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
10:48
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
[KYR] Cholesky
SIGNAL LOST - FLATLINED
Over 7 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
Silver III
Silver loadout fileLoadout signal file

[KYR] Cholesky1266 Skill RR

Silver III

Lost SignalLast proven rank saved / live slot released / state file ? 11.3d ago
☣ Hazard pay2 RR lifetime / the system pays the mercs who endure a quarantined contract
1266Skill RR
#-Board position
DormantField state
Season peak savedSafety
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.
67/100
High Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+11 Skill RR
BASE SKILL RR1310
PRESSURE BUDGET±33 RR
VISIBLE PREVIEW1321
Field Breaker x 1Silent Support x 1Field Closer x 1

Recent eligible matches are bending the field clearly above expectation.

67Current gauge
60Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Won Abandoned Won Loss Won Won Won Loss Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

[KYR] Cholesky is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More plants, stops, escort work, and direct obj touches would make the good minutes count even harder. The last scored game showed the good parts clearly, especially through stop pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
11 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_trainyard · Objective · Late Game
Veteran signallast saved
Level 8
last saved DBRanked roster level
Maplast saved
obj_trainyard
Objective · Late Game
Last lobby12 ranked players
13/16
players in monitored server
Lobby difficultyGold II
1420
avg Skill RR 1420
Ranked densityrank signal
92.3%
12 of 13 detected players
Stomp riskbalance signal
78 / 100
live lobby spread pressure
Rookie pressurerookie signal
5 / 13
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Silver III
1266Silver III · Skill RR
Silver IV → Silver III66%
20 RR to Silver III39 RR above floor
1811Peak form
1310All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+107 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability83%
LOCKED
Peak form gapCobalt II
+545 gap
Standing moveSkill scale
+159
Rank pressureField opened
Field opened +2 RR
Idle field shiftoffline
+12
Player DNAStable read
[KYR] Cholesky is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. More fight pressure near the team would make those useful minutes much more dangerous. The obj side gives the team more than just scoreboard value. Current stop pace sits around 21.6 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:12 UTC
NEXT SCAN 10:48
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · [KYR] Cholesky 1266 RR · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -10.6 RR/UPDATE · PEAK FORM 1811 ON RECORD · LADDER PRESSURE LOW 20/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
[KYR] Cholesky
Silver III · Held-Rank Veteran
BOARD POS
RR 1266PEAK 1811STATE 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 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -10.6 RR / update.
Target In ReachINTEL#? Booty is 1266 RR ahead and in range — catch in ~2d at today's pace.
Form SurgingCLEAR5 of last 6 scored updates positive, +107 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1811Peak form
1310All-time peak
0Ladder track
+39RR above floor
1266Silver III · Skill RR66% TO SILVER III
Silver IV → Silver III66% · 20 RR needed
REACTOR PULSE · FORM LAST 6HOT +107
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (724 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-06-15-002 updates0
2026-07-05-20-203 updates0
2026-07-05-12-404 updates0
2026-07-05-10-001 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+107HOT
Form Engine
net RR across last 6
+545peak form gap +159standing move +12idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
54
Objective
44
Combat
20
Support
11
65.6season KPH 70profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1266 RR · SILVER III
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -10.6 RR/update
[23:29] > FORM ENGINE: 5/6 positive — band HOT, stability 83%
Sentinel Read · Player Assessment
[KYR] Cholesky is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. More fight pressure near the team would make those useful minutes much more dangerous. The obj side gives the team more than just scoreboard value. Current stop pace sits around 21.6 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 9.1 vs 75/h target · weight 20%
-10.6RR / update
Objective actionsavg 5 vs 17/h target · weight 20%
-8.7RR / update
Kills per houravg 67.8 vs 152/h target · weight 20%
-5.1RR / update
Support actionsavg 9.1 vs 18/h target · weight 20%
-4.2RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Objective stops / C4 pressureavg 20.1 vs 13/h target · weight 20%
+3.1RR / update
Fix Simulator · Counterfactual
Average scored update right now+17.5 RR
Hit Combat pressure target — nothing else changes+32.4 RR / update
Hit Combat pressure + Objective actions targets+47.2 RR / update
Counterfactual on the same games, same K-factor (~87). 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
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d+60 net
Your games
+60
Field drift
0
12 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 17%RR
Top 33%Combat
Top 35%Objective
Top 76%Support
Top 39%KPH
Objective Stops100/100
KPH54/100
Objective44/100
Combat20/100
Support11/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+13 impact)
⬢ COMMAND APPROVED BADGE Silver III TAPE SAYS Elite
Strong shifts, strong intent, strong file. That is the version of you I keep telling people about while they slowly back away.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ FAST CLIMB ORDER
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Silver 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
Clutch stops▲ High28.4 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Medium73.9 / 152 KPH target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET73.9 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Clean enough to build on. Stop pressure did the heavy lifting and gave the next game a clear plan. Next game: drag the fight onto the win condition. If the enemy wants obj, make them pay rent. Coach order: C4, EV, plant, defuse — pick the loudest problem and stand on it.
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 2026-07-06-15:20 / +13 game impact
Coach
COMMAND APPROVED
Strong shifts, strong intent, strong file. That is the version of you I keep telling people about while they slowly back away.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IIISilver III
The tape saysEliteElite
Two badges, one truth: the ladder owes you money. Collect it next session.
Fast climb order
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Silver 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
ENGINEERjudged by your class bar
FILE 003 ROOKIE UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksFinal lesson, engineer: take the note, put it on the floor. One shift where the objective is never lonely and you graduate - the leash gets longer.And before you argue with the board: the best OBJECTIVE in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
OBJECTIVE
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.71
CLASS BAR 1.00
SUPPORT
Sit down and watch this back. THAT is your ceiling - and tonight you touched it with both hands.
2.00
CLASS BAR 1.00
The drill // next sessionThe EV pays your salary. Next session it never sits idle while you are alive — repairs before frags, plants before plays.
TRAINYARDLOST
172 damage a minute out, 300 a minute in. You were the pinata, not the bat.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PROXY
IN YOUR SQUAD 4 OF LAST 6
Proxy is speed with a shotgun: first to the objective, mine behind you, gone before the trade. Touch everything — your hands work double-time.
FILM ROOM // TRAINYARD
Attacking Trainyard: win the utility duel first — their long angles live and die on deployables and marks. Clear the toys, then walk the lanes.
Ten straight fights above your share - 67 against 50. The bench sees it. I see it.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ High
28.4 / 13 clutch/h target
5 positive +107 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Medium
73.9 / 152 KPH target
1 negative 1.038 vs 0.873

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
73.9 / 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
Honeymoon is over. I expected you to play ON PURPOSE. Pick fights you can win, hold ground that matters, stop treating the objective like somebody else's shift.
What your last games gave me
That was not a performance, that was an eviction notice served to an entire lobby. Frame it. FRAME IT.
How fast this can move you
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
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 9.1 vs 75/h target · weight 20%
-10.6RR / update
Objective actionsavg 5 vs 17/h target · weight 20%
-8.7RR / update
Kills per houravg 67.8 vs 152/h target · weight 20%
-5.1RR / update
Support actionsavg 9.1 vs 18/h target · weight 20%
-4.2RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Objective stops / C4 pressureavg 20.1 vs 13/h target · weight 20%
+3.1RR / update
Fix simulator
Average scored update right now+17.5 RR
Hit Combat pressure target — nothing else changes+32.4 RR / update
Hit Combat pressure + Objective actions targets+47.2 RR / update
Counterfactual on the same games, same K-factor (~87). 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d+60 net
Your games+60
Field drift0
12 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-06-15-002 updates0
2026-07-05-20-203 updates0
2026-07-05-12-404 updates0
2026-07-05-10-001 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 17%RR
Top 33%Combat
Top 35%Objective
Top 76%Support
Top 39%KPH
Objective Stops100/100
KPH54/100
Objective44/100
Combat20/100
Support11/100
Personal intelligence / weekly compile

Loadout DNA // [KYR] Cholesky

Signature mercs, exact functional cards, map habits and the smallest useful next test. Personal history stays personal; field options use separate completed-match evidence.

Stable personal record
23completed proof matches
9maps in personal file
Objectivedominant field lane
THIN SIGNALlast 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 PROXY / H23 loadout card
PROXY / H23Engineer

11 completed matches / 72.7% observed result

Signature 2 THUNDER / MA62 loadout card
THUNDER / MA62Assault

7 completed matches / 85.7% observed result

Signature 3 GUARDIAN / HU52 loadout card
GUARDIAN / HU52Medic

6 completed matches / 83.3% observed result

Signature 4 NADER / CR81 loadout card
NADER / CR81Assault

6 completed matches / 83.3% observed result

Role DNA
Combat
44
Objective
83
Support
34
Precision
38
Pressure
45
Compared with tracked ranked playersSTABLE 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 / H23 loadout card
PROXY / H23Engineer
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.

11 completed matches / 72.7% observed result 22,720 completed carries / 4,614 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.

Castle6 personal / 66.7% observed
PROXY / H23 loadout card
Your observed cardPROXY / H23

5 completed matches / 60.0% observed result

PROXY / R51 loadout card
Archive same-merc leadPROXY / R51

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

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel4 personal / 50.0% observed
THUNDER / MA62 loadout card
Your observed cardTHUNDER / MA62

3 completed matches / 66.7% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Dockyard3 personal / 100.0% observed
PROXY / H23 loadout card
Your observed cardPROXY / H23

2 completed matches / early read

PROXY / H22 loadout card
Archive same-merc leadPROXY / H22

178 archive carries / 148 players / 52.2% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Dome Redux2 personal / early read
AURA / R73 loadout card
Your observed cardAURA / R73

1 completed match / early read

JAVELIN / B51 loadout card
Archive field referenceJAVELIN / B51

177 archive carries / 165 players / 50.3% conservative floor

Terminal Redux2 personal / early read
FRAGGER / K51 loadout card
Your observed cardFRAGGER / K51

1 completed match / early read

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Underground2 personal / early read
AURA / R73 loadout card
Your observed cardAURA / R73

1 completed match / early read

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% 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 / H23 loadout card
PROXY / H23
SPARKS / 172 loadout card
SPARKS / 172
Signature deck

3 completed matches / 66.7% 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 Headshots x1 / PROXY / H23Most Objective x1 / PROXY / H23Match award x1 / PROXY / H23Most Finishes x1 / NADER / CR81

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

1282Skill RR
+4Skill RR delta
1283Peak 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 ? 15 valid updates
2026-07-06-15:20+13 performance
Activity: 10.6 min / 13 K / 12 A / 0 W
Score: actual 1.038 vs expected 0.873 / margin 0.164
Show exact performance breakdown
1.038Actual score
0.873Expected score
0.164Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.88
OBJECTIVE0.71
SUPPORT2.00
PRESSURE1.12
ground truth 1.05 vs legacy read 0.67 · 1 match window · 1.00 = your class target for this lobby
2026-07-06-15-00+28 performance
Activity: 5 min / 6 K / 6 A / 1 W
Score: actual 1.211 vs expected 0.856 / margin 0.354
Show exact performance breakdown
1.211Actual score
0.856Expected score
0.354Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.01
OBJECTIVE2.00
SUPPORT0.97
PRESSURE0.58
ground truth 1.27 vs legacy read 0.13 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-21:20+42 performance
Activity: 9.9 min / 18 K / 10 A / 2 W
Score: actual 1.268 vs expected 0.74 / margin 0.528
Show exact performance breakdown
1.268Actual score
0.74Expected score
0.528Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.23
OBJECTIVE2.00
SUPPORT0.04
PRESSURE0.68
ground truth 1.23 vs legacy read 1.14 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-21-00+17 performance
Activity: 18.8 min / 20 K / 17 A / 3 W
Score: actual 0.987 vs expected 0.767 / margin 0.22
Show exact performance breakdown
0.987Actual score
0.767Expected score
0.22Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.80
OBJECTIVE1.35
SUPPORT1.05
PRESSURE0.96
ground truth 0.99 vs legacy read 0.86 · 2 match window · 1.00 = your class target for this lobby
2026-07-05-20:20+35 performance
Activity: 9.7 min / 15 K / 7 A / 2 W
Score: actual 1.178 vs expected 0.734 / margin 0.444
Show exact performance breakdown
1.178Actual score
0.734Expected score
0.444Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.05
OBJECTIVE1.12
SUPPORT2.00
PRESSURE0.98
ground truth 1.23 vs legacy read 0.59 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-13:40-28 performance
Activity: 7.4 min / 5 K / 6 A / 3 W
Score: actual 0.401 vs expected 0.754 / margin -0.352
Show exact performance breakdown
0.401Actual score
0.754Expected score
-0.352Margin
79K-factor
2026-07-05-13:20+21 performance
Activity: 15.1 min / 18 K / 8 A / 3 W
Score: actual 0.991 vs expected 0.724 / margin 0.267
Show exact performance breakdown
0.991Actual score
0.724Expected score
0.267Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.72
OBJECTIVE1.24
SUPPORT1.34
PRESSURE0.89
ground truth 1.03 vs legacy read 0.42 · 3 match window · 1.00 = your class target for this lobby
2026-07-05-13-00+62 performance
Activity: 10.9 min / 10 K / 24 A / 2 W
Score: actual 1.232 vs expected 0.639 / margin 0.593
Show exact performance breakdown
1.232Actual score
0.639Expected score
0.593Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.15
OBJECTIVE1.40
SUPPORT2.00
PRESSURE0.91
ground truth 1.31 vs legacy read 0.28 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-12:40-16 performance
Activity: 3.6 min / 2 K / 3 A / 0 W
Score: actual 0.512 vs expected 0.664 / margin -0.152
Show exact performance breakdown
0.512Actual score
0.664Expected score
-0.152Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.64
OBJECTIVE0.34
SUPPORT0.60
PRESSURE0.55
ground truth 0.55 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-10-00-5 performance
Activity: 12.6 min / 14 K / 13 A / 3 W
Score: actual 0.657 vs expected 0.704 / margin -0.047
Show exact performance breakdown
0.657Actual score
0.704Expected score
-0.047Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.87
OBJECTIVE0.51
SUPPORT0.01
PRESSURE0.99
ground truth 0.69 vs legacy read 0.19 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-03-20
FIELD SHIFT Silver III / Skill RR 1282 / 0 RR
Position 367 / Objective Stopper / KPH 70 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-02-00
FIELD SHIFT Silver III / Skill RR 1282 / 0 RR
Position 368 / Objective Stopper / KPH 70 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-01-40
FIELD SHIFT Silver III / Skill RR 1282 / 0 RR
Position 369 / Objective Stopper / KPH 70 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-01-20
FIELD SHIFT Silver III / Skill RR 1282 / 0 RR
Position 369 / Objective Stopper / KPH 70 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-01-00
FIELD SHIFT Silver III / Skill RR 1282 / 0 RR
Position 369 / Objective Stopper / KPH 70 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-12-00-40
FIELD SHIFT Silver III / Skill RR 1282 / 0 RR
Position 368 / Objective Stopper / KPH 70 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-00-20
FIELD SHIFT Silver III / Skill RR 1282 / 0 RR
Position 367 / Objective Stopper / KPH 70 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-00-00
FIELD SHIFT Silver III / Skill RR 1282 / +1 RR
Position 367 / Objective Stopper / KPH 70 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-11-23-40
FIELD SHIFT Silver III / Skill RR 1281 / -1 RR
Position 367 / Objective Stopper / KPH 70 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-11-23-20
HELD Silver III / Skill RR 1282 / -1 RR
Position 367 / Objective Stopper / KPH 70 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
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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