Tracked players: 7385 · 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 through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1295 / 7385Active ranked this season
02:10
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.

2026-10-19 Last update UTC 18:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Biooo.
SIGNAL LOST - FLATLINED
Over 30 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.
Cobalt III
Cobalt strike vaultElite-gate contract

Biooo.1697 Skill RR

Cobalt III

Lost SignalLast proven rank saved / live slot released / state file ? 68.2d ago
☣ Hazard pay1 RR lifetime / the system pays the mercs who endure a quarantined contract
1697Skill 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.
60/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+8 Skill RR
LADDER TRACK BASE1633
PRESSURE BUDGET±41 RR
VISIBLE PREVIEW1641
Silent Support x 3Field Closer x 2

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

60Current gauge
72Newest 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 Abandoned Won Won Won Loss Abandoned Loss Won Loss
Open DBStats Profile ↗
Ranked read

Biooo. brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. More obj touches around those fights would make this player harder to play against. There is also useful stop pressure around plants, defuses, and late-round fights. The next jump is about turning the good moments into more obj work and stop pressure for the team.

Team value: support value Strongest: support value · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
68 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
//Fan´s Tower of Terror\\ - Celebrate lvl 1000
obj_whitechapel · Objective · Post Game
Maplast saved
obj_whitechapel
Objective · Post Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1501
avg Skill RR 1501
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
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Cobalt III
1697Cobalt III · Skill RR
Cobalt III → Cobalt II21%
68 RR to Cobalt II18 RR above floor
2150Peak form
1641All-time peak
1633Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Support · Secondary: Objective Stops
Form engine
HOT+52 last 6
4 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+453 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftnone
—
Player DNAStable read
Biooo. brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. More fight pressure near the team would make those useful minutes much more dangerous. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 34.4 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 18:37:52 UTC
NEXT SCAN 02:09
CONTACTS 1295 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Biooo. 1697 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -12.8 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
Sentinel™
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
Biooo.
Cobalt III · Held-Rank Veteran
—BOARD POS
RR 1697PEAK 2150STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -12.8 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR4 of last 6 scored updates positive, +52 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2150Peak form
1641All-time peak
1633Ladder track
+18RR above floor
1697Cobalt III · Skill RR21% TO COBALT II
Cobalt III → Cobalt II21% · 68 RR needed
REACTOR PULSE · FORM LAST 6HOT +52
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (410 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
+4.8 1st Deployopener
-2.5 2nd Deploybleeding
+9 3rd+ Deploylate game
⬢ Standing Order
Warm up before scored time.
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Strongest Window
1217 UTC avg +8.6 RR / update over 7 updates weakest: 0005 UTC (avg -4)
Recent Sessions
2026-08-12-12-206 updates+52
2026-08-12-04-002 updates-8
2026-08-11-18-201 update-2
2026-08-11-15-201 update+8
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+52HOT
Form Engine
net RR across last 6
+453peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Support
100
Objective Stops
100
KPH
75
Combat
27
Objective
22
104.9season KPH 97.7profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[18:37] > SCAN CYCLE 1837 COMPLETE — 1295 contacts indexed
[18:37] > RATING SIGNAL LOCKED: 1697 RR · COBALT III
[18:37] > LEAK SCAN: COMBAT PRESSURE below target — drain -12.8 RR/update
[18:37] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
Biooo. brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. More fight pressure near the team would make those useful minutes much more dangerous. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 34.4 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 9.7 vs 75/h target · weight 20%
-12.8RR / update
Objective actionsavg 6.2 vs 17/h target · weight 20%
-10.3RR / update
Kills per houravg 88.1 vs 152/h target · weight 20%
-7.5RR / update
Objective stops / C4 pressureavg 19.4 vs 13/h target · weight 20%
-5.8RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Support actionsavg 45.8 vs 18/h target · weight 20%
+0.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Fix Simulator · Counterfactual
Average scored update right now+5 RR
Hit Combat pressure target — nothing else changes+15.4 RR / update
Hit Combat pressure + Objective actions targets+24.6 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+44 net
Your games
+44
Field drift
0
7 scored updates in window
72h+138 net
Your games
+138
Field drift
0
15 scored updates in window
7d+398 net
Your games
+398
Field drift
0
72 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 3%RR
Top 18%Combat
Top 69%Objective
Top 3%Support
Top 10%KPH
Support100/100
Objective Stops100/100
KPH75/100
Combat27/100
Objective22/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-8 impact)
⬢ NOT ENOUGH BADGE Cobalt III TAPE SAYS Elite
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
⬢ FAST CLIMB ORDER
The path up is blocked by a problem with YOUR name on it. Next session we clear the road. Then, and only then, we talk badges. Healing without teeth. Your squad stays alive and then loses every fight anyway, because their medic shoots like a pacifist. Bring your weapon to the engagement. Suppress a lane. Make the enemy respect the medic — then FEAR the medic. Cobalt II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
▲
Team support▲ High111.7 / 18 support/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Clutch stops▼ Major0 / 13 clutch/h target
▼
Frag pressure▼ Major5.8 / 75 combat/h target
Field Orders
◎
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
◎
Frag pressureTARGET5.8 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Careful. The round wanted more from you than background pressure. 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 hurt 2026-08-12-14:40 / -8 game impact
Coach
NOT ENOUGH
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IIICobalt III
➞
The tape saysEliteElite
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
The path up is blocked by a problem with YOUR name on it. Next session we clear the road. Then, and only then, we talk badges. Healing without teeth. Your squad stays alive and then loses every fight anyway, because their medic shoots like a pacifist. Bring your weapon to the engagement. Suppress a lane. Make the enemy respect the medic — then FEAR the medic. Cobalt II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 008 STUDENT UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksPage 8. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.And before you argue with the board: the best OBJECTIVE in this file is 1.67, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Your last pages average 0.87 on OBJECTIVE. Tonight reads 0.15. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.I am not asking you to be great tomorrow. I am ordering you to be HONEST tomorrow - drill done, feet where the round lives. Greatness is just honesty with repetitions.
OBJECTIVE
I pulled this tape twice because I refused to believe it the first time. I believed it the second time. That is the part that hurts.
0.15
CLASS BAR 1.00
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
2.00
CLASS BAR 1.00
The drill // next sessionI am not asking. Great hands, wrong postcode. Move the clinic onto the objective and keep it open until the siren.
WHITECHAPELLOST
28 get-ups. Somewhere out there, 28 players owe you a drink and do not even know your callsign.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
GUARDIAN
IN YOUR SQUAD EVERY RECENT GAME
Only medic with an assault rifle — trade like a fighter between revives. And know the one thing the drone cannot stop: Kira's beam is not a projectile.
▸FILM ROOM // WHITECHAPEL
Chapel is a long escort with brutal chokes. Whoever wins the sky above the vehicle wins the map — strikes on the EV, denial on their strikes.
Ten straight fights above your share - 60 against 50. The bench sees it. I see it.
❞I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Team support▲ High
111.7 / 18 support/h target
4 positive +52 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
5.8 / 75 combat/h target
1 negative 1.107 vs 1.232

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressuretarget
5.8 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
At Cobalt the enemy does not get to have plans. I expected you to find their plan, set it on fire, and warm your hands on it.
What your last games gave me
You dismantled their whole structure in round one and then spent the rest of the match charging them rent on the ruins.
How fast this can move you
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 9.7 vs 75/h target · weight 20%
-12.8RR / update
Objective actionsavg 6.2 vs 17/h target · weight 20%
-10.3RR / update
Kills per houravg 88.1 vs 152/h target · weight 20%
-7.5RR / update
Objective stops / C4 pressureavg 19.4 vs 13/h target · weight 20%
-5.8RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Support actionsavg 45.8 vs 18/h target · weight 20%
+0.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Fix simulator
Average scored update right now+5 RR
Hit Combat pressure target — nothing else changes+15.4 RR / update
Hit Combat pressure + Objective actions targets+24.6 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+44 net
Your games+44
Field drift0
7 scored updates in window
72h+138 net
Your games+138
Field drift0
15 scored updates in window
7d+398 net
Your games+398
Field drift0
72 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
1217 UTC avg +8.6 RR / update over 7 updates weakest: 0005 UTC (avg -4)
Fatigue signature · avg RR by update # in a session
+4.81st
-2.52nd
+93rd+
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Recent sessions
2026-08-12-12-206 updates+52
2026-08-12-04-002 updates-8
2026-08-11-18-201 update-2
2026-08-11-15-201 update+8
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 3%RR
Top 18%Combat
Top 69%Objective
Top 3%Support
Top 10%KPH
Support100/100
Objective Stops100/100
KPH75/100
Combat27/100
Objective22/100
Personal intelligence / weekly compile

Loadout DNA // Biooo.

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

Weekly compile pending
0completed proof matches
0maps in personal file
Unresolveddominant field lane
COMPILE PENDINGlast seven days

Weekly loadout compile queued

This player ranked after the latest weekly build. The public Field Manual works now; the personal dossier will appear after the next compile.

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 Field Manual

Skill movement + performance history

1697Public Skill RR now
+3Recorded season RR change
+50Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

Line = season RR before public adjustments. Bars match the last ten scored updates below, filtered by the selected range. Performance is a different unit—not direct public RR gains.

Current accounting: 1697 season RR + 0 public adjustment = 1697 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 74 valid updates
2026-08-12-14:40-8 performance
Activity: 15 min / 12 K / 7 A / 0 W
Score: actual 1.107 vs expected 1.232 / margin -0.125
Show exact performance breakdown
1.107Actual score
1.232Expected score
-0.125Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.73
OBJECTIVE0.15
SUPPORT2.00
PRESSURE0.88
ground truth 1.19 vs legacy read 0.52 · 1 match window · 1.00 = your class target for this lobby
2026-08-12-14:20+18 performance
Activity: 15.1 min / 17 K / 13 A / 2 W
Score: actual 1.443 vs expected 1.153 / margin 0.29
Show exact performance breakdown
1.443Actual score
1.153Expected score
0.29Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.11
OBJECTIVE1.19
SUPPORT2.00
PRESSURE1.18
ground truth 1.53 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-08-12-14-00+16 performance
Activity: 13.5 min / 12 K / 16 A / 0 W
Score: actual 1.33 vs expected 1.072 / margin 0.258
Show exact performance breakdown
1.33Actual score
1.072Expected score
0.258Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.13
OBJECTIVE0.79
SUPPORT2.00
PRESSURE0.93
ground truth 1.40 vs legacy read 0.53 · 1 match window · 1.00 = your class target for this lobby
2026-08-12-13:20+10 performance
Activity: 14.4 min / 34 K / 16 A / 2 W
Score: actual 1.274 vs expected 1.105 / margin 0.17
Show exact performance breakdown
1.274Actual score
1.105Expected score
0.17Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.55
OBJECTIVE1.00
SUPPORT1.07
PRESSURE0.98
ground truth 1.27 vs legacy read 1.06 · 2 match window · 1.00 = your class target for this lobby
2026-08-12-13-00+16 performance
Activity: 22.2 min / 27 K / 19 A / 3 W
Score: actual 1.531 vs expected 1.261 / margin 0.27
Show exact performance breakdown
1.531Actual score
1.261Expected score
0.27Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 61% / ASSAULT 39%engine weight 90%
COMBAT1.20
OBJECTIVE1.72
SUPPORT2.00
PRESSURE0.75
ground truth 1.57 vs legacy read 1.05 · 2 match window · 1.00 = your class target for this lobby
2026-08-12-12:200 performance
Activity: 13 min / 13 K / 15 A / 1 W
Score: actual 1.226 vs expected 1.233 / margin -0.006
Show exact performance breakdown
1.226Actual score
1.233Expected score
-0.006Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.07
OBJECTIVE0.57
SUPPORT2.00
PRESSURE0.75
ground truth 1.33 vs legacy read 0.13 · 1 match window · 1.00 = your class target for this lobby
2026-08-12-04:20-21 performance
Activity: 6.6 min / 10 K / 5 A / 0 W
Score: actual 0.902 vs expected 1.241 / margin -0.339
Show exact performance breakdown
0.902Actual score
1.241Expected score
-0.339Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.27
OBJECTIVE0.82
SUPPORT0.83
PRESSURE1.03
ground truth 0.94 vs legacy read 0.69 · 1 match window · 1.00 = your class target for this lobby
2026-08-12-04-00+13 performance
Activity: 6 min / 4 K / 8 A / 2 W
Score: actual 1.464 vs expected 1.249 / margin 0.215
Show exact performance breakdown
1.464Actual score
1.249Expected score
0.215Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.00
OBJECTIVE1.87
SUPPORT2.00
PRESSURE0.69
ground truth 1.57 vs legacy read 0.50 · 1 match window · 1.00 = your class target for this lobby
2026-08-11-18:20-2 performance
Activity: 14.2 min / 5 K / 2 A / 0 W
Score: actual 1.275 vs expected 1.315 / margin -0.04
Show exact performance breakdown
1.275Actual score
1.315Expected score
-0.04Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.86
OBJECTIVE1.07
SUPPORT2.00
PRESSURE0.74
ground truth 1.39 vs legacy read 0.51 · 2 match window · 1.00 = your class target for this lobby
2026-08-11-15:20+8 performance
Activity: 28 min / 59 K / 40 A / 5 W
Score: actual 1.352 vs expected 1.225 / margin 0.127
Show exact performance breakdown
1.352Actual score
1.225Expected score
0.127Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.52
OBJECTIVE1.91
SUPPORT0.48
PRESSURE0.85
ground truth 1.36 vs legacy read 1.00 · 2 match window · 1.00 = your class target for this lobby
2026-08-12-05-00
HELD Cobalt III / Skill RR 1694 / +12 RR
Position 88 / Support / Revive / KPH 98.49 / Performance 0 / Field shift - / Ladder track 1581
  • Stored season RR movement: +12. Historical own/field RR attribution is unavailable.
2026-08-11-12-20
MATCH IMPACT Cobalt III / Skill RR 1682 / +8 RR
Position 94 / Support / Revive / KPH 97.45 / Performance +25 / Field shift - / Ladder track 1558
  • +25 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions, Objective actions and Verified public data bonus. Weak/low signals: Combat pressure, Kills per hour and Objective stops / C4 pressure.
Show exact performance breakdown
1.666Actual score
1.249Expected score
0.417Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.57
OBJECTIVE1.64
SUPPORT2.00
PRESSURE0.77
ground truth 1.65 vs legacy read 1.17 · 2 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 11.7 delta / Combat score / hour 31.7
Score: 0.422 / Weight: 19.5% / Impact: -0.161
Support actionsPushed RR up
Measured: 42 delta / Support score / hour 113.7
Score: 2 / Weight: 20% / Impact: +0.15
Kills per hourPulled RR down
Measured: 38 kills / Kills / hour 102.9
Score: 0.677 / Weight: 19.5% / Impact: -0.112
Objective actionsPushed RR up
Measured: 10.5 delta / Objective score / hour 28.4
Score: 1.672 / Weight: 20% / Impact: +0.085
Objective stops / C4 pressurePulled RR down
Measured: 4.3 delta / Stop score / hour 11.6
Score: 0.895 / Weight: 20% / Impact: -0.071
Verified public data bonusPushed RR up
Measured: soft field faced, carried the lobby (1.74x avg output), measured accuracy 36%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
2026-08-11-12-00
HELD Gold I / Skill RR 1674 / 0 RR
Position 99 / Support / Revive / KPH 97.36 / Performance 0 / Field shift - / Ladder track 1533
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-11-11-20
MATCH IMPACT Gold I / Skill RR 1674 / +6 RR
Position 100 / Support / Revive / KPH 97.36 / Performance +23 / Field shift - / Ladder track 1533
  • +23 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions and Verified public data bonus. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
1.578Actual score
1.208Expected score
0.369Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.60
OBJECTIVE1.27
SUPPORT2.00
PRESSURE1.03
ground truth 1.66 vs legacy read 0.49 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.242
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.242
Combat pressurePulled RR down
Measured: 1 delta / Combat score / hour 5.6
Score: 0.075 / Weight: 19.5% / Impact: -0.221
Kills per hourPulled RR down
Measured: 17 kills / Kills / hour 95.6
Score: 0.629 / Weight: 19.5% / Impact: -0.113
Support actionsPushed RR up
Measured: 5 delta / Support score / hour 28.1
Score: 1.563 / Weight: 20% / Impact: +0.071
Verified public data bonusPushed RR up
Measured: soft field faced, carried the lobby (1.51x avg output), measured accuracy 33% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-08-11-11-00
MATCH IMPACT Gold I / Skill RR 1668 / +7 RR
Position 107 / Support / Revive / KPH 97.37 / Performance +15 / Field shift - / Ladder track 1510
  • +15 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Objective actions and Verified public data bonus. Weak/low signals: Combat pressure, Support actions and Kills per hour.
Show exact performance breakdown
1.46Actual score
1.21Expected score
0.25Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.35
OBJECTIVE1.88
SUPPORT2.00
PRESSURE1.16
ground truth 1.48 vs legacy read 1.11 · 1 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 1 delta / Combat score / hour 5.5
Score: 0.073 / Weight: 19.5% / Impact: -0.222
Objective stops / C4 pressurePushed RR up
Measured: 6.5 delta / Stop score / hour 35.7
Score: 2 / Weight: 20% / Impact: +0.158
Objective actionsPushed RR up
Measured: 5.5 delta / Objective score / hour 30.2
Score: 1.778 / Weight: 20% / Impact: +0.114
Support actionsPulled RR down
Measured: 2.5 delta / Support score / hour 13.7
Score: 0.763 / Weight: 20% / Impact: -0.089
Kills per hourPulled RR down
Measured: 21 kills / Kills / hour 115.4
Score: 0.759 / Weight: 19.5% / Impact: -0.088
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 32%, heavy measured damage output / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Show older movement history / 5
2026-08-11-10-40
HELD Gold I / Skill RR 1661 / 0 RR
Position 115 / Support / Revive / KPH 97.21 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-11-10-20
HELD Gold I / Skill RR 1661 / 0 RR
Position 115 / Support / Revive / KPH 97.21 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-11-10-00
HELD Gold I / Skill RR 1661 / 0 RR
Position 115 / Support / Revive / KPH 97.21 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-11-09-40
HELD Gold I / Skill RR 1661 / 0 RR
Position 115 / Support / Revive / KPH 97.21 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-11-09-20
HELD Gold I / Skill RR 1661 / +1 RR
Position 115 / Support / Revive / KPH 97.21 / Performance 0 / Field shift -
  • Stored season RR movement: +1. Historical own/field RR attribution is unavailable.
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 season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

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 recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

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.

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

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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