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

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
11:57
Next rank update
Same player search as the ladder
How ranks move

Rank is not account level. Rank is not just time played. It reacts to match impact: combat, objectives, support, EV/C4, defuses, objective stops and win pressure.

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
monty2015apr
Silver I
SEASON I REWARD
Gold III
Gold III
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

monty2015apr1386 Skill RR

Silver I

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay2 RR lifetime / the system pays the mercs who endure a quarantined contract
1386Skill RR
#294Board position
Signal heldField state
27 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.
47/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-2 Skill RR
BASE SKILL RR1201
PRESSURE BUDGET±30 RR
VISIBLE PREVIEW1199
Field Closer x 2Field Breaker x 1

Recent eligible matches sit slightly below expected field pressure.

47Current gauge
56Newest 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 Loss Won Loss Abandoned Won Won Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

monty2015apr is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. When the obj work rises with the useful minutes, this player becomes easier to trust in close rounds. This player also brings pressure when the round needs somebody to take contact. The most recent scored round gave the team value through stop pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_canarywharf · Stopwatch · Late Game
Maplast saved
obj_canarywharf
Stopwatch · Late Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold III
1391
avg Skill RR 1391
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
59 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#294
Skill rating signal
Silver I
1386Silver I · Skill RR
Silver I → Gold V70%
19 RR to Gold V27 RR above floor
2150Peak form
1433All-time peak
1201Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-9 last 6
3 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability50%
SWINGY
Peak form gapElite
+764 gap
Standing moveSkill scale
-3
Rank pressureField opened
Field opened +9 RR
Idle field shiftoffline
+4
Player DNAStable read
monty2015apr gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. When the fights get cleaner, the team value becomes much easier to see. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 16 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:28:03 UTC
NEXT SCAN 11:57
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #294 monty2015apr 1386 RR · CONTACT #296 CLOSURE +553/DAY — INTERCEPT ~1D · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.8 RR/UPDATE · PEAK FORM 2150 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
monty2015apr
Silver I · Objective Stopper
#294BOARD POS
RR 1386PEAK 2150STATE 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 5 SIGNALS
Threat ClosingSEV-1#296 ☺ Samtheman ☺ gained +553 RR today, 4 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.8 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#293 Hood is 3 RR ahead and in range — catch in ~1d at today's pace.
Form HoldingCLEAR3 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2150Peak form
1433All-time peak
1201Ladder track
+27RR above floor
1386Silver I · Skill RR70% TO GOLD V
Silver I → Gold V70% · 19 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 (1598 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
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
1823 UTC avg 0 RR / update over 5 updates
Recent Sessions
2026-07-17-21-204 updates0
2026-07-17-10-201 update0
2026-07-16-14-403 updates0
2026-07-16-09-202 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-9STABLE
Form Engine
net RR across last 6
+764peak form gap -3standing move +4idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
61
Objective
57
Support
33
Combat
17
85.5season KPH 79.5profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:28] > SCAN CYCLE 2328 COMPLETE — 565 contacts indexed
[23:28] > RATING SIGNAL LOCKED: 1386 RR · SILVER I · BOARD #294
[23:28] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.8 RR/update
[23:28] > THREAT TRACK: contact #296 closure +553/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
monty2015apr gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. When the fights get cleaner, the team value becomes much easier to see. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 16 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 10.3 vs 75/h target · weight 20%
-9.8RR / update
Support actionsavg 10 vs 18/h target · weight 20%
-6RR / update
Kills per houravg 82.8 vs 152/h target · weight 20%
-4.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.3RR / update
Objective actionsavg 18 vs 17/h target · weight 20%
+0.6RR / update
Objective stops / C4 pressureavg 27.5 vs 13/h target · weight 20%
+5.8RR / update
Fix Simulator · Counterfactual
Average scored update right now-1.7 RR
Hit Combat pressure target — nothing else changes+8.6 RR / update
Hit Combat pressure + Support actions targets+16.7 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-9 net
Your games
-9
Field drift
0
5 scored updates in window
72h+2 net
Your games
+2
Field drift
0
21 scored updates in window
7d-46 net
Your games
-46
Field drift
0
27 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 13%RR
Top 41%Combat
Top 21%Objective
Top 44%Support
Top 29%KPH
Objective Stops100/100
KPH61/100
Objective57/100
Support33/100
Combat17/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+8 impact)
⬢ GOOD PROOF BADGE Silver I TAPE SAYS Elite
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. 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 V. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Clutch stops▲ High56.2 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major25.8 / 75 combat/h target
Team support▼ Major6.6 / 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 pressureTARGET25.8 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Team supportTARGET6.6 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Good game. Stop pressure gave the team a way in; now keep that value pointed at the obj. Next game: stop treating the objective like background scenery. Get close enough that the enemy has to deal with you. Coach order: C4, EV, plant, defuse — pick the loudest problem and stand on it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-07-17-22:20 / +8 game impact
Coach
GOOD PROOF
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver ISilver I
The tape saysEliteElite
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
Fast climb order
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. 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 V. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 010 REGULAR UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksSession 10. Sit down - the file is open and I have been reading it since before you walked in.This is your 5th shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 1.37 on OBJECTIVE. Tonight reads 0.49. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.The door is right there and so is the drill. One of them fixes this page. Pick the drill, every time, until my pen agrees with you.
OBJECTIVE
I screamed at a laminated sheet for four minutes. The sheet apologized before you did.
0.49
CLASS BAR 1.00
COMBAT
Frame it. That is what the standard looks like when someone raises it.
1.34
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: You clear rooms beautifully and then leave the round on the table. Convert: kill, plant, push, repeat.
CANARYWHARFLOST
343 damage a minute out, 344 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FRAGGER
IN YOUR SQUAD EVERY RECENT GAME
Frag the site, then STAND on the site. Kills that do not buy ground bought nothing.
FILM ROOM // CANARY WHARF
The objective windows on Wharf are short and violent. Have the engineer escorted BEFORE the window opens, not summoned after.
A Field Breaker stamp in the file - you dragged a losing fight over the line. That is playoff DNA.
I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Clutch stops▲ High
56.2 / 13 clutch/h target
4 positive -3 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
25.8 / 75 combat/h target
Team support▼ Major
6.6 / 18 support/h target
2 negative 1.043 vs 0.912

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
25.8 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
6.6 / 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
Honeymoon is over. I expected you to play ON PURPOSE. Pick fights you can win, hold ground that matters, stop treating the objective like somebody else's shift.
What your last games gave me
Every single action bought something. Space, time, rounds, dignity. You played that match like you had already seen the ending and were just being polite about 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 10.3 vs 75/h target · weight 20%
-9.8RR / update
Support actionsavg 10 vs 18/h target · weight 20%
-6RR / update
Kills per houravg 82.8 vs 152/h target · weight 20%
-4.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.3RR / update
Objective actionsavg 18 vs 17/h target · weight 20%
+0.6RR / update
Objective stops / C4 pressureavg 27.5 vs 13/h target · weight 20%
+5.8RR / update
Fix simulator
Average scored update right now-1.7 RR
Hit Combat pressure target — nothing else changes+8.6 RR / update
Hit Combat pressure + Support actions targets+16.7 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-9 net
Your games-9
Field drift0
5 scored updates in window
72h+2 net
Your games+2
Field drift0
21 scored updates in window
7d-46 net
Your games-46
Field drift0
27 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +0 RR / update over 5 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-21-204 updates0
2026-07-17-10-201 update0
2026-07-16-14-403 updates0
2026-07-16-09-202 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 13%RR
Top 41%Combat
Top 21%Objective
Top 44%Support
Top 29%KPH
Objective Stops100/100
KPH61/100
Objective57/100
Support33/100
Combat17/100
Personal intelligence / weekly compile

Loadout DNA // monty2015apr

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
133completed proof matches
9maps in personal file
Objectivedominant 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 FRAGGER / M62 loadout card
FRAGGER / M62Assault

122 completed matches / 52.5% observed result

Signature 2 SKYHAMMER / T61 loadout card
SKYHAMMER / T61Fire Support

86 completed matches / 48.8% observed result

Signature 3 NADER / KE81 loadout card
NADER / KE81Assault

66 completed matches / 56.1% observed result

Signature 4 BUSHWHACKER / BL81 loadout card
BUSHWHACKER / BL81Engineer

46 completed matches / 63.0% observed result

Role DNA
Combat
53
Objective
83
Support
28
Precision
40
Pressure
48
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 FRAGGER / M62 loadout card
FRAGGER / M62Assault
Test FRAGGER / M93 loadout card
FRAGGER / M93Assault
Keep FRAGGER. Change one card.

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

122 completed matches / 52.5% observed result 4,917 completed carries / 646 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.

Castle27 personal / 55.6% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

26 completed matches / 53.8% observed result

FRAGGER / K43 loadout card
Archive same-merc leadFRAGGER / K43

122 archive carries / 60 players / 51.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground23 personal / 52.2% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

23 completed matches / 52.2% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge22 personal / 63.6% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

20 completed matches / 60.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel17 personal / 41.2% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

12 completed matches / 25.0% observed result

FRAGGER / M42 loadout card
Archive same-merc leadFRAGGER / M42

195 archive carries / 141 players / 57.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Trainyard14 personal / 57.1% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

13 completed matches / 61.5% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux11 personal / 45.5% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

10 completed matches / 40.0% 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.

FRAGGER / M62 loadout card
FRAGGER / M62
NADER / KE81 loadout card
NADER / KE81
SKYHAMMER / T61 loadout card
SKYHAMMER / T61
Signature deck

44 completed matches / 52.3% observed result

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

Most Objective x7 / BUSHWHACKER / BL81Match award x6 / BUSHWHACKER / BL81Most Ammo x6 / SKYHAMMER / T61Most Objective x4 / SKYHAMMER / T61

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

1386Skill RR
-9Skill RR delta
1395Peak Skill RR shown
72Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 10 scored games ? 75 valid updates
2026-07-17-22:20+8 performance
Activity: 27.2 min / 53 K / 39 A / 0 W
Score: actual 1.043 vs expected 0.912 / margin 0.131
Show exact performance breakdown
1.043Actual score
0.912Expected score
0.131Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.34
OBJECTIVE0.49
SUPPORT0.72
PRESSURE1.26
ground truth 1.08 vs legacy read 0.70 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22-00+13 performance
Activity: 7.3 min / 10 K / 5 A / 2 W
Score: actual 1.145 vs expected 0.937 / margin 0.208
Show exact performance breakdown
1.145Actual score
0.937Expected score
0.208Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.17
OBJECTIVE1.86
SUPPORT0.86
PRESSURE0.92
ground truth 1.23 vs legacy read 0.39 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21:40+16 performance
Activity: 13.8 min / 21 K / 33 A / 0 W
Score: actual 1.223 vs expected 0.956 / margin 0.267
Show exact performance breakdown
1.223Actual score
0.956Expected score
0.267Margin
61K-factor
2026-07-17-21:20-20 performance
Activity: 18.5 min / 12 K / 17 A / 2 W
Score: actual 0.593 vs expected 0.918 / margin -0.325
Show exact performance breakdown
0.593Actual score
0.918Expected score
-0.325Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.60
OBJECTIVE0.78
SUPPORT0.31
PRESSURE0.59
ground truth 0.61 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-10:20-26 performance
Activity: 9.1 min / 13 K / 2 A / 0 W
Score: actual 0.542 vs expected 0.969 / margin -0.428
Show exact performance breakdown
0.542Actual score
0.969Expected score
-0.428Margin
61K-factor
2026-07-16-15:20+6 performance
Activity: 17 min / 27 K / 11 A / 1 W
Score: actual 0.997 vs expected 0.903 / margin 0.094
Show exact performance breakdown
0.997Actual score
0.903Expected score
0.094Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.78
OBJECTIVE1.54
SUPPORT0.95
PRESSURE1.00
ground truth 0.99 vs legacy read 0.87 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-15-00-4 performance
Activity: 11.9 min / 11 K / 12 A / 0 W
Score: actual 0.9 vs expected 0.958 / margin -0.058
Show exact performance breakdown
0.9Actual score
0.958Expected score
-0.058Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.67
OBJECTIVE2.00
SUPPORT0.67
PRESSURE0.82
ground truth 0.96 vs legacy read 0.35 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-14:40+22 performance
Activity: 9.5 min / 14 K / 9 A / 3 W
Score: actual 1.26 vs expected 0.893 / margin 0.366
Show exact performance breakdown
1.26Actual score
0.893Expected score
0.366Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.87
OBJECTIVE2.00
SUPPORT2.00
PRESSURE1.08
ground truth 1.25 vs legacy read 1.19 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-09:40-29 performance
Activity: 2.9 min / 4 K / 5 A / 1 W
Score: actual 0.591 vs expected 1.074 / margin -0.482
Show exact performance breakdown
0.591Actual score
1.074Expected score
-0.482Margin
61K-factor
2026-07-16-09:20-3 performance
Activity: 18.6 min / 29 K / 8 A / 3 W
Score: actual 1.026 vs expected 1.072 / margin -0.047
Show exact performance breakdown
1.026Actual score
1.072Expected score
-0.047Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 54% / RECON 46%engine weight 90%
COMBAT0.87
OBJECTIVE1.28
SUPPORT1.69
PRESSURE0.84
ground truth 1.04 vs legacy read 0.87 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Silver I / Skill RR 1386 / 0 RR
Position 308 / Objective Stopper / KPH 79.49 / Performance 0 / Field shift +1 / Ladder track 1201
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Silver I / Skill RR 1386 / 0 RR
Position 308 / Objective Stopper / KPH 79.49 / Performance 0 / Field shift +1 / Ladder track 1201
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Silver I / Skill RR 1386 / 0 RR
Position 309 / Objective Stopper / KPH 79.49 / Performance 0 / Field shift +2 / Ladder track 1201
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
MATCH IMPACT Silver I / Skill RR 1386 / +1 RR
Position 309 / Objective Stopper / KPH 79.49 / Performance +8 / Field shift +1 / Ladder track 1201
  • +8 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Support actions.
Show exact performance breakdown
1.043Actual score
0.912Expected score
0.131Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.34
OBJECTIVE0.49
SUPPORT0.72
PRESSURE1.26
ground truth 1.08 vs legacy read 0.70 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 25.5 delta / Stop score / hour 56.2
Score: 2 / Weight: 20% / Impact: +0.218
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.182
Combat pressurePulled RR down
Measured: 11.7 delta / Combat score / hour 25.8
Score: 0.344 / Weight: 19.5% / Impact: -0.111
Support actionsPulled RR down
Measured: 3 delta / Support score / hour 6.6
Score: 0.367 / Weight: 20% / Impact: -0.109
Kills per hourPulled RR down
Measured: 53 kills / Kills / hour 116.8
Score: 0.768 / Weight: 19.5% / Impact: -0.028
Verified public data bonusPushed RR up
Measured: fought a +76 CMR field, heavy measured damage output / Public K/D / win-loss confidence +0.01 score
Score: 0.01 / Weight: bonus% / Impact: +0.01
2026-07-17-22-00
MATCH IMPACT Silver I / Skill RR 1385 / +5 RR
Position 311 / Objective Stopper / KPH 79.3 / Performance +13 / Field shift +3 / Ladder track 1193
  • +13 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure. Weak/low signals: Objective actions, Support actions and Combat pressure.
Show exact performance breakdown
1.145Actual score
0.937Expected score
0.208Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.17
OBJECTIVE1.86
SUPPORT0.86
PRESSURE0.92
ground truth 1.23 vs legacy read 0.39 · 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: -0.187
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.187
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.183
Kills per hourPulled RR down
Measured: 10 kills / Kills / hour 82.4
Score: 0.542 / Weight: 19.5% / Impact: -0.077
Objective stops / C4 pressurePushed RR up
Measured: 2 delta / Stop score / hour 16.5
Score: 1.267 / Weight: 20% / Impact: +0.066
Win resultNeutral
Measured: 2-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.012
Show older movement history / 5
2026-07-17-21-40
MATCH IMPACT Silver I / Skill RR 1380 / +6 RR
Position 316 / Objective Stopper / KPH 79.3 / Performance +16 / Field shift +1 / Ladder track 1180
  • +16 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective actions, Objective stops / C4 pressure and Support actions. Weak/low signals: Combat pressure and Kills per hour.
Show exact performance breakdown
1.223Actual score
0.956Expected score
0.267Margin
61K-factor
Objective actionsPushed RR up
Measured: 8.5 delta / Objective score / hour 36.9
Score: 2 / Weight: 20.2% / Impact: +0.211
Objective stops / C4 pressurePushed RR up
Measured: 7.5 delta / Stop score / hour 32.6
Score: 2 / Weight: 20.2% / Impact: +0.211
Combat pressurePulled RR down
Measured: 3.8 delta / Combat score / hour 16.5
Score: 0.22 / Weight: 19.7% / Impact: -0.145
Kills per hourPulled RR down
Measured: 21 kills / Kills / hour 91.2
Score: 0.6 / Weight: 19.7% / Impact: -0.07
Support actionsPushed RR up
Measured: 5.1 delta / Support score / hour 22.1
Score: 1.23 / Weight: 20.2% / Impact: +0.055
Verified public data bonusPushed RR up
Measured: public deaths + losses available / Public K/D / win-loss confidence +0.005 score
Score: 0.005 / Weight: bonus% / Impact: +0.005
2026-07-17-21-20
MATCH IMPACT Silver I / Skill RR 1374 / -7 RR
Position 324 / Objective Stopper / KPH 79.27 / Performance -20 / Field shift +1 / Ladder track 1164
  • -20 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Combat pressure, Support actions and Kills per hour. Positive signals from Objective stops / C4 pressure reduced the loss.
Show exact performance breakdown
0.593Actual score
0.918Expected score
-0.325Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.60
OBJECTIVE0.78
SUPPORT0.31
PRESSURE0.59
ground truth 0.61 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 7.5 delta / Stop score / hour 24.3
Score: 1.871 / Weight: 20% / Impact: +0.191
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.179
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 3.2
Score: 0.18 / Weight: 20% / Impact: -0.148
Kills per hourPulled RR down
Measured: 12 kills / Kills / hour 38.9
Score: 0.256 / Weight: 19.5% / Impact: -0.129
Win resultNeutral
Measured: 2-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.012
Objective actionsNeutral
Measured: 5 delta / Objective score / hour 16.2
Score: 0.954 / Weight: 20% / Impact: +0.007
2026-07-17-21-00
FIELD SHIFT Silver I / Skill RR 1381 / 0 RR
Position 315 / Objective Stopper / KPH 79.41 / Performance 0 / Field shift +1 / Ladder track 1184
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Silver I / Skill RR 1381 / 0 RR
Position 314 / Objective Stopper / KPH 79.41 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Silver I / Skill RR 1381 / -1 RR
Position 313 / Objective Stopper / KPH 79.41 / 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 monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

Skill RR is the player's live season rank score. It decides the public tier, promotion distance, danger zone, and leaderboard order. Higher Skill RR means the player is holding a stronger place in the active season field.

How do I climb?

Climbing means your games create more useful team value than the players fighting for the same rank space. Useful value is not only kills. Dirty Bomb rewards rounds: combat pressure, obj work, support, stops, wins, trades, revives, plants, defuses, EV/C4 work, and pressure that helps the team move or hold the objective. Every match is weighed on its own now - a hard push for the team lifts you, and a game spent coasting or padding stats without helping the round pulls you down just as plainly. Play for the win, not the scoreboard.

What is Impact?

Impact is what your own latest scored game did for the rank. Positive impact means your game gave the rank useful value. Negative impact means the game left value on the table. A zero impact row usually means the player did not create a new personal scored movement in that 20-minute update.

Why can Skill RR move when I did not play?

The board is live. Other players are fighting for the same rank space. If they move around you, your Skill RR can open slightly or get pushed slightly even while your own game stats stay the same. This is field movement, not your own valid scored update.

What is Last 6 games?

Last 6 games is short recent form from the player's last active scored games. Idle update windows do not count. It shows whether the player is heating up, holding, or under pressure in real play.

What is Rank pressure?

Rank pressure is the fight for space on the ladder. "Others pushed -12 RR" means nearby players made the rank space harder during the recent active window. "Field opened +8 RR" means the ranked field moved in the player's favor.

What is Idle field shift?

Idle field shift is movement that happened while the player had no new scored game. It is not the player's own performance. It does not keep Active Signal alive, does not start Rank at Risk, and does not count as proof.

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

Rank at Risk starts when a Lost Signal player returns with a valid scored update. A 7-day proof window opens. The player needs at least 2 valid scored updates, but can play more. If they reach 6 valid scored updates, proof can finish early. The new live rank is based on last proven RR corrected by fresh proof, not automatically restored from the old rank.

Do I become Unranked if I stop playing?

No. Unranked means you have not completed placement yet. If you already earned rank and later lose signal, the correct state is Lost Signal: your last proven rank stays saved, but your live rank slot is released after full activation.

Do I start from Bronze when I return?

No. You do not restart from Bronze automatically. When you return after Lost Signal, Rank at Risk begins. Your next live rank is based on your last proven RR corrected by fresh proof-window performance.

What are Climb meter and Danger meter?

Climb meter shows how close the player is to the next rank band. Danger meter shows how close the player is to the lower edge of the current band. Promotion push means close to moving up. Danger zone means close to slipping down.

What are the engine stats?

Combat engine means fight pressure: kills, trades, damage pressure, and fights that make space. Obj pressure means direct round work around EV, C4, plants, defuses, delivery, repair, escort, and contests. Team support means revives, assists, and team actions that keep the wave alive. Clutch stops mean late stops around plants, defuses, EV fights, and round-saving moments.

What is Playstyle?

Playstyle is the strongest match role currently visible from the player's stats. Combat players create fight pressure. Objective players move the round. Support players keep the team alive. Clutch players show up around stops and swing moments. Balanced players bring value in several lanes.

What is Ranked Read?

Ranked Read is the positive player bio on the profile. It describes how the player helps a team win rounds. It is made to be readable and shareable, while still being based on the player's real signals.

What is Coach Read?

Coach Read is the practical game plan for the next game. It looks at what helped and what needs more attention, then turns it into Dirty Bomb advice: play closer to obj, keep the wave alive, trade cleaner, protect plants, stop defuses, revive, contest, or turn pressure into space the team can use.

What is Ladder track?

Ladder track is a secondary running track shown for context. Skill RR is the public season rank number. Ladder track is not the player bio, not the player's potential, and not the number used for the public tier display.

What is Peak form?

Peak form shows the best recent season level the player has already demonstrated on the ranked view. It is there to show what the player has reached when their strongest games came together.

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

History is the player's ranked trail. It shows Skill RR movement, personal impact, field movement, and available exact breakdowns for scored games. Use it to see why the profile moved, not just where it landed.

I have low rank, now what?

Low rank does not mean you are a bad player. It means your recent games show places where you can create more team value. Open your profile, read Coach Read, and focus the next game on the clearest path: obj, revives, trades, stops, plants, defuses, or cleaner fights with the team.

What happens when a cheater is caught?

When verified evidence confirms unfair play, the contract is placed under Integrity Quarantine: the dossier is stripped, the rating is locked by command, and the player stops occupying any rank slot — the field closes around them as if they were never there, and everyone they were ranked above moves up automatically. The quarantine label on their profile is permanent unless overturned by command.

And the mercs who had to share a server with them? The system sees those sessions and credits Hazard Pay — an automatic Skill RR compensation, marked on your profile. You never need to report anything or claim anything; it simply arrives. The amounts, timing, and detection rules are deliberately not published, and seeking out contaminated lobbies earns nothing extra. Fight your normal games — the system has the rest.

How does DBRanked detect cheaters?

The engine flags. Command convicts. The system continuously profiles every tracked contract's field signature, and play that doesn't belong to honest hands raises its own file — silently. Statistical anomalies alone never quarantine anyone: a verdict is only stamped after the flagged play has been verified against evidence at command level.

That's also your protection — an unusual stat line, a hot streak, a smurf-level month will never get an honest merc quarantined. Evidence convicts, nothing else. And the methods themselves stay sealed: every detection rule we publish is a rule someone learns to play around. If you fight clean, none of this concerns you.

What should I play more?

Your profile tells you. If Obj pressure is low, play closer to EV/C4, plants, defuses, repair, delivery, escort, and contests. If Team support is low, stay closer to teammates and add revives, assists, ammo, health, and trades. If Combat engine is low, take cleaner fights with the wave. If Clutch stops are low, respect late-round moments and stay alive near the win condition.

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