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
10:32
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
KIKOFLAYIN
Gold III
SEASON I REWARD
Gold III
Gold III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

KIKOFLAYIN1500 Skill RR

Gold III

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay1 RR lifetime / the system pays the mercs who endure a quarantined contract
1500Skill RR
#196Board position
Signal heldField state
6 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
57/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+5 Skill RR
BASE SKILL RR1503
PRESSURE BUDGET±38 RR
VISIBLE PREVIEW1508
Field Closer x 2

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

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

You do not want KIKOFLAYIN near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More help after the first trade would turn useful minutes into stronger team rounds. There is also obj work behind the pressure, which makes the good minutes count more. The most recent scored round gave the team value through stop pressure and kill pace.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
lobby · Stopwatch · Pre Game
Maplast saved
lobby
Stopwatch · Pre Game
Last lobby14 ranked players
15/16
players in monitored server
Lobby difficultyGold II
1436
avg Skill RR 1436
Ranked densityrank signal
93.3%
14 of 15 detected players
Stomp riskbalance signal
59 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#196
Skill rating signal
Gold III
1500Gold III · Skill RR
Gold III → Gold II18%
58 RR to Gold II6 RR above floor
2150Peak form
1686All-time peak
1503Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
COLD-44 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapElite
+650 gap
Standing moveSkill scale
-12
Rank pressureField opened
Field opened +10 RR
Idle field shiftoffline
+7
Player DNAStable read
KIKOFLAYIN is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 23.9 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:28 UTC
NEXT SCAN 10:32
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #196 KIKOFLAYIN 1500 RR · CONTACT #198 CLOSURE +64/DAY — INTERCEPT ~1D · FORM COLD — 3/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -9.1 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
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
KIKOFLAYIN
Gold III · Objective Stopper
#196BOARD POS
RR 1500PEAK 2150STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 5 SIGNALS
Threat ClosingSEV-1#198 Hliðskjálf gained +64 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Support actions running below scoring target — worst active leak, -9.1 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#193 kocsonya is 6 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-23 negative in the last 6 updates, -44 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2150Peak form
1686All-time peak
1503Ladder track
+6RR above floor
1500Gold III · Skill RR18% TO GOLD II
Gold III → Gold II18% · 58 RR needed
REACTOR PULSE · FORM LAST 6COLD -44
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1956 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 3 updates
Recent Sessions
2026-07-17-20-206 updates0
2026-07-16-23-404 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-44COLD
Form Engine
net RR across last 6
+650peak form gap -12standing move +7idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
85
KPH
81
Combat
28
Support
20
99.7season KPH 105.4profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1500 RR · GOLD III · BOARD #196
[23:29] > LEAK SCAN: SUPPORT ACTIONS below target — drain -9.1 RR/update
[23:29] > THREAT TRACK: contact #198 closure +64/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
KIKOFLAYIN is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 23.9 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Support actionsavg 4.4 vs 18/h target · weight 20%
-9.1RR / update
Combat pressureavg 20.9 vs 75/h target · weight 20%
-8.5RR / update
Kills per houravg 100.6 vs 152/h target · weight 20%
-3.9RR / update
Objective actionsavg 15.5 vs 17/h target · weight 20%
-2RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 19.4 vs 13/h target · weight 20%
+1.9RR / update
Fix Simulator · Counterfactual
Average scored update right now-4.8 RR
Hit Support actions target — nothing else changes+4.4 RR / update
Hit Support actions + Combat pressure targets+13 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-48 net
Your games
-48
Field drift
0
10 scored updates in window
72h-84 net
Your games
-84
Field drift
0
21 scored updates in window
7d-56 net
Your games
-56
Field drift
0
73 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 9%RR
Top 24%Combat
Top 9%Objective
Top 63%Support
Top 10%KPH
Objective Stops100/100
Objective85/100
KPH81/100
Combat28/100
Support20/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+10 impact)
⬢ COMMAND APPROVED BADGE Gold III TAPE SAYS Elite
Approved. LOUDLY approved. You did your job and then did some of the enemy's job, which is technically theft, and I love it. AND ANOTHER THING — that is your best tape of the ENTIRE SEASON. The vault is open, the good glasses are out, and I am telling everyone whether they ask or not.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
⬢ FAST CLIMB ORDER
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. Your slayers keep dying with empty mags and full hopes. Watch the health bars like I watch the standings — obsessively, constantly, with mild chest pain. Feed the push BEFORE it starves, not after the funeral. Gold II 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
Clutch stops▲ High44.6 / 13 clutch/h target
Kill pace▲ Minor175.4 / 152 KPH target
Objective Leaks
Team support▼ Medium11.1 / 18 support/h target
Field Orders
Team supportTARGET11.1 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Good game. Stop pressure gave the team a way in; now keep that value pointed at the obj. Next game: play close enough to save the mess. Health, ammo, revives, assists, trades — the team should feel you nearby. 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 helped 2026-07-17-22:20 / +10 game impact
Coach
COMMAND APPROVED
Approved. LOUDLY approved. You did your job and then did some of the enemy's job, which is technically theft, and I love it. AND ANOTHER THING — that is your best tape of the ENTIRE SEASON. The vault is open, the good glasses are out, and I am telling everyone whether they ask or not.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIIGold III
The tape saysEliteElite
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. Your slayers keep dying with empty mags and full hopes. Watch the health bars like I watch the standings — obsessively, constantly, with mild chest pain. Feed the push BEFORE it starves, not after the funeral. Gold II 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
RECONjudged by your class bar
FILE 021 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.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.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
SUPPORT
Below the bar, above excuses. Fix it.
0.64
CLASS BAR 1.00
OBJECTIVE
The bar looked up at you tonight. Bars do not do that for free.
1.45
CLASS BAR 1.00
The drill // next sessionInformation wins before bullets do. Feed the team everything you see, every life.
Squad read
AIMEE
IN YOUR SQUAD EVERY RECENT GAME
Pre-aim head height at the corner and tap as the mark flares. The device does the spotting; you do the paperwork.
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.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Clutch stops▲ High
44.6 / 13 clutch/h target
Kill pace▲ Minor
175.4 / 152 KPH target
3 positive -44 last 6

Objective leaks

Team support▼ Medium
11.1 / 18 support/h target
3 negative 1.203 vs 1.035

Field orders

Team supporttarget
11.1 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
What I expected from your last games
This bracket eats passengers. I expected a driver. Take the fight, take the space, take the round — in that order, every shift.
What your last games gave me
Apex stuff. You ran through their setups with total authority. Somewhere their shotcaller is awake at 3 AM whispering your name at the ceiling.
How fast this can move you
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Support actionsavg 4.4 vs 18/h target · weight 20%
-9.1RR / update
Combat pressureavg 20.9 vs 75/h target · weight 20%
-8.5RR / update
Kills per houravg 100.6 vs 152/h target · weight 20%
-3.9RR / update
Objective actionsavg 15.5 vs 17/h target · weight 20%
-2RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 19.4 vs 13/h target · weight 20%
+1.9RR / update
Fix simulator
Average scored update right now-4.8 RR
Hit Support actions target — nothing else changes+4.4 RR / update
Hit Support actions + Combat pressure targets+13 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-48 net
Your games-48
Field drift0
10 scored updates in window
72h-84 net
Your games-84
Field drift0
21 scored updates in window
7d-56 net
Your games-56
Field drift0
73 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
0005 UTC avg +0 RR / update over 3 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
2026-07-17-20-206 updates0
2026-07-16-23-404 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 9%RR
Top 24%Combat
Top 9%Objective
Top 63%Support
Top 10%KPH
Objective Stops100/100
Objective85/100
KPH81/100
Combat28/100
Support20/100
Personal intelligence / weekly compile

Loadout DNA // KIKOFLAYIN

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
636completed proof matches
10maps in personal file
Objectivedominant 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 AIMEE / F82 loadout card
AIMEE / F82Recon

526 completed matches / 57.6% observed result

Signature 2 PROXY / KE12 loadout card
PROXY / KE12Engineer

292 completed matches / 56.2% observed result

Signature 3 PROXY / KE53 loadout card
PROXY / KE53Engineer

158 completed matches / 58.2% observed result

Signature 4 PROXY / KE21 loadout card
PROXY / KE21Engineer

95 completed matches / 60.0% observed result

Role DNA
Combat
79
Objective
91
Support
41
Precision
50
Pressure
86
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 PROXY / KE12 loadout card
PROXY / KE12Engineer
Test PROXY / KE21 loadout card
PROXY / KE21Engineer
Keep PROXY. Change one card.

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

292 completed matches / 56.2% observed result 22,720 completed carries / 4,614 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.

Bridge106 personal / 52.8% observed
AIMEE / F82 loadout card
Your observed cardAIMEE / F82

101 completed matches / 54.5% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel97 personal / 45.4% observed
AIMEE / F82 loadout card
Your observed cardAIMEE / F82

93 completed matches / 44.1% observed result

AIMEE / G85 loadout card
Archive same-merc leadAIMEE / G85

1,126 archive carries / 500 players / 51.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle77 personal / 57.1% observed
AIMEE / F82 loadout card
Your observed cardAIMEE / F82

75 completed matches / 56.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground77 personal / 68.8% observed
AIMEE / F82 loadout card
Your observed cardAIMEE / F82

74 completed matches / 68.9% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard58 personal / 58.6% observed
AIMEE / F82 loadout card
Your observed cardAIMEE / F82

57 completed matches / 57.9% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard57 personal / 68.4% observed
AIMEE / F82 loadout card
Your observed cardAIMEE / F82

53 completed matches / 69.8% observed result

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.

AIMEE / F82 loadout card
AIMEE / F82
NADER / SM41 loadout card
NADER / SM41
PROXY / KE12 loadout card
PROXY / KE12
Signature deck

43 completed matches / 60.5% observed result

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

Most Objective x35 / PROXY / KE12Most Objective x34 / PROXY / KE53Most Finishes x15 / PROXY / KE12Most Objective x12 / PROXY / KE21

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

1500Skill RR
-22Skill RR delta
1522Peak 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 ? 107 valid updates
2026-07-17-22:20+10 performance
Activity: 19.5 min / 57 K / 40 A / 2 W
Score: actual 1.203 vs expected 1.035 / margin 0.168
Show exact performance breakdown
1.203Actual score
1.035Expected score
0.168Margin
61K-factor
2026-07-17-22-00+2 performance
Activity: 20.1 min / 23 K / 27 A / 0 W
Score: actual 0.993 vs expected 0.954 / margin 0.039
Show exact performance breakdown
0.993Actual score
0.954Expected score
0.039Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.01
OBJECTIVE1.45
SUPPORT0.64
PRESSURE1.02
ground truth 1.03 vs legacy read 0.62 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21:20-12 performance
Activity: 3.4 min / 1 K / 5 A / 3 W
Score: actual 0.785 vs expected 0.99 / margin -0.204
Show exact performance breakdown
0.785Actual score
0.99Expected score
-0.204Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.07
OBJECTIVE0.57
SUPPORT0.73
PRESSURE0.73
ground truth 0.84 vs legacy read 0.07 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21-00-14 performance
Activity: 25.7 min / 47 K / 37 A / 3 W
Score: actual 0.815 vs expected 1.05 / margin -0.234
Show exact performance breakdown
0.815Actual score
1.05Expected score
-0.234Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.22
OBJECTIVE0.35
SUPPORT0.19
PRESSURE0.85
ground truth 0.80 vs legacy read 0.83 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:40+4 performance
Activity: 12.6 min / 24 K / 9 A / 0 W
Score: actual 1.058 vs expected 0.984 / margin 0.074
Show exact performance breakdown
1.058Actual score
0.984Expected score
0.074Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.04
OBJECTIVE1.58
SUPPORT0.35
PRESSURE1.22
ground truth 1.10 vs legacy read 0.60 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:20-34 performance
Activity: 10 min / 19 K / 14 A / 0 W
Score: actual 0.487 vs expected 1.046 / margin -0.559
Show exact performance breakdown
0.487Actual score
1.046Expected score
-0.559Margin
61K-factor
2026-07-17-00:40-6 performance
Activity: 4.4 min / 5 K / 5 A / 2 W
Score: actual 0.907 vs expected 1 / margin -0.093
Show exact performance breakdown
0.907Actual score
1Expected score
-0.093Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.99
OBJECTIVE1.59
SUPPORT0.12
PRESSURE0.56
ground truth 0.94 vs legacy read 0.53 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-00:20+4 performance
Activity: 25 min / 53 K / 34 A / 0 W
Score: actual 1.016 vs expected 0.957 / margin 0.059
Show exact performance breakdown
1.016Actual score
0.957Expected score
0.059Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 59% / RECON 41%engine weight 90%
COMBAT1.20
OBJECTIVE1.11
SUPPORT0.21
PRESSURE0.99
ground truth 1.00 vs legacy read 0.97 · 3 match window · 1.00 = your class target for this lobby
2026-07-17-00-00-1 performance
Activity: 10.7 min / 13 K / 25 A / 3 W
Score: actual 0.947 vs expected 0.96 / margin -0.013
Show exact performance breakdown
0.947Actual score
0.96Expected score
-0.013Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.99
OBJECTIVE0.83
SUPPORT0.91
PRESSURE0.87
ground truth 0.93 vs legacy read 1.09 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-23:40-1 performance
Activity: 5.2 min / 12 K / 4 A / 0 W
Score: actual 0.936 vs expected 0.954 / margin -0.019
Show exact performance breakdown
0.936Actual score
0.954Expected score
-0.019Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.11
OBJECTIVE1.36
SUPPORT0.42
PRESSURE0.56
ground truth 0.97 vs legacy read 0.25 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold III / Skill RR 1500 / -1 RR
Position 206 / Objective Stopper / KPH 105.36 / Performance 0 / Field shift +1 / Ladder track 1503
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold III / Skill RR 1501 / 0 RR
Position 205 / Objective Stopper / KPH 105.36 / Performance 0 / Field shift +2 / Ladder track 1503
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold III / Skill RR 1501 / 0 RR
Position 206 / Objective Stopper / KPH 105.36 / Performance 0 / Field shift +3 / Ladder track 1503
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
MATCH IMPACT Gold III / Skill RR 1501 / +3 RR
Position 206 / Objective Stopper / KPH 105.36 / Performance +10 / Field shift +1 / Ladder track 1503
  • +10 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Kills per hour and Verified public data bonus. Weak/low signals: Support actions.
Show exact performance breakdown
1.203Actual score
1.035Expected score
0.168Margin
61K-factor
Objective stops / C4 pressurePushed RR up
Measured: 14.5 delta / Stop score / hour 44.6
Score: 2 / Weight: 20% / Impact: +0.193
Support actionsPulled RR down
Measured: 3.6 delta / Support score / hour 11.1
Score: 0.615 / Weight: 20% / Impact: -0.084
Kills per hourPushed RR up
Measured: 57 kills / Kills / hour 175.4
Score: 1.154 / Weight: 19.5% / Impact: +0.023
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public positive win rate, public deaths + losses available / Public K/D / win-loss confidence +0.023 score
Score: 0.023 / Weight: bonus% / Impact: +0.023
Objective actionsNeutral
Measured: 6 delta / Objective score / hour 18.5
Score: 1.086 / Weight: 20% / Impact: +0.01
Win resultNeutral
Measured: 2-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.01
2026-07-17-22-00
MATCH IMPACT Gold III / Skill RR 1498 / 0 RR
Position 208 / Objective Stopper / KPH 105.36 / Performance +2 / Field shift +2 / Ladder track 1493
  • +2 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective actions and Verified public data bonus. Weak/low signals: Combat pressure, Support actions and Objective stops / C4 pressure.
Show exact performance breakdown
0.993Actual score
0.954Expected score
0.039Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.01
OBJECTIVE1.45
SUPPORT0.64
PRESSURE1.02
ground truth 1.03 vs legacy read 0.62 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPushed RR up
Measured: 11.5 delta / Objective score / hour 34.4
Score: 2 / Weight: 20% / Impact: +0.209
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.186
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 3
Score: 0.166 / Weight: 20% / Impact: -0.158
Objective stops / C4 pressurePulled RR down
Measured: 1.5 delta / Stop score / hour 4.5
Score: 0.345 / Weight: 20% / Impact: -0.122
Kills per hourPulled RR down
Measured: 23 kills / Kills / hour 68.7
Score: 0.452 / Weight: 19.5% / Impact: -0.098
Verified public data bonusPushed RR up
Measured: fought a +112 CMR field, measured accuracy 28% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold III / Skill RR 1498 / 0 RR
Position 209 / Objective Stopper / KPH 105.36 / Performance 0 / Field shift +1 / Ladder track 1491
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
MATCH IMPACT Gold III / Skill RR 1498 / -5 RR
Position 208 / Objective Stopper / KPH 105.36 / Performance -12 / Field shift +1 / Ladder track 1491
  • -12 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Objective stops / C4 pressure. Positive signals from Verified public data bonus reduced the loss.
Show exact performance breakdown
0.785Actual score
0.99Expected score
-0.204Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.07
OBJECTIVE0.57
SUPPORT0.73
PRESSURE0.73
ground truth 0.84 vs legacy read 0.07 · 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: -0.198
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.198
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.198
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.193
Kills per hourPulled RR down
Measured: 1 kills / Kills / hour 17.8
Score: 0.117 / Weight: 19.5% / Impact: -0.17
Verified public data bonusPushed RR up
Measured: fought a +66 CMR field, measured accuracy 33% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-07-17-21-00
MATCH IMPACT Gold III / Skill RR 1503 / -2 RR
Position 207 / Objective Stopper / KPH 105.36 / Performance -14 / Field shift +2 / Ladder track 1503
  • -14 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Combat pressure, Support actions and Objective actions. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.815Actual score
1.05Expected score
-0.234Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.22
OBJECTIVE0.35
SUPPORT0.19
PRESSURE0.85
ground truth 0.80 vs legacy read 0.83 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 13.5 delta / Stop score / hour 31.5
Score: 2 / Weight: 20% / Impact: +0.19
Combat pressurePulled RR down
Measured: 9.3 delta / Combat score / hour 21.7
Score: 0.289 / Weight: 19.5% / Impact: -0.148
Support actionsPulled RR down
Measured: 3.6 delta / Support score / hour 8.4
Score: 0.467 / Weight: 20% / Impact: -0.117
Objective actionsPulled RR down
Measured: 3.5 delta / Objective score / hour 8.2
Score: 0.481 / Weight: 20% / Impact: -0.114
Kills per hourPulled RR down
Measured: 47 kills / Kills / hour 109.7
Score: 0.722 / Weight: 19.5% / Impact: -0.064
Verified public data bonusPushed RR up
Measured: measured accuracy 30%, heavy measured damage output / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-20-40
MATCH IMPACT Gold III / Skill RR 1505 / 0 RR
Position 206 / Objective Stopper / KPH 105.36 / Performance +4 / Field shift +2 / Ladder track 1517
  • +4 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Objective actions, Support actions and Combat pressure.
Show exact performance breakdown
1.058Actual score
0.984Expected score
0.074Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.04
OBJECTIVE1.58
SUPPORT0.35
PRESSURE1.22
ground truth 1.10 vs legacy read 0.60 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 8.5 delta / Stop score / hour 40.4
Score: 2 / Weight: 20.2% / Impact: +0.205
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20.2% / Impact: -0.199
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20.2% / Impact: -0.199
Combat pressurePulled RR down
Measured: 2.3 delta / Combat score / hour 10.9
Score: 0.146 / Weight: 19.7% / Impact: -0.165
Kills per hourPulled RR down
Measured: 24 kills / Kills / hour 114
Score: 0.75 / Weight: 19.7% / Impact: -0.046
Verified public data bonusPushed RR up
Measured: fought a +77 CMR field, measured accuracy 27% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-07-17-20-20
MATCH IMPACT Gold III / Skill RR 1505 / -8 RR
Position 206 / Objective Stopper / KPH 105.36 / Performance -34 / Field shift +2 / Ladder track 1513
  • -34 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Combat pressure. Positive signals from Verified public data bonus and Objective stops / C4 pressure reduced the loss.
Show exact performance breakdown
0.487Actual score
1.046Expected score
-0.559Margin
61K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.209
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.209
Combat pressurePulled RR down
Measured: 5.1 delta / Combat score / hour 30.5
Score: 0.407 / Weight: 19.5% / Impact: -0.124
Kills per hourPulled RR down
Measured: 19 kills / Kills / hour 113.8
Score: 0.749 / Weight: 19.5% / Impact: -0.058
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public positive win rate, public deaths + losses available / Public K/D / win-loss confidence +0.023 score
Score: 0.023 / Weight: bonus% / Impact: +0.023
Objective stops / C4 pressurePushed RR up
Measured: 2.5 delta / Stop score / hour 15
Score: 1.152 / Weight: 20% / Impact: +0.021
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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