Ranked densityrank signal
100%
4 of 4 detected players
Stomp riskbalance signal
28 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 4
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#902
Skill rating signal
Silver IV
1273Silver IV · Skill RR
Silver IV → Silver III61%
26 RR to Silver III26 RR above floor
1237Peak form
1397All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-6 last 6
1 positive · 1 negative · 3 active in the last 6 updates
Pressure meterLOW
25/100
Stability33%
VOLATILE
Peak form gapSilver II
-36 gap
Standing moveSkill scale
-6
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
Jemstar gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. More fight pressure near the team would make those useful minutes much more dangerous. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 18 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:31 UTC
NEXT SCAN 10:29
CONTACTS 1280 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #902 Jemstar 1273 RR · FORM STABLE — 1/3 POSITIVE · LEAK SCAN: COMBAT PRESSURE -8.5 RR/UPDATE · PEAK FORM 1237 ON RECORD · LADDER PRESSURE LOW 25/100 ·
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
Jemstar
Silver IV · Objective Stopper
#902BOARD POS
RR 1273PEAK 1237STATE 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, -8.5 RR / update.
σ
Volatility AlertSEV-2Stability 33% — rating is volatile. Swings will be large in both directions.
✓
Form HoldingCLEAR1 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1237Peak form
1397All-time peak
0Ladder track
+26RR above floor
1273Silver IV · Skill RR61% TO SILVER III
Silver IV → Silver III61% · 26 RR needed
REACTOR PULSE · FORM LAST 6STABLE -6
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4121 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
-4.5 1st Deploybleeding
-6 2nd Deploybleeding
+6.2 3rd+ Deploylate game
⬢ Standing Order
Warm up before scored time.
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Strongest Window
0611 UTC avg +2.5 RR / update over 6 updates weakest: 1217 UTC (avg +0.3)
Recent Sessions
2026-10-02-11-402 updates-6
2026-09-11-10-208 updates+22
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
25/100LOW
Rank Pressure
pressure on current standing
33%VOLATILE
Stability
rating consistency index
1/3HOT RATIO
Hot Ratio
positive in last 6 updates
-6STABLE
Form Engine
net RR across last 6
-36peak form gap -6standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
66
Objective
64
Support
24
Combat
17
87.2season KPH 85.8profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 1280 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1273 RR · SILVER IV · BOARD #902
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -8.5 RR/update
[23:29] > FORM ENGINE: 1/3 positive — band STABLE, stability 33%
Sentinel Read · Player Assessment
Jemstar gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. More fight pressure near the team would make those useful minutes much more dangerous. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 18 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 8.7 vs 75/h target · weight 20%
-8.5RR / update
Support actionsavg 2.9 vs 18/h target · weight 20%
-8.1RR / update
Kills per houravg 95.5 vs 152/h target · weight 20%
-2.4RR / update
Objective actionsavg 11.7 vs 17/h target · weight 20%
-1.7RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Objective stops / C4 pressureavg 28.6 vs 13/h target · weight 20%
+10.2RR / update
Fix Simulator · Counterfactual
Average scored update right now+1.7 RR
Hit Combat pressure target — nothing else changes+12.2 RR / update
Hit Combat pressure + Support actions targets+22.5 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
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
7d0 net
Your games
0
Field drift
0
0 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 14%RR
Top 32%Combat
Top 18%Objective
Top 48%Support
Top 17%KPH
Objective Stops100/100
KPH66/100
Objective64/100
Support24/100
Combat17/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-20 impact)
⬢ ANGRY REVIEW BADGE Silver IV TAPE SAYS Silver III
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureWHISTLE CASUALTY
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
Full reset. Strip the loadout of bad ideas, strip the session of high-risk nonsense, and bring me one — ONE — clean, ugly, honest match. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Silver 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
▲
Clutch stops▲ High34.7 / 13 clutch/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Team support▼ Major0 / 18 support/h target
▼
Frag pressure▼ Major0 / 75 combat/h target
Field Orders
◎
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
That one hurt. Not because of one mistake — because the round needed more obj work when it mattered. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. Coach order: make the map objective your problem until it becomes their problem.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-10-02-13:20 / -20 game impact
Coach
ANGRY REVIEW
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IVSilver IV
➞
The tape saysSilver IIISilver III
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
Full reset. Strip the loadout of bad ideas, strip the session of high-risk nonsense, and bring me one — ONE — clean, ugly, honest match. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Silver 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 008 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksNew sweater tonight. Fine. I am freezing the old order until you wear that jersey again - earn THIS role on its own tape.This is your 7th shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Tonight's COMBAT at 1.36 is a new file record - the old ceiling was 1.21. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.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
My clipboard has a dent in it now. We both know whose shift put it there.
0.47
CLASS BAR 1.00
COMBAT
THIS. Whatever you ate, whatever you listened to, whatever you argued with on the way here - repeat all of it.
1.36
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Play with your team in your peripheral vision. The engine pays assault players who make the five better, not just the one.
TERMINALREDUXLOST
278 damage a minute out, 225 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD EVERY RECENT GAME
Lob over your own line into theirs. Nader is the only covering fire that ignores the cover.
▸FILM ROOM // TERMINAL
Holding Terminal: defend the gauntlet in layers, not lines. Losing the first choke should cost them the second — trade space for time all the way home.
❞I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ High
34.7 / 13 clutch/h target
3 positive +14 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
0 / 75 combat/h target
3 negative 0.546 vs 0.865

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
This lobby was soft. SOFT. I expected the simple things done like a professional: hold your lane, trade your fights, touch the job. Bare minimum, written in crayon.
What your last games gave me
Safe angles, polite trades, supervised pressure. You played those rounds with the handbrake on and the hazard lights blinking.
How fast this can move you
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
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 8.7 vs 75/h target · weight 20%
-8.5RR / update
Support actionsavg 2.9 vs 18/h target · weight 20%
-8.1RR / update
Kills per houravg 95.5 vs 152/h target · weight 20%
-2.4RR / update
Objective actionsavg 11.7 vs 17/h target · weight 20%
-1.7RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Objective stops / C4 pressureavg 28.6 vs 13/h target · weight 20%
+10.2RR / update
Fix simulator
Average scored update right now+1.7 RR
Hit Combat pressure target — nothing else changes+12.2 RR / update
Hit Combat pressure + Support actions targets+22.5 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d0 net
Your games0
Field drift0
0 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
0611 UTC avg +2.5 RR / update over 6 updates weakest: 1217 UTC (avg +0.3)
Fatigue signature · avg RR by update # in a session
-4.51st
-62nd
+6.23rd+
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Recent sessions
2026-10-02-11-402 updates-6
2026-09-11-10-208 updates+22
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 14%RR
Top 32%Combat
Top 18%Objective
Top 48%Support
Top 17%KPH
Objective Stops100/100
KPH66/100
Objective64/100
Support24/100
Combat17/100
Personal intelligence / weekly compile

Loadout DNA // Jemstar

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
735completed proof matches
10maps 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 PROXY / KE21 loadout card
PROXY / KE21Engineer

553 completed matches / 45.6% observed result

Signature 2 KIRA / D44 loadout card
KIRA / D44Fire Support

430 completed matches / 46.5% observed result

Signature 3 NADER / CR81 loadout card
NADER / CR81Assault

322 completed matches / 43.5% observed result

Signature 4 ARTY / D43 loadout card
ARTY / D43Fire Support

123 completed matches / 39.8% observed result

Role DNA
Combat
57
Objective
82
Support
11
Precision
30
Pressure
51
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 ARTY / D43 loadout card
ARTY / D43Fire Support
Test ARTY / B81 loadout card
ARTY / B81Fire Support
Keep ARTY. Change one card.

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

123 completed matches / 39.8% observed result 3,868 completed carries / 1,637 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.

Castle100 personal / 44.0% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

96 completed matches / 43.8% observed result

PROXY / R51 loadout card
Archive same-merc leadPROXY / R51

1,559 archive carries / 500 players / 53.2% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge93 personal / 41.9% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

89 completed matches / 42.7% observed result

PROXY / H53 loadout card
Archive same-merc leadPROXY / H53

296 archive carries / 253 players / 51.4% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel88 personal / 51.1% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

85 completed matches / 52.9% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground72 personal / 51.4% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

71 completed matches / 50.7% observed result

PROXY / H53 loadout card
Archive same-merc leadPROXY / H53

331 archive carries / 286 players / 49.0% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard65 personal / 36.9% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

61 completed matches / 37.7% observed result

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

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

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux52 personal / 46.2% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

51 completed matches / 47.1% observed result

PROXY / KE53 loadout card
Archive same-merc leadPROXY / KE53

1,368 archive carries / 500 players / 51.2% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

04 / whole kit

Deck and squad links

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

KIRA / D44 loadout card
KIRA / D44
NADER / CR81 loadout card
NADER / CR81
PROXY / KE21 loadout card
PROXY / KE21
Signature deck

247 completed matches / 45.3% 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 Ammo x34 / ARTY / D43Most Finishes x33 / KIRA / D44Most Objective x26 / KIRA / D44Most Deployables x18 / NADER / CR81

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

1273Public Skill RR now
+28Recorded season RR change
+16Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

Line = season RR before public adjustments. Bars match the last ten scored updates below, filtered by the selected range. Performance is a different unit—not direct public RR gains.

Current accounting: 1269 season RR + +4 public adjustment = 1273 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 31 valid updates
2026-10-02-13:20-20 performance
Activity: 5.2 min / 9 K / 3 A / 0 W
Score: actual 0.546 vs expected 0.865 / margin -0.32
Show exact performance breakdown
0.546Actual score
0.865Expected score
-0.32Margin
61K-factor
2026-10-02-11:40+14 performance
Activity: 29.1 min / 40 K / 27 A / 0 W
Score: actual 1.085 vs expected 0.848 / margin 0.237
Show exact performance breakdown
1.085Actual score
0.848Expected score
0.237Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.36
OBJECTIVE0.72
SUPPORT0.47
PRESSURE1.21
ground truth 1.10 vs legacy read 0.76 · 2 match window · 1.00 = your class target for this lobby
2026-09-11-12:40-14 performance
Activity: 8.2 min / 15 K / 8 A / 3 W
Score: actual 0.64 vs expected 0.866 / margin -0.226
Show exact performance breakdown
0.64Actual score
0.866Expected score
-0.226Margin
61K-factor
2026-09-11-12:20+14 performance
Activity: 21.8 min / 25 K / 10 A / 2 W
Score: actual 1.052 vs expected 0.821 / margin 0.232
Show exact performance breakdown
1.052Actual score
0.821Expected score
0.232Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 52% / ASSAULT 49%engine weight 90%
COMBAT0.85
OBJECTIVE1.46
SUPPORT0.73
PRESSURE0.90
ground truth 1.05 vs legacy read 0.76 · 2 match window · 1.00 = your class target for this lobby
2026-09-11-12-00+21 performance
Activity: 12 min / 13 K / 11 A / 4 W
Score: actual 1.132 vs expected 0.795 / margin 0.337
Show exact performance breakdown
1.132Actual score
0.795Expected score
0.337Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.18
OBJECTIVE0.91
SUPPORT1.35
PRESSURE1.27
ground truth 1.16 vs legacy read 0.87 · 1 match window · 1.00 = your class target for this lobby
2026-09-11-11:40-1 performance
Activity: 15 min / 18 K / 4 A / 1 W
Score: actual 0.773 vs expected 0.79 / margin -0.016
Show exact performance breakdown
0.773Actual score
0.79Expected score
-0.016Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.76
OBJECTIVE0.46
SUPPORT1.47
PRESSURE0.81
ground truth 0.78 vs legacy read 0.57 · 1 match window · 1.00 = your class target for this lobby
2026-09-11-11:20+9 performance
Activity: 12.6 min / 13 K / 5 A / 1 W
Score: actual 0.952 vs expected 0.804 / margin 0.149
Show exact performance breakdown
0.952Actual score
0.804Expected score
0.149Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.74
OBJECTIVE0.82
SUPPORT2.00
PRESSURE1.06
ground truth 0.95 vs legacy read 0.82 · 1 match window · 1.00 = your class target for this lobby
2026-09-11-11-00+8 performance
Activity: 23.7 min / 31 K / 18 A / 0 W
Score: actual 0.968 vs expected 0.832 / margin 0.136
Show exact performance breakdown
0.968Actual score
0.832Expected score
0.136Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.17
OBJECTIVE0.44
SUPPORT0.88
PRESSURE1.23
ground truth 1.00 vs legacy read 0.63 · 2 match window · 1.00 = your class target for this lobby
2026-09-11-10:40+8 performance
Activity: 14 min / 22 K / 7 A / 0 W
Score: actual 0.936 vs expected 0.811 / margin 0.125
Show exact performance breakdown
0.936Actual score
0.811Expected score
0.125Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.21
OBJECTIVE0.41
SUPPORT0.83
PRESSURE1.04
ground truth 0.97 vs legacy read 0.60 · 1 match window · 1.00 = your class target for this lobby
2026-09-11-10:20-23 performance
Activity: 21.3 min / 28 K / 5 A / 2 W
Score: actual 0.484 vs expected 0.854 / margin -0.37
Show exact performance breakdown
0.484Actual score
0.854Expected score
-0.37Margin
61K-factor
2026-10-20-23-20
HELD Silver IV / Skill RR 1269 / 0 RR
Position 945 / Objective Stopper / KPH 85.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-23-00
HELD Silver IV / Skill RR 1269 / 0 RR
Position 943 / Objective Stopper / KPH 85.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-22-40
HELD Silver IV / Skill RR 1269 / 0 RR
Position 943 / Objective Stopper / KPH 85.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-22-20
HELD Silver IV / Skill RR 1269 / 0 RR
Position 943 / Objective Stopper / KPH 85.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-22-00
HELD Silver IV / Skill RR 1269 / 0 RR
Position 942 / Objective Stopper / KPH 85.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-20-21-40
HELD Silver IV / Skill RR 1269 / 0 RR
Position 944 / Objective Stopper / KPH 85.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-21-20
HELD Silver IV / Skill RR 1269 / 0 RR
Position 945 / Objective Stopper / KPH 85.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-21-00
HELD Silver IV / Skill RR 1269 / 0 RR
Position 945 / Objective Stopper / KPH 85.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-20-40
HELD Silver IV / Skill RR 1269 / 0 RR
Position 945 / Objective Stopper / KPH 85.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-20-20
HELD Silver IV / Skill RR 1269 / 0 RR
Position 945 / Objective Stopper / KPH 85.78 / 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 season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

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 recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

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.

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

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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