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
19:28
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
∞★♛Zer0 ☯ Ultimate ☯ Storm ☢
RESTITUTION PAID — +34 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +34 RR on Oct 7, 2026 16:20 UTC. Games poisoned by cheaters can never count against anyone here.
Gold IV
SEASON I REWARD
Silver I
Silver I
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

∞★♛Zer0 ☯ Ultimate ☯ Storm ☢1512 Skill RR

Gold IV

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay +1 RR active15 RR lifetime / the system pays the mercs who endure a quarantined contract
1512Skill RR
#476Board position
Negative impactField state
53 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.
54/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+2 Skill RR
LADDER TRACK BASE1172
PRESSURE BUDGET±29 RR
VISIBLE PREVIEW1174
Field Closer x 1Pressure Rescue x 1Silent Support x 1

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

54Current gauge
71Newest 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 Loss Won Loss Won Abandoned Won Loss Won Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

∞★♛Zer0 ☯ Ultimate ☯ Storm ☢ 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 direct round work would make the value easier for any team to feel. The next jump is about turning the good moments into more obj work and fight pressure for the team.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb live scan · current monitored server
Live now
just now · 22 DBRanked servers · scan fresh
Current serverlive scan
peace and love <3
obj_dockyard · Objective · Late Game
Mapcurrent cache
obj_dockyard
Objective · Late Game
Same live lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1556
avg Skill RR 1556
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
66 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#476
Skill rating signal
Gold IV
1512Gold IV · Skill RR
Gold IV → Gold III92%
5 RR to Gold III53 RR above floor
2140Peak form
1331All-time peak
1172Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-36 last 6
0 positive · 4 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapElite
+628 gap
Standing moveSkill scale
-16
Rank pressureField opened
Field opened +1 RR
Idle field shiftoffline
0
Player DNAStable read
You do not want ∞★♛Zer0 ☯ Ultimate ☯ Storm ☢ near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More fight pressure near the team would make those useful minutes much more dangerous. The support side gives the team second chances when the push gets messy. Current stop pace sits around 24.1 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 18:20:34 UTC
NEXT SCAN 19:26
CONTACTS 1295 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #476 ∞★♛Zer0 ☯ Ultimate ☯ Storm ☢ 1512 RR · FORM COLD — 0/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -10.3 RR/UPDATE · PEAK FORM 2140 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
Sentinel™
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
∞★♛Zer0 ☯ Ultimate ☯ Storm ☢
Gold IV · Objective Stopper
#476BOARD POS
RR 1512PEAK 2140STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -10.3 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
▼
Cold StreakSEV-24 negative in the last 6 updates, -36 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2140Peak form
1331All-time peak
1172Ladder track
+53RR above floor
1512Gold IV · Skill RR92% TO GOLD III
Gold IV → Gold III92% · 5 RR needed
REACTOR PULSE · FORM LAST 6COLD -36
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (2304 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
-0.7 2nd Deploybleeding
-0.5 3rd+ Deploybleeding
⬢ 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 +1.4 RR / update over 5 updates weakest: 0005 UTC (avg -0.5)
Recent Sessions
2026-10-19-17-402 updates-28
2026-10-18-23-206 updates+31
2026-10-13-20-402 updates-7
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
0/6HOT RATIO
Hot Ratio
positive in last 6 updates
-36COLD
Form Engine
net RR across last 6
+628peak form gap -16standing move 0idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
50
Support
45
Objective
41
Combat
21
86.2season KPH 65profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[18:20] > SCAN CYCLE 1820 COMPLETE — 1295 contacts indexed
[18:20] > RATING SIGNAL LOCKED: 1512 RR · GOLD IV · BOARD #476
[18:20] > LEAK SCAN: COMBAT PRESSURE below target — drain -10.3 RR/update
[18:20] > FORM ENGINE: 0/6 positive — band COLD, stability 67%
Sentinel Read · Player Assessment
You do not want ∞★♛Zer0 ☯ Ultimate ☯ Storm ☢ near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More fight pressure near the team would make those useful minutes much more dangerous. The support side gives the team second chances when the push gets messy. Current stop pace sits around 24.1 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 11.5 vs 75/h target · weight 20%
-10.3RR / update
Objective actionsavg 4.3 vs 17/h target · weight 20%
-9.4RR / update
Kills per houravg 82.4 vs 152/h target · weight 20%
-5.7RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Support actionsavg 26.6 vs 18/h target · weight 20%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1RR / update
Objective stops / C4 pressureavg 26.4 vs 13/h target · weight 20%
+2.9RR / update
Fix Simulator · Counterfactual
Average scored update right now-0.2 RR
Hit Combat pressure target — nothing else changes+9.9 RR / update
Hit Combat pressure + Objective actions targets+19 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+3 net
Your games
+3
Field drift
0
8 scored updates in window
72h+3 net
Your games
+3
Field drift
0
8 scored updates in window
7d-15 net
Your games
-15
Field drift
0
11 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 8%RR
Top 26%Combat
Top 39%Objective
Top 24%Support
Top 39%KPH
Objective Stops100/100
KPH50/100
Support45/100
Objective41/100
Combat21/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-19 impact)
⬢ ANGRY REVIEW BADGE Gold IV TAPE SAYS Gold III
Sub-par across the board. You fell out of position so often I started marking it like a drinking game, and then I stopped, for health reasons.
Coach blood pressureWHISTLE CASUALTY
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
We are in the trench and the only order is HOLD. Basics, repeated, until the tape stops looking like a crime scene. Then we talk about the future. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are ONE good night from Gold 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▲ Medium15.5 / 13 clutch/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Frag pressure▼ Major0 / 75 combat/h target
▼
Team support▼ Major6.2 / 18 support/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.
◎
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Team supportTARGET6.2 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
That one hurt. Not because of one mistake — because the round needed more obj work when it mattered. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. Coach order: the obj should know your name by halftime.
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 2026-10-19-18:20 / -19 game impact
Coach
ANGRY REVIEW
Sub-par across the board. You fell out of position so often I started marking it like a drinking game, and then I stopped, for health reasons.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
➞
The tape saysGold IIIGold III
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
We are in the trench and the only order is HOLD. Basics, repeated, until the tape stops looking like a crime scene. Then we talk about the future. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are ONE good night from Gold 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
MEDICjudged by your class bar
FILE 011 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksSession 11, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.And before you argue with the board: the best OBJECTIVE in this file is 1.86, set by YOU. I do not hold players to my standards. I hold them to their own receipts.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
OBJECTIVE
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.44
CLASS BAR 1.00
SUPPORT
I am not angry. Angry costs energy. This is just me reading a number out loud so we never see it again.
0.61
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Great hands, wrong postcode. Move the clinic onto the objective and keep it open until the siren.
DOCKYARDLOST
5 pulled off the floor - 2.1 saves every ten minutes. Keep the defib hot.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHOENIX
IN YOUR SQUAD EVERY RECENT GAME
Count the enemies who saw you drop. Self-revive into the gap they left, not the crosshair they kept — patience turns the second life into two answers.
▸FILM ROOM // DOCKYARD
Dockyard rewards the third dimension: wall-jump the container lines and arrive where nobody rents. Ground-floor Dockyard is playing half the map.
❞I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ Medium
15.5 / 13 clutch/h target
1 positive -30 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
0 / 75 combat/h target
Team support▼ Major
6.2 / 18 support/h target
5 negative 0.659 vs 0.963

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.
Team supporttarget
6.2 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
What I expected from your last games
At this level, existing is not a contribution. I expected you to bend rounds. Win the fight that opens the lane. Hold the corner that saves the plant. BE somebody.
What your last games gave me
Solid work that built rounds. Constant pressure, smart utility, a crosshair that knew where the job lived. I slept that night. Eight hours. Thank you.
How fast this can move you
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
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 11.5 vs 75/h target · weight 20%
-10.3RR / update
Objective actionsavg 4.3 vs 17/h target · weight 20%
-9.4RR / update
Kills per houravg 82.4 vs 152/h target · weight 20%
-5.7RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Support actionsavg 26.6 vs 18/h target · weight 20%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1RR / update
Objective stops / C4 pressureavg 26.4 vs 13/h target · weight 20%
+2.9RR / update
Fix simulator
Average scored update right now-0.2 RR
Hit Combat pressure target — nothing else changes+9.9 RR / update
Hit Combat pressure + Objective actions targets+19 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+3 net
Your games+3
Field drift0
8 scored updates in window
72h+3 net
Your games+3
Field drift0
8 scored updates in window
7d-15 net
Your games-15
Field drift0
11 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 +1.4 RR / update over 5 updates weakest: 0005 UTC (avg -0.5)
Fatigue signature · avg RR by update # in a session
+01st
-0.72nd
-0.53rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-10-19-17-402 updates-28
2026-10-18-23-206 updates+31
2026-10-13-20-402 updates-7
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 26%Combat
Top 39%Objective
Top 24%Support
Top 39%KPH
Objective Stops100/100
KPH50/100
Support45/100
Objective41/100
Combat21/100
Personal intelligence / weekly compile

Loadout DNA // ∞★♛Zer0 ☯ Ultimate ☯ Storm ☢

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

1512Public Skill RR now
-6Recorded season RR change
-4Performance 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: 1511 season RR + +1 public adjustment = 1512 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 · 66 valid updates
2026-10-19-18:20-19 performance
Activity: 23.6 min / 19 K / 13 A / 0 W
Score: actual 0.659 vs expected 0.963 / margin -0.304
Show exact performance breakdown
0.659Actual score
0.963Expected score
-0.304Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.83
OBJECTIVE0.44
SUPPORT0.61
PRESSURE1.14
ground truth 0.69 vs legacy read 0.40 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-17:40-9 performance
Activity: 38 min / 48 K / 48 A / 4 W
Score: actual 0.869 vs expected 1.017 / margin -0.147
Show exact performance breakdown
0.869Actual score
1.017Expected score
-0.147Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.22
OBJECTIVE0.39
SUPPORT0.84
PRESSURE1.14
ground truth 0.86 vs legacy read 0.80 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-01-00-1 performance
Activity: 23.3 min / 36 K / 22 A / 2 W
Score: actual 1.042 vs expected 1.051 / margin -0.009
Show exact performance breakdown
1.042Actual score
1.051Expected score
-0.009Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.30
OBJECTIVE0.85
SUPPORT0.52
PRESSURE1.16
ground truth 1.04 vs legacy read 0.93 · 3 match window · 1.00 = your class target for this lobby
2026-10-19-00:40-7 performance
Activity: 7.4 min / 10 K / 11 A / 2 W
Score: actual 0.914 vs expected 1.035 / margin -0.121
Show exact performance breakdown
0.914Actual score
1.035Expected score
-0.121Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.30
OBJECTIVE0.66
SUPPORT0.16
PRESSURE0.98
ground truth 0.92 vs legacy read 0.65 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-00:20-7 performance
Activity: 32.4 min / 38 K / 38 A / 6 W
Score: actual 0.934 vs expected 1.046 / margin -0.112
Show exact performance breakdown
0.934Actual score
1.046Expected score
-0.112Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 54% / RECON 46%engine weight 90%
COMBAT1.05
OBJECTIVE1.07
SUPPORT0.57
PRESSURE0.93
ground truth 0.98 vs legacy read 0.46 · 3 match window · 1.00 = your class target for this lobby
2026-10-19-00-00+13 performance
Activity: 11.8 min / 6 K / 21 A / 2 W
Score: actual 1.304 vs expected 1.084 / margin 0.22
Show exact performance breakdown
1.304Actual score
1.084Expected score
0.22Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.98
OBJECTIVE0.59
SUPPORT2.00
PRESSURE1.14
ground truth 1.37 vs legacy read 0.48 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-23:40+14 performance
Activity: 11.1 min / 6 K / 11 A / 0 W
Score: actual 1.273 vs expected 1.037 / margin 0.236
Show exact performance breakdown
1.273Actual score
1.037Expected score
0.236Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.82
OBJECTIVE1.02
SUPPORT2.00
PRESSURE0.80
ground truth 1.37 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-23:20+19 performance
Activity: 19.9 min / 38 K / 27 A / 2 W
Score: actual 1.372 vs expected 1.054 / margin 0.318
Show exact performance breakdown
1.372Actual score
1.054Expected score
0.318Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 55% / RECON 45%engine weight 90%
COMBAT1.57
OBJECTIVE1.04
SUPPORT1.32
PRESSURE0.94
ground truth 1.38 vs legacy read 1.04 · 2 match window · 1.00 = your class target for this lobby
2026-10-13-21-00+3 performance
Activity: 69.5 min / 29 K / 17 A / 0 W
Score: actual 1.015 vs expected 0.965 / margin 0.05
Show exact performance breakdown
1.015Actual score
0.965Expected score
0.05Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 65% / ASSAULT 35%engine weight 90%
COMBAT1.17
OBJECTIVE1.16
SUPPORT0.54
PRESSURE1.05
ground truth 1.04 vs legacy read 0.65 · 3 match window · 1.00 = your class target for this lobby
2026-10-13-20:40-10 performance
Activity: 44.7 min / 61 K / 72 A / 2 W
Score: actual 0.805 vs expected 0.963 / margin -0.158
Show exact performance breakdown
0.805Actual score
0.963Expected score
-0.158Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.99
OBJECTIVE0.40
SUPPORT0.35
PRESSURE1.20
ground truth 0.81 vs legacy read 0.85 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-18-20
MATCH IMPACT Gold III / Skill RR 1511 / -9 RR
Position 479 / Objective Stopper / KPH 64.96 / Performance -19 / Field shift 0 / Ladder track 1172
  • -19 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Combat pressure and Support actions. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.659Actual score
0.963Expected score
-0.304Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.83
OBJECTIVE0.44
SUPPORT0.61
PRESSURE1.14
ground truth 0.69 vs legacy read 0.40 · 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: -0.193
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.188
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 6.2
Score: 0.345 / Weight: 20% / Impact: -0.124
Kills per hourPulled RR down
Measured: 19 kills / Kills / hour 59.1
Score: 0.389 / Weight: 19.5% / Impact: -0.112
Objective stops / C4 pressurePushed RR up
Measured: 5 delta / Stop score / hour 15.5
Score: 1.196 / Weight: 20% / Impact: +0.046
Verified public data bonusPushed RR up
Measured: fought a +116 CMR field, measured accuracy 32% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-10-19-18-00
HELD Gold III / Skill RR 1520 / 0 RR
Position 465 / Objective Stopper / KPH 64.96 / Performance 0 / Field shift 0 / Ladder track 1191
  • No new gameplay detected. Skill RR held.
2026-10-19-17-40
MATCH IMPACT Gold III / Skill RR 1520 / -4 RR
Position 466 / Objective Stopper / KPH 64.96 / Performance -9 / Field shift 0 / Ladder track 1191
  • -9 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Combat pressure, Kills per hour and Objective actions. Positive signals from Support actions, Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.869Actual score
1.017Expected score
-0.147Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.22
OBJECTIVE0.39
SUPPORT0.84
PRESSURE1.14
ground truth 0.86 vs legacy read 0.80 · 2 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 2.3 delta / Combat score / hour 3.6
Score: 0.048 / Weight: 19.5% / Impact: -0.189
Support actionsPushed RR up
Measured: 19.1 delta / Support score / hour 30.2
Score: 1.677 / Weight: 20% / Impact: +0.132
Kills per hourPulled RR down
Measured: 48 kills / Kills / hour 75.9
Score: 0.499 / Weight: 19.5% / Impact: -0.101
Objective actionsPulled RR down
Measured: 5.5 delta / Objective score / hour 8.7
Score: 0.511 / Weight: 20% / Impact: -0.101
Objective stops / C4 pressurePushed RR up
Measured: 9.5 delta / Stop score / hour 15
Score: 1.155 / Weight: 20% / Impact: +0.028
Verified public data bonusPushed RR up
Measured: fought a +47 CMR field, measured accuracy 29% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-10-19-17-20
HELD Gold III / Skill RR 1524 / 0 RR
Position 459 / Objective Stopper / KPH 64.96 / Performance 0 / Field shift 0 / Ladder track 1200
  • No new gameplay detected. Skill RR held.
2026-10-19-17-00
MATCH IMPACT Gold III / Skill RR 1524 / 0 RR
Position 459 / Objective Stopper / KPH 64.96 / Performance 0 / Field shift 0 / Ladder track 1200
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Objective stops / C4 pressure, Objective actions and Verified public data bonus. Low signals: Support actions, Combat pressure and Kills per hour.
Show exact performance breakdown
0.97Actual score
1.052Expected score
-0.082Margin
61K-factor
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.21
Objective stops / C4 pressurePushed RR up
Measured: 11.5 delta / Stop score / hour 50.1
Score: 2 / Weight: 20% / Impact: +0.19
Combat pressurePulled RR down
Measured: 2.3 delta / Combat score / hour 10
Score: 0.133 / Weight: 19.5% / Impact: -0.179
Objective actionsPushed RR up
Measured: 7.5 delta / Objective score / hour 32.6
Score: 1.92 / Weight: 20% / Impact: +0.174
Kills per hourPulled RR down
Measured: 23 kills / Kills / hour 100.1
Score: 0.659 / Weight: 19.5% / Impact: -0.077
Verified public data bonusPushed RR up
Measured: public positive win rate, public deaths + losses available / Public K/D / win-loss confidence +0.011 score
Score: 0.011 / Weight: bonus% / Impact: +0.011
Show older movement history / 5
2026-10-19-16-40
HELD Gold III / Skill RR 1524 / 0 RR
Position 460 / Objective Stopper / KPH 64.95 / Performance 0 / Field shift 0 / Ladder track 1200
  • No new gameplay detected. Skill RR held.
2026-10-19-16-20
HELD Gold III / Skill RR 1524 / 0 RR
Position 460 / Objective Stopper / KPH 64.95 / Performance 0 / Field shift 0 / Ladder track 1200
  • No new gameplay detected. Skill RR held.
2026-10-19-16-00
HELD Gold III / Skill RR 1524 / 0 RR
Position 460 / Objective Stopper / KPH 64.95 / Performance 0 / Field shift 0 / Ladder track 1200
  • No new gameplay detected. Skill RR held.
2026-10-19-15-40
MATCH IMPACT Gold III / Skill RR 1524 / +1 RR
Position 460 / Objective Stopper / KPH 64.95 / Performance 0 / Field shift +1 / Ladder track 1200
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Verified public data bonus. Low signals: Objective actions, Support actions and Objective stops / C4 pressure.
Show exact performance breakdown
1.162Actual score
1.162Expected score
0Margin
61K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.232
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.232
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.232
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.227
Kills per hourPulled RR down
Measured: 1 kills / Kills / hour 20
Score: 0.132 / Weight: 19.5% / Impact: -0.201
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 36% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-10-19-15-20
FIELD SHIFT Gold III / Skill RR 1523 / -1 RR
Position 460 / Objective Stopper / KPH 64.95 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 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 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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