Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
08:03
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
Magîc ***
Bronze I
👑 Contract Crown / 1 won
Contract Crown2026-06-21
SEASON I REWARD
Bronze V
Bronze V
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

Magîc ***1180 Skill RR

👑 Contract reward active - included in your Skill RR

Bronze I

Active SignalLive rank slot held / state file ? 8h ago
☣ Hazard pay1 RR lifetime / the system pays the mercs who endure a quarantined contract
1180Skill RR
#454Board position
Signal heldField state
28 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.
34/100
Pressure Deficit
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-7 Skill RR
BASE SKILL RR858
PRESSURE BUDGET±21 RR
VISIBLE PREVIEW851

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

34Current gauge
35Newest 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 Loss Won Won Won Won Won Loss Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Magîc *** 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 help after the first trade would turn useful minutes into stronger team rounds. The recent window is starting to show more team value.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: warming up
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
8 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_canarywharf · Stopwatch · Early Game
Maplast saved
obj_canarywharf
Stopwatch · Early Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1554
avg Skill RR 1554
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 · Rising · Skill RR is the rank signal
BOARD POSITION#454
Skill rating signal
Bronze I
1180Bronze I · Skill RR
Bronze I → Silver V95%
4 RR to Silver V28 RR above floor
1651Peak form
975All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
HOT+34 last 6
4 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapCobalt III
+471 gap
Standing moveSkill scale
+16
Rank pressureField opened
Field opened +5 RR
Idle field shiftoffline
+4
Player DNAStable read
Magîc *** 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. Cleaner trades around the obj would make the round work much harder to stop. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 13.3 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:57 UTC
NEXT SCAN 08:03
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #454 Magîc *** 1180 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -8.4 RR/UPDATE · PEAK FORM 1651 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
Magîc ***
Bronze I · Objective Stopper
#454BOARD POS
RR 1180PEAK 1651STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -8.4 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#453 franlagart is 1 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR4 of last 6 scored updates positive, +34 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1651Peak form
975All-time peak
0Ladder track
+28RR above floor
1180Bronze I · Skill RR95% TO SILVER V
Bronze I → Silver V95% · 4 RR needed
REACTOR PULSE · FORM LAST 6HOT +34
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1336 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-17-14-203 updates0
2026-07-16-13-405 updates0
2026-07-14-17-202 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+34HOT
Form Engine
net RR across last 6
+471peak form gap +16standing move +4idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
95
Objective
45
KPH
45
Support
23
Combat
8
63season KPH 58.7profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1180 RR · BRONZE I · BOARD #454
[23:31] > LEAK SCAN: COMBAT PRESSURE below target — drain -8.4 RR/update
[23:31] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
Magîc *** 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. Cleaner trades around the obj would make the round work much harder to stop. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 13.3 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 10.3 vs 75/h target · weight 20%
-8.4RR / update
Support actionsavg 4.4 vs 18/h target · weight 20%
-7.1RR / update
Kills per houravg 62.7 vs 152/h target · weight 20%
-4.5RR / update
Objective actionsavg 10.7 vs 17/h target · weight 20%
-4.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.2RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.6RR / update
Objective stops / C4 pressureavg 16.4 vs 13/h target · weight 20%
+5.5RR / update
Fix Simulator · Counterfactual
Average scored update right now+6.7 RR
Hit Combat pressure target — nothing else changes+18.8 RR / update
Hit Combat pressure + Support actions targets+29.7 RR / update
Counterfactual on the same games, same K-factor (~72). 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+14 net
Your games
+14
Field drift
0
2 scored updates in window
72h+37 net
Your games
+37
Field drift
0
7 scored updates in window
7d+24 net
Your games
+24
Field drift
0
12 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 19%RR
Top 66%Combat
Top 34%Objective
Top 59%Support
Top 55%KPH
Objective Stops95/100
Objective45/100
KPH45/100
Support23/100
Combat8/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game held (0 impact)
⬢ LEVEL HELD BADGE Bronze I TAPE SAYS Gold III
That was the competitive equivalent of a firm handshake. Professional. Respectable. Terrifies absolutely nobody.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
Treading water burns the same energy as swimming, so SWIM. Pick one thing next session and make it twice as loud. 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 V. 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▲ High16 / 13 clutch/h target
Objective Leaks
Team support▼ Major2.5 / 18 support/h target
Frag pressure▼ Medium19.4 / 75 combat/h target
Kill pace▼ Medium51.7 / 152 KPH target
Field Orders
Team supportTARGET2.5 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET19.4 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET51.7 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Steady enough. Next game, give the team something sharper than neutral. Next game: stay closer to teammates. Keep revives, assists and safe trades flowing so the push gets a second life. Coach order: pick them up, trade the mess, keep the push alive.
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 held 2026-07-17-15:20 / 0 game impact
Coach
LEVEL HELD
That was the competitive equivalent of a firm handshake. Professional. Respectable. Terrifies absolutely nobody.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IBronze I
The tape saysGold IIIGold III
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
Fast climb order
Treading water burns the same energy as swimming, so SWIM. Pick one thing next session and make it twice as loud. 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 V. 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 007 VETERAN UNDER ORDER: COMBAT
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 COMBAT in this file is 1.35, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Tonight's PRESSURE at 0.99 is a new file record - the old ceiling was 0.65. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.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.
COMBAT
I am not angry. Angry costs energy. This is just me reading a number out loud so we never see it again.
0.65
CLASS BAR 1.00
SUPPORT
Below the bar, above excuses. Fix it.
0.70
CLASS BAR 1.00
The drill // next sessionThe tape wants violence with a plan. More first contacts, cleaner trades, no tourist rounds.
CANARYWHARFLOST
Taking 356 a minute and answering with 269. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD 3 OF LAST 6
Direct hits detonate instantly and delete the light classes. Aim at bodies, not floors.
FILM ROOM // CANARY WHARF
Wharf is vertical: balconies, lifts, sightlines stacked on sightlines. Clear high before you cross open ground — most deaths here come from above.
34 of 50 across ten fights. The bus does not need another passenger. It needs an engine.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Clutch stops▲ High
16 / 13 clutch/h target
4 positive +34 last 6

Objective leaks

Team support▼ Major
2.5 / 18 support/h target
Frag pressure▼ Medium
19.4 / 75 combat/h target
Kill pace▼ Medium
51.7 / 152 KPH target
1 negative 0.722 vs 0.722

Field orders

Team supporttarget
2.5 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
19.4 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
51.7 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
This lobby was soft. SOFT. I expected the simple things done like a professional: hold your lane, trade your fights, touch the job. Bare minimum, written in crayon.
What your last games gave me
I watched that and only stood up to yell twice — and once was at the OTHER team. That is a good day for both of us.
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
Combat pressureavg 10.3 vs 75/h target · weight 20%
-8.4RR / update
Support actionsavg 4.4 vs 18/h target · weight 20%
-7.1RR / update
Kills per houravg 62.7 vs 152/h target · weight 20%
-4.5RR / update
Objective actionsavg 10.7 vs 17/h target · weight 20%
-4.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.2RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.6RR / update
Objective stops / C4 pressureavg 16.4 vs 13/h target · weight 20%
+5.5RR / update
Fix simulator
Average scored update right now+6.7 RR
Hit Combat pressure target — nothing else changes+18.8 RR / update
Hit Combat pressure + Support actions targets+29.7 RR / update
Counterfactual on the same games, same K-factor (~72). 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+14 net
Your games+14
Field drift0
2 scored updates in window
72h+37 net
Your games+37
Field drift0
7 scored updates in window
7d+24 net
Your games+24
Field drift0
12 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +0 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-14-203 updates0
2026-07-16-13-405 updates0
2026-07-14-17-202 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 19%RR
Top 66%Combat
Top 34%Objective
Top 59%Support
Top 55%KPH
Objective Stops95/100
Objective45/100
KPH45/100
Support23/100
Combat8/100
Personal intelligence / weekly compile

Loadout DNA // Magîc ***

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
246completed 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 PROXY / KE12 loadout card
PROXY / KE12Engineer

76 completed matches / 52.6% observed result

Signature 2 JAVELIN / SH56 loadout card
JAVELIN / SH56Fire Support

60 completed matches / 45.0% observed result

Signature 3 FRAGGER / M53 loadout card
FRAGGER / M53Assault

47 completed matches / 59.6% observed result

Signature 4 STOKER / T91 loadout card
STOKER / T91Fire Support

42 completed matches / 47.6% observed result

Role DNA
Combat
35
Objective
68
Support
18
Precision
31
Pressure
43
Compared with tracked ranked playersSTRONG evidence
02 / controlled test

Next field order

One change at a time. No random merc swap and no claim that an association guarantees a win.

Current STOKER / T91 loadout card
STOKER / T91Fire Support
Test STOKER / M55 loadout card
STOKER / M55Fire Support
Keep STOKER. Change one card.

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

42 completed matches / 47.6% observed result 11,568 completed carries / 2,875 players Personally confirmed field test
03 / map files

Your map dossier

Your observed card stays visible beside archive leads. Archive context explains history; it does not replace the current-build order above.

Underground47 personal / 48.9% observed
JAVELIN / SH56 loadout card
Your observed cardJAVELIN / SH56

26 completed matches / 34.6% observed result

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

965 archive carries / 500 players / 52.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge37 personal / 54.1% observed
JAVELIN / SH56 loadout card
Your observed cardJAVELIN / SH56

13 completed matches / 46.2% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel34 personal / 38.2% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

15 completed matches / 33.3% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle29 personal / 48.3% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

13 completed matches / 53.8% 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

Trainyard24 personal / 66.7% observed
ARTY / D43 loadout card
Your observed cardARTY / D43

12 completed matches / 58.3% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Heist16 personal / 50.0% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

7 completed matches / 71.4% observed result

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

1,331 archive carries / 500 players / 53.2% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% 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.

JAVELIN / SH41 loadout card
JAVELIN / SH41
NADER / CR73 loadout card
NADER / CR73
PROXY / KE12 loadout card
PROXY / KE12
Signature deck

7 completed matches / 71.4% 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.

Most Objective x6 / PROXY / KE12Most Ammo x4 / JAVELIN / SH56Most Objective x3 / PROXY / KE53Most Objective x3 / BUSHWHACKER / BL81

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

1160Skill RR
+5Skill RR delta
1166Peak 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 ? 27 valid updates
2026-07-17-15:200 performance
Activity: 24.4 min / 21 K / 21 A / 0 W
Score: actual 0.722 vs expected 0.722 / margin 0
Show exact performance breakdown
0.722Actual score
0.722Expected score
0Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.65
OBJECTIVE0.85
SUPPORT0.70
PRESSURE0.99
ground truth 0.76 vs legacy read 0.50 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-14:40+9 performance
Activity: 17.1 min / 25 K / 23 A / 2 W
Score: actual 0.895 vs expected 0.742 / margin 0.153
Show exact performance breakdown
0.895Actual score
0.742Expected score
0.153Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.04
OBJECTIVE0.80
SUPPORT0.08
PRESSURE1.28
ground truth 0.94 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-14:20+5 performance
Activity: 15.7 min / 19 K / 18 A / 2 W
Score: actual 0.797 vs expected 0.71 / margin 0.086
Show exact performance breakdown
0.797Actual score
0.71Expected score
0.086Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.85
OBJECTIVE0.85
SUPPORT0.22
PRESSURE1.02
ground truth 0.82 vs legacy read 0.64 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-15:20+15 performance
Activity: 17.4 min / 15 K / 27 A / 4 W
Score: actual 1.018 vs expected 0.767 / margin 0.251
Show exact performance breakdown
1.018Actual score
0.767Expected score
0.251Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 61% / ENGINEER 39%engine weight 90%
COMBAT0.93
OBJECTIVE1.19
SUPPORT0.47
PRESSURE1.02
ground truth 1.03 vs legacy read 0.67 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-15-00+11 performance
Activity: 13 min / 9 K / 14 A / 1 W
Score: actual 0.831 vs expected 0.69 / margin 0.14
Show exact performance breakdown
0.831Actual score
0.69Expected score
0.14Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 53% / FIRESUPPORT 47%engine weight 90%
COMBAT0.81
OBJECTIVE1.13
SUPPORT0.37
PRESSURE0.82
ground truth 0.89 vs legacy read 0.15 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-14:40-6 performance
Activity: 18.9 min / 16 K / 21 A / 2 W
Score: actual 0.625 vs expected 0.699 / margin -0.074
Show exact performance breakdown
0.625Actual score
0.699Expected score
-0.074Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.59
OBJECTIVE0.92
SUPPORT0.29
PRESSURE1.05
ground truth 0.67 vs legacy read 0.38 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-14-00-12 performance
Activity: 19.2 min / 15 K / 21 A / 3 W
Score: actual 0.659 vs expected 0.808 / margin -0.149
Show exact performance breakdown
0.659Actual score
0.808Expected score
-0.149Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.71
OBJECTIVE0.69
SUPPORT0.28
PRESSURE0.90
ground truth 0.70 vs legacy read 0.37 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-13:40+15 performance
Activity: 5.8 min / 10 K / 13 A / 0 W
Score: actual 0.91 vs expected 0.721 / margin 0.19
Show exact performance breakdown
0.91Actual score
0.721Expected score
0.19Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.10
OBJECTIVE1.10
SUPPORT0.07
PRESSURE0.78
ground truth 0.92 vs legacy read 0.78 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-17:40+41 performance
Activity: 9.9 min / 6 K / 10 A / 1 W
Score: actual 1.222 vs expected 0.705 / margin 0.517
Show exact performance breakdown
1.222Actual score
0.705Expected score
0.517Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.78
OBJECTIVE2.00
SUPPORT0.53
PRESSURE0.70
ground truth 1.27 vs legacy read 0.55 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-17:20-14 performance
Activity: 8.6 min / 12 K / 8 A / 0 W
Score: actual 0.603 vs expected 0.779 / margin -0.176
Show exact performance breakdown
0.603Actual score
0.779Expected score
-0.176Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.74
OBJECTIVE0.29
SUPPORT0.51
PRESSURE0.87
ground truth 0.65 vs legacy read 0.31 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
HELD Bronze I / Skill RR 1160 / 0 RR
Position 482 / Objective Stopper / KPH 58.71 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-23-00
HELD Bronze I / Skill RR 1160 / 0 RR
Position 482 / Objective Stopper / KPH 58.71 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-22-40
HELD Bronze I / Skill RR 1160 / -1 RR
Position 482 / Objective Stopper / KPH 58.71 / 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 I / Skill RR 1161 / 0 RR
Position 481 / Objective Stopper / KPH 58.71 / 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 I / Skill RR 1161 / +1 RR
Position 483 / Objective Stopper / KPH 58.71 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Bronze I / Skill RR 1160 / 0 RR
Position 485 / Objective Stopper / KPH 58.71 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
HELD Bronze I / Skill RR 1160 / 0 RR
Position 484 / Objective Stopper / KPH 58.71 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-21-00
HELD Bronze I / Skill RR 1160 / 0 RR
Position 484 / Objective Stopper / KPH 58.71 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-20-40
FIELD SHIFT Bronze I / Skill RR 1160 / -2 RR
Position 484 / Objective Stopper / KPH 58.71 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -2 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Bronze I / Skill RR 1162 / 0 RR
Position 483 / Objective Stopper / KPH 58.71 / 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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