Tracked players: 7400 · 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.
1284 / 7400Active ranked this season
13:25
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.

2026-10-20 Last update UTC 10:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
atarsuleyman
RESTITUTION PAID — +43 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +4 RR on Sep 23, 2026 19:20 UTC. Games poisoned by cheaters can never count against anyone here.
Bronze I
SEASON I REWARD
Bronze III
Bronze III
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

atarsuleyman1164 Skill RR

Bronze I

Active SignalLive rank slot held / state file ? 2.7d ago
☣ Hazard pay5 RR lifetime / the system pays the mercs who endure a quarantined contract
1164Skill RR
#1065Board position
Signal heldField state
14 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.
40/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-6 Skill RR
LADDER TRACK BASE1132
PRESSURE BUDGET±28 RR
VISIBLE PREVIEW1126
Pressure Rescue x 1

Recent eligible matches sit slightly below expected field pressure.

40Current gauge
34Newest 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
Abandoned Abandoned Loss Abandoned Loss Loss Abandoned Won Abandoned Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

atarsuleyman gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. When the fights get cleaner, the team value becomes much easier to see. The last scored game showed the good parts clearly, especially through stop pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
2 d 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_dockyard · Stopwatch · Late Game
Maplast saved
obj_dockyard
Stopwatch · Late Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1460
avg Skill RR 1460
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 · Stable · Skill RR is the rank signal
BOARD POSITION#1065
Skill rating signal
Bronze I
1164Bronze I · Skill RR
Bronze I → Silver V28%
27 RR to Silver V14 RR above floor
1424Peak form
1137All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-2 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapGold IV
+260 gap
Standing moveSkill scale
0
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
atarsuleyman 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. More fight pressure near the team would make those useful minutes much more dangerous. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 13.7 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 10:06:36 UTC
NEXT SCAN 13:24
CONTACTS 1284 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #1065 atarsuleyman 1164 RR · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -8.1 RR/UPDATE · PEAK FORM 1424 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
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
atarsuleyman
Bronze I · Objective Stopper
#1065BOARD POS
RR 1164PEAK 1424STATE 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, -8.1 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
✓
Form HoldingCLEAR3 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1424Peak form
1137All-time peak
0Ladder track
+14RR above floor
1164Bronze I · Skill RR28% TO SILVER V
Bronze I → Silver V28% · 27 RR needed
REACTOR PULSE · FORM LAST 6STABLE -2
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4434 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 8 SESSIONS ANALYSED
+4 1st Deployopener
+14 2nd Deployholding
-14 3rd+ Deploybleeding
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1823 UTC avg +5 RR / update over 4 updates weakest: 1217 UTC (avg +2)
Recent Sessions
2026-10-17-16-401 update+3
2026-10-16-20-401 update+6
2026-10-16-16-003 updates-10
2026-10-14-21-001 update-1
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-2STABLE
Form Engine
net RR across last 6
+260peak form gap 0standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
98
KPH
50
Objective
40
Support
17
Combat
9
67.4season KPH 64.9profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[10:06] > SCAN CYCLE 1006 COMPLETE — 1284 contacts indexed
[10:06] > RATING SIGNAL LOCKED: 1164 RR · BRONZE I · BOARD #1065
[10:06] > LEAK SCAN: COMBAT PRESSURE below target — drain -8.1 RR/update
[10:06] > FORM ENGINE: 3/6 positive — band STABLE, stability 50%
Sentinel Read · Player Assessment
atarsuleyman 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. More fight pressure near the team would make those useful minutes much more dangerous. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 13.7 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 4.6 vs 75/h target · weight 20%
-8.1RR / update
Support actionsavg 4.3 vs 18/h target · weight 20%
-6.2RR / update
Objective actionsavg 7.8 vs 17/h target · weight 20%
-3.5RR / update
Kills per houravg 70.8 vs 152/h target · weight 20%
-3.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
0RR / update
Win resultavg 0.2 vs 1/h target · weight 1%
0RR / update
Objective stops / C4 pressureavg 22.7 vs 13/h target · weight 20%
+6.8RR / update
Fix Simulator · Counterfactual
Average scored update right now+3.4 RR
Hit Combat pressure target — nothing else changes+14.6 RR / update
Hit Combat pressure + Support actions targets+23.9 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
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h+3 net
Your games
+3
Field drift
0
1 scored update in window
7d+16 net
Your games
+16
Field drift
0
7 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 16%RR
Top 55%Combat
Top 40%Objective
Top 59%Support
Top 39%KPH
Objective Stops98/100
KPH50/100
Objective40/100
Support17/100
Combat9/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+3 impact)
⬢ LEVEL HELD BADGE Bronze I TAPE SAYS Gold III
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
The badge is safe and I am BORED. Do you know how dangerous a bored coach is? Break the stalemate before I start innovating. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Silver V. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
▲
Clutch stops▲ Minor11.2 / 13 clutch/h target
Objective Leaks
▼
Frag pressure▼ Major11.7 / 75 combat/h target
▼
Team support▼ Medium4.5 / 18 support/h target
▼
Kill pace▼ Medium53.8 / 152 KPH target
Field Orders
◎
Frag pressureTARGET11.7 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Team supportTARGET4.5 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Kill paceTARGET53.8 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good signs. Stop pressure did not just look busy — it gave the team something usable. 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: take space the team can actually use.
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 2026-10-17-16:40 / +3 game impact
Coach
LEVEL HELD
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IBronze I
➞
The tape saysGold IIIGold III
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
The badge is safe and I am BORED. Do you know how dangerous a bored coach is? Break the stalemate before I start innovating. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Silver V. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 021 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 21. Sit down - the file is open and I have been reading it since before you walked in.And before you argue with the board: the best SUPPORT in this file is 1.39, set by YOU. I do not hold players to my standards. I hold them to their own receipts.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.
SUPPORT
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.05
CLASS BAR 1.00
PRESSURE
The bar looked up at you tonight. Bars do not do that for free.
1.42
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Play with your team in your peripheral vision. The engine pays assault players who make the five better, not just the one.
DOCKYARDLOST
390 in, 165 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
RHINO
IN YOUR SQUAD EVERY RECENT GAME
Walk point for the soft classes — your back is the best cover on the map. Escort work is Rhino work.
▸FILM ROOM // DOCKYARD
Dockyard mixes cranes and containers — every lane has a cheeky over-route. The team that uses the jumps owns the angles the other team forgot existed.
40 of 50 across ten fights. The bus does not need another passenger. It needs an engine.
❞Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Clutch stops▲ Minor
11.2 / 13 clutch/h target
3 positive -2 last 6

Objective leaks

Frag pressure▼ Major
11.7 / 75 combat/h target
Team support▼ Medium
4.5 / 18 support/h target
Kill pace▼ Medium
53.8 / 152 KPH target
3 negative 0.759 vs 0.709

Field orders

Frag pressuretarget
11.7 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
4.5 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill pacetarget
53.8 / 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
Easy lobby, easy homework. Hold a corner, feed your fragger, touch the point. I have seen Proxy's mines complete this checklist unattended.
What your last games gave me
Good shifts. Honest shifts. You held your sectors, traded like a professional, and the objective moved with your fingerprints on it.
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 10 stored scored games
Combat pressureavg 4.6 vs 75/h target · weight 20%
-8.1RR / update
Support actionsavg 4.3 vs 18/h target · weight 20%
-6.2RR / update
Objective actionsavg 7.8 vs 17/h target · weight 20%
-3.5RR / update
Kills per houravg 70.8 vs 152/h target · weight 20%
-3.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0RR / update
Win resultavg 0.2 vs 1/h target · weight 1%
+0RR / update
Objective stops / C4 pressureavg 22.7 vs 13/h target · weight 20%
+6.8RR / update
Fix simulator
Average scored update right now+3.4 RR
Hit Combat pressure target — nothing else changes+14.6 RR / update
Hit Combat pressure + Support actions targets+23.9 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h+3 net
Your games+3
Field drift0
1 scored update in window
7d+16 net
Your games+16
Field drift0
7 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 +5 RR / update over 4 updates weakest: 1217 UTC (avg +2)
Fatigue signature · avg RR by update # in a session
+41st
+142nd
-143rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-10-17-16-401 update+3
2026-10-16-20-401 update+6
2026-10-16-16-003 updates-10
2026-10-14-21-001 update-1
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 16%RR
Top 55%Combat
Top 40%Objective
Top 59%Support
Top 39%KPH
Objective Stops98/100
KPH50/100
Objective40/100
Support17/100
Combat9/100
Personal intelligence / weekly compile

Loadout DNA // atarsuleyman

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
58completed proof matches
9maps 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 SKYHAMMER / M92 loadout card
SKYHAMMER / M92Fire Support

38 completed matches / 36.8% observed result

Signature 2 NADER / CR81 loadout card
NADER / CR81Assault

33 completed matches / 39.4% observed result

Signature 3 STOKER / T91 loadout card
STOKER / T91Fire Support

28 completed matches / 60.7% observed result

Signature 4 RHINO / A61 loadout card
RHINO / A61Assault

26 completed matches / 26.9% observed result

Role DNA
Combat
29
Objective
69
Support
22
Precision
2
Pressure
16
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 STOKER / T91 loadout card
STOKER / T91Fire Support
Test STOKER / M55 loadout card
STOKER / M55Fire Support
Keep STOKER. Change one card.

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

28 completed matches / 60.7% observed result 11,568 completed carries / 2,875 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.

Castle14 personal / 42.9% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

10 completed matches / 40.0% observed result

NADER / CR83 loadout card
Archive same-merc leadNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

PROXY / R51 loadout card
Archive field referencePROXY / R51

1,559 archive carries / 500 players / 53.2% conservative floor

Whitechapel10 personal / 40.0% observed
STOKER / T91 loadout card
Your observed cardSTOKER / T91

7 completed matches / 57.1% observed result

STOKER / M63 loadout card
Archive same-merc leadSTOKER / M63

109 archive carries / 72 players / 50.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge7 personal / 57.1% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

6 completed matches / 50.0% observed result

SKYHAMMER / B92 loadout card
Archive same-merc leadSKYHAMMER / B92

760 archive carries / 500 players / 49.5% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground5 personal / 0.0% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

4 completed matches / 0.0% observed result

NADER / SM43 loadout card
Archive same-merc leadNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

JAVELIN / D46 loadout card
Archive field referenceJAVELIN / D46

965 archive carries / 500 players / 52.8% conservative floor

Dockyard5 personal / 80.0% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

4 completed matches / 75.0% observed result

NADER / SM72 loadout card
Archive same-merc leadNADER / SM72

694 archive carries / 500 players / 50.0% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Heist5 personal / 40.0% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

4 completed matches / 25.0% observed result

NADER / SM41 loadout card
Archive same-merc leadNADER / SM41

1,597 archive carries / 500 players / 51.8% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% 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.

NADER / CR81 loadout card
NADER / CR81
RHINO / A61 loadout card
RHINO / A61
SKYHAMMER / M92 loadout card
SKYHAMMER / M92
Signature deck

24 completed matches / 29.2% observed result

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

Match award x2 / STOKER / T91Match award x1 / RHINO / A61Match award x1 / NADER / CR81Most Ammo x1 / STOKER / T91

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

1164Public Skill RR now
+9Recorded season RR change
+32Performance 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: 1150 season RR + +14 public adjustment = 1164 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 · 84 valid updates
2026-10-17-16:40+3 performance
Activity: 17 min / 12 K / 11 A / 0 W
Score: actual 0.759 vs expected 0.709 / margin 0.05
Show exact performance breakdown
0.759Actual score
0.709Expected score
0.05Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.59
OBJECTIVE1.05
SUPPORT0.05
PRESSURE1.42
ground truth 0.80 vs legacy read 0.44 · 1 match window · 1.00 = your class target for this lobby
2026-10-16-20:40+6 performance
Activity: 8.6 min / 8 K / 3 A / 0 W
Score: actual 0.853 vs expected 0.749 / margin 0.104
Show exact performance breakdown
0.853Actual score
0.749Expected score
0.104Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.61
OBJECTIVE1.67
SUPPORT0.07
PRESSURE1.25
ground truth 0.90 vs legacy read 0.45 · 1 match window · 1.00 = your class target for this lobby
2026-10-16-17:40-14 performance
Activity: 21.1 min / 4 K / 2 A / 1 W
Score: actual 0.569 vs expected 0.793 / margin -0.224
Show exact performance breakdown
0.569Actual score
0.793Expected score
-0.224Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.42
OBJECTIVE0.63
SUPPORT0.02
PRESSURE1.26
ground truth 0.59 vs legacy read 0.52 · 3 match window · 1.00 = your class target for this lobby
2026-10-16-16:20+14 performance
Activity: 15.9 min / 14 K / 8 A / 0 W
Score: actual 0.989 vs expected 0.757 / margin 0.232
Show exact performance breakdown
0.989Actual score
0.757Expected score
0.232Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.03
OBJECTIVE0.94
SUPPORT0.06
PRESSURE1.50
ground truth 1.00 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-10-16-16-00-10 performance
Activity: 11.1 min / 10 K / 16 A / 0 W
Score: actual 0.612 vs expected 0.772 / margin -0.159
Show exact performance breakdown
0.612Actual score
0.772Expected score
-0.159Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.47
OBJECTIVE0.73
SUPPORT0.03
PRESSURE1.35
ground truth 0.65 vs legacy read 0.43 · 1 match window · 1.00 = your class target for this lobby
2026-10-14-21-00-1 performance
Activity: 14.6 min / 3 K / 15 A / 0 W
Score: actual 0.716 vs expected 0.729 / margin -0.013
Show exact performance breakdown
0.716Actual score
0.729Expected score
-0.013Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.67
OBJECTIVE0.79
SUPPORT0.07
PRESSURE1.39
ground truth 0.77 vs legacy read 0.38 · 2 match window · 1.00 = your class target for this lobby
2026-10-14-17-00+18 performance
Activity: 15 min / 16 K / 24 A / 0 W
Score: actual 1.048 vs expected 0.746 / margin 0.301
Show exact performance breakdown
1.048Actual score
0.746Expected score
0.301Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.13
OBJECTIVE0.91
SUPPORT0.09
PRESSURE1.83
ground truth 1.12 vs legacy read 0.40 · 1 match window · 1.00 = your class target for this lobby
2026-10-11-18:40+13 performance
Activity: 23.9 min / 12 K / 18 A / 0 W
Score: actual 0.893 vs expected 0.676 / margin 0.217
Show exact performance breakdown
0.893Actual score
0.676Expected score
0.217Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.83
OBJECTIVE1.34
SUPPORT0.07
PRESSURE1.19
ground truth 0.92 vs legacy read 0.54 · 2 match window · 1.00 = your class target for this lobby
2026-10-01-19:40+2 performance
Activity: 29 min / 16 K / 22 A / 2 W
Score: actual 0.814 vs expected 0.78 / margin 0.034
Show exact performance breakdown
0.814Actual score
0.78Expected score
0.034Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.71
OBJECTIVE0.91
SUPPORT0.14
PRESSURE1.45
ground truth 0.84 vs legacy read 0.64 · 4 match window · 1.00 = your class target for this lobby
2026-10-01-15:20+1 performance
Activity: 15 min / 11 K / 18 A / 0 W
Score: actual 0.743 vs expected 0.726 / margin 0.017
Show exact performance breakdown
0.743Actual score
0.726Expected score
0.017Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.85
OBJECTIVE0.01
SUPPORT0.06
PRESSURE1.81
ground truth 0.79 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
2026-10-20-10-00
HELD Bronze I / Skill RR 1150 / 0 RR
Position 1120 / Objective Stopper / KPH 64.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-09-40
HELD Bronze I / Skill RR 1150 / 0 RR
Position 1120 / Objective Stopper / KPH 64.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-09-20
HELD Bronze I / Skill RR 1150 / 0 RR
Position 1120 / Objective Stopper / KPH 64.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-09-00
HELD Bronze I / Skill RR 1150 / 0 RR
Position 1120 / Objective Stopper / KPH 64.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-08-40
HELD Bronze I / Skill RR 1150 / 0 RR
Position 1120 / Objective Stopper / KPH 64.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-20-08-20
HELD Bronze I / Skill RR 1150 / 0 RR
Position 1120 / Objective Stopper / KPH 64.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-08-00
HELD Bronze I / Skill RR 1150 / 0 RR
Position 1120 / Objective Stopper / KPH 64.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-07-40
HELD Bronze I / Skill RR 1150 / 0 RR
Position 1120 / Objective Stopper / KPH 64.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-07-20
HELD Bronze I / Skill RR 1150 / 0 RR
Position 1120 / Objective Stopper / KPH 64.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-07-00
HELD Bronze I / Skill RR 1150 / 0 RR
Position 1120 / Objective Stopper / KPH 64.92 / Performance 0 / Field shift 0
  • 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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