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
10:28
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
76561198177799210
Gold III
SEASON I REWARD
Gold III
Gold III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

765611981777992101542 Skill RR

Gold III

Active SignalLive rank slot held / state file ? 6h ago
1542Skill RR
#168Board position
Signal heldField state
48 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.
48/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-1 Skill RR
BASE SKILL RR1351
PRESSURE BUDGET±34 RR
VISIBLE PREVIEW1350
Silent Support x 1

Recent eligible matches sit slightly below expected field pressure.

48Current gauge
46Newest 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 Loss Loss Won Won Won Won Won Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

76561198177799210 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. The next jump comes when more of those fights turn into plants, stops, or cleaner round control. The fight side gives the team a way to open pushes instead of only reacting. The last scored game moved in the right direction, with support value and stop pressure helping the round.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
5 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_canarywharf · Stopwatch · Post Game
Maplast saved
obj_canarywharf
Stopwatch · Post Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1475
avg Skill RR 1475
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
68 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#168
Skill rating signal
Gold III
1542Gold III · Skill RR
Gold III → Gold II82%
16 RR to Gold II48 RR above floor
2150Peak form
1633All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+53 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability83%
LOCKED
Peak form gapElite
+608 gap
Standing moveSkill scale
+1
Rank pressureField opened
Field opened +5 RR
Idle field shiftoffline
+7
Player DNAStable read
76561198177799210 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. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 48.1 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:33 UTC
NEXT SCAN 10:27
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #168 76561198177799210 1542 RR · CONTACT #169 CLOSURE +291/DAY — INTERCEPT ~1D · FORM HOT — 5/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -9.1 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE LOW 20/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
76561198177799210
Gold III · Hot Streak Objective Stopper
#168BOARD POS
RR 1542PEAK 2150STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
Threat ClosingSEV-1#169 Mike Oxmoul gained +291 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -9.1 RR / update.
Target In ReachINTEL#167 trocster is 0 RR ahead and closing.
Form SurgingCLEAR5 of last 6 scored updates positive, +53 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2150Peak form
1633All-time peak
0Ladder track
+48RR above floor
1542Gold III · Skill RR82% TO GOLD II
Gold III → Gold II82% · 16 RR needed
REACTOR PULSE · FORM LAST 6HOT +53
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1698 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
0005 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-17-15-005 updates0
2026-07-17-05-005 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+53HOT
Form Engine
net RR across last 6
+608peak form gap +1standing move +7idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
78
Objective
41
Support
40
Combat
30
111.1season KPH 101.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1542 RR · GOLD III · BOARD #168
[23:29] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -9.1 RR/update
[23:29] > THREAT TRACK: contact #169 closure +291/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
76561198177799210 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. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 48.1 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 5 vs 17/h target · weight 20%
-9.1RR / update
Combat pressureavg 31.7 vs 75/h target · weight 20%
-7.3RR / update
Support actionsavg 21.5 vs 18/h target · weight 20%
-5.9RR / update
Kills per houravg 116.5 vs 152/h target · weight 20%
-3.2RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2RR / update
Objective stops / C4 pressureavg 57.2 vs 13/h target · weight 20%
+10.5RR / update
Fix Simulator · Counterfactual
Average scored update right now+7.1 RR
Hit Objective actions target — nothing else changes+15.9 RR / update
Hit Objective actions + Support actions targets+23.8 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+34 net
Your games
+34
Field drift
0
23 scored updates in window
72h+145 net
Your games
+145
Field drift
0
39 scored updates in window
7d+191 net
Your games
+191
Field drift
0
87 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 8%RR
Top 22%Combat
Top 40%Objective
Top 35%Support
Top 12%KPH
Objective Stops100/100
KPH78/100
Objective41/100
Support40/100
Combat30/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+11 impact)
⬢ COMMAND APPROVED BADGE Gold III TAPE SAYS Elite
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
The door is open. The DOOR. IS. OPEN. We do not admire open doors on this bench, we RUN through them screaming. 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 II. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Team support▲ High151.1 / 18 support/h target
Clutch stops▲ High62.1 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major32.4 / 75 combat/h target
Kill pace▼ Medium106.3 / 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 pressureTARGET32.4 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET106.3 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good. The useful work came from team support, and that is something the team can play around. Next game: if C4 is involved, be rude about it. Arm, disarm, protect, contest. Standing nearby and admiring it is not a strategy. 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 helped 2026-07-17-17:40 / +11 game impact
Coach
COMMAND APPROVED
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIIGold III
The tape saysEliteElite
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
The door is open. The DOOR. IS. OPEN. We do not admire open doors on this bench, we RUN through them screaming. 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 II. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
RECONjudged by your class bar
FILE 013 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 13. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.And before you argue with the board: the best SUPPORT in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.The door is right there and so is the drill. One of them fixes this page. Pick the drill, every time, until my pen agrees with you.
SUPPORT
I screamed at a laminated sheet for four minutes. The sheet apologized before you did.
0.44
CLASS BAR 1.00
PRESSURE
THIS. Whatever you ate, whatever you listened to, whatever you argued with on the way here - repeat all of it.
1.39
CLASS BAR 1.00
The drill // next sessionI am not asking. The quiet assist is still an assist. Rack them up.
CANARYWHARFLOST
378 damage a minute out, 358 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHANTOM
IN YOUR SQUAD EVERY RECENT GAME
Walk their backline and call every rotation you see. An invisible scout who talks is worth two visible ones who shoot.
FILM ROOM // CANARY WHARF
Wharf's lifts and stairwells are your Phantom's commute. Cloak the vertical routes and live behind their snipers — the high ground fears the invisible.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Team support▲ High
151.1 / 18 support/h target
Clutch stops▲ High
62.1 / 13 clutch/h target
5 positive +53 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
32.4 / 75 combat/h target
Kill pace▼ Medium
106.3 / 152 KPH target
1 negative 1.151 vs 0.969

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
32.4 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
106.3 / 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
You are on the serious half of my ladder now. I expected you walking into rounds like you own the deed to the map.
What your last games gave me
Every single action bought something. Space, time, rounds, dignity. You played that match like you had already seen the ending and were just being polite about it.
How fast this can move you
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Objective actionsavg 5 vs 17/h target · weight 20%
-9.1RR / update
Combat pressureavg 31.7 vs 75/h target · weight 20%
-7.3RR / update
Support actionsavg 21.5 vs 18/h target · weight 20%
-5.9RR / update
Kills per houravg 116.5 vs 152/h target · weight 20%
-3.2RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2RR / update
Objective stops / C4 pressureavg 57.2 vs 13/h target · weight 20%
+10.5RR / update
Fix simulator
Average scored update right now+7.1 RR
Hit Objective actions target — nothing else changes+15.9 RR / update
Hit Objective actions + Support actions targets+23.8 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+34 net
Your games+34
Field drift0
23 scored updates in window
72h+145 net
Your games+145
Field drift0
39 scored updates in window
7d+191 net
Your games+191
Field drift0
87 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 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
2026-07-17-15-005 updates0
2026-07-17-05-005 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 22%Combat
Top 40%Objective
Top 35%Support
Top 12%KPH
Objective Stops100/100
KPH78/100
Objective41/100
Support40/100
Combat30/100
Personal intelligence / weekly compile

Loadout DNA // 76561198177799210

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
1,257completed proof matches
10maps in personal file
Combatdominant field lane
STEADYlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried PHANTOM / C94 loadout card
PHANTOM / C94Recon

861 completed matches / 47.6% observed result

Signature 2 BUSHWHACKER / BL81 loadout card
BUSHWHACKER / BL81Engineer

841 completed matches / 48.5% observed result

Signature 3 AURA / H71 loadout card
AURA / H71Medic

330 completed matches / 48.5% observed result

Signature 4 ARTY / D43 loadout card
ARTY / D43Fire Support

322 completed matches / 51.2% observed result

Role DNA
Combat
72
Objective
52
Support
30
Precision
62
Pressure
62
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 STOKER / T91 loadout card
STOKER / T91Fire Support
Test STOKER / M55 loadout card
STOKER / M55Fire Support
Keep STOKER. Change one card.

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

117 completed matches / 38.5% observed result 11,568 completed carries / 2,875 players Personally confirmed field test
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.

Whitechapel235 personal / 46.8% observed
PHANTOM / C94 loadout card
Your observed cardPHANTOM / C94

187 completed matches / 47.1% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge203 personal / 53.7% observed
PHANTOM / C94 loadout card
Your observed cardPHANTOM / C94

149 completed matches / 55.7% observed result

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

177 archive carries / 157 players / 52.0% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground183 personal / 47.0% observed
PHANTOM / C94 loadout card
Your observed cardPHANTOM / C94

140 completed matches / 44.3% observed result

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

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

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle155 personal / 46.5% observed
PHANTOM / C94 loadout card
Your observed cardPHANTOM / C94

128 completed matches / 46.9% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard113 personal / 48.7% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

86 completed matches / 51.2% observed result

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

Dockyard65 personal / 43.1% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

53 completed matches / 45.3% observed result

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

04 / whole kit

Deck and squad links

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

ARTY / D43 loadout card
ARTY / D43
BUSHWHACKER / BL81 loadout card
BUSHWHACKER / BL81
PHANTOM / C94 loadout card
PHANTOM / C94
Signature deck

158 completed matches / 48.1% observed result

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

Most Finishes x50 / PHANTOM / C94Match award x42 / PHANTOM / C94Most Objective x39 / BUSHWHACKER / BL81Most Kills x28 / PHANTOM / C94

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

1473Skill RR
-3Skill RR delta
1477Peak 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 ? 244 valid updates
2026-07-17-17:40+11 performance
Activity: 45.7 min / 81 K / 27 A / 2 W
Score: actual 1.151 vs expected 0.969 / margin 0.182
Show exact performance breakdown
1.151Actual score
0.969Expected score
0.182Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.33
OBJECTIVE0.93
SUPPORT0.44
PRESSURE1.39
ground truth 1.12 vs legacy read 1.05 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-16:40-15 performance
Activity: 18.5 min / 42 K / 10 A / 0 W
Score: actual 0.746 vs expected 0.988 / margin -0.241
Show exact performance breakdown
0.746Actual score
0.988Expected score
-0.241Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.35
OBJECTIVE0.40
SUPPORT0.49
PRESSURE1.09
ground truth 0.73 vs legacy read 0.69 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-16:20+4 performance
Activity: 12.3 min / 26 K / 14 A / 0 W
Score: actual 1.035 vs expected 0.974 / margin 0.061
Show exact performance breakdown
1.035Actual score
0.974Expected score
0.061Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 54% / MEDIC 46%engine weight 90%
COMBAT1.32
OBJECTIVE1.07
SUPPORT0.80
PRESSURE1.14
ground truth 1.05 vs legacy read 0.79 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-16-00+36 performance
Activity: 34.1 min / 60 K / 35 A / 4 W
Score: actual 1.618 vs expected 1.036 / margin 0.582
Show exact performance breakdown
1.618Actual score
1.036Expected score
0.582Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.50
OBJECTIVE1.39
SUPPORT2.00
PRESSURE0.80
ground truth 1.59 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-15-00+9 performance
Activity: 16.6 min / 35 K / 14 A / 3 W
Score: actual 1.28 vs expected 1.13 / margin 0.15
Show exact performance breakdown
1.28Actual score
1.13Expected score
0.15Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.70
OBJECTIVE1.21
SUPPORT0.88
PRESSURE0.92
ground truth 1.30 vs legacy read 0.75 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-06:40+8 performance
Activity: 4 min / 8 K / 1 A / 1 W
Score: actual 1.252 vs expected 1.129 / margin 0.123
Show exact performance breakdown
1.252Actual score
1.129Expected score
0.123Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.45
OBJECTIVE1.11
SUPPORT2.00
PRESSURE0.67
ground truth 1.30 vs legacy read 0.64 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-06:20+5 performance
Activity: 7.5 min / 17 K / 5 A / 0 W
Score: actual 1.206 vs expected 1.123 / margin 0.083
Show exact performance breakdown
1.206Actual score
1.123Expected score
0.083Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.62
OBJECTIVE0.49
SUPPORT0.51
PRESSURE1.76
ground truth 1.23 vs legacy read 0.67 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-06-000 performance
Activity: 10.6 min / 23 K / 10 A / 0 W
Score: actual 1.135 vs expected 1.127 / margin 0.008
Show exact performance breakdown
1.135Actual score
1.127Expected score
0.008Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.87
OBJECTIVE0.27
SUPPORT0.30
PRESSURE1.26
ground truth 1.15 vs legacy read 0.72 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-05:20+12 performance
Activity: 10.9 min / 22 K / 8 A / 1 W
Score: actual 1.102 vs expected 0.913 / margin 0.19
Show exact performance breakdown
1.102Actual score
0.913Expected score
0.19Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 55% / ENGINEER 45%engine weight 90%
COMBAT1.30
OBJECTIVE1.35
SUPPORT0.13
PRESSURE0.97
ground truth 1.09 vs legacy read 0.77 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-05-00+2 performance
Activity: 12 min / 11 K / 15 A / 0 W
Score: actual 0.979 vs expected 0.952 / margin 0.028
Show exact performance breakdown
0.979Actual score
0.952Expected score
0.028Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.77
OBJECTIVE1.74
SUPPORT0.53
PRESSURE1.10
ground truth 0.99 vs legacy read 0.79 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold IV / Skill RR 1473 / 0 RR
Position 234 / Objective Stopper / KPH 101.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold IV / Skill RR 1473 / 0 RR
Position 234 / Objective Stopper / KPH 101.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold IV / Skill RR 1473 / 0 RR
Position 235 / Objective Stopper / KPH 101.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Gold IV / Skill RR 1473 / 0 RR
Position 235 / Objective Stopper / KPH 101.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold IV / Skill RR 1473 / 0 RR
Position 235 / Objective Stopper / KPH 101.46 / 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 Gold IV / Skill RR 1473 / 0 RR
Position 237 / Objective Stopper / KPH 101.46 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold IV / Skill RR 1473 / +1 RR
Position 236 / Objective Stopper / KPH 101.46 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold IV / Skill RR 1472 / 0 RR
Position 237 / Objective Stopper / KPH 101.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold IV / Skill RR 1472 / 0 RR
Position 237 / Objective Stopper / KPH 101.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold IV / Skill RR 1472 / 0 RR
Position 236 / Objective Stopper / KPH 101.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

DBRanked is an independent, fan-built competitive ladder for Dirty Bomb — built, run, and funded by one merc from the community. It is not affiliated with Splash Damage. The game stopped being maintained; the field didn't. This board exists so the mercs still fighting have a ladder worth fighting on.

Do I need to install anything?

No. Nothing to install, nothing to run, nothing to connect. DBRanked never touches your machine, your game, or your account — it reads publicly available match telemetry and nothing else. If a site claiming to be us ever asks you to install something, it isn't us.

Does DBRanked affect my in-game stats or account?

Never. The system is read-only by design. It cannot modify, touch, or interfere with anything in the game — it only watches and ranks.

How is this different from DBStats?

DBStats shows lifetime raw numbers. DBRanked is the competitive layer built on top of the living field: monthly seasons, placement, ranks, signal rules, a board that responds every 20 minutes. One is an archive. This is a ladder.

How do I get on the ladder?

Play. There is no signup, no registration, no application. The engine discovers active mercs on its own and opens a dossier automatically. Fight scored games and the system finds you.

Is Dirty Bomb even still alive?

Alive enough to fight on. Quieter than the old days — but the mercs still here are the ones who never stopped loving this game, and now there's a live ladder under them. The board fills with one kind of player: the ones who came back. Be one of them.

The ladder just opened. Does being early matter?

More than it will again. Right now the top of the board is being claimed for the first time, by whoever shows up and fights for it. Give it a season and those slots are defended by mercs with the deepest proven records on the field. Founding names are remembered — and there's exactly one window to become one.

I haven't played in years. Do I grind up from the bottom?

No. The first time the system scores you, it reads your full lifetime field record and places you from it — you don't start at the floor, you start where your history says you stand, then prove it from there. The years you already put in aren't gone. They're your opening position.

Can someone take my place on the board?

Always. The board shows the mercs directly above and below you — the ones hunting your slot and the ones you're hunting. They don't wait. Every 20-minute update you sit out is another window someone else spends proving into your space. Rank here is held, not owned.

Does any of this last, or does it reset?

Ranks reset each season. The record doesn't. What you do is written into your dossier permanently, and the rare command citations the system issues for exceptional records never expire, can't be bought, and can't be requested. Seasons end. What you proved on the field stays on file.

What stops cheaters from ruining it?

The system watches for play that doesn't add up, and command reviews the evidence before anything is final. Confirmed cheaters aren't quietly deleted — they're quarantined and left on the board as a marked warning. The field remembers who fought fair. It remembers who didn't, too.

Why chase a rank in a game this old?

Because nobody hands it to you. No clan to carry you, no queue luck to thank, no shop to buy your way up. Every point on this board is something a merc earned with their own hands, in a game the rest of the world wrote off. That's exactly what makes it worth holding.

I changed my in-game name — do I lose my rank?

No. Your dossier follows your contract, not your name. Rename as often as you like; the system already knows who you are.

Can a fresh account just smurf to the top?

Fresh contracts are profiled like everyone else — and the engine pays particular attention to accounts whose play doesn't match their age. Placement gates visibility, and the field has long memory. Climb honestly; it's faster.

Can rank be bought, requested, or gifted?

No. Nothing on DBRanked is purchasable — not rank, not RR, not honors. The rare command citations that exist are written by the system and signed by command. They cannot be requested, and asking for one is the most reliable way to never receive it.

Who decides the rules? Can they change?

Command does, and yes — the ladder is alive and its laws evolve with the field. Every rule change ships publicly in System Updates. What never changes: the base RR formula isn't for sale, isn't negotiable, and applies to everyone equally.

Can I remove my profile from DBRanked?

Yes. The ladder ranks the public field, but the field is made of people. If you want your dossier removed, write to command at info@dbranked.com and it will be handled — no forms, no fight.

How season rank works

Every monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

Skill RR is the player's live season rank score. It decides the public tier, promotion distance, danger zone, and leaderboard order. Higher Skill RR means the player is holding a stronger place in the active season field.

How do I climb?

Climbing means your games create more useful team value than the players fighting for the same rank space. Useful value is not only kills. Dirty Bomb rewards rounds: combat pressure, obj work, support, stops, wins, trades, revives, plants, defuses, EV/C4 work, and pressure that helps the team move or hold the objective. Every match is weighed on its own now - a hard push for the team lifts you, and a game spent coasting or padding stats without helping the round pulls you down just as plainly. Play for the win, not the scoreboard.

What is Impact?

Impact is what your own latest scored game did for the rank. Positive impact means your game gave the rank useful value. Negative impact means the game left value on the table. A zero impact row usually means the player did not create a new personal scored movement in that 20-minute update.

Why can Skill RR move when I did not play?

The board is live. Other players are fighting for the same rank space. If they move around you, your Skill RR can open slightly or get pushed slightly even while your own game stats stay the same. This is field movement, not your own valid scored update.

What is Last 6 games?

Last 6 games is short recent form from the player's last active scored games. Idle update windows do not count. It shows whether the player is heating up, holding, or under pressure in real play.

What is Rank pressure?

Rank pressure is the fight for space on the ladder. "Others pushed -12 RR" means nearby players made the rank space harder during the recent active window. "Field opened +8 RR" means the ranked field moved in the player's favor.

What is Idle field shift?

Idle field shift is movement that happened while the player had no new scored game. It is not the player's own performance. It does not keep Active Signal alive, does not start Rank at Risk, and does not count as proof.

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

Rank at Risk starts when a Lost Signal player returns with a valid scored update. A 7-day proof window opens. The player needs at least 2 valid scored updates, but can play more. If they reach 6 valid scored updates, proof can finish early. The new live rank is based on last proven RR corrected by fresh proof, not automatically restored from the old rank.

Do I become Unranked if I stop playing?

No. Unranked means you have not completed placement yet. If you already earned rank and later lose signal, the correct state is Lost Signal: your last proven rank stays saved, but your live rank slot is released after full activation.

Do I start from Bronze when I return?

No. You do not restart from Bronze automatically. When you return after Lost Signal, Rank at Risk begins. Your next live rank is based on your last proven RR corrected by fresh proof-window performance.

What are Climb meter and Danger meter?

Climb meter shows how close the player is to the next rank band. Danger meter shows how close the player is to the lower edge of the current band. Promotion push means close to moving up. Danger zone means close to slipping down.

What are the engine stats?

Combat engine means fight pressure: kills, trades, damage pressure, and fights that make space. Obj pressure means direct round work around EV, C4, plants, defuses, delivery, repair, escort, and contests. Team support means revives, assists, and team actions that keep the wave alive. Clutch stops mean late stops around plants, defuses, EV fights, and round-saving moments.

What is Playstyle?

Playstyle is the strongest match role currently visible from the player's stats. Combat players create fight pressure. Objective players move the round. Support players keep the team alive. Clutch players show up around stops and swing moments. Balanced players bring value in several lanes.

What is Ranked Read?

Ranked Read is the positive player bio on the profile. It describes how the player helps a team win rounds. It is made to be readable and shareable, while still being based on the player's real signals.

What is Coach Read?

Coach Read is the practical game plan for the next game. It looks at what helped and what needs more attention, then turns it into Dirty Bomb advice: play closer to obj, keep the wave alive, trade cleaner, protect plants, stop defuses, revive, contest, or turn pressure into space the team can use.

What is Ladder track?

Ladder track is a secondary running track shown for context. Skill RR is the public season rank number. Ladder track is not the player bio, not the player's potential, and not the number used for the public tier display.

What is Peak form?

Peak form shows the best recent season level the player has already demonstrated on the ranked view. It is there to show what the player has reached when their strongest games came together.

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

History is the player's ranked trail. It shows Skill RR movement, personal impact, field movement, and available exact breakdowns for scored games. Use it to see why the profile moved, not just where it landed.

I have low rank, now what?

Low rank does not mean you are a bad player. It means your recent games show places where you can create more team value. Open your profile, read Coach Read, and focus the next game on the clearest path: obj, revives, trades, stops, plants, defuses, or cleaner fights with the team.

What happens when a cheater is caught?

When verified evidence confirms unfair play, the contract is placed under Integrity Quarantine: the dossier is stripped, the rating is locked by command, and the player stops occupying any rank slot — the field closes around them as if they were never there, and everyone they were ranked above moves up automatically. The quarantine label on their profile is permanent unless overturned by command.

And the mercs who had to share a server with them? The system sees those sessions and credits Hazard Pay — an automatic Skill RR compensation, marked on your profile. You never need to report anything or claim anything; it simply arrives. The amounts, timing, and detection rules are deliberately not published, and seeking out contaminated lobbies earns nothing extra. Fight your normal games — the system has the rest.

How does DBRanked detect cheaters?

The engine flags. Command convicts. The system continuously profiles every tracked contract's field signature, and play that doesn't belong to honest hands raises its own file — silently. Statistical anomalies alone never quarantine anyone: a verdict is only stamped after the flagged play has been verified against evidence at command level.

That's also your protection — an unusual stat line, a hot streak, a smurf-level month will never get an honest merc quarantined. Evidence convicts, nothing else. And the methods themselves stay sealed: every detection rule we publish is a rule someone learns to play around. If you fight clean, none of this concerns you.

What should I play more?

Your profile tells you. If Obj pressure is low, play closer to EV/C4, plants, defuses, repair, delivery, escort, and contests. If Team support is low, stay closer to teammates and add revives, assists, ammo, health, and trades. If Combat engine is low, take cleaner fights with the wave. If Clutch stops are low, respect late-round moments and stay alive near the win condition.

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