Tracked players: 7384 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1296 / 7384Active ranked this season
01:57
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.

2026-10-19 Last update UTC 17:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
carcara
RESTITUTION PAID — +103 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +25 RR on Oct 18, 2026 21:20 UTC. Games poisoned by cheaters can never count against anyone here.
Silver II
BRUTAL WEEK SURVIVOR
13-8 survivor
SEASON I REWARD
Gold II
Gold II
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

carcara1361 Skill RR

Silver II

Active SignalLive rank slot held / state file ? 17.7d ago
☣ Hazard pay7 RR lifetime / the system pays the mercs who endure a quarantined contract
1361Skill RR
#772Board 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.
50/100
Neutral
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED0 Skill RR
LADDER TRACK BASE938
PRESSURE BUDGET±23 RR
VISIBLE PREVIEW938
Silent Support x 3

Recent eligible matches are matching expected field pressure.

50Current gauge
67Newest 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 Abandoned Won Abandoned Loss Won Abandoned Abandoned Won Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want carcara near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More timing around late objective fights would make this player more annoying to finish against. This player also puts enough time into the round to make the team pressure matter. The next jump is about turning the good moments into more stop pressure and fight pressure for the team.

Team value: stop pressure Strongest: stop pressure · top-end Next: more late stops Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
7 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
tk-xrelm-euro-server
obj_trainyard · Stopwatch · Early Game
Maplast saved
obj_trainyard
Stopwatch · Early Game
Last lobby14 ranked players
14/16
players in monitored server
Lobby difficultyGold II
1448
avg Skill RR 1448
Ranked densityrank signal
100%
14 of 14 detected players
Stomp riskbalance signal
67 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 14
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#772
Skill rating signal
Silver II
1361Silver II · Skill RR
Silver II → Silver I42%
28 RR to Silver I16 RR above floor
1313Peak form
1136All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
STABLE-10 last 6
1 positive · 2 negative · 4 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability50%
SWINGY
Peak form gapSilver I
-48 gap
Standing moveSkill scale
-4
Rank pressureField opened
Field opened +1 RR
Idle field shiftoffline
0
Player DNAStable read
barba helps keep the team alive when the first trade goes wrong. This player makes pushes less fragile because one bad trade does not always end the wave. When the fights get cleaner, the team value becomes much easier to see. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 19.5 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 17:18:05 UTC
NEXT SCAN 01:55
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #772 carcara 1361 RR · FORM STABLE — 1/4 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.4 RR/UPDATE · PEAK FORM 1313 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
carcara
Silver II · Objective Stopper
#772BOARD POS
RR 1361PEAK 1313STATE STABLECONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.4 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
✓
Form HoldingCLEAR1 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1313Peak form
1136All-time peak
0Ladder track
+16RR above floor
1361Silver II · Skill RR42% TO SILVER I
Silver II → Silver I42% · 28 RR needed
REACTOR PULSE · FORM LAST 6STABLE -10
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4554 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 7 SESSIONS ANALYSED
-5.3 1st Deploybleeding
+20 2nd Deployholding
-1 3rd+ Deploybleeding
⬢ Standing Order
Warm up before scored time.
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Strongest Window
1823 UTC avg -3.6 RR / update over 8 updates
Recent Sessions
2026-10-01-23-401 update-15
2026-09-29-11-001 update-20
2026-09-23-19-401 update+1
2026-09-20-17-001 update+30
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
1/4HOT RATIO
Hot Ratio
positive in last 6 updates
-10STABLE
Form Engine
net RR across last 6
-48peak form gap -4standing move 0idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
96
Support
61
KPH
39
Combat
8
51.5season KPH 51.1profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[17:18] > SCAN CYCLE 1718 COMPLETE — 1296 contacts indexed
[17:18] > RATING SIGNAL LOCKED: 1361 RR · SILVER II · BOARD #772
[17:18] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.4 RR/update
[17:18] > FORM ENGINE: 1/4 positive — band STABLE, stability 50%
Sentinel Read · Player Assessment
barba helps keep the team alive when the first trade goes wrong. This player makes pushes less fragile because one bad trade does not always end the wave. When the fights get cleaner, the team value becomes much easier to see. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 19.5 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 14 vs 75/h target · weight 20%
-9.4RR / update
Kills per houravg 43.9 vs 152/h target · weight 20%
-8.1RR / update
Objective stops / C4 pressureavg 9 vs 13/h target · weight 20%
-4.7RR / update
Objective actionsavg 17.5 vs 17/h target · weight 20%
-2.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
0RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.5RR / update
Support actionsavg 57.3 vs 18/h target · weight 20%
+5.4RR / update
Fix Simulator · Counterfactual
Average scored update right now-1.9 RR
Hit Combat pressure target — nothing else changes+8.1 RR / update
Hit Combat pressure + Kills per hour targets+16.5 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+25 net
Your games
+25
Field drift
0
1 scored update in window
72h+25 net
Your games
+25
Field drift
0
1 scored update in window
7d+25 net
Your games
+25
Field drift
0
1 scored update 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 12%RR
Top 57%Combat
Top 10%Objective
Top 13%Support
Top 59%KPH
Objective Stops100/100
Objective96/100
Support61/100
KPH39/100
Combat8/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-15 impact)
⬢ ANGRY REVIEW BADGE Silver II TAPE SAYS Gold 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
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. You are ONE good night from Silver I. 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▲ High55.1 / 17 objective/h target
▲
Team support▲ High76 / 18 support/h target
Objective Leaks
▼
Clutch stops▼ Major0 / 13 clutch/h target
▼
Frag pressure▼ Major0 / 75 combat/h target
▼
Kill pace▼ Major33 / 152 KPH target
Field Orders
◎
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
◎
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET33 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
No. That game gave away too much value. The team needed more stop pressure where the round was being fought. Next game: stay alive for the swing moment. Dirty rounds are often won by the player who did not wander off. Coach order: save one ugly round with one clean stop.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-10-01-23:40 / -15 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 badgeSilver IISilver II
➞
The tape saysGold IIIGold III
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
Fast climb order
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. You are ONE good night from Silver I. 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 039 REGULAR UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.This is your 14th shift in the ENGINEER sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
SUPPORT
I have seen empty chairs contribute more. At least a chair HOLDS GROUND.
0.34
CLASS BAR 1.00
COMBAT
My clipboard has a dent in it now. We both know whose shift put it there.
0.37
CLASS BAR 1.00
The drill // next sessionSupport the push like the push depends on it — because it does.
TRAINYARDLOST
Taking 167 a minute and answering with 57. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PROXY
IN YOUR SQUAD 4 OF LAST 6
Your mine watches a lane so a teammate does not have to. Post it on the flank route and the whole team plays one worry lighter.
▸FILM ROOM // TRAINYARD
Attacking Trainyard: win the utility duel first — their long angles live and die on deployables and marks. Clear the toys, then walk the lanes.
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

Objective work▲ High
55.1 / 17 objective/h target
Team support▲ High
76 / 18 support/h target
3 positive -1 last 6

Objective leaks

Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
33 / 152 KPH target
3 negative 0.687 vs 0.940

Field orders

Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
33 / 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
My demands went up because you EARNED that. I expected you disrupting pushes, not spectating them with a gun in your hands.
What your last games gave me
Solid work that built rounds. Constant pressure, smart utility, a crosshair that knew where the job lived. I slept that night. Eight hours. Thank you.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 14 vs 75/h target · weight 20%
-9.4RR / update
Kills per houravg 43.9 vs 152/h target · weight 20%
-8.1RR / update
Objective stops / C4 pressureavg 9 vs 13/h target · weight 20%
-4.7RR / update
Objective actionsavg 17.5 vs 17/h target · weight 20%
-2.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.5RR / update
Support actionsavg 57.3 vs 18/h target · weight 20%
+5.4RR / update
Fix simulator
Average scored update right now-1.9 RR
Hit Combat pressure target — nothing else changes+8.1 RR / update
Hit Combat pressure + Kills per hour targets+16.5 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+25 net
Your games+25
Field drift0
1 scored update in window
72h+25 net
Your games+25
Field drift0
1 scored update in window
7d+25 net
Your games+25
Field drift0
1 scored update 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 -3.6 RR / update over 8 updates
Fatigue signature · avg RR by update # in a session
-5.31st
+202nd
-13rd+
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Recent sessions
2026-10-01-23-401 update-15
2026-09-29-11-001 update-20
2026-09-23-19-401 update+1
2026-09-20-17-001 update+30
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 12%RR
Top 57%Combat
Top 10%Objective
Top 13%Support
Top 59%KPH
Objective Stops100/100
Objective96/100
Support61/100
KPH39/100
Combat8/100
Personal intelligence / weekly compile

Loadout DNA // Ewb4 Tiwm4

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
76completed proof matches
8maps in personal file
Objectivedominant field lane
IMPROVINGlast 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 / BL81 loadout card
BUSHWHACKER / BL81Engineer

53 completed matches / 66.0% observed result

Signature 2 SKYHAMMER / T52 loadout card
SKYHAMMER / T52Fire Support

37 completed matches / 75.7% observed result

Signature 3 AURA / R42 loadout card
AURA / R42Medic

31 completed matches / 67.7% observed result

Signature 4 PROXY / KE21 loadout card
PROXY / KE21Engineer

22 completed matches / 72.7% observed result

Role DNA
Combat
11
Objective
97
Support
37
Precision
17
Pressure
8
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 SKYHAMMER / T52 loadout card
SKYHAMMER / T52Fire Support
Test SKYHAMMER / T61 loadout card
SKYHAMMER / T61Fire Support
Keep SKYHAMMER. Change one card.

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

37 completed matches / 75.7% observed result 14,717 completed carries / 6,075 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.

Whitechapel18 personal / 72.2% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

18 completed matches / 72.2% observed result

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

Castle15 personal / 60.0% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

14 completed matches / 57.1% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard12 personal / 75.0% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

11 completed matches / 72.7% observed result

PROXY / R13 loadout card
Archive same-merc leadPROXY / R13

3,176 archive carries / 500 players / 52.6% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Bridge10 personal / 70.0% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

7 completed matches / 57.1% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground9 personal / 77.8% observed
AURA / R42 loadout card
Your observed cardAURA / R42

7 completed matches / 71.4% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Dockyard6 personal / 66.7% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

5 completed matches / 80.0% observed result

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

1,017 archive carries / 500 players / 49.3% 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 / R42 loadout card
AURA / R42
BUSHWHACKER / BL81 loadout card
BUSHWHACKER / BL81
SKYHAMMER / T52 loadout card
SKYHAMMER / T52
Signature deck

8 completed matches / 50.0% 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 x11 / BUSHWHACKER / BL81Match award x3 / BUSHWHACKER / BL81Most Objective x3 / PROXY / KE21Match award x3 / PROXY / KE21

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

1361Public Skill RR now
+7Recorded season RR change
-19Performance 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: 1361 season RR + 0 public adjustment = 1361 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 · 160 valid updates
2026-10-01-23:40-15 performance
Activity: 7.9 min / 3 K / 12 A / 3 W
Score: actual 0.687 vs expected 0.94 / margin -0.253
Show exact performance breakdown
0.687Actual score
0.94Expected score
-0.253Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.37
OBJECTIVE0.86
SUPPORT0.34
PRESSURE0.91
ground truth 0.67 vs legacy read 0.88 · 1 match window · 1.00 = your class target for this lobby
2026-09-29-11-00-20 performance
Activity: 4.2 min / 1 K / 4 A / 2 W
Score: actual 0.694 vs expected 1.016 / margin -0.322
Show exact performance breakdown
0.694Actual score
1.016Expected score
-0.322Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.53
OBJECTIVE1.45
SUPPORT0.41
PRESSURE0.73
ground truth 0.78 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
2026-09-23-19:40+1 performance
Activity: 17.2 min / 12 K / 4 A / 3 W
Score: actual 0.955 vs expected 0.939 / margin 0.016
Show exact performance breakdown
0.955Actual score
0.939Expected score
0.016Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.55
OBJECTIVE1.65
SUPPORT1.45
PRESSURE1.08
ground truth 0.97 vs legacy read 0.81 · 1 match window · 1.00 = your class target for this lobby
2026-09-20-17-00+30 performance
Activity: 14.4 min / 6 K / 7 A / 0 W
Score: actual 1.429 vs expected 0.935 / margin 0.494
Show exact performance breakdown
1.429Actual score
0.935Expected score
0.494Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.47
OBJECTIVE1.58
SUPPORT2.00
PRESSURE1.35
ground truth 1.49 vs legacy read 0.77 · 1 match window · 1.00 = your class target for this lobby
2026-09-17-19:20-21 performance
Activity: 9.6 min / 9 K / 4 A / 0 W
Score: actual 0.678 vs expected 1.027 / margin -0.349
Show exact performance breakdown
0.678Actual score
1.027Expected score
-0.349Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.70
OBJECTIVE0.34
SUPPORT0.84
PRESSURE0.83
ground truth 0.65 vs legacy read 0.92 · 1 match window · 1.00 = your class target for this lobby
2026-09-16-23:40+24 performance
Activity: 12.8 min / 10 K / 4 A / 3 W
Score: actual 1.384 vs expected 0.997 / margin 0.387
Show exact performance breakdown
1.384Actual score
0.997Expected score
0.387Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.65
OBJECTIVE1.23
SUPPORT2.00
PRESSURE0.89
ground truth 1.40 vs legacy read 0.94 · 1 match window · 1.00 = your class target for this lobby
2026-09-16-23:20-26 performance
Activity: 7.5 min / 5 K / 3 A / 2 W
Score: actual 0.61 vs expected 1.029 / margin -0.419
Show exact performance breakdown
0.61Actual score
1.029Expected score
-0.419Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.56
OBJECTIVE0.58
SUPPORT0.67
PRESSURE0.97
ground truth 0.68 vs legacy read 0.24 · 1 match window · 1.00 = your class target for this lobby
2026-09-16-22-00+20 performance
Activity: 15.5 min / 7 K / 15 A / 3 W
Score: actual 1.265 vs expected 0.936 / margin 0.329
Show exact performance breakdown
1.265Actual score
0.936Expected score
0.329Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.61
OBJECTIVE1.78
SUPPORT1.61
PRESSURE0.88
ground truth 1.33 vs legacy read 0.65 · 1 match window · 1.00 = your class target for this lobby
2026-09-16-21:40+16 performance
Activity: 12.3 min / 2 K / 8 A / 3 W
Score: actual 1.233 vs expected 0.973 / margin 0.26
Show exact performance breakdown
1.233Actual score
0.973Expected score
0.26Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.36
OBJECTIVE0.99
SUPPORT2.00
PRESSURE0.81
ground truth 1.28 vs legacy read 0.69 · 1 match window · 1.00 = your class target for this lobby
2026-09-13-20:40-28 performance
Activity: 9.5 min / 6 K / 7 A / 1 W
Score: actual 0.486 vs expected 0.938 / margin -0.452
Show exact performance breakdown
0.486Actual score
0.938Expected score
-0.452Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.32
OBJECTIVE0.07
SUPPORT0.48
PRESSURE1.07
ground truth 0.44 vs legacy read 0.91 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-17-00
HELD Silver II / Skill RR 1361 / 0 RR
Position 799 / Objective Stopper / KPH 51.14 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-40
HELD Silver II / Skill RR 1361 / 0 RR
Position 799 / Objective Stopper / KPH 51.14 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-20
HELD Silver II / Skill RR 1361 / 0 RR
Position 799 / Objective Stopper / KPH 51.14 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-00
HELD Silver II / Skill RR 1361 / 0 RR
Position 798 / Objective Stopper / KPH 51.14 / Performance 0 / Field shift 0 / Ladder track 938
  • No new gameplay detected. Skill RR held.
2026-10-19-15-40
HELD Silver II / Skill RR 1361 / 0 RR
Position 798 / Objective Stopper / KPH 51.14 / Performance 0 / Field shift 0 / Ladder track 938
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-15-20
HELD Silver II / Skill RR 1361 / 0 RR
Position 798 / Objective Stopper / KPH 51.14 / Performance 0 / Field shift 0 / Ladder track 938
  • No new gameplay detected. Skill RR held.
2026-10-19-15-00
HELD Silver II / Skill RR 1361 / 0 RR
Position 797 / Objective Stopper / KPH 51.14 / Performance 0 / Field shift 0 / Ladder track 938
  • No new gameplay detected. Skill RR held.
2026-10-19-14-40
HELD Silver II / Skill RR 1361 / 0 RR
Position 796 / Objective Stopper / KPH 51.14 / Performance 0 / Field shift 0 / Ladder track 938
  • No new gameplay detected. Skill RR held.
2026-10-19-14-20
HELD Silver II / Skill RR 1361 / 0 RR
Position 796 / Objective Stopper / KPH 51.14 / Performance 0 / Field shift 0 / Ladder track 938
  • No new gameplay detected. Skill RR held.
2026-10-19-14-00
HELD Silver II / Skill RR 1361 / 0 RR
Position 796 / Objective Stopper / KPH 51.14 / Performance 0 / Field shift 0 / Ladder track 938
  • No new gameplay detected. Skill RR held.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

DBRanked is an independent, fan-built competitive ladder for Dirty Bomb — built, run, and funded by one merc from the community. It is not affiliated with Splash Damage. The game stopped being maintained; the field didn't. This board exists so the mercs still fighting have a ladder worth fighting on.

Do I need to install anything?

No. Nothing to install, nothing to run, nothing to connect. DBRanked never touches your machine, your game, or your account — it reads publicly available match telemetry and nothing else. If a site claiming to be us ever asks you to install something, it isn't us.

Does DBRanked affect my in-game stats or account?

Never. The system is read-only by design. It cannot modify, touch, or interfere with anything in the game — it only watches and ranks.

How is this different from DBStats?

DBStats shows lifetime raw numbers. DBRanked is the competitive layer built on top of the living field: monthly seasons, placement, ranks, signal rules, a board that responds every 20 minutes. One is an archive. This is a ladder.

How do I get on the ladder?

Play. There is no signup, no registration, no application. The engine discovers active mercs on its own and opens a dossier automatically. Fight scored games and the system finds you.

Is Dirty Bomb even still alive?

Alive enough to fight on. Quieter than the old days — but the mercs still here are the ones who never stopped loving this game, and now there's a live ladder under them. The board fills with one kind of player: the ones who came back. Be one of them.

The ladder just opened. Does being early matter?

More than it will again. Right now the top of the board is being claimed for the first time, by whoever shows up and fights for it. Give it a season and those slots are defended by mercs with the deepest proven records on the field. Founding names are remembered — and there's exactly one window to become one.

I haven't played in years. Do I grind up from the bottom?

No. The first time the system scores you, it reads your full lifetime field record and places you from it — you don't start at the floor, you start where your history says you stand, then prove it from there. The years you already put in aren't gone. They're your opening position.

Can someone take my place on the board?

Always. The board shows the mercs directly above and below you — the ones hunting your slot and the ones you're hunting. They don't wait. Every 20-minute update you sit out is another window someone else spends proving into your space. Rank here is held, not owned.

Does any of this last, or does it reset?

Ranks reset each season. The record doesn't. What you do is written into your dossier permanently, and the rare command citations the system issues for exceptional records never expire, can't be bought, and can't be requested. Seasons end. What you proved on the field stays on file.

What stops cheaters from ruining it?

The system watches for play that doesn't add up, and command reviews the evidence before anything is final. Confirmed cheaters aren't quietly deleted — they're quarantined and left on the board as a marked warning. The field remembers who fought fair. It remembers who didn't, too.

Why chase a rank in a game this old?

Because nobody hands it to you. No clan to carry you, no queue luck to thank, no shop to buy your way up. Every point on this board is something a merc earned with their own hands, in a game the rest of the world wrote off. That's exactly what makes it worth holding.

I changed my in-game name — do I lose my rank?

No. Your dossier follows your contract, not your name. Rename as often as you like; the system already knows who you are.

Can a fresh account just smurf to the top?

Fresh contracts are profiled like everyone else — and the engine pays particular attention to accounts whose play doesn't match their age. Placement gates visibility, and the field has long memory. Climb honestly; it's faster.

Can rank be bought, requested, or gifted?

No. Nothing on DBRanked is purchasable — not rank, not RR, not honors. The rare command citations that exist are written by the system and signed by command. They cannot be requested, and asking for one is the most reliable way to never receive it.

Who decides the rules? Can they change?

Command does, and yes — the ladder is alive and its laws evolve with the field. Every rule change ships publicly in System Updates. What never changes: the base RR formula isn't for sale, isn't negotiable, and applies to everyone equally.

Can I remove my profile from DBRanked?

Yes. The ladder ranks the public field, but the field is made of people. If you want your dossier removed, write to command at info@dbranked.com and it will be handled — no forms, no fight.

How season rank works

Every season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

Lost Signal means a ranked player has not recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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