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
10:35
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
piotr131313
RESTITUTION PAID — +1 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +1 RR on Jul 3, 2026 17:20 UTC. Games poisoned by cheaters can never count against anyone here.
Bronze IV
👑 Contract Crown / 1 won
Contract Crown2026-06-12
SEASON I REWARD
Bronze III
Bronze III
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

piotr1313131030 Skill RR

👑 Contract reward active - included in your Skill RR

Bronze IV

Active SignalLive rank slot held / state file ? 5h ago
☣ Hazard pay2 RR lifetime / the system pays the mercs who endure a quarantined contract
1030Skill RR
#523Board position
Signal heldField state
74 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.
36/100
Pressure Deficit
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-4 Skill RR
BASE SKILL RR576
PRESSURE BUDGET±14 RR
VISIBLE PREVIEW572

Recent eligible matches show field pressure below the player's expected share.

36Current gauge
33Newest 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 Abandoned Won Loss Loss Abandoned Won Won Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want piotr131313 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 late stops around plants, defuses, EV fights, and last-second pushes would make this player harder to close out against. The next jump is about turning the good moments into more stop pressure and fight pressure for the team.

Team value: stop pressure Strongest: stop pressure · strong Next: more late stops 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
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_castle · Stopwatch · Mid Game
Maplast saved
obj_castle
Stopwatch · Mid Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1420
avg Skill RR 1420
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
71 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#523
Skill rating signal
Bronze IV
1030Bronze IV · Skill RR
Bronze IV → Bronze III91%
9 RR to Bronze III74 RR above floor
1646Peak form
861All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
COLD-36 last 6
2 positive · 4 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapCobalt III
+616 gap
Standing moveSkill scale
-6
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
+2
Player DNAStable read
piotr131313 gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. More fight pressure near the team would make those useful minutes much more dangerous. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 11.1 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:26 UTC
NEXT SCAN 10:34
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #523 piotr131313 1030 RR · FORM COLD — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -7.4 RR/UPDATE · PEAK FORM 1646 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
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
piotr131313
Bronze IV · Objective Stopper
#523BOARD POS
RR 1030PEAK 1646STATE 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 4 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -7.4 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#522 Fucker is 4 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-24 negative in the last 6 updates, -36 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1646Peak form
861All-time peak
0Ladder track
+74RR above floor
1030Bronze IV · Skill RR91% TO BRONZE III
Bronze IV → Bronze III91% · 9 RR needed
REACTOR PULSE · FORM LAST 6COLD -36
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1555 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 5 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 5 updates
Recent Sessions
2026-07-17-16-203 updates0
2026-07-16-18-002 updates0
2026-07-16-15-401 update0
2026-07-15-16-403 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-36COLD
Form Engine
net RR across last 6
+616peak form gap -6standing move +2idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
80
Objective
37
KPH
33
Combat
6
Support
5
50.6season KPH 42.6profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1030 RR · BRONZE IV · BOARD #523
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -7.4 RR/update
[23:29] > FORM ENGINE: 2/6 positive — band COLD, stability 67%
Sentinel Read · Player Assessment
piotr131313 gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. More fight pressure near the team would make those useful minutes much more dangerous. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 11.1 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 1.5 vs 75/h target · weight 20%
-7.4RR / update
Support actionsavg 2.5 vs 18/h target · weight 20%
-6.1RR / update
Objective stops / C4 pressureavg 3.7 vs 13/h target · weight 20%
-4.4RR / update
Kills per houravg 49.7 vs 152/h target · weight 20%
-3.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Objective actionsavg 19.2 vs 17/h target · weight 20%
+5RR / update
Fix Simulator · Counterfactual
Average scored update right now+2.1 RR
Hit Combat pressure target — nothing else changes+13.7 RR / update
Hit Combat pressure + Support actions targets+24.2 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-26 net
Your games
-26
Field drift
0
3 scored updates in window
72h-17 net
Your games
-17
Field drift
0
11 scored updates in window
7d+52 net
Your games
+52
Field drift
0
26 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 22%RR
Top 75%Combat
Top 46%Objective
Top 86%Support
Top 76%KPH
Objective Stops80/100
Objective37/100
KPH33/100
Combat6/100
Support5/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-22 impact)
⬢ WHAT WAS THAT?! BADGE Bronze IV TAPE SAYS Bronze II
Total shutdown — yours, personally. You offered the resistance of a beaded curtain.
Coach blood pressureCARDIAC EVENT
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
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. Everything you do collapses because the fights keep getting lost first. Fix the foundation: pick winnable engagements, trade with your team, and make that gun earn its place in the loadout. You are ONE good night from Bronze III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
No strong booster in the last scored game.
Objective Leaks
Clutch stops▼ Major0 / 13 clutch/h target
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Medium32.8 / 152 KPH target
Field Orders
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET32.8 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Not good enough. Stop pressure has to show up closer to the push next game. Next game: stay alive for the swing moment. Dirty rounds are often won by the player who did not wander off. Coach order: save one ugly round with one clean stop.
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 2026-07-17-18:20 / -22 game impact
Coach
WHAT WAS THAT?!
Total shutdown — yours, personally. You offered the resistance of a beaded curtain.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IVBronze IV
The tape saysBronze IIBronze II
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
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. Everything you do collapses because the fights keep getting lost first. Fix the foundation: pick winnable engagements, trade with your team, and make that gun earn its place in the loadout. You are ONE good night from Bronze III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 009 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 9 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.The lifetime ledger reads 73,182 kills across 1717 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.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 have seen empty chairs contribute more. At least a chair HOLDS GROUND.
0.02
CLASS BAR 1.00
COMBAT
I am not angry. Angry costs energy. This is just me reading a number out loud so we never see it again.
0.50
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Even the spearhead throws ammo to the line behind it. One touch of teamwork per life — that is all I ask, and it is not optional.
TRAINYARDLOST
Taking 270 a minute and answering with 149. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD EVERY RECENT GAME
Lob over your own line into theirs. Nader is the only covering fire that ignores the cover.
FILM ROOM // TRAINYARD
The objective sits in the open here. Area denial on the approach beats bodies on the point — make the ground itself hostile.
The last ten fights read 36 against a fair share of 50. Passengers do not lift cups.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
2 positive -36 last 6

Objective leaks

Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Medium
32.8 / 152 KPH target
4 negative 0.295 vs 0.656

Field orders

Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
32.8 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
I have no file on you yet, so my demands are simple: show up, shoot something, touch the EV. A trained pigeon could do it. Show me you beat the pigeon.
What your last games gave me
I have coached worse, but he was eleven and his mom kept calling him to dinner mid-round. You do not have his excuse.
How fast this can move you
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
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 1.5 vs 75/h target · weight 20%
-7.4RR / update
Support actionsavg 2.5 vs 18/h target · weight 20%
-6.1RR / update
Objective stops / C4 pressureavg 3.7 vs 13/h target · weight 20%
-4.4RR / update
Kills per houravg 49.7 vs 152/h target · weight 20%
-3.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Objective actionsavg 19.2 vs 17/h target · weight 20%
+5RR / update
Fix simulator
Average scored update right now+2.1 RR
Hit Combat pressure target — nothing else changes+13.7 RR / update
Hit Combat pressure + Support actions targets+24.2 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-26 net
Your games-26
Field drift0
3 scored updates in window
72h-17 net
Your games-17
Field drift0
11 scored updates in window
7d+52 net
Your games+52
Field drift0
26 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +0 RR / update over 5 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
2026-07-17-16-203 updates0
2026-07-16-18-002 updates0
2026-07-16-15-401 update0
2026-07-15-16-403 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 22%RR
Top 75%Combat
Top 46%Objective
Top 86%Support
Top 76%KPH
Objective Stops80/100
Objective37/100
KPH33/100
Combat6/100
Support5/100
Personal intelligence / weekly compile

Loadout DNA // piotr131313

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
173completed proof matches
11maps in personal file
Objectivedominant field lane
IMPROVINGlast 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 RHINO / H91 loadout card
RHINO / H91Assault

115 completed matches / 36.5% observed result

Signature 2 NADER / CR81 loadout card
NADER / CR81Assault

89 completed matches / 38.2% observed result

Signature 3 PROXY / KE21 loadout card
PROXY / KE21Engineer

72 completed matches / 34.7% observed result

Signature 4 PROXY / KE12 loadout card
PROXY / KE12Engineer

43 completed matches / 39.5% observed result

Role DNA
Combat
16
Objective
30
Support
10
Precision
6
Pressure
14
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 VASSILI / MO11 loadout card
VASSILI / MO11Recon
Test VASSILI / MO93 loadout card
VASSILI / MO93Recon
Keep VASSILI. Change one card.

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

5 completed matches / 40.0% observed result 6,920 completed carries / 2,498 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.

Bridge32 personal / 43.8% observed
RHINO / H91 loadout card
Your observed cardRHINO / H91

31 completed matches / 41.9% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground22 personal / 40.9% observed
RHINO / H91 loadout card
Your observed cardRHINO / H91

21 completed matches / 42.9% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Whitechapel18 personal / 38.9% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

15 completed matches / 40.0% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle17 personal / 23.5% observed
RHINO / H91 loadout card
Your observed cardRHINO / H91

17 completed matches / 23.5% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard14 personal / 35.7% observed
RHINO / H91 loadout card
Your observed cardRHINO / H91

12 completed matches / 41.7% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard7 personal / 42.9% observed
RHINO / H91 loadout card
Your observed cardRHINO / H91

7 completed matches / 42.9% 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.

NADER / CR81 loadout card
NADER / CR81
PROXY / KE21 loadout card
PROXY / KE21
RHINO / H91 loadout card
RHINO / H91
Signature deck

61 completed matches / 34.4% observed result

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

Match award x7 / RHINO / H91Most Objective x5 / PROXY / KE12Most Objective x2 / PROXY / KE21Match award x2 / 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

1010Skill RR
-9Skill RR delta
1020Peak 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 ? 62 valid updates
2026-07-17-18:20-22 performance
Activity: 12.8 min / 7 K / 20 A / 0 W
Score: actual 0.295 vs expected 0.656 / margin -0.361
Show exact performance breakdown
0.295Actual score
0.656Expected score
-0.361Margin
61K-factor
2026-07-17-16:40-6 performance
Activity: 20.1 min / 15 K / 11 A / 0 W
Score: actual 0.54 vs expected 0.633 / margin -0.094
Show exact performance breakdown
0.54Actual score
0.633Expected score
-0.094Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.50
OBJECTIVE0.53
SUPPORT0.02
PRESSURE0.99
ground truth 0.55 vs legacy read 0.60 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-16:20+2 performance
Activity: 26.2 min / 22 K / 31 A / 4 W
Score: actual 0.687 vs expected 0.648 / margin 0.039
Show exact performance breakdown
0.687Actual score
0.648Expected score
0.039Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.72
OBJECTIVE0.95
SUPPORT0.06
PRESSURE0.86
ground truth 0.73 vs legacy read 0.33 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-18:20-4 performance
Activity: 14.6 min / 9 K / 7 A / 0 W
Score: actual 0.637 vs expected 0.695 / margin -0.058
Show exact performance breakdown
0.637Actual score
0.695Expected score
-0.058Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 70% / ASSAULT 30%engine weight 90%
COMBAT0.58
OBJECTIVE0.57
SUPPORT0.03
PRESSURE1.21
ground truth 0.65 vs legacy read 0.57 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-18-00-11 performance
Activity: 3.1 min / 2 K / 2 A / 2 W
Score: actual 0.477 vs expected 0.662 / margin -0.185
Show exact performance breakdown
0.477Actual score
0.662Expected score
-0.185Margin
61K-factor
2026-07-16-15:40+5 performance
Activity: 16.5 min / 15 K / 22 A / 0 W
Score: actual 0.715 vs expected 0.64 / margin 0.076
Show exact performance breakdown
0.715Actual score
0.64Expected score
0.076Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.65
OBJECTIVE1.00
SUPPORT0.06
PRESSURE1.20
ground truth 0.76 vs legacy read 0.28 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-17:20+16 performance
Activity: 18.8 min / 17 K / 16 A / 3 W
Score: actual 0.933 vs expected 0.674 / margin 0.259
Show exact performance breakdown
0.933Actual score
0.674Expected score
0.259Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.72
OBJECTIVE1.34
SUPPORT0.01
PRESSURE1.03
ground truth 0.98 vs legacy read 0.44 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-17-00+12 performance
Activity: 12.6 min / 10 K / 17 A / 0 W
Score: actual 0.778 vs expected 0.584 / margin 0.194
Show exact performance breakdown
0.778Actual score
0.584Expected score
0.194Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.73
OBJECTIVE1.23
SUPPORT0.03
PRESSURE1.09
ground truth 0.83 vs legacy read 0.25 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-16:40+13 performance
Activity: 12.4 min / 15 K / 12 A / 2 W
Score: actual 0.818 vs expected 0.605 / margin 0.213
Show exact performance breakdown
0.818Actual score
0.605Expected score
0.213Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.78
OBJECTIVE0.97
SUPPORT0.07
PRESSURE1.32
ground truth 0.86 vs legacy read 0.45 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-12:20+16 performance
Activity: 7.5 min / 8 K / 7 A / 0 W
Score: actual 0.849 vs expected 0.594 / margin 0.255
Show exact performance breakdown
0.849Actual score
0.594Expected score
0.255Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.74
OBJECTIVE1.20
SUPPORT0.30
PRESSURE1.48
ground truth 0.93 vs legacy read 0.09 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
HELD Bronze IV / Skill RR 1010 / 0 RR
Position 554 / Objective Stopper / KPH 42.6 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-23-00
FIELD SHIFT Bronze IV / Skill RR 1010 / -1 RR
Position 553 / Objective Stopper / KPH 42.6 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-40
HELD Bronze IV / Skill RR 1011 / -1 RR
Position 554 / Objective Stopper / KPH 42.6 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-20
FIELD SHIFT Bronze IV / Skill RR 1012 / 0 RR
Position 554 / Objective Stopper / KPH 42.6 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Bronze IV / Skill RR 1012 / 0 RR
Position 555 / Objective Stopper / KPH 42.6 / 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 Bronze IV / Skill RR 1012 / 0 RR
Position 557 / Objective Stopper / KPH 42.6 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Bronze IV / Skill RR 1012 / 0 RR
Position 556 / Objective Stopper / KPH 42.6 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Bronze IV / Skill RR 1012 / 0 RR
Position 556 / Objective Stopper / KPH 42.6 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Bronze IV / Skill RR 1012 / 0 RR
Position 556 / Objective Stopper / KPH 42.6 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Bronze IV / Skill RR 1012 / 0 RR
Position 555 / Objective Stopper / KPH 42.6 / 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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