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
09:16
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
dhomiesksk
Bronze III
Bronze spawn fileEntry-band file

dhomiesksk1109 Skill RR

Bronze III

Active SignalLive rank slot held / state file ? 5h ago
1109Skill RR
#504Board position
Signal heldField state
71 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.
55/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+2 Skill RR
BASE SKILL RR709
PRESSURE BUDGET±18 RR
VISIBLE PREVIEW711
Last Line x 1

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

55Current gauge
53Newest 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 Won Won Won Won Loss Loss Loss Abandoned Won
Open DBStats Profile ↗
Ranked read

dhomiesksk brings value by touching the round where it actually gets won. This player gives the team direct round value through plants, escort work, repairs, deliveries, or obj pressure. The value gets stronger when the push also gets more revives, assists, and second chances. The late-round stop value gives the team another way to break enemy momentum. The next good update comes from adding more support value and stop pressure to the useful minutes.

Team value: obj work Strongest: obj work · top-end Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
4 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[AuZ] | 8vs8 | SW | FF on! | pinglimit 100 (xREALM)
obj_trainyard · Stopwatch · Pre Game
Maplast saved
obj_trainyard
Stopwatch · Pre Game
Last lobby4 ranked players
4/16
players in monitored server
Lobby difficultyGold III
1302
avg Skill RR 1302
Ranked densityrank signal
100%
4 of 4 detected players
Stomp riskbalance signal
38 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 4
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Runner · Stable · Skill RR is the rank signal
BOARD POSITION#504
Skill rating signal
Bronze III
1109Bronze III · Skill RR
Bronze III → Bronze II76%
9 RR to Bronze II71 RR above floor
1470Peak form
730All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective · Secondary: Objective Stops
Form engine
STABLE+1 last 6
3 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability50%
SWINGY
Peak form gapGold III
+361 gap
Standing moveSkill scale
+6
Rank pressureField opened
Field opened +2 RR
Idle field shiftoffline
+2
Player DNAStable read
dhomiesksk 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. Add cleaner fights around the push and this player becomes harder to remove from the round. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 43.3 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:30:44 UTC
NEXT SCAN 09:16
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #504 dhomiesksk 1109 RR · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.3 RR/UPDATE · PEAK FORM 1470 ON RECORD · LADDER PRESSURE LOW 20/100 ·
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
dhomiesksk
Bronze III · Objective Runner
#504BOARD POS
RR 1109PEAK 1470STATE 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 4 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.3 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#503 bufo is 2 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
1470Peak form
730All-time peak
0Ladder track
+71RR above floor
1109Bronze III · Skill RR76% TO BRONZE II
Bronze III → Bronze II76% · 9 RR needed
REACTOR PULSE · FORM LAST 6STABLE +1
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (605 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
0005 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-18-202 updates0
2026-07-15-14-204 updates0
2026-07-14-18-402 updates0
2026-07-10-14-002 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+1STABLE
Form Engine
net RR across last 6
+361peak form gap +6standing move +2idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective
100
Objective Stops
100
KPH
22
Support
15
Combat
4
29.2season KPH 29.2profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:30] > SCAN CYCLE 2330 COMPLETE — 565 contacts indexed
[23:30] > RATING SIGNAL LOCKED: 1109 RR · BRONZE III · BOARD #504
[23:30] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.3 RR/update
[23:30] > FORM ENGINE: 3/6 positive — band STABLE, stability 50%
Sentinel Read · Player Assessment
dhomiesksk 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. Add cleaner fights around the push and this player becomes harder to remove from the round. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 43.3 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 7.5 vs 75/h target · weight 20%
-9.3RR / update
Support actionsavg 2.2 vs 18/h target · weight 20%
-9.3RR / update
Kills per houravg 27.5 vs 152/h target · weight 20%
-8.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.2RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.6RR / update
Objective stops / C4 pressureavg 20.2 vs 13/h target · weight 20%
+8RR / update
Objective actionsavg 92.1 vs 17/h target · weight 20%
+10.1RR / update
Fix Simulator · Counterfactual
Average scored update right now+5.7 RR
Hit Support actions target — nothing else changes+19.6 RR / update
Hit Support actions + Combat pressure targets+33.5 RR / update
Counterfactual on the same games, same K-factor (~79). 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
2 scored updates in window
72h+10 net
Your games
+10
Field drift
0
6 scored updates in window
7d+28 net
Your games
+28
Field drift
0
8 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 21%RR
Top 81%Combat
Top 5%Objective
Top 71%Support
Top 89%KPH
Objective100/100
Objective Stops100/100
KPH22/100
Support15/100
Combat4/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-21 impact)
⬢ ANGRY REVIEW BADGE Bronze III TAPE SAYS Silver III
That run was fragile in ways I did not know tape could be fragile. I held the file gently. Out of pity.
Coach blood pressureWHISTLE CASUALTY
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
Forget the ladder. The ladder will still be there. Right now we rebuild from the studs: clean trades, no quiet deaths, every life buys SOMETHING. 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 Bronze II. 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
Objective work▲ High35.1 / 17 objective/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Clutch stops▼ Major0 / 13 clutch/h target
Frag pressure▼ Major4.7 / 75 combat/h target
Field Orders
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressureTARGET4.7 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Not good enough. Team support has to show up closer to the push next game. Next game: stay near the blue names. A revive five seconds too late is just a funeral with paperwork. Coach order: pick them up, trade the mess, keep the push alive.
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 2026-07-17-18:40 / -21 game impact
Coach
ANGRY REVIEW
That run was fragile in ways I did not know tape could be fragile. I held the file gently. Out of pity.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IIIBronze III
The tape saysSilver IIISilver III
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
Forget the ladder. The ladder will still be there. Right now we rebuild from the studs: clean trades, no quiet deaths, every life buys SOMETHING. 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 Bronze II. 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
ENGINEERjudged by your class bar
FILE 006 STUDENT UNDER ORDER: COMBAT
Coach
From your file · the coach speaksNew sweater tonight. Fine. I am freezing the old order until you wear that jersey again - earn THIS role on its own tape.Tonight's PRESSURE at 1.27 is a new file record - the old ceiling was 1.13. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.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.
COMBAT
I screamed at a laminated sheet for four minutes. The sheet apologized before you did.
0.49
CLASS BAR 1.00
SUPPORT
The bar does not negotiate. I have tried. It hung up on me.
0.65
CLASS BAR 1.00
The drill // next sessionRead it twice. The wrench is not a pacifist. Clear the lane before you kneel at the objective — next session your gun opens the door your repairs walk through.
WHITECHAPELWON
134 damage a minute out, 152 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
BUSHWHACKER
IN YOUR SQUAD 5 OF LAST 6
Fight next to your turret, not away from it — crouch behind it and it soaks the damage meant for you.
FILM ROOM // WHITECHAPEL
On defense, disable the vehicle and then HOLD the repair angle — the EV is bait; the repairman is the round.
Last Line stamp on record. When everyone folded, you did not. Remember that feeling.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Objective work▲ High
35.1 / 17 objective/h target
4 positive +10 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
4.7 / 75 combat/h target
2 negative 0.464 vs 0.736

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressuretarget
4.7 / 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 have no file on you yet, so my demands are simple: show up, shoot something, touch the EV. A trained pigeon could do it. Show me you beat the pigeon.
What your last games gave me
There were real minutes in there — a good trade, a clean revive — and then you would vanish for two rounds like you went to get snacks.
How fast this can move you
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
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 7.5 vs 75/h target · weight 20%
-9.3RR / update
Support actionsavg 2.2 vs 18/h target · weight 20%
-9.3RR / update
Kills per houravg 27.5 vs 152/h target · weight 20%
-8.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.2RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.6RR / update
Objective stops / C4 pressureavg 20.2 vs 13/h target · weight 20%
+8RR / update
Objective actionsavg 92.1 vs 17/h target · weight 20%
+10.1RR / update
Fix simulator
Average scored update right now+5.7 RR
Hit Support actions target — nothing else changes+19.6 RR / update
Hit Support actions + Combat pressure targets+33.5 RR / update
Counterfactual on the same games, same K-factor (~79). 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
2 scored updates in window
72h+10 net
Your games+10
Field drift0
6 scored updates in window
7d+28 net
Your games+28
Field drift0
8 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
0005 UTC avg +0 RR / update over 3 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
2026-07-17-18-202 updates0
2026-07-15-14-204 updates0
2026-07-14-18-402 updates0
2026-07-10-14-002 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 21%RR
Top 81%Combat
Top 5%Objective
Top 71%Support
Top 89%KPH
Objective100/100
Objective Stops100/100
KPH22/100
Support15/100
Combat4/100
Personal intelligence / weekly compile

Loadout DNA // dhomiesksk

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

Stable personal record
10completed proof matches
7maps in personal file
Supportdominant field lane
NEW SIGNALlast 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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

10 completed matches / 20.0% observed result

Signature 2 SKYHAMMER / M92 loadout card
SKYHAMMER / M92Fire Support

8 completed matches / 25.0% observed result

Signature 3 AURA / R73 loadout card
AURA / R73Medic

7 completed matches / 14.3% observed result

Signature 4 AURA / R42 loadout card
AURA / R42Medic

2 completed matches / early read

Role DNA
Combat
6
Objective
1
Support
17
Precision
13
Pressure
4
Compared with tracked ranked playersSTABLE 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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer
Test BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41Engineer
Keep BUSHWHACKER. Change one card.

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

10 completed matches / 20.0% observed result 12,397 completed carries / 4,622 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.

Terminal Redux2 personal / early read
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

2 completed matches / early read

BUSHWHACKER / BL73 loadout card
Archive same-merc leadBUSHWHACKER / BL73

642 archive carries / 500 players / 48.8% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Whitechapel2 personal / early read
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

2 completed matches / early read

BUSHWHACKER / SM82 loadout card
Archive same-merc leadBUSHWHACKER / SM82

4,700 archive carries / 500 players / 50.6% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Heist2 personal / early read
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

2 completed matches / early read

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Castle1 personal / early read
AURA / R73 loadout card
Your observed cardAURA / R73

1 completed match / early read

AURA / H71 loadout card
Archive same-merc leadAURA / H71

2,892 archive carries / 500 players / 50.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Dome Redux1 personal / early read
AURA / R73 loadout card
Your observed cardAURA / R73

1 completed match / early read

JAVELIN / B51 loadout card
Archive field referenceJAVELIN / B51

177 archive carries / 165 players / 50.3% conservative floor

Dockyard1 personal / early read
AURA / R73 loadout card
Your observed cardAURA / R73

1 completed match / early read

AURA / R72 loadout card
Archive same-merc leadAURA / R72

235 archive carries / 205 players / 49.4% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% 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.

AURA / R73 loadout card
AURA / R73
BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72
SKYHAMMER / M92 loadout card
SKYHAMMER / M92
Signature deck

6 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.

Match award x1 / BUSHWHACKER / C72

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

1109Skill RR
-13Skill RR delta
1123Peak 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 ? 19 valid updates
2026-07-17-18:40-21 performance
Activity: 15.4 min / 5 K / 7 A / 1 W
Score: actual 0.464 vs expected 0.736 / margin -0.271
Show exact performance breakdown
0.464Actual score
0.736Expected score
-0.271Margin
79K-factor
2026-07-17-18:20+7 performance
Activity: 8.6 min / 1 K / 0 A / 0 W
Score: actual 0.82 vs expected 0.731 / margin 0.089
Show exact performance breakdown
0.82Actual score
0.731Expected score
0.089Margin
79K-factor
2026-07-15-15:20+10 performance
Activity: 15.4 min / 8 K / 10 A / 0 W
Score: actual 0.897 vs expected 0.768 / margin 0.129
Show exact performance breakdown
0.897Actual score
0.768Expected score
0.129Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.49
OBJECTIVE1.17
SUPPORT0.65
PRESSURE1.27
ground truth 0.95 vs legacy read 0.52 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-15-00-2 performance
Activity: 15.3 min / 6 K / 13 A / 4 W
Score: actual 0.761 vs expected 0.792 / margin -0.031
Show exact performance breakdown
0.761Actual score
0.792Expected score
-0.031Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 62% / ENGINEER 39%engine weight 90%
COMBAT0.46
OBJECTIVE1.25
SUPPORT0.44
PRESSURE0.73
ground truth 0.80 vs legacy read 0.46 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-14:40+7 performance
Activity: 11.7 min / 5 K / 8 A / 4 W
Score: actual 0.812 vs expected 0.729 / margin 0.083
Show exact performance breakdown
0.812Actual score
0.729Expected score
0.083Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 52% / FIRESUPPORT 48%engine weight 90%
COMBAT0.47
OBJECTIVE1.62
SUPPORT0.57
PRESSURE0.74
ground truth 0.82 vs legacy read 0.67 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-14:20+9 performance
Activity: 8.6 min / 9 K / 7 A / 0 W
Score: actual 0.768 vs expected 0.65 / margin 0.118
Show exact performance breakdown
0.768Actual score
0.65Expected score
0.118Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.71
OBJECTIVE0.91
SUPPORT0.73
PRESSURE0.94
ground truth 0.80 vs legacy read 0.42 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-19-00+28 performance
Activity: 7.1 min / 4 K / 9 A / 2 W
Score: actual 1.037 vs expected 0.683 / margin 0.354
Show exact performance breakdown
1.037Actual score
0.683Expected score
0.354Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.95
OBJECTIVE1.68
SUPPORT0.89
PRESSURE1.05
ground truth 1.09 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-18:40-10 performance
Activity: 17.1 min / 1 K / 8 A / 1 W
Score: actual 0.517 vs expected 0.644 / margin -0.127
Show exact performance breakdown
0.517Actual score
0.644Expected score
-0.127Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.32
OBJECTIVE0.65
SUPPORT0.49
PRESSURE0.79
ground truth 0.53 vs legacy read 0.58 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-14:20+15 performance
Activity: 13.4 min / 8 K / 1 A / 1 W
Score: actual 0.871 vs expected 0.676 / margin 0.195
Show exact performance breakdown
0.871Actual score
0.676Expected score
0.195Margin
79K-factor
2026-07-10-14-00+15 performance
Activity: 3.7 min / 2 K / 0 A / 1 W
Score: actual 0.842 vs expected 0.657 / margin 0.184
Show exact performance breakdown
0.842Actual score
0.657Expected score
0.184Margin
79K-factor
2026-07-17-23-20
HELD Bronze III / Skill RR 1109 / 0 RR
Position 532 / Objective Stopper / KPH 29.21 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-23-00
HELD Bronze III / Skill RR 1109 / 0 RR
Position 532 / Objective Stopper / KPH 29.21 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-22-40
HELD Bronze III / Skill RR 1109 / 0 RR
Position 533 / Objective Stopper / KPH 29.21 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-22-20
HELD Bronze III / Skill RR 1109 / 0 RR
Position 533 / Objective Stopper / KPH 29.21 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-22-00
FIELD SHIFT Bronze III / Skill RR 1109 / 0 RR
Position 534 / Objective Stopper / KPH 29.21 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Bronze III / Skill RR 1109 / 0 RR
Position 536 / Objective Stopper / KPH 29.21 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Bronze III / Skill RR 1109 / 0 RR
Position 535 / Objective Stopper / KPH 29.21 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Bronze III / Skill RR 1109 / 0 RR
Position 535 / Objective Stopper / KPH 29.21 / Performance 0 / Field shift +1 / Ladder track 709
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Bronze III / Skill RR 1109 / 0 RR
Position 535 / Objective Stopper / KPH 29.21 / Performance 0 / Field shift +1 / Ladder track 709
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
MATCH IMPACT Bronze III / Skill RR 1109 / -1 RR
Position 534 / Objective Stopper / KPH 29.21 / Performance 0 / Field shift 0 / Ladder track 709
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Objective actions, Objective stops / C4 pressure and Win result. Low signals: Support actions, Combat pressure and Kills per hour.
Show exact performance breakdown
0.721Actual score
0.721Expected score
0Margin
79K-factor
Objective actionsPushed RR up
Measured: 2.5 delta / Objective score / hour 38.5
Score: 2 / Weight: 20% / Impact: +0.256
Objective stops / C4 pressurePushed RR up
Measured: 1.5 delta / Stop score / hour 23.1
Score: 1.775 / Weight: 20% / Impact: +0.211
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.144
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.141
Kills per hourPulled RR down
Measured: 3 kills / Kills / hour 46.2
Score: 0.304 / Weight: 19.5% / Impact: -0.081
Win resultPushed RR up
Measured: 3-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.015
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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