Tracked players: 7382 · 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.
1296 / 7382Active ranked this season
04:59
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 16:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Doruk
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.
RESTITUTION PAID — +5 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +5 RR on Aug 6, 2026 18:20 UTC. Games poisoned by cheaters can never count against anyone here.
Gold III
Gold contract filePressure-band contract

Doruk1497 Skill RR

Gold III

Lost SignalLast proven rank saved / live slot released / state file ? 69d ago
☣ Hazard pay1 RR lifetime / the system pays the mercs who endure a quarantined contract
1497Skill RR
#-Board position
DormantField state
Season peak savedSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
67/100
High Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+8 Skill RR
LADDER TRACK BASE932
PRESSURE BUDGET±23 RR
VISIBLE PREVIEW940
Field Closer x 1Pressure Rescue x 1

Recent eligible matches are bending the field clearly above expectation.

67Current gauge
97Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Won Won Won Abandoned Won Won Loss Won Loss
Open DBStats Profile ↗
Ranked read

Doruk 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 stop pressure for the team.

Team value: stop pressure Strongest: stop pressure · strong 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
peace and love <3
obj_canarywharf · Objective · Post Game
Maplast saved
obj_canarywharf
Objective · Post Game
Last lobby13 ranked players
15/16
players in monitored server
Lobby difficultyGold II
1428
avg Skill RR 1428
Ranked densityrank signal
86.7%
13 of 15 detected players
Stomp riskbalance signal
61 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
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
Gold III
1497Gold III · Skill RR
Gold IV → Gold III64%
22 RR to Gold III39 RR above floor
2066Peak form
999All-time peak
932Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-67 last 6
1 positive · 4 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapElite
+569 gap
Standing moveSkill scale
-88
Rank pressurelocked
—
Idle field shiftnone
—
Player DNAStable read
Doruk 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. Current stop pace sits around 11.7 objective stops/hour.
Primary Objective Stops Secondary KPH Based on season signals
SENTINEL ONLINE
SYS CLOCK 16:35:03 UTC
NEXT SCAN 04:57
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Doruk 1497 RR · FORM COLD — 1/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -16.1 RR/UPDATE · PEAK FORM 2066 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
Doruk
Gold III · Held-Rank Veteran
—BOARD POS
RR 1497PEAK 2066STATE 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, -16.1 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
▼
Cold StreakSEV-24 negative in the last 6 updates, -67 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2066Peak form
999All-time peak
932Ladder track
+39RR above floor
1497Gold III · Skill RR64% TO GOLD III
Gold IV → Gold III64% · 22 RR needed
REACTOR PULSE · FORM LAST 6COLD -67
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (422 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
-11.8 1st Deploybleeding
+14.7 2nd Deployholding
+6.3 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
1217 UTC avg +2.4 RR / update over 9 updates
Recent Sessions
2026-08-11-16-203 updates-12
2026-08-07-16-402 updates-55
2026-08-06-16-404 updates+89
2026-08-05-22-401 update-6
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
1/6HOT RATIO
Hot Ratio
positive in last 6 updates
-67COLD
Form Engine
net RR across last 6
+569peak form gap -88standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
84
KPH
47
Objective
13
Combat
10
Support
9
106.9season KPH 61.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[16:35] > SCAN CYCLE 1635 COMPLETE — 1296 contacts indexed
[16:35] > RATING SIGNAL LOCKED: 1497 RR · GOLD III
[16:35] > LEAK SCAN: COMBAT PRESSURE below target — drain -16.1 RR/update
[16:35] > FORM ENGINE: 1/6 positive — band COLD, stability 67%
Sentinel Read · Player Assessment
Doruk 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. Current stop pace sits around 11.7 objective stops/hour.
OBJECTIVE STOPSprimary KPHsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 14.9 vs 75/h target · weight 20%
-16.1RR / update
Support actionsavg 4.4 vs 18/h target · weight 20%
-15.6RR / update
Objective actionsavg 33.8 vs 17/h target · weight 20%
-9.7RR / update
Kills per houravg 111.1 vs 152/h target · weight 20%
-6.3RR / update
Objective stops / C4 pressureavg 24.5 vs 13/h target · weight 20%
-1.4RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.1RR / update
Fix Simulator · Counterfactual
Average scored update right now+0.7 RR
Hit Combat pressure target — nothing else changes+15.5 RR / update
Hit Combat pressure + Support actions targets+29.9 RR / update
Counterfactual on the same games, same K-factor (~95). 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-12 net
Your games
-12
Field drift
0
3 scored updates in window
72h-12 net
Your games
-12
Field drift
0
3 scored updates in window
7d+26 net
Your games
+26
Field drift
0
15 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 52%Combat
Top 82%Objective
Top 73%Support
Top 44%KPH
Objective Stops84/100
KPH47/100
Objective13/100
Combat10/100
Support9/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-15 impact)
⬢ COACH WARNING BADGE Gold III TAPE SAYS Elite
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ 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. 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
No strong booster in the last scored game.
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Clutch stops▼ Major0 / 13 clutch/h target
▼
Frag pressure▼ Major13.1 / 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 pressureTARGET13.1 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
That one hurt. Not because of one mistake — because the round needed more obj work when it mattered. Next game: if C4 is involved, be rude about it. Arm, disarm, protect, contest. Standing nearby and admiring it is not a strategy. 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 2026-08-11-17-00 / -15 game impact
Coach
COACH WARNING
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIIGold III
➞
The tape saysEliteElite
Two badges, one truth: the ladder owes you money. Collect it next session.
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. 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
ASSAULTjudged by your class bar
FILE 004 STUDENT UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 4. Sit down - the file is open and I have been reading it since before you walked in.This is your 4th shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.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.
SUPPORT
I screamed at a laminated sheet for four minutes. The sheet apologized before you did.
0.02
CLASS BAR 1.00
OBJECTIVE
Frame it. That is what the standard looks like when someone raises it.
1.37
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Play with your team in your peripheral vision. The engine pays assault players who make the five better, not just the one.
DOMEREDUXLOST
Taking 121 a minute and answering with 54. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD EVERY RECENT GAME
Down but not out: check for an enemy in reach before martyrdom — and check for your own medic before wasting the get-up.
▸FILM ROOM // DOME
Hold the objective approaches, not the objective floor. On Dome, whoever owns the doorways owns the round.
67 of 50, ten fights running. Teams get built around numbers like that. Remember I said it first.
❞I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
2 positive -29 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
13.1 / 75 combat/h target
4 negative 0.954 vs 1.149

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
13.1 / 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
I expected you to be the problem. THEIR problem. The one they ping, the one they switch mercs for, the one that ruins their evening.
What your last games gave me
That was not a performance, that was an eviction notice served to an entire lobby. Frame it. FRAME IT.
How fast this can move you
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 14.9 vs 75/h target · weight 20%
-16.1RR / update
Support actionsavg 4.4 vs 18/h target · weight 20%
-15.6RR / update
Objective actionsavg 33.8 vs 17/h target · weight 20%
-9.7RR / update
Kills per houravg 111.1 vs 152/h target · weight 20%
-6.3RR / update
Objective stops / C4 pressureavg 24.5 vs 13/h target · weight 20%
-1.4RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.1RR / update
Fix simulator
Average scored update right now+0.7 RR
Hit Combat pressure target — nothing else changes+15.5 RR / update
Hit Combat pressure + Support actions targets+29.9 RR / update
Counterfactual on the same games, same K-factor (~95). 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-12 net
Your games-12
Field drift0
3 scored updates in window
72h-12 net
Your games-12
Field drift0
3 scored updates in window
7d+26 net
Your games+26
Field drift0
15 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
1217 UTC avg +2.4 RR / update over 9 updates
Fatigue signature · avg RR by update # in a session
-11.81st
+14.72nd
+6.33rd+
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
2026-08-11-16-203 updates-12
2026-08-07-16-402 updates-55
2026-08-06-16-404 updates+89
2026-08-05-22-401 update-6
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 52%Combat
Top 82%Objective
Top 73%Support
Top 44%KPH
Objective Stops84/100
KPH47/100
Objective13/100
Combat10/100
Support9/100
Personal intelligence / weekly compile

Loadout DNA // Doruk

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

1497Public Skill RR now
+141Recorded season RR change
+16Performance 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: 1497 season RR + 0 public adjustment = 1497 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 · 14 valid updates
2026-08-11-17-00-15 performance
Activity: 12.1 min / 17 K / 16 A / 1 W
Score: actual 0.954 vs expected 1.149 / margin -0.195
Show exact performance breakdown
0.954Actual score
1.149Expected score
-0.195Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.18
OBJECTIVE1.37
SUPPORT0.02
PRESSURE0.80
ground truth 1.02 vs legacy read 0.25 · 1 match window · 1.00 = your class target for this lobby
2026-08-11-16:40+13 performance
Activity: 5.2 min / 10 K / 7 A / 0 W
Score: actual 1.29 vs expected 1.126 / margin 0.164
Show exact performance breakdown
1.29Actual score
1.126Expected score
0.164Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.40
OBJECTIVE1.71
SUPPORT0.07
PRESSURE1.60
ground truth 1.35 vs legacy read 0.25 · 1 match window · 1.00 = your class target for this lobby
2026-08-11-16:20-10 performance
Activity: 15.9 min / 17 K / 17 A / 2 W
Score: actual 0.998 vs expected 1.128 / margin -0.13
Show exact performance breakdown
0.998Actual score
1.128Expected score
-0.13Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.88
OBJECTIVE1.65
SUPPORT1.13
PRESSURE0.77
ground truth 1.04 vs legacy read 0.46 · 2 match window · 1.00 = your class target for this lobby
2026-08-07-17-00-8 performance
Activity: 13.4 min / 15 K / 15 A / 2 W
Score: actual 0.917 vs expected 1.023 / margin -0.106
Show exact performance breakdown
0.917Actual score
1.023Expected score
-0.106Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.94
OBJECTIVE1.59
SUPPORT0.05
PRESSURE1.04
ground truth 1.00 vs legacy read 0.13 · 2 match window · 1.00 = your class target for this lobby
2026-08-07-16:40-47 performance
Activity: 12.4 min / 10 K / 8 A / 1 W
Score: actual 0.565 vs expected 1.014 / margin -0.449
Show exact performance breakdown
0.565Actual score
1.014Expected score
-0.449Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.63
OBJECTIVE0.57
SUPPORT0.04
PRESSURE1.03
ground truth 0.64 vs legacy read 0.10 · 1 match window · 1.00 = your class target for this lobby
2026-08-06-17:40+38 performance
Activity: 9 min / 19 K / 21 A / 1 W
Score: actual 1.502 vs expected 1.139 / margin 0.363
Show exact performance breakdown
1.502Actual score
1.139Expected score
0.363Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.88
OBJECTIVE1.90
SUPPORT0.08
PRESSURE0.99
ground truth 1.52 vs legacy read 0.80 · 1 match window · 1.00 = your class target for this lobby
2026-08-06-17:20-4 performance
Activity: 21.4 min / 43 K / 20 A / 0 W
Score: actual 1.083 vs expected 1.13 / margin -0.048
Show exact performance breakdown
1.083Actual score
1.13Expected score
-0.048Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 100%
COMBAT1.16
OBJECTIVE0.75
SUPPORT0.67
PRESSURE1.37
ground truth 1.06 vs legacy read 0.80 · 1 match window · 1.00 = your class target for this lobby
2026-08-06-17-00+39 performance
Activity: 7.5 min / 16 K / 11 A / 1 W
Score: actual 1.425 vs expected 1.056 / margin 0.369
Show exact performance breakdown
1.425Actual score
1.056Expected score
0.369Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT2.00
OBJECTIVE1.38
SUPPORT0.06
PRESSURE0.84
ground truth 1.44 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
2026-08-06-16:40+16 performance
Activity: 4.8 min / 8 K / 0 A / 0 W
Score: actual 1.087 vs expected 0.93 / margin 0.157
Show exact performance breakdown
1.087Actual score
0.93Expected score
0.157Margin
105K-factor
2026-08-05-22:40-6 performance
Activity: 20.2 min / 17 K / 7 A / 1 W
Score: actual 0.947 vs expected 1 / margin -0.053
Show exact performance breakdown
0.947Actual score
1Expected score
-0.053Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.13
OBJECTIVE0.97
SUPPORT0.03
PRESSURE0.85
ground truth 0.92 vs legacy read 0.99 · 2 match window · 1.00 = your class target for this lobby
2026-08-12-07-40
HELD Gold IV / Skill RR 1501 / -2 RR
Position 242 / Objective Stopper / KPH 61.45 / Performance 0 / Field shift -
  • Stored season RR movement: -2. Historical own/field RR attribution is unavailable.
2026-08-12-05-00
HELD Gold IV / Skill RR 1503 / +17 RR
Position 239 / Objective Stopper / KPH 61.45 / Performance 0 / Field shift -
  • Stored season RR movement: +17. Historical own/field RR attribution is unavailable.
2026-08-11-12-00
HELD Gold IV / Skill RR 1486 / 0 RR
Position 256 / Objective Stopper / KPH 61.04 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-11-11-40
HELD Gold IV / Skill RR 1486 / 0 RR
Position 256 / Objective Stopper / KPH 61.04 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-11-11-20
HELD Gold IV / Skill RR 1486 / 0 RR
Position 256 / Objective Stopper / KPH 61.04 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
Show older movement history / 5
2026-08-11-11-00
HELD Gold IV / Skill RR 1486 / 0 RR
Position 256 / Objective Stopper / KPH 61.04 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-11-10-40
HELD Gold IV / Skill RR 1486 / 0 RR
Position 255 / Objective Stopper / KPH 61.04 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-11-10-20
HELD Gold IV / Skill RR 1486 / 0 RR
Position 254 / Objective Stopper / KPH 61.04 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-11-10-00
HELD Gold IV / Skill RR 1486 / 0 RR
Position 254 / Objective Stopper / KPH 61.04 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-11-09-40
HELD Gold IV / Skill RR 1486 / 0 RR
Position 254 / Objective Stopper / KPH 61.04 / Performance 0 / Field shift -
  • Stored season RR movement: 0. 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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