Tracked players: 7424 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. 1 CHEATER ONLINE
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.
1280 / 7424Active ranked this season
02:38
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.

2026-10-20 Last update UTC 21:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
HotFire
RESTITUTION PAID — +29 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +1 RR on Oct 6, 2026 15:40 UTC. Games poisoned by cheaters can never count against anyone here.
Gold IV
SEASON I REWARD
Gold V
Gold V
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

HotFire1476 Skill RR

Gold IV

Active SignalLive rank slot held / state file ? 7h ago
☣ Hazard pay +1 RR active19 RR lifetime / the system pays the mercs who endure a quarantined contract
1476Skill RR
#529Board position
Signal heldField state
18 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.
41/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-9 Skill RR
LADDER TRACK BASE1922
PRESSURE BUDGET±48 RR
VISIBLE PREVIEW1913
Last Line x 1

Recent eligible matches sit slightly below expected field pressure.

41Current gauge
40Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Loss Loss Loss Won Loss Won Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

HotFire 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. Cleaner trades around the obj would make the round work much harder to stop. There is also enough support value here to keep pushes from dying after one bad trade. The next good update comes from adding more fight pressure and kill pace to the useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
7 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_domeredux · Objective · Post Game
Maplast saved
obj_domeredux
Objective · Post Game
Last lobby14 ranked players
15/16
players in monitored server
Lobby difficultyGold I
1514
avg Skill RR 1514
Ranked densityrank signal
93.3%
14 of 15 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#529
Skill rating signal
Gold IV
1476Gold IV · Skill RR
Gold IV → Gold III34%
41 RR to Gold III18 RR above floor
2073Peak form
1987All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
STABLE-9 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability67%
SWINGY
Peak form gapElite
+597 gap
Standing moveSkill scale
-1
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
HotFire is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 23.6 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 21:37:24 UTC
NEXT SCAN 02:36
CONTACTS 1280 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #529 HotFire 1476 RR · FORM STABLE — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -12.3 RR/UPDATE · PEAK FORM 2073 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
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
HotFire
Gold IV · Objective Stopper
#529BOARD POS
RR 1476PEAK 2073STATE STABLECONF 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, -12.3 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
✓
Form HoldingCLEAR4 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2073Peak form
1987All-time peak
0Ladder track
+18RR above floor
1476Gold IV · Skill RR34% TO GOLD III
Gold IV → Gold III34% · 41 RR needed
REACTOR PULSE · FORM LAST 6STABLE -9
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4639 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
-11 1st Deploybleeding
+10 2nd Deployholding
+1.3 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
0611 UTC avg +3.2 RR / update over 5 updates weakest: 1217 UTC (avg -2.8)
Recent Sessions
2026-10-20-12-405 updates-14
2026-10-14-10-203 updates+7
2026-10-12-10-402 updates+9
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
-9STABLE
Form Engine
net RR across last 6
+597peak form gap -1standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
74
Objective
57
KPH
57
Combat
24
43.3season KPH 73.6profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[21:37] > SCAN CYCLE 2137 COMPLETE — 1280 contacts indexed
[21:37] > RATING SIGNAL LOCKED: 1476 RR · GOLD IV · BOARD #529
[21:37] > LEAK SCAN: COMBAT PRESSURE below target — drain -12.3 RR/update
[21:37] > FORM ENGINE: 4/6 positive — band STABLE, stability 67%
Sentinel Read · Player Assessment
HotFire is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 23.6 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 3.1 vs 75/h target · weight 20%
-12.3RR / update
Kills per houravg 50.2 vs 152/h target · weight 20%
-8.9RR / update
Support actionsavg 11.2 vs 18/h target · weight 20%
-7.4RR / update
Objective stops / C4 pressureavg 12.5 vs 13/h target · weight 20%
-4.3RR / update
Objective actionsavg 27.2 vs 17/h target · weight 20%
+0.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+0.2 RR
Hit Combat pressure target — nothing else changes+11.6 RR / update
Hit Combat pressure + Kills per hour targets+19.5 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-14 net
Your games
-14
Field drift
0
5 scored updates in window
72h-14 net
Your games
-14
Field drift
0
5 scored updates in window
7d-2 net
Your games
-2
Field drift
0
9 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 8%RR
Top 22%Combat
Top 22%Objective
Top 9%Support
Top 28%KPH
Objective Stops100/100
Support74/100
Objective57/100
KPH57/100
Combat24/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-16 impact)
⬢ ANGRY REVIEW BADGE Gold IV TAPE SAYS Gold III
You lost your baseline somewhere mid-run and never went back for it. It is still out there. On the map. Alone. WAITING.
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
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. 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. Gold III 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
▲
Clutch stops▲ Minor15.7 / 13 clutch/h target
Objective Leaks
▼
Frag pressure▼ Major10.2 / 75 combat/h target
▼
Kill pace▼ Major43.1 / 152 KPH target
▼
Team support▼ Medium13.7 / 18 support/h target
Field Orders
◎
Frag pressureTARGET10.2 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET43.1 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
◎
Team supportTARGET13.7 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
No. That game was not enough for this rank. The team needed more fight pressure, not busy work away from the push. Next game: take first contact where the push can follow. A solo win across the map is a postcard, not progress. Coach order: take space the team can actually use.
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 2026-10-20-14-00 / -16 game impact
Coach
ANGRY REVIEW
You lost your baseline somewhere mid-run and never went back for it. It is still out there. On the map. Alone. WAITING.
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
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. 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. Gold III 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
FIRE SUPPORTjudged by your class bar
FILE 030 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 30, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.This is your 6th shift in the FIRE SUPPORT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
SUPPORT
That is not a dip. A dip implies you were on the road at some point.
0.20
CLASS BAR 1.00
COMBAT
The bar does not negotiate. I have tried. It hung up on me.
0.77
CLASS BAR 1.00
The drill // next sessionRead it twice. Utility is your love language. Speak it constantly.
DOMEREDUXLOST
194 damage a minute out, 214 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
ARTY
IN YOUR SQUAD EVERY RECENT GAME
Between strikes you are an ammo dispenser with opinions. Keep the line fed.
▸FILM ROOM // DOME
Holding Dome: reset positions after every won fight. The rooms are small enough that yesterday's angle is today's grenade magnet.
41 of 50 across ten fights. The bus does not need another passenger. It needs an engine.
❞You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ Minor
15.7 / 13 clutch/h target
4 positive -13 last 6

Objective leaks

Frag pressure▼ Major
10.2 / 75 combat/h target
Kill pace▼ Major
43.1 / 152 KPH target
Team support▼ Medium
13.7 / 18 support/h target
2 negative 0.752 vs 1.011

Field orders

Frag pressuretarget
10.2 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
43.1 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Team supporttarget
13.7 / 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
This bracket eats passengers. I expected a driver. Take the fight, take the space, take the round — in that order, every shift.
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 3.1 vs 75/h target · weight 20%
-12.3RR / update
Kills per houravg 50.2 vs 152/h target · weight 20%
-8.9RR / update
Support actionsavg 11.2 vs 18/h target · weight 20%
-7.4RR / update
Objective stops / C4 pressureavg 12.5 vs 13/h target · weight 20%
-4.3RR / update
Objective actionsavg 27.2 vs 17/h target · weight 20%
+0.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Fix simulator
Average scored update right now+0.2 RR
Hit Combat pressure target — nothing else changes+11.6 RR / update
Hit Combat pressure + Kills per hour targets+19.5 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-14 net
Your games-14
Field drift0
5 scored updates in window
72h-14 net
Your games-14
Field drift0
5 scored updates in window
7d-2 net
Your games-2
Field drift0
9 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0611 UTC avg +3.2 RR / update over 5 updates weakest: 1217 UTC (avg -2.8)
Fatigue signature · avg RR by update # in a session
-111st
+102nd
+1.33rd+
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
2026-10-20-12-405 updates-14
2026-10-14-10-203 updates+7
2026-10-12-10-402 updates+9
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 22%Combat
Top 22%Objective
Top 9%Support
Top 28%KPH
Objective Stops100/100
Support74/100
Objective57/100
KPH57/100
Combat24/100
Personal intelligence / weekly compile

Loadout DNA // HotFire

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
256completed proof matches
11maps in personal file
Supportdominant field lane
STEADYlast 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 SPARKS / 181 loadout card
SPARKS / 181Medic

33 completed matches / 33.3% observed result

Signature 2 SKYHAMMER / M51 loadout card
SKYHAMMER / M51Fire Support

26 completed matches / 34.6% observed result

Signature 3 PROXY / KE21 loadout card
PROXY / KE21Engineer

23 completed matches / 47.8% observed result

Signature 4 SPARKS / 333 loadout card
SPARKS / 333Medic

22 completed matches / 45.5% observed result

Role DNA
Combat
17
Objective
54
Support
72
Precision
32
Pressure
19
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 SPARKS / 181 loadout card
SPARKS / 181Medic
Test SPARKS / 383 loadout card
SPARKS / 383Medic
Keep SPARKS. Change one card.

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

33 completed matches / 33.3% observed result 13,057 completed carries / 3,215 players Field test / not a verdict
03 / map files

Your map dossier

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

Whitechapel23 personal / 47.8% observed
AIMEE / P81 loadout card
Your observed cardAIMEE / P81

10 completed matches / 50.0% observed result

AIMEE / G85 loadout card
Archive same-merc leadAIMEE / G85

1,126 archive carries / 500 players / 51.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge18 personal / 55.6% observed
SPARKS / 181 loadout card
Your observed cardSPARKS / 181

7 completed matches / 28.6% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle16 personal / 12.5% observed
SPARKS / 181 loadout card
Your observed cardSPARKS / 181

7 completed matches / 0.0% observed result

SPARKS / 273 loadout card
Archive same-merc leadSPARKS / 273

583 archive carries / 442 players / 51.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground15 personal / 46.7% observed
AURA / BL41 loadout card
Your observed cardAURA / BL41

5 completed matches / 40.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Heist8 personal / 37.5% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

3 completed matches / 33.3% 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

Terminal Redux6 personal / 50.0% observed
SPARKS / 333 loadout card
Your observed cardSPARKS / 333

3 completed matches / 66.7% observed result

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% 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.

ARTY / B42 loadout card
ARTY / B42
SKYHAMMER / M51 loadout card
SKYHAMMER / M51
SPARKS / 181 loadout card
SPARKS / 181
Signature deck

12 completed matches / 16.7% observed result

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

Most Revives x8 / SPARKS / 181Most Revives x4 / SPARKS / 333Most Ammo x3 / ARTY / B42Most Healing x3 / SPARKS / 181

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

1476Public Skill RR now
+5Recorded season RR change
+2Performance 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: 1473 season RR + +3 public adjustment = 1476 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 · 171 valid updates
2026-10-20-14-00-16 performance
Activity: 15.3 min / 11 K / 11 A / 0 W
Score: actual 0.752 vs expected 1.011 / margin -0.259
Show exact performance breakdown
0.752Actual score
1.011Expected score
-0.259Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.77
OBJECTIVE1.27
SUPPORT0.20
PRESSURE0.82
ground truth 0.75 vs legacy read 0.67 · 1 match window · 1.00 = your class target for this lobby
2026-10-20-13:40+18 performance
Activity: 8.8 min / 9 K / 9 A / 1 W
Score: actual 1.314 vs expected 1.018 / margin 0.297
Show exact performance breakdown
1.314Actual score
1.018Expected score
0.297Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.02
OBJECTIVE2.00
SUPPORT0.03
PRESSURE1.22
ground truth 1.37 vs legacy read 0.53 · 1 match window · 1.00 = your class target for this lobby
2026-10-20-13:20+2 performance
Activity: 9.9 min / 5 K / 2 A / 0 W
Score: actual 1.044 vs expected 1.01 / margin 0.033
Show exact performance breakdown
1.044Actual score
1.01Expected score
0.033Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.40
OBJECTIVE0.06
SUPPORT2.00
PRESSURE1.04
ground truth 1.13 vs legacy read 0.48 · 1 match window · 1.00 = your class target for this lobby
2026-10-20-13-00+16 performance
Activity: 27.9 min / 13 K / 12 A / 1 W
Score: actual 1.341 vs expected 1.076 / margin 0.265
Show exact performance breakdown
1.341Actual score
1.076Expected score
0.265Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 54% / MEDIC 46%engine weight 90%
COMBAT0.53
OBJECTIVE1.75
SUPPORT1.57
PRESSURE1.15
ground truth 1.39 vs legacy read 0.72 · 2 match window · 1.00 = your class target for this lobby
2026-10-20-12:40-34 performance
Activity: 5.1 min / 2 K / 3 A / 0 W
Score: actual 0.419 vs expected 0.984 / margin -0.564
Show exact performance breakdown
0.419Actual score
0.984Expected score
-0.564Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.66
OBJECTIVE0.04
SUPPORT0.39
PRESSURE1.16
ground truth 0.50 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
2026-10-14-11-00+1 performance
Activity: 15 min / 13 K / 6 A / 0 W
Score: actual 1.144 vs expected 1.134 / margin 0.009
Show exact performance breakdown
1.144Actual score
1.134Expected score
0.009Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.74
OBJECTIVE1.71
SUPPORT0.01
PRESSURE1.39
ground truth 1.19 vs legacy read 0.88 · 1 match window · 1.00 = your class target for this lobby
2026-10-14-10:40+2 performance
Activity: 9.4 min / 4 K / 5 A / 0 W
Score: actual 1.164 vs expected 1.133 / margin 0.031
Show exact performance breakdown
1.164Actual score
1.133Expected score
0.031Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.59
OBJECTIVE0.60
SUPPORT2.00
PRESSURE1.09
ground truth 1.32 vs legacy read 0.05 · 1 match window · 1.00 = your class target for this lobby
2026-10-14-10:20+4 performance
Activity: 23.2 min / 12 K / 18 A / 3 W
Score: actual 1.203 vs expected 1.132 / margin 0.071
Show exact performance breakdown
1.203Actual score
1.132Expected score
0.071Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.57
OBJECTIVE1.50
SUPPORT2.00
PRESSURE0.93
ground truth 1.29 vs legacy read 0.48 · 1 match window · 1.00 = your class target for this lobby
2026-10-12-11-00+12 performance
Activity: 15.3 min / 15 K / 12 A / 1 W
Score: actual 1.323 vs expected 1.13 / margin 0.193
Show exact performance breakdown
1.323Actual score
1.13Expected score
0.193Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.89
OBJECTIVE1.50
SUPPORT2.00
PRESSURE0.85
ground truth 1.36 vs legacy read 0.69 · 1 match window · 1.00 = your class target for this lobby
2026-10-12-10:40-3 performance
Activity: 30.6 min / 14 K / 4 A / 1 W
Score: actual 1.081 vs expected 1.129 / margin -0.048
Show exact performance breakdown
1.081Actual score
1.129Expected score
-0.048Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 56% / FIRESUPPORT 45%engine weight 90%
COMBAT0.64
OBJECTIVE1.54
SUPPORT1.11
PRESSURE0.82
ground truth 1.10 vs legacy read 0.90 · 3 match window · 1.00 = your class target for this lobby
2026-10-20-21-20
HELD Gold IV / Skill RR 1473 / 0 RR
Position 547 / Objective Stopper / KPH 73.57 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-21-00
HELD Gold IV / Skill RR 1473 / 0 RR
Position 547 / Objective Stopper / KPH 73.57 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-20-40
HELD Gold IV / Skill RR 1473 / 0 RR
Position 547 / Objective Stopper / KPH 73.57 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-20-20
HELD Gold IV / Skill RR 1473 / 0 RR
Position 547 / Objective Stopper / KPH 73.57 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-20-00
HELD Gold IV / Skill RR 1473 / 0 RR
Position 549 / Objective Stopper / KPH 73.57 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-20-19-40
HELD Gold IV / Skill RR 1473 / 0 RR
Position 549 / Objective Stopper / KPH 73.57 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-19-20
HELD Gold IV / Skill RR 1473 / 0 RR
Position 549 / Objective Stopper / KPH 73.57 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-19-00
HELD Gold IV / Skill RR 1473 / 0 RR
Position 549 / Objective Stopper / KPH 73.57 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-18-40
HELD Gold IV / Skill RR 1473 / 0 RR
Position 549 / Objective Stopper / KPH 73.57 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-18-20
HELD Gold IV / Skill RR 1473 / 0 RR
Position 549 / Objective Stopper / KPH 73.57 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
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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