Tracked players: 7367 · 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.
1303 / 7367Active ranked this season
17:58
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 04:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Mansion
Cobalt III
Cobalt strike vaultElite-gate contract

Mansion1695 Skill RR

Cobalt III

Active SignalLive rank slot held / state file ? 3.3d ago
☣ Hazard pay3 RR lifetime / the system pays the mercs who endure a quarantined contract
1695Skill RR
#170Board position
Signal heldField state
16 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.
48/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-2 Skill RR
LADDER TRACK BASE1680
PRESSURE BUDGET±42 RR
VISIBLE PREVIEW1678
Silent Support x 3

Recent eligible matches sit slightly below expected field pressure.

48Current gauge
59Newest 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 Loss Abandoned Won Won Abandoned Won Won
Open DBStats Profile ↗
Ranked read

You do not want Mansion near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. The next jump comes when more of those fights turn into plants, stops, or cleaner round control. The fight side gives the team a way to open pushes instead of only reacting. Keep that pace stable and the stop pressure and support value can keep carrying useful minutes.

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
8 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[BSH] Big Slut House HARDCORE | FF on | 8vs8 | GET HARD | Ping Limit 399 | Min LVL 50 | discord.gg/NmWVWU2mEN
obj_terminalredux · Stopwatch · Late Game
Maplast saved
obj_terminalredux
Stopwatch · Late Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1525
avg Skill RR 1525
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#170
Skill rating signal
Cobalt III
1695Cobalt III · Skill RR
Cobalt III → Cobalt II41%
66 RR to Cobalt II16 RR above floor
2149Peak form
1680All-time peak
1680Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+28 last 6
4 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+454 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftnone
—
Player DNAStable read
Mansion is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. The best rounds are the ones where that support work turns one messy fight into another chance for the team. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 21 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 04:42:03 UTC
NEXT SCAN 17:57
CONTACTS 1303 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #170 Mansion 1695 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -11.8 RR/UPDATE · PEAK FORM 2149 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
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
Mansion
Cobalt III · Objective Stopper
#170BOARD POS
RR 1695PEAK 2149STATE HOTCONF 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-2Objective actions running below scoring target — worst active leak, -11.8 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR4 of last 6 scored updates positive, +28 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2149Peak form
1680All-time peak
1680Ladder track
+16RR above floor
1695Cobalt III · Skill RR41% TO COBALT II
Cobalt III → Cobalt II41% · 66 RR needed
REACTOR PULSE · FORM LAST 6HOT +28
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (240 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 6 SESSIONS ANALYSED
+8 1st Deployopener
+9 2nd Deployholding
-12 3rd+ Deploybleeding
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~28 RR per session at current pace.
Strongest Window
1823 UTC avg +11.7 RR / update over 3 updates weakest: 1217 UTC (avg -1.2)
Recent Sessions
2026-10-15-20-201 update+8
2026-10-14-17-201 update+12
2026-10-12-18-001 update+23
2026-10-11-22-201 update+4
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+28HOT
Form Engine
net RR across last 6
+454peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
76
Support
66
Combat
47
Objective
29
96.2season KPH 98.8profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[04:42] > SCAN CYCLE 0442 COMPLETE — 1303 contacts indexed
[04:42] > RATING SIGNAL LOCKED: 1695 RR · COBALT III · BOARD #170
[04:42] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -11.8 RR/update
[04:42] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
Mansion is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. The best rounds are the ones where that support work turns one messy fight into another chance for the team. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 21 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 3.4 vs 17/h target · weight 20%
-11.8RR / update
Combat pressureavg 29.4 vs 75/h target · weight 20%
-9.2RR / update
Kills per houravg 110.1 vs 152/h target · weight 20%
-5.2RR / update
Win resultavg 0.9 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.8RR / update
Support actionsavg 40.3 vs 18/h target · weight 20%
+5.4RR / update
Objective stops / C4 pressureavg 40.1 vs 13/h target · weight 20%
+6.2RR / update
Fix Simulator · Counterfactual
Average scored update right now+4.3 RR
Hit Objective actions target — nothing else changes+15.3 RR / update
Hit Objective actions + Combat pressure targets+23.5 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h+8 net
Your games
+8
Field drift
0
1 scored update in window
72h+20 net
Your games
+20
Field drift
0
2 scored updates in window
7d+161 net
Your games
+161
Field drift
0
17 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 3%RR
Top 8%Combat
Top 58%Objective
Top 11%Support
Top 10%KPH
Objective Stops100/100
KPH76/100
Support66/100
Combat47/100
Objective29/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+8 impact)
⬢ GOOD PROOF BADGE Cobalt III TAPE SAYS Elite
Good. GOOD. No fireworks, no parade — just a man clearing the bar every single shift like he gets paid per hurdle. That is how ladders get climbed.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Cobalt II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
▲
Clutch stops▲ High51.8 / 13 clutch/h target
▲
Team support▲ High33.4 / 18 support/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Frag pressure▼ Major39.5 / 75 combat/h target
▼
Kill pace▼ Medium133.5 / 152 KPH 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 pressureTARGET39.5 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET133.5 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good. The useful work came from stop pressure, and that is something the team can play around. Next game: drag the fight onto the win condition. If the enemy wants obj, make them pay rent. Coach order: make the map objective your problem until it becomes their problem.
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 2026-10-15-20:20 / +8 game impact
Coach
GOOD PROOF
Good. GOOD. No fireworks, no parade — just a man clearing the bar every single shift like he gets paid per hurdle. That is how ladders get climbed.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IIICobalt III
➞
The tape saysEliteElite
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Cobalt II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 010 VETERAN UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksI circled PRESSURE last time. It is still 0.63. The circle stays. So does my patience - barely.And before you argue with the board: the best PRESSURE in this file is 1.28, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Your last pages average 0.93 on PRESSURE. Tonight reads 0.63. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
PRESSURE
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.63
CLASS BAR 1.00
OBJECTIVE
Sit down and watch this back. THAT is your ceiling - and tonight you touched it with both hands.
1.88
CLASS BAR 1.00
The drill // next sessionYou are healing from the parking lot. Step into the fight — a medic who shares the fire earns saves that actually matter.
BRIDGEWON
13 teammates raised on this shift. The tape does not lie about who kept that team breathing.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
GUARDIAN
IN YOUR SQUAD 5 OF LAST 6
Charge discipline: a held full charge is a squad wipe reversed. Spend it on two or more — a single body is defib work, not glove work.
▸FILM ROOM // BRIDGE
When the EV stalls under focus, reset instead of feeding — a stalled escort is bait for BOTH teams, and the side that regroups first owns the next window.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
❞I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ High
51.8 / 13 clutch/h target
Team support▲ High
33.4 / 18 support/h target
4 positive +23 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
39.5 / 75 combat/h target
Kill pace▼ Medium
133.5 / 152 KPH target
2 negative 1.389 vs 1.256

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
39.5 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
133.5 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
At Cobalt the enemy does not get to have plans. I expected you to find their plan, set it on fire, and warm your hands on it.
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
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Objective actionsavg 3.4 vs 17/h target · weight 20%
-11.8RR / update
Combat pressureavg 29.4 vs 75/h target · weight 20%
-9.2RR / update
Kills per houravg 110.1 vs 152/h target · weight 20%
-5.2RR / update
Win resultavg 0.9 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.8RR / update
Support actionsavg 40.3 vs 18/h target · weight 20%
+5.4RR / update
Objective stops / C4 pressureavg 40.1 vs 13/h target · weight 20%
+6.2RR / update
Fix simulator
Average scored update right now+4.3 RR
Hit Objective actions target — nothing else changes+15.3 RR / update
Hit Objective actions + Combat pressure targets+23.5 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h+8 net
Your games+8
Field drift0
1 scored update in window
72h+20 net
Your games+20
Field drift0
2 scored updates in window
7d+161 net
Your games+161
Field drift0
17 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 +11.7 RR / update over 3 updates weakest: 1217 UTC (avg -1.2)
Fatigue signature · avg RR by update # in a session
+81st
+92nd
-123rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-10-15-20-201 update+8
2026-10-14-17-201 update+12
2026-10-12-18-001 update+23
2026-10-11-22-201 update+4
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 3%RR
Top 8%Combat
Top 58%Objective
Top 11%Support
Top 10%KPH
Objective Stops100/100
KPH76/100
Support66/100
Combat47/100
Objective29/100
Personal intelligence / weekly compile

Loadout DNA // Mansion

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

1695Public Skill RR now
—Recorded season RR change
+42Performance 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: 1695 season RR + 0 public adjustment = 1695 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 · 59 valid updates
2026-10-15-20:20+8 performance
Activity: 12.6 min / 24 K / 11 A / 2 W
Score: actual 1.389 vs expected 1.256 / margin 0.133
Show exact performance breakdown
1.389Actual score
1.256Expected score
0.133Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 56% / FIRESUPPORT 44%engine weight 90%
COMBAT1.47
OBJECTIVE1.88
SUPPORT1.13
PRESSURE0.63
ground truth 1.40 vs legacy read 1.10 · 2 match window · 1.00 = your class target for this lobby
2026-10-14-17:20+12 performance
Activity: 13.4 min / 12 K / 8 A / 2 W
Score: actual 1.352 vs expected 1.158 / margin 0.194
Show exact performance breakdown
1.352Actual score
1.158Expected score
0.194Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.54
OBJECTIVE1.01
SUPPORT1.57
PRESSURE0.93
ground truth 1.35 vs legacy read 1.03 · 2 match window · 1.00 = your class target for this lobby
2026-10-12-18-00+23 performance
Activity: 8.3 min / 7 K / 2 A / 2 W
Score: actual 1.534 vs expected 1.163 / margin 0.371
Show exact performance breakdown
1.534Actual score
1.163Expected score
0.371Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.95
OBJECTIVE1.35
SUPPORT2.00
PRESSURE1.28
ground truth 1.53 vs legacy read 1.39 · 1 match window · 1.00 = your class target for this lobby
2026-10-11-22:20+4 performance
Activity: 21.9 min / 19 K / 28 A / 3 W
Score: actual 1.271 vs expected 1.204 / margin 0.067
Show exact performance breakdown
1.271Actual score
1.204Expected score
0.067Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.01
OBJECTIVE1.41
SUPPORT1.60
PRESSURE1.10
ground truth 1.36 vs legacy read 0.53 · 2 match window · 1.00 = your class target for this lobby
2026-10-10-15:40-19 performance
Activity: 15.4 min / 14 K / 9 A / 2 W
Score: actual 0.765 vs expected 1.077 / margin -0.312
Show exact performance breakdown
0.765Actual score
1.077Expected score
-0.312Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.76
OBJECTIVE0.58
SUPPORT0.54
PRESSURE1.26
ground truth 0.74 vs legacy read 1.03 · 1 match window · 1.00 = your class target for this lobby
2026-10-10-15:20-5 performance
Activity: 6.8 min / 9 K / 12 A / 1 W
Score: actual 1.049 vs expected 1.136 / margin -0.087
Show exact performance breakdown
1.049Actual score
1.136Expected score
-0.087Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.26
OBJECTIVE1.22
SUPPORT0.07
PRESSURE0.91
ground truth 1.06 vs legacy read 1.08 · 1 match window · 1.00 = your class target for this lobby
2026-10-10-15-00+4 performance
Activity: 21 min / 29 K / 31 A / 3 W
Score: actual 1.245 vs expected 1.174 / margin 0.071
Show exact performance breakdown
1.245Actual score
1.174Expected score
0.071Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 62% / MEDIC 38%engine weight 90%
COMBAT1.38
OBJECTIVE0.93
SUPPORT1.36
PRESSURE1.22
ground truth 1.26 vs legacy read 1.00 · 2 match window · 1.00 = your class target for this lobby
2026-10-10-14:40+2 performance
Activity: 6.1 min / 11 K / 13 A / 2 W
Score: actual 1.242 vs expected 1.202 / margin 0.04
Show exact performance breakdown
1.242Actual score
1.202Expected score
0.04Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.73
OBJECTIVE1.42
SUPPORT0.67
PRESSURE1.05
ground truth 1.26 vs legacy read 1.02 · 1 match window · 1.00 = your class target for this lobby
2026-10-10-10:40+14 performance
Activity: 11 min / 19 K / 7 A / 2 W
Score: actual 1.417 vs expected 1.182 / margin 0.235
Show exact performance breakdown
1.417Actual score
1.182Expected score
0.235Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.45
OBJECTIVE0.83
SUPPORT2.00
PRESSURE0.83
ground truth 1.51 vs legacy read 0.63 · 1 match window · 1.00 = your class target for this lobby
2026-10-10-10:20-1 performance
Activity: 13.7 min / 21 K / 10 A / 0 W
Score: actual 1.084 vs expected 1.093 / margin -0.008
Show exact performance breakdown
1.084Actual score
1.093Expected score
-0.008Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.20
OBJECTIVE0.25
SUPPORT1.58
PRESSURE0.93
ground truth 1.12 vs legacy read 0.82 · 1 match window · 1.00 = your class target for this lobby
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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