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

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
11:33
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
Pan
WARNING SIGNAL WEAK - REVIVE AVAILABLE
6.2 days since your last scored update. You are still in the live field, but at day 7 the signal flatlines and this rank slot leaves the board.
REVIVE ORDER: play one scored ranked session. A single valid update restores ACTIVE SIGNAL and the countdown resets.
Cobalt III
Cobalt strike vaultElite-gate contract

Pan1746 Skill RR

Cobalt III

Weak SignalRank live / signal close to expiry / state file ? 6.2d ago
1746Skill RR
#60Board position
Signal heldField state
70 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATING 2/10
?
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.
/100
Calibrating
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLEDCALIBRATING
BASE SKILL RR1188
PRESSURE BUDGET±30 RR
VISIBLE PREVIEW1188
Silent Support x 1

More eligible live-server matches are needed before the signed pressure signal is released.

Current gauge
53Newest match
50Expected pressure
2/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Loss Loss Won Won Won Loss
Open DBStats Profile ↗
Ranked read

You do not want Pan near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. Cleaner trades around the obj would make the round work much harder to stop. There is also enough fight pressure to make space when the team needs it. There is team value here when the good moments also bring more fight pressure and obj work.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
6 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3 MAX LVL 100
obj_domeredux · Objective · Mid Game
Veteran signallast saved
Level 6
last saved DBRanked roster level
Maplast saved
obj_domeredux
Objective · Mid Game
Last lobby3 ranked players
10/12
players in monitored server
Lobby difficultyGold IV
1217
avg Skill RR 1217
Ranked densityrank signal
30%
3 of 10 detected players
Stomp riskbalance signal
40 / 100
live lobby spread pressure
Rookie pressurerookie signal
10 / 10
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#60
Skill rating signal
Cobalt III
1746Cobalt III · Skill RR
Cobalt III → Cobalt II93%
11 RR to Cobalt II70 RR above floor
1916Peak form
1205All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+99 last 6
2 positive · 2 negative · 5 active in the last 6 updates
Pressure meterLOW
20/100
Stability40%
VOLATILE
Peak form gapCobalt I
+170 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftoffline
+12
Player DNAStable read
Pan is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. Cleaner trades around the obj would make the round work much harder to stop. The support side gives the team second chances when the push gets messy. Current stop pace sits around 23.5 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:28:28 UTC
NEXT SCAN 11:32
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #60 Pan 1746 RR · FORM HOT — 2/5 POSITIVE · LEAK SCAN: COMBAT PRESSURE -16.4 RR/UPDATE · PEAK FORM 1916 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
Pan
Cobalt III · Hot Streak Objective Stopper
#60BOARD POS
RR 1746PEAK 1916STATE HOTCONF 71
● 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, -16.4 RR / update.
σ
Volatility AlertSEV-2Stability 40% — rating is volatile. Swings will be large in both directions.
Target In ReachINTEL#59 stef is 2 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR2 of last 6 scored updates positive, +99 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1916Peak form
1205All-time peak
0Ladder track
+70RR above floor
1746Cobalt III · Skill RR93% TO COBALT II
Cobalt III → Cobalt II93% · 11 RR needed
REACTOR PULSE · FORM LAST 6HOT +99
Sentinel Confidence
71MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (254 rows), stored scored breakdowns (4) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 1 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
Collecting data — needs scored updates in at least two time windows.
Recent Sessions
2026-07-11-17-404 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
40%VOLATILE
Stability
rating consistency index
2/5HOT RATIO
Hot Ratio
positive in last 6 updates
+99HOT
Form Engine
net RR across last 6
+170peak form gap 0standing move +12idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
59
Support
32
Objective
19
Combat
10
57.8season KPH 76.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:28] > SCAN CYCLE 2328 COMPLETE — 565 contacts indexed
[23:28] > RATING SIGNAL LOCKED: 1746 RR · COBALT III · BOARD #60
[23:28] > LEAK SCAN: COMBAT PRESSURE below target — drain -16.4 RR/update
[23:28] > FORM ENGINE: 2/5 positive — band HOT, stability 40%
Sentinel Read · Player Assessment
Pan is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. Cleaner trades around the obj would make the round work much harder to stop. The support side gives the team second chances when the push gets messy. Current stop pace sits around 23.5 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 4 stored scored games
Combat pressureavg 7.7 vs 75/h target · weight 20%
-16.4RR / update
Kills per houravg 57.9 vs 152/h target · weight 20%
-11.3RR / update
Support actionsavg 8.1 vs 18/h target · weight 20%
-10.2RR / update
Objective actionsavg 18.3 vs 17/h target · weight 20%
0RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.8RR / update
Objective stops / C4 pressureavg 23.2 vs 13/h target · weight 20%
+3.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+19.6 RR
Hit Combat pressure target — nothing else changes+36.1 RR / update
Hit Combat pressure + Kills per hour targets+47.5 RR / update
Counterfactual on the same games, same K-factor (~94). 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
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d+99 net
Your games
+99
Field drift
0
4 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 3%RR
Top 56%Combat
Top 78%Objective
Top 44%Support
Top 31%KPH
Objective Stops100/100
KPH59/100
Support32/100
Objective19/100
Combat10/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-17 impact)
⬢ ANGRY REVIEW BADGE Cobalt III TAPE SAYS Elite
I threw my clipboard. It is in the canal now. A swan has it. The swan is using it better than you used your gun in those rounds.
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
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 Cobalt 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
No strong booster in the last scored game.
Objective Leaks
Frag pressure▼ Major9.2 / 75 combat/h target
Objective work▼ Major6 / 17 objective/h target
Kill pace▼ Major55.5 / 152 KPH target
Field Orders
Frag pressureTARGET9.2 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Objective workTARGET6 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Kill paceTARGET55.5 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
No. That game was not enough for this rank. The team needed more fight pressure, not busy work away from the push. Next game: fight shoulder to shoulder. If the kill does not buy space, a revive, a plant, or a stop, make it happen closer to obj. Coach order: first contact is good; useful first contact is better.
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 2026-07-11-18:40 / -17 game impact
Coach
ANGRY REVIEW
I threw my clipboard. It is in the canal now. A swan has it. The swan is using it better than you used your gun in those rounds.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IIICobalt III
The tape saysEliteElite
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
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 Cobalt 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 001 ROOKIE UNDER ORDER: COMBAT
Coach
From your file · the coach speaksNew boots, fresh file. I will teach you faster than the losses will - but only if you listen faster than you shoot.No history to lean on and none to hide behind. Tonight IS the history. Write it like someone will read it, because I will.Between now and next session, one habit changes. Just one. That is how every thick file in my cabinet got written - one stubborn page at a time.
COMBAT
I can see it from here. YOU can see it from here. Go get it.
0.82
CLASS BAR 1.00
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
2.00
CLASS BAR 1.00
The drill // next sessionThe 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.
DOMEREDUXLOST
255 in, 145 out. I watched this part standing up. Not out of respect - I just could not sit through it.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
BUSHWHACKER
IN YOUR SQUAD EVERY RECENT GAME
Fight next to your turret, not away from it — crouch behind it and it soaks the damage meant for you.
FILM ROOM // DOME
Your Bushwhacker turret on Dome watches one doorway forever and never blinks. In a map made of doors, an extra gun on one of them is a permanent argument.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
2 positive +99 last 4

Objective leaks

Frag pressure▼ Major
9.2 / 75 combat/h target
Objective work▼ Major
6 / 17 objective/h target
Kill pace▼ Major
55.5 / 152 KPH target
2 negative 1.099 vs 1.371

Field orders

Frag pressuretarget
9.2 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Objective worktarget
6 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Kill pacetarget
55.5 / 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
My demands at this tier come with a heart-rate warning. Total lane authority. Clinical trades. The EV moves like it is scared of disappointing you.
What your last games gave me
Perfect tape. PERFECT. The other team's coach should retire. I almost retired, and I am on YOUR side — out of pure satisfaction.
How fast this can move you
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
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 4 stored scored games
Combat pressureavg 7.7 vs 75/h target · weight 20%
-16.4RR / update
Kills per houravg 57.9 vs 152/h target · weight 20%
-11.3RR / update
Support actionsavg 8.1 vs 18/h target · weight 20%
-10.2RR / update
Objective actionsavg 18.3 vs 17/h target · weight 20%
+0RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.8RR / update
Objective stops / C4 pressureavg 23.2 vs 13/h target · weight 20%
+3.7RR / update
Fix simulator
Average scored update right now+19.6 RR
Hit Combat pressure target — nothing else changes+36.1 RR / update
Hit Combat pressure + Kills per hour targets+47.5 RR / update
Counterfactual on the same games, same K-factor (~94). 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d+99 net
Your games+99
Field drift0
4 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
Collecting data — needs scored updates in at least two time windows.
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
2026-07-11-17-404 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 3%RR
Top 56%Combat
Top 78%Objective
Top 44%Support
Top 31%KPH
Objective Stops100/100
KPH59/100
Support32/100
Objective19/100
Combat10/100
Personal intelligence / weekly compile

Loadout DNA // Pan

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

Building personal record
6completed proof matches
6maps in personal file
Objectivedominant 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 / C41 loadout card
BUSHWHACKER / C41Engineer

6 completed matches / 50.0% observed result

Signature 2 PHOENIX / KE42 loadout card
PHOENIX / KE42Medic

6 completed matches / 50.0% observed result

Signature 3 SPARKS / 172 loadout card
SPARKS / 172Medic

6 completed matches / 50.0% observed result

Role DNA
Combat
30
Objective
95
Support
51
Precision
46
Pressure
24
Compared with tracked ranked playersBUILDING 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 PHOENIX / KE42 loadout card
PHOENIX / KE42Medic
Test PHOENIX / CR81 loadout card
PHOENIX / CR81Medic
Keep PHOENIX. Change one card.

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

6 completed matches / 50.0% observed result 13,973 completed carries / 3,402 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.

Underground1 personal / early read
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

1 completed match / early read

BUSHWHACKER / SM43 loadout card
Archive same-merc leadBUSHWHACKER / SM43

5,025 archive carries / 500 players / 50.9% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Whitechapel1 personal / early read
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

1 completed match / 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

Dome Redux1 personal / early read
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

1 completed match / early read

JAVELIN / B51 loadout card
Archive field referenceJAVELIN / B51

177 archive carries / 165 players / 50.3% conservative floor

Heist1 personal / early read
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

1 completed match / early read

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Dockyard1 personal / early read
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

1 completed match / early read

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

Trainyard1 personal / early read
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

1 completed match / early read

BUSHWHACKER / BL71 loadout card
Archive same-merc leadBUSHWHACKER / BL71

209 archive carries / 190 players / 49.7% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% 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.

BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41
PHOENIX / KE42 loadout card
PHOENIX / KE42
SPARKS / 172 loadout card
SPARKS / 172
Signature deck

6 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 x1 / BUSHWHACKER / C41Most Healing x1 / SPARKS / 172Match award x1 / BUSHWHACKER / C41

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

1746Skill RR
-10Skill RR delta
1757Peak 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 4 scored games ? 4 valid updates
2026-07-11-18:40-17 performance
Activity: 24.9 min / 23 K / 17 A / 2 W
Score: actual 1.099 vs expected 1.371 / margin -0.272
Show exact performance breakdown
1.099Actual score
1.371Expected score
-0.272Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.82
OBJECTIVE0.98
SUPPORT2.00
PRESSURE0.85
ground truth 1.19 vs legacy read 0.50 · 3 match window · 1.00 = your class target for this lobby
2026-07-11-18:20+65 performance
Activity: 9.9 min / 10 K / 20 A / 3 W
Score: actual 1.724 vs expected 1.104 / margin 0.62
Show exact performance breakdown
1.724Actual score
1.104Expected score
0.62Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.60
OBJECTIVE2.00
SUPPORT2.00
PRESSURE1.30
ground truth 1.80 vs legacy read 0.91 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-18-00-4 performance
Activity: 12.4 min / 7 K / 14 A / 0 W
Score: actual 1.032 vs expected 1.067 / margin -0.036
Show exact performance breakdown
1.032Actual score
1.067Expected score
-0.036Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.87
OBJECTIVE0.52
SUPPORT2.00
PRESSURE1.37
ground truth 1.12 vs legacy read 0.28 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-17:40+55 performance
Activity: 14 min / 19 K / 8 A / 0 W
Score: actual 0.966 vs expected 0.442 / margin 0.524
Show exact performance breakdown
0.966Actual score
0.442Expected score
0.524Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.10
OBJECTIVE0.96
SUPPORT0.55
PRESSURE1.16
ground truth 0.91 vs legacy read 0.87 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Cobalt II / Skill RR 1746 / 0 RR
Position 60 / Objective Stopper / KPH 76.53 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Cobalt II / Skill RR 1746 / 0 RR
Position 60 / Objective Stopper / KPH 76.53 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Cobalt II / Skill RR 1746 / 0 RR
Position 60 / Objective Stopper / KPH 76.53 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Cobalt II / Skill RR 1746 / 0 RR
Position 60 / Objective Stopper / KPH 76.53 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Cobalt II / Skill RR 1746 / 0 RR
Position 60 / Objective Stopper / KPH 76.53 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Cobalt III / Skill RR 1746 / 0 RR
Position 62 / Objective Stopper / KPH 76.53 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Cobalt III / Skill RR 1746 / +1 RR
Position 62 / Objective Stopper / KPH 76.53 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Cobalt III / Skill RR 1745 / 0 RR
Position 62 / Objective Stopper / KPH 76.53 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Cobalt III / Skill RR 1745 / 0 RR
Position 62 / Objective Stopper / KPH 76.53 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Cobalt III / Skill RR 1745 / 0 RR
Position 62 / Objective Stopper / KPH 76.53 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

Every monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

What does 4/4 mean?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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