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
08:37
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
Rhys(GFR)
RESTITUTION PAID — +6 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +6 RR on Jul 3, 2026 23:20 UTC. Games poisoned by cheaters can never count against anyone here.
Silver II
SEASON I REWARD
Silver IV
Silver IV
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

Rhys(GFR)1329 Skill RR

Silver II

Active SignalLive rank slot held / state file ? 1.1d ago
☣ Hazard pay1 RR lifetime / the system pays the mercs who endure a quarantined contract
1329Skill RR
#345Board position
Signal heldField state
6 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.
44/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-5 Skill RR
BASE SKILL RR1617
PRESSURE BUDGET±40 RR
VISIBLE PREVIEW1612
Pressure Rescue x 1

Recent eligible matches sit slightly below expected field pressure.

44Current gauge
45Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Won Won Won Loss Won Won Abandoned Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want Rhys(GFR) 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 direct round work would make the value easier for any team to feel. Keep that pace stable and the stop pressure and support value can keep carrying useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
5 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_canarywharf · Stopwatch · Late Game
Maplast saved
obj_canarywharf
Stopwatch · Late Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1452
avg Skill RR 1452
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
67 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#345
Skill rating signal
Silver II
1329Silver II · Skill RR
Silver II → Silver I18%
31 RR to Silver I6 RR above floor
2087Peak form
1658All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-41 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability67%
SWINGY
Peak form gapElite
+758 gap
Standing moveSkill scale
+5
Rank pressureField opened
Field opened +7 RR
Idle field shiftoffline
+5
Player DNAStable read
You do not want Rhys(GFR) near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 18.8 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:24 UTC
NEXT SCAN 08:36
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #345 Rhys(GFR) 1329 RR · CONTACT #346 CLOSURE -286/DAY — INTERCEPT ~1D · FORM COLD — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.7 RR/UPDATE · PEAK FORM 2087 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
Rhys(GFR)
Silver II · Objective Stopper
#345BOARD POS
RR 1329PEAK 2087STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
Threat ClosingSEV-1#346 Tirabubu gained -286 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.7 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Cold StreakSEV-22 negative in the last 6 updates, -41 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2087Peak form
1658All-time peak
0Ladder track
+6RR above floor
1329Silver II · Skill RR18% TO SILVER I
Silver II → Silver I18% · 31 RR needed
REACTOR PULSE · FORM LAST 6COLD -41
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1673 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-16-21-402 updates0
2026-07-15-18-403 updates0
2026-07-15-11-402 updates0
2026-07-14-21-403 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
-41COLD
Form Engine
net RR across last 6
+758peak form gap +5standing move +5idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
54
Support
44
Objective
27
Combat
13
90.2season KPH 70.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1329 RR · SILVER II · BOARD #345
[23:31] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.7 RR/update
[23:31] > THREAT TRACK: contact #346 closure -286/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
You do not want Rhys(GFR) near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 18.8 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 9.4 vs 75/h target · weight 20%
-9.7RR / update
Objective actionsavg 8.3 vs 17/h target · weight 20%
-5.7RR / update
Kills per houravg 83.9 vs 152/h target · weight 20%
-4.6RR / update
Support actionsavg 11.5 vs 18/h target · weight 20%
-3.7RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.6RR / update
Objective stops / C4 pressureavg 28.3 vs 13/h target · weight 20%
+5.4RR / update
Fix Simulator · Counterfactual
Average scored update right now+6.7 RR
Hit Combat pressure target — nothing else changes+17.1 RR / update
Hit Combat pressure + Objective actions targets+25.3 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-10 net
Your games
-10
Field drift
0
8 scored updates in window
7d+28 net
Your games
+28
Field drift
0
18 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 15%RR
Top 49%Combat
Top 66%Objective
Top 31%Support
Top 38%KPH
Objective Stops100/100
KPH54/100
Support44/100
Objective27/100
Combat13/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+8 impact)
⬢ GOOD PROOF BADGE Silver II TAPE SAYS Elite
That is the quiet kind of good that wins seasons. You did the job plus interest. I respect a man who tips.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
⬢ FAST CLIMB ORDER
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. 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
Clutch stops▲ High22.4 / 13 clutch/h target
Team support▲ Minor18.4 / 18 support/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major4.3 / 75 combat/h target
Kill pace▼ Medium88.8 / 152 KPH target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressureTARGET4.3 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET88.8 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good game. Stop pressure did the useful work, and the team had something to build from. Next game: drag the fight onto the win condition. If the enemy wants obj, make them pay rent. Coach order: the obj should know your name by halftime.
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 2026-07-16-22-00 / +8 game impact
Coach
GOOD PROOF
That is the quiet kind of good that wins seasons. You did the job plus interest. I respect a man who tips.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IISilver II
The tape saysEliteElite
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. 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
ASSAULTjudged by your class bar
FILE 019 PROJECT UNDER ORDER: OBJECTIVE
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.And before you argue with the board: the best OBJECTIVE in this file is 1.99, set by YOU. I do not hold players to my standards. I hold them to their own receipts.OBJECTIVE at 1.03 against a recent file average of 0.57 - even your weakest board is climbing. That is what a real repair looks like: boring, steady, undeniable.Tomorrow this page is history and the standard it set is not. That is the deal with nights like this: you do not get to visit them, you get to LIVE at that address.
The drill // next sessionThe bar met its match. New order: make this boring. Make excellence your Tuesday.
CANARYWHARFLOST
Taking 315 a minute and answering with 172. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
THUNDER
IN YOUR SQUAD EVERY RECENT GAME
Flash the pile when their medic kneels — a blind revive is two bodies for one grenade.
FILM ROOM // CANARY WHARF
Wharf is vertical: balconies, lifts, sightlines stacked on sightlines. Clear high before you cross open ground — most deaths here come from above.
Do not let me down by making this a memory. Make it a Tuesday.

Working signals

Clutch stops▲ High
22.4 / 13 clutch/h target
Team support▲ Minor
18.4 / 18 support/h target
5 positive +30 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
4.3 / 75 combat/h target
Kill pace▼ Medium
88.8 / 152 KPH target
1 negative 1.075 vs 0.946

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
4.3 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
88.8 / 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
This tier does not forgive background actors. Front and center — trade entries, cover your engineer, make the enemy say your name in comms with disgust.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
How fast this can move you
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 9.4 vs 75/h target · weight 20%
-9.7RR / update
Objective actionsavg 8.3 vs 17/h target · weight 20%
-5.7RR / update
Kills per houravg 83.9 vs 152/h target · weight 20%
-4.6RR / update
Support actionsavg 11.5 vs 18/h target · weight 20%
-3.7RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.6RR / update
Objective stops / C4 pressureavg 28.3 vs 13/h target · weight 20%
+5.4RR / update
Fix simulator
Average scored update right now+6.7 RR
Hit Combat pressure target — nothing else changes+17.1 RR / update
Hit Combat pressure + Objective actions targets+25.3 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-10 net
Your games-10
Field drift0
8 scored updates in window
7d+28 net
Your games+28
Field drift0
18 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-16-21-402 updates0
2026-07-15-18-403 updates0
2026-07-15-11-402 updates0
2026-07-14-21-403 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 15%RR
Top 49%Combat
Top 66%Objective
Top 31%Support
Top 38%KPH
Objective Stops100/100
KPH54/100
Support44/100
Objective27/100
Combat13/100
Personal intelligence / weekly compile

Loadout DNA // Rhys(GFR)

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
184completed proof matches
10maps in personal file
Combatdominant field lane
COOLINGlast 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 THUNDER / MA42 loadout card
THUNDER / MA42Assault

77 completed matches / 51.9% observed result

Signature 2 STOKER / S95 loadout card
STOKER / S95Fire Support

65 completed matches / 47.7% observed result

Signature 3 STOKER / M63 loadout card
STOKER / M63Fire Support

51 completed matches / 52.9% observed result

Signature 4 THUNDER / T91 loadout card
THUNDER / T91Assault

34 completed matches / 38.2% observed result

Role DNA
Combat
53
Objective
35
Support
47
Precision
38
Pressure
29
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 THUNDER / MA42 loadout card
THUNDER / MA42Assault
Test THUNDER / T45 loadout card
THUNDER / T45Assault
Keep THUNDER. Change one card.

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

77 completed matches / 51.9% observed result 1,712 completed carries / 916 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.

Underground37 personal / 59.5% observed
THUNDER / MA42 loadout card
Your observed cardTHUNDER / MA42

18 completed matches / 66.7% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge33 personal / 39.4% observed
THUNDER / MA42 loadout card
Your observed cardTHUNDER / MA42

16 completed matches / 37.5% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle27 personal / 55.6% observed
STOKER / S95 loadout card
Your observed cardSTOKER / S95

12 completed matches / 58.3% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel25 personal / 44.0% observed
THUNDER / MA42 loadout card
Your observed cardTHUNDER / MA42

12 completed matches / 66.7% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Trainyard14 personal / 42.9% observed
STOKER / S95 loadout card
Your observed cardSTOKER / S95

6 completed matches / 50.0% observed result

STOKER / S51 loadout card
Archive same-merc leadSTOKER / S51

1,036 archive carries / 500 players / 50.7% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard14 personal / 50.0% observed
THUNDER / MA42 loadout card
Your observed cardTHUNDER / MA42

5 completed matches / 60.0% observed result

THUNDER / T45 loadout card
Archive same-merc leadTHUNDER / T45

463 archive carries / 420 players / 53.3% 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.

PHANTOM / BL54 loadout card
PHANTOM / BL54
STOKER / M63 loadout card
STOKER / M63
THUNDER / MA42 loadout card
THUNDER / MA42
Signature deck

15 completed matches / 66.7% observed result

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

Most Ammo x4 / STOKER / S95Most Objective x3 / THUNDER / MA42Most Objective x2 / TURTLE / KE92Match award x2 / BUSHWHACKER / C72

Signature lanes show the player's observed card art. Every proposed change uses the owner-selected current three-augment representative for that exact merc and loadout code. Skin color never changes the evidence or recommendation.

Open full Merc Value Guide

Skill movement + performance history

1329Skill RR
-9Skill RR delta
1338Peak Skill RR shown
72Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 10 scored games ? 67 valid updates
2026-07-16-22-00+8 performance
Activity: 18.3 min / 27 K / 34 A / 4 W
Score: actual 1.075 vs expected 0.946 / margin 0.129
Show exact performance breakdown
1.075Actual score
0.946Expected score
0.129Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.15
OBJECTIVE1.03
SUPPORT1.06
PRESSURE1.10
ground truth 1.11 vs legacy read 0.70 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-21:40+1 performance
Activity: 4.2 min / 4 K / 7 A / 0 W
Score: actual 0.993 vs expected 0.982 / margin 0.01
Show exact performance breakdown
0.993Actual score
0.982Expected score
0.01Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.72
OBJECTIVE1.73
SUPPORT2.00
PRESSURE0.71
ground truth 1.04 vs legacy read 0.49 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-19:20+21 performance
Activity: 24 min / 27 K / 43 A / 5 W
Score: actual 1.24 vs expected 0.901 / margin 0.339
Show exact performance breakdown
1.24Actual score
0.901Expected score
0.339Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 69% / FIRESUPPORT 31%engine weight 90%
COMBAT1.18
OBJECTIVE1.59
SUPPORT1.44
PRESSURE1.04
ground truth 1.23 vs legacy read 0.87 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-19-00+6 performance
Activity: 11.5 min / 14 K / 13 A / 0 W
Score: actual 0.983 vs expected 0.886 / margin 0.096
Show exact performance breakdown
0.983Actual score
0.886Expected score
0.096Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.84
OBJECTIVE0.44
SUPPORT2.00
PRESSURE1.65
ground truth 1.03 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-18:40-19 performance
Activity: 4.9 min / 7 K / 4 A / 0 W
Score: actual 0.584 vs expected 0.893 / margin -0.309
Show exact performance breakdown
0.584Actual score
0.893Expected score
-0.309Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.70
OBJECTIVE0.04
SUPPORT0.92
PRESSURE1.05
ground truth 0.65 vs legacy read 0.12 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-12-00+13 performance
Activity: 5.5 min / 4 K / 12 A / 2 W
Score: actual 1.1 vs expected 0.886 / margin 0.214
Show exact performance breakdown
1.1Actual score
0.886Expected score
0.214Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.88
OBJECTIVE2.00
SUPPORT0.42
PRESSURE1.59
ground truth 1.20 vs legacy read 0.20 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-11:40+18 performance
Activity: 11.1 min / 13 K / 18 A / 2 W
Score: actual 1.201 vs expected 0.901 / margin 0.3
Show exact performance breakdown
1.201Actual score
0.901Expected score
0.3Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.01
OBJECTIVE1.43
SUPPORT1.86
PRESSURE1.24
ground truth 1.23 vs legacy read 0.86 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-22:20-2 performance
Activity: 9.5 min / 13 K / 11 A / 0 W
Score: actual 0.923 vs expected 0.956 / margin -0.033
Show exact performance breakdown
0.923Actual score
0.956Expected score
-0.033Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.84
OBJECTIVE0.90
SUPPORT1.10
PRESSURE1.21
ground truth 0.95 vs legacy read 0.75 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-22-00+6 performance
Activity: 12.9 min / 30 K / 17 A / 1 W
Score: actual 1.089 vs expected 0.986 / margin 0.103
Show exact performance breakdown
1.089Actual score
0.986Expected score
0.103Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.72
OBJECTIVE1.46
SUPPORT0.57
PRESSURE1.05
ground truth 1.06 vs legacy read 0.88 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-21:40+15 performance
Activity: 8.3 min / 18 K / 12 A / 0 W
Score: actual 1.29 vs expected 1.047 / margin 0.243
Show exact performance breakdown
1.29Actual score
1.047Expected score
0.243Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.40
OBJECTIVE0.61
SUPPORT2.00
PRESSURE1.44
ground truth 1.30 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Silver II / Skill RR 1329 / 0 RR
Position 366 / Objective Stopper / KPH 70.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Silver II / Skill RR 1329 / 0 RR
Position 366 / Objective Stopper / KPH 70.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Silver II / Skill RR 1329 / 0 RR
Position 367 / Objective Stopper / KPH 70.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
HELD Silver II / Skill RR 1329 / -1 RR
Position 367 / Objective Stopper / KPH 70.46 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-00
FIELD SHIFT Silver II / Skill RR 1330 / 0 RR
Position 368 / Objective Stopper / KPH 70.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Silver II / Skill RR 1330 / 0 RR
Position 369 / Objective Stopper / KPH 70.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Silver II / Skill RR 1330 / -1 RR
Position 367 / Objective Stopper / KPH 70.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Silver II / Skill RR 1331 / 0 RR
Position 367 / Objective Stopper / KPH 70.46 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Silver II / Skill RR 1331 / 0 RR
Position 366 / Objective Stopper / KPH 70.46 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Silver II / Skill RR 1331 / 0 RR
Position 366 / Objective Stopper / KPH 70.46 / Performance 0 / Field shift +2
  • 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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