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
08:24
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
S.M.A.S.H
Gold IV
SEASON I REWARD
Silver I
Silver I
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

S.M.A.S.H1452 Skill RR

Gold IV

Active SignalLive rank slot held / state file ? 6h ago
☣ Hazard pay1 RR lifetime / the system pays the mercs who endure a quarantined contract
1452Skill RR
#242Board position
Signal heldField state
7 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.
51/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+1 Skill RR
BASE SKILL RR1822
PRESSURE BUDGET±46 RR
VISIBLE PREVIEW1823
Field Closer x 1Silent Support x 1

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

51Current 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
Abandoned Won Loss Won Won Loss Loss Abandoned Abandoned Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want S.M.A.S.H near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. The value gets stronger when the push also gets more revives, assists, and second chances. The fight side gives the team a way to open pushes instead of only reacting. There is team value here when the good moments also bring more support value and fight pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
6 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
5v5 peace and love <3
obj_trainyard · Objective · Mid Game
Maplast saved
obj_trainyard
Objective · Mid Game
Last lobby8 ranked players
8/10
players in monitored server
Lobby difficultyGold II
1418
avg Skill RR 1418
Ranked densityrank signal
100%
8 of 8 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 8
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#242
Skill rating signal
Gold IV
1452Gold IV · Skill RR
Gold IV → Gold III16%
43 RR to Gold III7 RR above floor
2150Peak form
1868All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+27 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+698 gap
Standing moveSkill scale
+4
Rank pressureField opened
Field opened +10 RR
Idle field shiftoffline
+11
Player DNAStable read
S.M.A.S.H is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. 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 support pace sits around 15.4 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:37 UTC
NEXT SCAN 08:23
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #242 S.M.A.S.H 1452 RR · CONTACT #244 CLOSURE +485/DAY — INTERCEPT ~1D · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -10.7 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
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
S.M.A.S.H
Gold IV · Objective Stopper
#242BOARD POS
RR 1452PEAK 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#244 Posh gained +485 RR today, 2 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -10.7 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Form SurgingCLEAR4 of last 6 scored updates positive, +27 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2150Peak form
1868All-time peak
0Ladder track
+7RR above floor
1452Gold IV · Skill RR16% TO GOLD III
Gold IV → Gold III16% · 43 RR needed
REACTOR PULSE · FORM LAST 6HOT +27
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1747 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
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-17-12-007 updates0
2026-07-17-08-202 updates0
2026-07-16-16-401 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+27HOT
Form Engine
net RR across last 6
+698peak form gap +4standing move +11idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
63
Support
48
Objective
38
Combat
19
89.5season KPH 81.7profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1452 RR · GOLD IV · BOARD #242
[23:31] > LEAK SCAN: COMBAT PRESSURE below target — drain -10.7 RR/update
[23:31] > THREAT TRACK: contact #244 closure +485/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
S.M.A.S.H is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. 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 support pace sits around 15.4 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 8.5 vs 75/h target · weight 20%
-10.7RR / update
Objective actionsavg 20.1 vs 17/h target · weight 20%
-8.3RR / update
Kills per houravg 82.2 vs 152/h target · weight 20%
-5.6RR / update
Support actionsavg 22.8 vs 18/h target · weight 20%
-0.2RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.5RR / update
Objective stops / C4 pressureavg 22.8 vs 13/h target · weight 20%
+5.3RR / update
Fix Simulator · Counterfactual
Average scored update right now+6.1 RR
Hit Combat pressure target — nothing else changes+16.7 RR / update
Hit Combat pressure + Objective actions targets+26.1 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+54 net
Your games
+54
Field drift
0
9 scored updates in window
72h+104 net
Your games
+104
Field drift
0
40 scored updates in window
7d0 net
Your games
0
Field drift
0
88 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 11%RR
Top 36%Combat
Top 43%Objective
Top 27%Support
Top 26%KPH
Objective Stops100/100
KPH63/100
Support48/100
Objective38/100
Combat19/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-9 impact)
⬢ COACH WARNING BADGE Gold IV TAPE SAYS Cobalt II
Wrong direction, friend. The ladder noticed. I noticed. The only one who did not notice was you, apparently, mid-match, when noticing would have helped.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ FAST CLIMB ORDER
Your climb is stalled by ONE bad habit, and that habit is now my personal enemy. We hunt it together, next match, no mercy. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Gold III is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
Objective work▲ High178.4 / 17 objective/h target
Clutch stops▲ High35.7 / 13 clutch/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Major31.7 / 152 KPH target
Field Orders
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET31.7 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
A few better choices swing that game. Stay with the wave and cash the pressure in. Next game: if the push starts falling apart, be the glue. Pick people up, cover the revive, and make the second fight better than the first. Coach order: make teammates harder to delete.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-17-17:40 / -9 game impact
Coach
COACH WARNING
Wrong direction, friend. The ladder noticed. I noticed. The only one who did not notice was you, apparently, mid-match, when noticing would have helped.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
The tape saysCobalt IICobalt II
Two badges, one truth: the ladder owes you money. Collect it next session.
Fast climb order
Your climb is stalled by ONE bad habit, and that habit is now my personal enemy. We hunt it together, next match, no mercy. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Gold III is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 014 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksPRESSURE: 0.91 when I gave the order, 0.97 tonight. You did not argue with the clipboard - you emptied it. Respect.This is your 9th shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 1.55 on OBJECTIVE. Tonight reads 0.88. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.The ask is simple: come back with the drill done and make my pen move. I keep the good files thick and the thick files honest.
OBJECTIVE
Inches from the bar - and inches decide gold.
0.88
CLASS BAR 1.00
SUPPORT
Franchise-player territory. I said what I said.
1.47
CLASS BAR 1.00
The drill // next sessionGreat hands, wrong postcode. Move the clinic onto the objective and keep it open until the siren.
TRAINYARDLOST
1 get-ups. Somewhere out there, 1 players owe you a drink and do not even know your callsign.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AURA
IN YOUR SQUAD EVERY RECENT GAME
Plant the station where the objective lives, not where it is safe. A station healing nobody is furniture.
FILM ROOM // TRAINYARD
Trainyard crossings are contracts: sprint them in pairs after the shot, never solo during the quiet. Their rifle reloads faster than your regret.

Working signals

Objective work▲ High
178.4 / 17 objective/h target
Clutch stops▲ High
35.7 / 13 clutch/h target
4 positive +27 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
31.7 / 152 KPH target
2 negative 0.866 vs 1.018

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
31.7 / 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
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
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
Combat pressureavg 8.5 vs 75/h target · weight 20%
-10.7RR / update
Objective actionsavg 20.1 vs 17/h target · weight 20%
-8.3RR / update
Kills per houravg 82.2 vs 152/h target · weight 20%
-5.6RR / update
Support actionsavg 22.8 vs 18/h target · weight 20%
-0.2RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.5RR / update
Objective stops / C4 pressureavg 22.8 vs 13/h target · weight 20%
+5.3RR / update
Fix simulator
Average scored update right now+6.1 RR
Hit Combat pressure target — nothing else changes+16.7 RR / update
Hit Combat pressure + Objective actions targets+26.1 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+54 net
Your games+54
Field drift0
9 scored updates in window
72h+104 net
Your games+104
Field drift0
40 scored updates in window
7d0 net
Your games0
Field drift0
88 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
1823 UTC avg +0 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-12-007 updates0
2026-07-17-08-202 updates0
2026-07-16-16-401 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 11%RR
Top 36%Combat
Top 43%Objective
Top 27%Support
Top 26%KPH
Objective Stops100/100
KPH63/100
Support48/100
Objective38/100
Combat19/100
Personal intelligence / weekly compile

Loadout DNA // S.M.A.S.H

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
659completed 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 NADER / CR81 loadout card
NADER / CR81Assault

216 completed matches / 61.1% observed result

Signature 2 JAVELIN / SH85 loadout card
JAVELIN / SH85Fire Support

200 completed matches / 63.5% observed result

Signature 3 AURA / H43 loadout card
AURA / H43Medic

174 completed matches / 63.2% observed result

Signature 4 NADER / SM72 loadout card
NADER / SM72Assault

118 completed matches / 69.5% observed result

Role DNA
Combat
67
Objective
65
Support
50
Precision
33
Pressure
67
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 AURA / H43 loadout card
AURA / H43Medic
Test AURA / BL41 loadout card
AURA / BL41Medic
Keep AURA. Change one card.

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

174 completed matches / 63.2% observed result 17,762 completed carries / 6,595 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.

Castle101 personal / 58.4% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

57 completed matches / 64.9% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground98 personal / 68.4% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

44 completed matches / 63.6% observed result

JAVELIN / D46 loadout card
Archive same-merc leadJAVELIN / D46

965 archive carries / 500 players / 52.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Whitechapel88 personal / 67.0% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

33 completed matches / 60.6% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge86 personal / 66.3% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

35 completed matches / 60.0% 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

Trainyard37 personal / 70.3% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

18 completed matches / 77.8% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard33 personal / 60.6% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

14 completed matches / 64.3% observed result

NADER / SM72 loadout card
Archive same-merc leadNADER / SM72

694 archive carries / 500 players / 50.0% 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.

AURA / H43 loadout card
AURA / H43
JAVELIN / SH85 loadout card
JAVELIN / SH85
NADER / CR81 loadout card
NADER / CR81
Signature deck

30 completed matches / 63.3% 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 Finishes x13 / NADER / CR81Most Deployables x8 / NADER / CR81Most Ammo x7 / JAVELIN / SH85Most Finishes x6 / NADER / SM72

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

1452Skill RR
0Skill RR delta
1461Peak 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 ? 173 valid updates
2026-07-17-17:40-9 performance
Activity: 7.6 min / 4 K / 0 A / 3 W
Score: actual 0.866 vs expected 1.018 / margin -0.153
Show exact performance breakdown
0.866Actual score
1.018Expected score
-0.153Margin
61K-factor
2026-07-17-16:20-37 performance
Activity: 12.9 min / 16 K / 11 A / 0 W
Score: actual 0.422 vs expected 1.022 / margin -0.6
Show exact performance breakdown
0.422Actual score
1.022Expected score
-0.6Margin
61K-factor
2026-07-17-14:40+11 performance
Activity: 17.5 min / 14 K / 14 A / 0 W
Score: actual 1.133 vs expected 0.959 / margin 0.173
Show exact performance breakdown
1.133Actual score
0.959Expected score
0.173Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.91
OBJECTIVE0.88
SUPPORT1.47
PRESSURE0.97
ground truth 1.16 vs legacy read 0.70 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-14:20+5 performance
Activity: 35.3 min / 40 K / 47 A / 3 W
Score: actual 1.079 vs expected 0.996 / margin 0.083
Show exact performance breakdown
1.079Actual score
0.996Expected score
0.083Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.33
OBJECTIVE0.85
SUPPORT1.09
PRESSURE1.15
ground truth 1.09 vs legacy read 0.66 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-12:40+30 performance
Activity: 13.4 min / 21 K / 17 A / 3 W
Score: actual 1.562 vs expected 1.077 / margin 0.486
Show exact performance breakdown
1.562Actual score
1.077Expected score
0.486Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.33
OBJECTIVE1.94
SUPPORT1.78
PRESSURE0.91
ground truth 1.58 vs legacy read 0.86 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-12:20+27 performance
Activity: 22.1 min / 48 K / 45 A / 0 W
Score: actual 1.378 vs expected 0.936 / margin 0.442
Show exact performance breakdown
1.378Actual score
0.936Expected score
0.442Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.46
OBJECTIVE0.94
SUPPORT2.00
PRESSURE1.38
ground truth 1.38 vs legacy read 1.04 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-12-00+11 performance
Activity: 15.8 min / 27 K / 34 A / 2 W
Score: actual 1.213 vs expected 1.034 / margin 0.179
Show exact performance breakdown
1.213Actual score
1.034Expected score
0.179Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.35
OBJECTIVE1.63
SUPPORT0.52
PRESSURE0.96
ground truth 1.24 vs legacy read 0.50 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-10-00+1 performance
Activity: 27.8 min / 51 K / 26 A / 0 W
Score: actual 1.035 vs expected 1.014 / margin 0.021
Show exact performance breakdown
1.035Actual score
1.014Expected score
0.021Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.22
OBJECTIVE0.52
SUPPORT1.06
PRESSURE1.17
ground truth 1.04 vs legacy read 0.67 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-08:20+15 performance
Activity: 3.6 min / 4 K / 2 A / 0 W
Score: actual 1.341 vs expected 1.093 / margin 0.247
Show exact performance breakdown
1.341Actual score
1.093Expected score
0.247Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.91
OBJECTIVE0.86
SUPPORT2.00
PRESSURE0.83
ground truth 1.37 vs legacy read 0.48 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-16:40+7 performance
Activity: 21.7 min / 35 K / 32 A / 6 W
Score: actual 1.062 vs expected 0.939 / margin 0.122
Show exact performance breakdown
1.062Actual score
0.939Expected score
0.122Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.14
OBJECTIVE0.72
SUPPORT1.32
PRESSURE1.11
ground truth 1.06 vs legacy read 0.85 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold IV / Skill RR 1452 / 0 RR
Position 251 / Objective Stopper / KPH 81.74 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold IV / Skill RR 1452 / 0 RR
Position 251 / Objective Stopper / KPH 81.74 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold IV / Skill RR 1452 / 0 RR
Position 252 / Objective Stopper / KPH 81.74 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Gold IV / Skill RR 1452 / -1 RR
Position 252 / Objective Stopper / KPH 81.74 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold IV / Skill RR 1453 / 0 RR
Position 253 / Objective Stopper / KPH 81.74 / Performance 0 / Field shift +2
  • 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 1453 / +1 RR
Position 253 / Objective Stopper / KPH 81.74 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold IV / Skill RR 1452 / 0 RR
Position 252 / Objective Stopper / KPH 81.74 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold IV / Skill RR 1452 / 0 RR
Position 253 / Objective Stopper / KPH 81.74 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold IV / Skill RR 1452 / 0 RR
Position 253 / Objective Stopper / KPH 81.74 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold IV / Skill RR 1452 / 0 RR
Position 252 / Objective Stopper / KPH 81.74 / Performance 0 / Field shift +2
  • 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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