Tracked players: 7384 · 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.
1296 / 7384Active ranked this season
07:05
Next rank update
Same player search as the ladder
How ranks move

Rank is not account level. Rank is not just time played. It reacts to match impact: combat, objectives, support, EV/C4, defuses, objective stops and win pressure.

2026-10-19 Last update UTC 17:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
R-BX91 [ITA]
RESTITUTION PAID — +15 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +11 RR on Aug 4, 2026 13:20 UTC. Games poisoned by cheaters can never count against anyone here.
Gold IV
SEASON I REWARD
Silver V
Silver V
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

R-BX91 [ITA]1512 Skill RR

Gold IV

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay +3 RR active9 RR lifetime / the system pays the mercs who endure a quarantined contract
1512Skill RR
#477Board position
Negative impactField state
53 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.
52/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+3 Skill RR
LADDER TRACK BASE2743
PRESSURE BUDGET±69 RR
VISIBLE PREVIEW2746
Pressure Rescue x 1Silent Support x 1

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

52Current gauge
51Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Won Abandoned Loss Loss Won Won Abandoned Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

R-BX91 [ITA] is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. The next useful step is simple: stay near the round and turn more minutes into obj progress. The fight side gives the team a way to open pushes instead of only reacting. The next jump is about turning the good moments into more obj work and fight pressure for the team.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb live scan · current monitored server
Live now
just now · 22 DBRanked servers · scan fresh
Current serverlive scan
peace and love <3
obj_bridge · Objective · Early Game
Mapcurrent cache
obj_bridge
Objective · Early Game
Same live lobby13 ranked players
13/16
players in monitored server
Lobby difficultyGold II
1453
avg Skill RR 1453
Ranked densityrank signal
100%
13 of 13 detected players
Stomp riskbalance signal
66 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 13
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#477
Skill rating signal
Gold IV
1512Gold IV · Skill RR
Gold IV → Gold III91%
6 RR to Gold III53 RR above floor
2139Peak form
2768All-time peak
2743Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-9 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
60/100
Stability50%
SWINGY
Peak form gapElite
+627 gap
Standing moveSkill scale
-1
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
-1
Player DNAStable read
R-BX91 [ITA] 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. When the fights get cleaner, the team value becomes much easier to see. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 19.1 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 17:12:57 UTC
NEXT SCAN 07:03
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #477 R-BX91 [ITA] 1512 RR · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -10.4 RR/UPDATE · PEAK FORM 2139 ON RECORD · LADDER PRESSURE MEDIUM 60/100 ·
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
R-BX91 [ITA]
Gold IV · Objective Stopper
#477BOARD POS
RR 1512PEAK 2139STATE 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, -10.4 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
✓
Form HoldingCLEAR3 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2139Peak form
2768All-time peak
2743Ladder track
+53RR above floor
1512Gold IV · Skill RR91% TO GOLD III
Gold IV → Gold III91% · 6 RR needed
REACTOR PULSE · FORM LAST 6STABLE -9
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4554 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
+2 1st Deployopener
+1.5 2nd Deployholding
+5.8 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 +10.8 RR / update over 6 updates weakest: 1217 UTC (avg -6.8)
Recent Sessions
2026-10-19-16-203 updates-25
2026-10-16-13-401 update-2
2026-10-13-20-406 updates+65
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
60/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-9STABLE
Form Engine
net RR across last 6
+627peak form gap -1standing move -1idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
63
Support
60
Objective
40
Combat
32
81.5season KPH 81.5profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[17:12] > SCAN CYCLE 1712 COMPLETE — 1296 contacts indexed
[17:12] > RATING SIGNAL LOCKED: 1512 RR · GOLD IV · BOARD #477
[17:12] > LEAK SCAN: COMBAT PRESSURE below target — drain -10.4 RR/update
[17:12] > FORM ENGINE: 3/6 positive — band STABLE, stability 50%
Sentinel Read · Player Assessment
R-BX91 [ITA] 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. When the fights get cleaner, the team value becomes much easier to see. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 19.1 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 12.4 vs 75/h target · weight 20%
-10.4RR / update
Objective actionsavg 11.3 vs 17/h target · weight 20%
-5.6RR / update
Kills per houravg 88.1 vs 152/h target · weight 20%
-5.5RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.3RR / update
Objective stops / C4 pressureavg 24.9 vs 13/h target · weight 20%
+6RR / update
Support actionsavg 35.2 vs 18/h target · weight 20%
+6.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+3.2 RR
Hit Combat pressure target — nothing else changes+13.1 RR / update
Hit Combat pressure + Objective actions targets+19.5 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
24h-22 net
Your games
-22
Field drift
0
4 scored updates in window
72h-22 net
Your games
-22
Field drift
0
4 scored updates in window
7d+48 net
Your games
+48
Field drift
0
12 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 8%RR
Top 15%Combat
Top 39%Objective
Top 14%Support
Top 21%KPH
Objective Stops100/100
KPH63/100
Support60/100
Objective40/100
Combat32/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-15 impact)
⬢ COACH WARNING BADGE Gold IV TAPE SAYS Cobalt II
The tape shows a man waiting for the round to come to him. It did not. It never does. ROUNDS DO NOT DO HOUSE CALLS.
Coach blood pressureCLIPBOARD DOWN
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
There is a leak in the boat and we are NOT redecorating until it is plugged. One leak. I can see it from the bench. Next session we fix THAT and only that. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH 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
▲
Team support▲ High67.1 / 18 support/h target
▲
Clutch stops▲ High42.3 / 13 clutch/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Frag pressure▼ Major37.3 / 75 combat/h target
▼
Kill pace▼ Medium104.4 / 152 KPH target
Field Orders
◎
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Frag pressureTARGET37.3 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET104.4 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Coach is not buying it. The team needed more obj work, and the next game has to answer that. Next game: play closer to the obj. Touch EV/C4, escort, plant, defuse, repair, deliver or contest. The round has to feel your presence. Coach order: the obj should know your name by halftime.
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 2026-10-19-17-00 / -15 game impact
Coach
COACH WARNING
The tape shows a man waiting for the round to come to him. It did not. It never does. ROUNDS DO NOT DO HOUSE CALLS.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
➞
The tape saysCobalt IICobalt 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
There is a leak in the boat and we are NOT redecorating until it is plugged. One leak. I can see it from the bench. Next session we fix THAT and only that. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH 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
FIRE SUPPORTjudged by your class bar
FILE 034 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksPage 34 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.This is your 12th shift in the FIRE SUPPORT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 1.76 on OBJECTIVE. Tonight reads 0.14. 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.
OBJECTIVE
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.14
CLASS BAR 1.00
SUPPORT
So close it hurts. One more honest shift and it is over the line.
0.81
CLASS BAR 1.00
The drill // next sessionI am not asking. Your job is denial: deny the choke, deny the plant, deny the retake. Next session the objective lives inside your blast radius.
CANARYWHARFLOST
304 damage a minute out, 326 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SKYHAMMER
IN YOUR SQUAD 5 OF LAST 6
Time the strike to the objective clock — as the plant ticks, as the EV rolls into the open. Not when the shout happens; when the WINDOW happens.
▸FILM ROOM // CANARY WHARF
Holding Wharf: own the high glass and make them spend utility just to walk. Every balcony your team holds is a toll booth on their push.
❞You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Team support▲ High
67.1 / 18 support/h target
Clutch stops▲ High
42.3 / 13 clutch/h target
3 positive -5 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
37.3 / 75 combat/h target
Kill pace▼ Medium
104.4 / 152 KPH target
3 negative 0.797 vs 1.037

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
37.3 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
104.4 / 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 had you on my board as a real merc. Real mercs change rounds. I expected pressure the other team has to plan around, not pressure they discover by accident.
What your last games gave me
I rewound the same lane hold four times. FOUR. The bench thought the screen froze. No — that was just you refusing to lose the same corner.
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 12.4 vs 75/h target · weight 20%
-10.4RR / update
Objective actionsavg 11.3 vs 17/h target · weight 20%
-5.6RR / update
Kills per houravg 88.1 vs 152/h target · weight 20%
-5.5RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.3RR / update
Objective stops / C4 pressureavg 24.9 vs 13/h target · weight 20%
+6RR / update
Support actionsavg 35.2 vs 18/h target · weight 20%
+6.7RR / update
Fix simulator
Average scored update right now+3.2 RR
Hit Combat pressure target — nothing else changes+13.1 RR / update
Hit Combat pressure + Objective actions targets+19.5 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
24h-22 net
Your games-22
Field drift0
4 scored updates in window
72h-22 net
Your games-22
Field drift0
4 scored updates in window
7d+48 net
Your games+48
Field drift0
12 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
1823 UTC avg +10.8 RR / update over 6 updates weakest: 1217 UTC (avg -6.8)
Fatigue signature · avg RR by update # in a session
+21st
+1.52nd
+5.83rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-10-19-16-203 updates-25
2026-10-16-13-401 update-2
2026-10-13-20-406 updates+65
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 15%Combat
Top 39%Objective
Top 14%Support
Top 21%KPH
Objective Stops100/100
KPH63/100
Support60/100
Objective40/100
Combat32/100
Personal intelligence / weekly compile

Loadout DNA // R-BX91 [ITA]

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
141completed proof matches
11maps in personal file
Pressuredominant 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 NADER / CR81 loadout card
NADER / CR81Assault

32 completed matches / 40.6% observed result

Signature 2 PHOENIX / CR43 loadout card
PHOENIX / CR43Medic

30 completed matches / 33.3% observed result

Signature 3 PHANTOM / BL64 loadout card
PHANTOM / BL64Recon

22 completed matches / 54.5% observed result

Signature 4 VASSILI / F12 loadout card
VASSILI / F12Recon

22 completed matches / 36.4% observed result

Role DNA
Combat
52
Objective
25
Support
53
Precision
44
Pressure
57
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 PHOENIX / CR43 loadout card
PHOENIX / CR43Medic
Test PHOENIX / CR81 loadout card
PHOENIX / CR81Medic
Keep PHOENIX. Change one card.

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

30 completed matches / 33.3% observed result 13,973 completed carries / 3,402 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.

Whitechapel19 personal / 42.1% observed
KIRA / S74 loadout card
Your observed cardKIRA / S74

11 completed matches / 45.5% observed result

KIRA / D41 loadout card
Archive same-merc leadKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

SKYHAMMER / M43 loadout card
Archive field referenceSKYHAMMER / M43

394 archive carries / 356 players / 51.7% conservative floor

Bridge18 personal / 38.9% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

9 completed matches / 33.3% observed result

NADER / SM41 loadout card
Archive same-merc leadNADER / SM41

6,333 archive carries / 500 players / 52.9% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle16 personal / 56.2% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

8 completed matches / 75.0% observed result

NADER / CR83 loadout card
Archive same-merc leadNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

PROXY / R51 loadout card
Archive field referencePROXY / R51

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

Underground11 personal / 27.3% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

6 completed matches / 16.7% observed result

NADER / SM43 loadout card
Archive same-merc leadNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

JAVELIN / D46 loadout card
Archive field referenceJAVELIN / D46

965 archive carries / 500 players / 52.8% conservative floor

Dockyard7 personal / 42.9% observed
ARTY / D43 loadout card
Your observed cardARTY / D43

4 completed matches / 25.0% observed result

ARTY / S82 loadout card
Archive same-merc leadARTY / S82

147 archive carries / 121 players / 47.7% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard3 personal / 0.0% observed
VASSILI / F12 loadout card
Your observed cardVASSILI / F12

2 completed matches / early read

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.

KIRA / D44 loadout card
KIRA / D44
NADER / CR81 loadout card
NADER / CR81
PHOENIX / CR43 loadout card
PHOENIX / CR43
Signature deck

4 completed matches / 50.0% 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.

Match award x2 / NADER / CR81Match award x2 / SKYHAMMER / M92Most Objective x2 / PROXY / KE21Most Finishes x2 / PHANTOM / BL64

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

1512Public Skill RR now
+2Recorded season RR change
+38Performance 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: 1510 season RR + +2 public adjustment = 1512 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 · 320 valid updates
2026-10-19-17-00-15 performance
Activity: 15 min / 21 K / 9 A / 0 W
Score: actual 0.797 vs expected 1.037 / margin -0.24
Show exact performance breakdown
0.797Actual score
1.037Expected score
-0.24Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 100%
COMBAT1.08
OBJECTIVE0.14
SUPPORT0.81
PRESSURE1.25
ground truth 0.78 vs legacy read 1.05 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-16:40+4 performance
Activity: 19.2 min / 27 K / 19 A / 4 W
Score: actual 1.105 vs expected 1.151 / margin -0.045
Show exact performance breakdown
1.105Actual score
1.151Expected score
-0.045Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 100%
COMBAT1.56
OBJECTIVE0.91
SUPPORT0.77
PRESSURE0.67
ground truth 1.04 vs legacy read 0.85 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-16:20-14 performance
Activity: 10.4 min / 16 K / 6 A / 0 W
Score: actual 0.847 vs expected 1.07 / margin -0.222
Show exact performance breakdown
0.847Actual score
1.07Expected score
-0.222Margin
61K-factor
2026-10-16-13:40-2 performance
Activity: 11.1 min / 14 K / 6 A / 2 W
Score: actual 1.119 vs expected 1.153 / margin -0.034
Show exact performance breakdown
1.119Actual score
1.153Expected score
-0.034Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.97
OBJECTIVE1.76
SUPPORT0.63
PRESSURE1.03
ground truth 1.10 vs legacy read 1.23 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-23-00+15 performance
Activity: 32.9 min / 41 K / 37 A / 2 W
Score: actual 1.23 vs expected 0.983 / margin 0.247
Show exact performance breakdown
1.23Actual score
0.983Expected score
0.247Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 52% / MEDIC 48%engine weight 90%
COMBAT1.15
OBJECTIVE1.36
SUPPORT1.30
PRESSURE0.96
ground truth 1.26 vs legacy read 0.83 · 3 match window · 1.00 = your class target for this lobby
2026-10-13-22:20+7 performance
Activity: 25.5 min / 24 K / 24 A / 0 W
Score: actual 1.16 vs expected 1.051 / margin 0.109
Show exact performance breakdown
1.16Actual score
1.051Expected score
0.109Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.98
OBJECTIVE1.62
SUPPORT1.28
PRESSURE0.89
ground truth 1.22 vs legacy read 0.49 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-21:40+3 performance
Activity: 20.5 min / 24 K / 21 A / 0 W
Score: actual 1.035 vs expected 0.991 / margin 0.045
Show exact performance breakdown
1.035Actual score
0.991Expected score
0.045Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.24
OBJECTIVE0.51
SUPPORT1.19
PRESSURE1.06
ground truth 1.03 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-21:20+19 performance
Activity: 11.2 min / 17 K / 3 A / 0 W
Score: actual 1.35 vs expected 1.036 / margin 0.314
Show exact performance breakdown
1.35Actual score
1.036Expected score
0.314Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.23
OBJECTIVE0.41
SUPPORT2.00
PRESSURE1.09
ground truth 1.37 vs legacy read 0.98 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-21-00-1 performance
Activity: 69.5 min / 22 K / 10 A / 0 W
Score: actual 0.988 vs expected 1.003 / margin -0.015
Show exact performance breakdown
0.988Actual score
1.003Expected score
-0.015Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.21
OBJECTIVE0.88
SUPPORT0.94
PRESSURE1.07
ground truth 1.00 vs legacy read 0.76 · 3 match window · 1.00 = your class target for this lobby
2026-10-13-20:40+22 performance
Activity: 42.7 min / 63 K / 44 A / 3 W
Score: actual 1.32 vs expected 0.957 / margin 0.363
Show exact performance breakdown
1.32Actual score
0.957Expected score
0.363Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.86
OBJECTIVE0.28
SUPPORT2.00
PRESSURE1.48
ground truth 1.33 vs legacy read 1.14 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-17-00
MATCH IMPACT Gold III / Skill RR 1510 / -2 RR
Position 478 / Combat / KPH 81.46 / Performance -15 / Field shift 0 / Ladder track 2743
  • -15 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Combat pressure and Kills per hour. Positive signals from Support actions, Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.797Actual score
1.037Expected score
-0.24Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 100%
COMBAT1.08
OBJECTIVE0.14
SUPPORT0.81
PRESSURE1.25
ground truth 0.78 vs legacy read 1.05 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.207
Support actionsPushed RR up
Measured: 13.5 delta / Support score / hour 67.1
Score: 2 / Weight: 20% / Impact: +0.193
Objective stops / C4 pressurePushed RR up
Measured: 8.5 delta / Stop score / hour 42.3
Score: 2 / Weight: 20% / Impact: +0.193
Combat pressurePulled RR down
Measured: 7.5 delta / Combat score / hour 37.3
Score: 0.497 / Weight: 19.5% / Impact: -0.105
Kills per hourPulled RR down
Measured: 21 kills / Kills / hour 104.4
Score: 0.687 / Weight: 19.5% / Impact: -0.068
Verified public data bonusPushed RR up
Measured: measured accuracy 32% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-10-19-16-40
MATCH IMPACT Gold III / Skill RR 1512 / +1 RR
Position 479 / Combat / KPH 81.46 / Performance +4 / Field shift 0 / Ladder track 2758
  • +4 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions and Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.105Actual score
1.151Expected score
-0.045Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 100%
COMBAT1.56
OBJECTIVE0.91
SUPPORT0.77
PRESSURE0.67
ground truth 1.04 vs legacy read 0.85 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.23
Support actionsPushed RR up
Measured: 16.8 delta / Support score / hour 52.5
Score: 2 / Weight: 20% / Impact: +0.17
Combat pressurePulled RR down
Measured: 8.9 delta / Combat score / hour 27.8
Score: 0.371 / Weight: 19.5% / Impact: -0.152
Kills per hourPulled RR down
Measured: 27 kills / Kills / hour 84.4
Score: 0.556 / Weight: 19.5% / Impact: -0.116
Verified public data bonusPushed RR up
Measured: soft field faced, carried the lobby (1.60x avg output), measured accuracy 43%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
Objective stops / C4 pressureNeutral
Measured: 5 delta / Stop score / hour 15.6
Score: 1.203 / Weight: 20% / Impact: +0.01
2026-10-19-16-20
MATCH IMPACT Gold III / Skill RR 1511 / -1 RR
Position 481 / Combat / KPH 81.46 / Performance -14 / Field shift 0 / Ladder track 2754
  • -14 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Combat pressure, Kills per hour and Objective actions. Positive signals from Support actions and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.847Actual score
1.07Expected score
-0.222Margin
61K-factor
Combat pressurePulled RR down
Measured: 1 delta / Combat score / hour 5.8
Score: 0.077 / Weight: 19.5% / Impact: -0.194
Support actionsPushed RR up
Measured: 6.5 delta / Support score / hour 37.5
Score: 2 / Weight: 20% / Impact: +0.186
Kills per hourPulled RR down
Measured: 16 kills / Kills / hour 92.3
Score: 0.607 / Weight: 19.5% / Impact: -0.09
Objective actionsPulled RR down
Measured: 2 delta / Objective score / hour 11.5
Score: 0.679 / Weight: 20% / Impact: -0.078
Objective stops / C4 pressurePulled RR down
Measured: 2 delta / Stop score / hour 11.5
Score: 0.888 / Weight: 20% / Impact: -0.036
Verified public data bonusPushed RR up
Measured: measured accuracy 35% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-10-19-16-00
HELD Gold III / Skill RR 1512 / 0 RR
Position 479 / Combat / KPH 81.46 / Performance 0 / Field shift 0 / Ladder track 2768
  • No new gameplay detected. Skill RR held.
2026-10-19-15-40
HELD Gold III / Skill RR 1512 / 0 RR
Position 479 / Combat / KPH 81.46 / Performance 0 / Field shift 0 / Ladder track 2768
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-15-20
FIELD SHIFT Gold III / Skill RR 1512 / -1 RR
Position 479 / Combat / KPH 81.46 / Performance 0 / Field shift -1 / Ladder track 2768
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-19-15-00
HELD Gold III / Skill RR 1513 / 0 RR
Position 476 / Combat / KPH 81.46 / Performance 0 / Field shift 0 / Ladder track 2768
  • No new gameplay detected. Skill RR held.
2026-10-19-14-40
HELD Gold III / Skill RR 1513 / 0 RR
Position 475 / Combat / KPH 81.46 / Performance 0 / Field shift 0 / Ladder track 2768
  • No new gameplay detected. Skill RR held.
2026-10-19-14-20
HELD Gold III / Skill RR 1513 / 0 RR
Position 475 / Combat / KPH 81.46 / Performance 0 / Field shift 0 / Ladder track 2768
  • No new gameplay detected. Skill RR held.
2026-10-19-14-00
MATCH IMPACT Gold III / Skill RR 1513 / 0 RR
Position 475 / Combat / KPH 81.46 / Performance +3 / Field shift 0 / Ladder track 2768
  • +3 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions and Verified public data bonus. Weak/low signals: Combat pressure, Kills per hour and Objective stops / C4 pressure.
Show exact performance breakdown
0.915Actual score
1.044Expected score
-0.129Margin
61K-factor
Support actionsPushed RR up
Measured: 5.5 delta / Support score / hour 36.5
Score: 2 / Weight: 20% / Impact: +0.191
Combat pressurePulled RR down
Measured: 1.3 delta / Combat score / hour 8.6
Score: 0.115 / Weight: 19.5% / Impact: -0.181
Kills per hourPulled RR down
Measured: 11 kills / Kills / hour 73.1
Score: 0.481 / Weight: 19.5% / Impact: -0.11
Objective stops / C4 pressurePulled RR down
Measured: 1.8 delta / Stop score / hour 12
Score: 0.92 / Weight: 20% / Impact: -0.025
Objective actionsNeutral
Measured: 2.5 delta / Objective score / hour 16.6
Score: 0.977 / Weight: 20% / Impact: -0.013
Verified public data bonusPushed RR up
Measured: public positive win rate, public deaths + losses available / Public K/D / win-loss confidence +0.011 score
Score: 0.011 / Weight: bonus% / Impact: +0.011
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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