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
14:31
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
WTF TBAGUETTE?!
Silver I
SEASON I REWARD
Silver II
Silver II
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

WTF TBAGUETTE?!1381 Skill RR

Silver I

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay5 RR lifetime / the system pays the mercs who endure a quarantined contract
1381Skill RR
#297Board position
Signal heldField state
22 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.
51/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+1 Skill RR
BASE SKILL RR1402
PRESSURE BUDGET±35 RR
VISIBLE PREVIEW1403
Silent Support x 3Field Closer x 1

Recent eligible matches are producing slightly more field pressure than expected.

51Current gauge
35Newest 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 Won Won Loss Loss Abandoned Abandoned Loss Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

WTF TBAGUETTE?! 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. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also helps the wave stay alive when trades get ugly. Keep that pace stable and the support value and stop pressure can keep carrying useful minutes.

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
45 min ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
lobby · Stopwatch · Pre Game
Maplast saved
lobby
Stopwatch · Pre Game
Last lobby15 ranked players
15/16
players in monitored server
Lobby difficultyGold III
1336
avg Skill RR 1336
Ranked densityrank signal
100%
15 of 15 detected players
Stomp riskbalance signal
69 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#297
Skill rating signal
Silver I
1381Silver I · Skill RR
Silver I → Gold V61%
24 RR to Gold V22 RR above floor
2137Peak form
1511All-time peak
1402Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
HOT+31 last 6
3 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability50%
SWINGY
Peak form gapElite
+756 gap
Standing moveSkill scale
0
Rank pressureField opened
Field opened +7 RR
Idle field shiftoffline
+5
Player DNAStable read
WTF TBAGUETTE?! brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 30.1 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:25:29 UTC
NEXT SCAN 14:31
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #297 WTF TBAGUETTE?! 1381 RR · FORM HOT — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -8 RR/UPDATE · PEAK FORM 2137 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
WTF TBAGUETTE?!
Silver I · Objective Stopper
#297BOARD POS
RR 1381PEAK 2137STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -8 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#295 daniel22866 is 4 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR3 of last 6 scored updates positive, +31 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2137Peak form
1511All-time peak
1402Ladder track
+22RR above floor
1381Silver I · Skill RR61% TO GOLD V
Silver I → Gold V61% · 24 RR needed
REACTOR PULSE · FORM LAST 6HOT +31
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1956 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 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
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-17-19-206 updates0
2026-07-17-14-204 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+31HOT
Form Engine
net RR across last 6
+756peak form gap 0standing move +5idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
94
KPH
64
Objective
19
Combat
18
92season KPH 83.8profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:25] > SCAN CYCLE 2325 COMPLETE — 565 contacts indexed
[23:25] > RATING SIGNAL LOCKED: 1381 RR · SILVER I · BOARD #297
[23:25] > LEAK SCAN: COMBAT PRESSURE below target — drain -8 RR/update
[23:25] > FORM ENGINE: 3/6 positive — band HOT, stability 50%
Sentinel Read · Player Assessment
WTF TBAGUETTE?! brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 30.1 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 17.8 vs 75/h target · weight 20%
-8RR / update
Kills per houravg 72.6 vs 152/h target · weight 20%
-5.1RR / update
Objective actionsavg 18.4 vs 17/h target · weight 20%
-0.4RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1RR / update
Support actionsavg 54.2 vs 18/h target · weight 20%
+1.2RR / update
Objective stops / C4 pressureavg 40.2 vs 13/h target · weight 20%
+6.5RR / update
Fix Simulator · Counterfactual
Average scored update right now+8.1 RR
Hit Combat pressure target — nothing else changes+17.1 RR / update
Hit Combat pressure + Kills per hour targets+23.4 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h+124 net
Your games
+124
Field drift
0
16 scored updates in window
72h+95 net
Your games
+95
Field drift
0
43 scored updates in window
7d+32 net
Your games
+32
Field drift
0
67 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 13%RR
Top 37%Combat
Top 79%Objective
Top 6%Support
Top 24%KPH
Objective Stops100/100
Support94/100
KPH64/100
Objective19/100
Combat18/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+30 impact)
⬢ CHAMPAGNE ROOM BADGE Silver I TAPE SAYS Elite
I bit my whistle clean in half. From JOY. Do you understand how rare joy-related whistle damage is in this profession?! New personal benchmark for the whole campaign. I drew a gold star next to it. Freehand. It is a little wobbly. From EMOTION.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. You are ONE good night from Gold 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
Team support▲ High98.5 / 18 support/h target
Clutch stops▲ High66 / 13 clutch/h target
Objective work▲ Medium19.4 / 17 objective/h target
Objective Leaks
Frag pressure▼ Major11.6 / 75 combat/h target
Kill pace▼ Medium62.1 / 152 KPH target
Field Orders
Frag pressureTARGET11.6 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET62.1 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That is more like it. Team support gave the push a backbone and made the enemy work for space. Next game: be the entry, not the tourist. Force the trade where the team can actually walk through the door you opened. Coach order: fight with the team, not from a different postcode.
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 2026-07-17-23-00 / +30 game impact
Coach
CHAMPAGNE ROOM
I bit my whistle clean in half. From JOY. Do you understand how rare joy-related whistle damage is in this profession?! New personal benchmark for the whole campaign. I drew a gold star next to it. Freehand. It is a little wobbly. From EMOTION.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver ISilver I
The tape saysEliteElite
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
Fast climb order
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. You are ONE good night from Gold 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
MEDICjudged by your class bar
FILE 020 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksSession 20 between us. By now I know your habits better than you do, which is exactly the problem I intend to fix.And before you argue with the board: the best COMBAT in this file is 1.83, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Next session I want one thing moved on that board. One. Files are not written in great leaps - they are written in stubborn quarter-inches, and I count every one.
COMBAT
So close it hurts. One more honest shift and it is over the line.
0.85
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 sessionSaints get statues, medics with teeth get championships. Next shift I want your crosshair working as hard as your defib.
HEISTWON
21 get-ups. Somewhere out there, 21 players owe you a drink and do not even know your callsign.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHOENIX
IN YOUR SQUAD 5 OF LAST 6
Count the enemies who saw you drop. Self-revive into the gap they left, not the crosshair they kept — patience turns the second life into two answers.
FILM ROOM // HEIST
Heist runs on tempo: the moment the vault opens, the map flips from siege to sprint. Know which half you are in and change gears with it.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.

Working signals

Team support▲ High
98.5 / 18 support/h target
Clutch stops▲ High
66 / 13 clutch/h target
Objective work▲ Medium
19.4 / 17 objective/h target
3 positive +31 last 6

Objective leaks

Frag pressure▼ Major
11.6 / 75 combat/h target
Kill pace▼ Medium
62.1 / 152 KPH target
2 negative 1.403 vs 0.907

Field orders

Frag pressuretarget
11.6 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
62.1 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
My demands went up because you EARNED that. I expected you disrupting pushes, not spectating them with a gun in your hands.
What your last games gave me
That was not a performance, that was an eviction notice served to an entire lobby. Frame it. FRAME IT.
How fast this can move you
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
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 17.8 vs 75/h target · weight 20%
-8RR / update
Kills per houravg 72.6 vs 152/h target · weight 20%
-5.1RR / update
Objective actionsavg 18.4 vs 17/h target · weight 20%
-0.4RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1RR / update
Support actionsavg 54.2 vs 18/h target · weight 20%
+1.2RR / update
Objective stops / C4 pressureavg 40.2 vs 13/h target · weight 20%
+6.5RR / update
Fix simulator
Average scored update right now+8.1 RR
Hit Combat pressure target — nothing else changes+17.1 RR / update
Hit Combat pressure + Kills per hour targets+23.4 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h+124 net
Your games+124
Field drift0
16 scored updates in window
72h+95 net
Your games+95
Field drift0
43 scored updates in window
7d+32 net
Your games+32
Field drift0
67 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 +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
2026-07-17-19-206 updates0
2026-07-17-14-204 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 13%RR
Top 37%Combat
Top 79%Objective
Top 6%Support
Top 24%KPH
Objective Stops100/100
Support94/100
KPH64/100
Objective19/100
Combat18/100
Personal intelligence / weekly compile

Loadout DNA // WTF TBAGUETTE?!

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
839completed proof matches
10maps in personal file
Precisiondominant 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 SPARKS / 282 loadout card
SPARKS / 282Medic

231 completed matches / 39.4% observed result

Signature 2 FRAGGER / M62 loadout card
FRAGGER / M62Assault

202 completed matches / 45.5% observed result

Signature 3 VASSILI / MO22 loadout card
VASSILI / MO22Recon

181 completed matches / 44.2% observed result

Signature 4 SAWBONEZ / BL71 loadout card
SAWBONEZ / BL71Medic

145 completed matches / 41.4% observed result

Role DNA
Combat
52
Objective
12
Support
46
Precision
62
Pressure
35
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 SPARKS / 282 loadout card
SPARKS / 282Medic
Test SPARKS / 383 loadout card
SPARKS / 383Medic
Keep SPARKS. Change one card.

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

231 completed matches / 39.4% observed result 13,057 completed carries / 3,215 players Personally confirmed field test
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.

Whitechapel156 personal / 51.9% observed
SPARKS / 282 loadout card
Your observed cardSPARKS / 282

65 completed matches / 47.7% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge135 personal / 33.3% observed
SPARKS / 282 loadout card
Your observed cardSPARKS / 282

37 completed matches / 27.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground135 personal / 45.2% observed
SKYHAMMER / T63 loadout card
Your observed cardSKYHAMMER / T63

43 completed matches / 37.2% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle131 personal / 42.7% observed
SKYHAMMER / T63 loadout card
Your observed cardSKYHAMMER / T63

43 completed matches / 41.9% observed result

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

135 archive carries / 126 players / 46.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard72 personal / 43.1% observed
ARTY / S72 loadout card
Your observed cardARTY / S72

19 completed matches / 36.8% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard55 personal / 49.1% observed
VASSILI / MO22 loadout card
Your observed cardVASSILI / MO22

23 completed matches / 47.8% observed result

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.

FRAGGER / M62 loadout card
FRAGGER / M62
SPARKS / 282 loadout card
SPARKS / 282
VASSILI / MO22 loadout card
VASSILI / MO22
Signature deck

28 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 Revives x16 / SPARKS / 282Most Accurate x13 / PHANTOM / C94Most Accurate x12 / FRAGGER / M62Most Revives x9 / SPARKS / 383

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

1381Skill RR
+6Skill RR delta
1383Peak 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 ? 188 valid updates
2026-07-17-23-00+30 performance
Activity: 7.7 min / 8 K / 1 A / 2 W
Score: actual 1.403 vs expected 0.907 / margin 0.495
Show exact performance breakdown
1.403Actual score
0.907Expected score
0.495Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.85
OBJECTIVE0.97
SUPPORT2.00
PRESSURE1.16
ground truth 1.43 vs legacy read 1.16 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:40-18 performance
Activity: 11.6 min / 18 K / 5 A / 0 W
Score: actual 0.598 vs expected 0.885 / margin -0.287
Show exact performance breakdown
0.598Actual score
0.885Expected score
-0.287Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.72
OBJECTIVE0.19
SUPPORT0.27
PRESSURE1.38
ground truth 0.51 vs legacy read 1.37 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:20+16 performance
Activity: 23.5 min / 35 K / 12 A / 1 W
Score: actual 1.141 vs expected 0.88 / margin 0.262
Show exact performance breakdown
1.141Actual score
0.88Expected score
0.262Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 57% / RECON 43%engine weight 90%
COMBAT0.74
OBJECTIVE0.59
SUPPORT1.24
PRESSURE1.34
ground truth 1.12 vs legacy read 0.94 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-20:40+5 performance
Activity: 21 min / 26 K / 13 A / 0 W
Score: actual 1.014 vs expected 0.939 / margin 0.075
Show exact performance breakdown
1.014Actual score
0.939Expected score
0.075Margin
61K-factor
2026-07-17-19:400 performance
Activity: 13.1 min / 15 K / 5 A / 1 W
Score: actual 0.875 vs expected 0.882 / margin -0.007
Show exact performance breakdown
0.875Actual score
0.882Expected score
-0.007Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.61
OBJECTIVE1.46
SUPPORT0.75
PRESSURE1.29
ground truth 0.95 vs legacy read 0.21 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-19:20-2 performance
Activity: 2.6 min / 3 K / 6 A / 1 W
Score: actual 0.867 vs expected 0.898 / margin -0.031
Show exact performance breakdown
0.867Actual score
0.898Expected score
-0.031Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.87
OBJECTIVE1.64
SUPPORT0.08
PRESSURE0.73
ground truth 0.84 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-16:40+6 performance
Activity: 8.3 min / 14 K / 5 A / 1 W
Score: actual 1.02 vs expected 0.92 / margin 0.1
Show exact performance breakdown
1.02Actual score
0.92Expected score
0.1Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.97
OBJECTIVE0.94
SUPPORT0.81
PRESSURE1.57
ground truth 1.01 vs legacy read 0.88 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-16:20-2 performance
Activity: 7.5 min / 15 K / 2 A / 2 W
Score: actual 0.931 vs expected 0.96 / margin -0.03
Show exact performance breakdown
0.931Actual score
0.96Expected score
-0.03Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.04
OBJECTIVE0.52
SUPPORT1.19
PRESSURE1.16
ground truth 0.96 vs legacy read 0.39 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-14:40+29 performance
Activity: 16.3 min / 4 K / 5 A / 1 W
Score: actual 1.349 vs expected 0.875 / margin 0.473
Show exact performance breakdown
1.349Actual score
0.875Expected score
0.473Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.51
OBJECTIVE0.92
SUPPORT2.00
PRESSURE1.47
ground truth 1.39 vs legacy read 0.62 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-14:20+17 performance
Activity: 32.8 min / 23 K / 13 A / 0 W
Score: actual 1.184 vs expected 0.912 / margin 0.272
Show exact performance breakdown
1.184Actual score
0.912Expected score
0.272Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.31
OBJECTIVE0.31
SUPPORT2.00
PRESSURE1.47
ground truth 1.23 vs legacy read 0.75 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Silver I / Skill RR 1381 / 0 RR
Position 312 / Support / Revive / KPH 83.81 / Performance 0 / Field shift +1 / Ladder track 1402
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
MATCH IMPACT Silver I / Skill RR 1381 / +2 RR
Position 312 / Support / Revive / KPH 83.81 / Performance +30 / Field shift +1 / Ladder track 1402
  • +30 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions, Objective stops / C4 pressure and Objective actions. Weak/low signals: Combat pressure and Kills per hour.
Show exact performance breakdown
1.403Actual score
0.907Expected score
0.495Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.85
OBJECTIVE0.97
SUPPORT2.00
PRESSURE1.16
ground truth 1.43 vs legacy read 1.16 · 1 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 12.7 delta / Support score / hour 98.5
Score: 2 / Weight: 20% / Impact: +0.219
Objective stops / C4 pressurePushed RR up
Measured: 8.5 delta / Stop score / hour 65.9
Score: 2 / Weight: 20% / Impact: +0.219
Combat pressurePulled RR down
Measured: 1.5 delta / Combat score / hour 11.6
Score: 0.155 / Weight: 19.5% / Impact: -0.147
Kills per hourPulled RR down
Measured: 8 kills / Kills / hour 62.1
Score: 0.408 / Weight: 19.5% / Impact: -0.097
Objective actionsPushed RR up
Measured: 2.5 delta / Objective score / hour 19.4
Score: 1.141 / Weight: 20% / Impact: +0.047
Win resultNeutral
Measured: 2-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.012
2026-07-17-22-40
MATCH IMPACT Silver I / Skill RR 1379 / -1 RR
Position 315 / Support / Revive / KPH 83.81 / Performance -18 / Field shift +2 / Ladder track 1372
  • -18 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Kills per hour and Combat pressure. Positive signals from Support actions, Objective stops / C4 pressure and Objective actions reduced the loss.
Show exact performance breakdown
0.598Actual score
0.885Expected score
-0.287Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.72
OBJECTIVE0.19
SUPPORT0.27
PRESSURE1.38
ground truth 0.51 vs legacy read 1.37 · 1 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 7.5 delta / Support score / hour 38.8
Score: 2 / Weight: 20.2% / Impact: +0.225
Objective stops / C4 pressurePushed RR up
Measured: 11.3 delta / Stop score / hour 58.4
Score: 2 / Weight: 20.2% / Impact: +0.225
Objective actionsPushed RR up
Measured: 5 delta / Objective score / hour 25.9
Score: 1.521 / Weight: 20.2% / Impact: +0.128
Kills per hourPulled RR down
Measured: 18 kills / Kills / hour 93.1
Score: 0.613 / Weight: 19.7% / Impact: -0.054
Combat pressurePulled RR down
Measured: 9.1 delta / Combat score / hour 47.1
Score: 0.628 / Weight: 19.7% / Impact: -0.051
Verified public data bonusPushed RR up
Measured: fought a +84 CMR field, measured accuracy 51% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-22-20
MATCH IMPACT Silver I / Skill RR 1380 / 0 RR
Position 314 / Support / Revive / KPH 83.81 / Performance +16 / Field shift 0 / Ladder track 1390
  • +16 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Objective actions and Verified public data bonus. Weak/low signals: Support actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.141Actual score
0.88Expected score
0.262Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 57% / RECON 43%engine weight 90%
COMBAT0.74
OBJECTIVE0.59
SUPPORT1.24
PRESSURE1.34
ground truth 1.12 vs legacy read 0.94 · 2 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 35.8 delta / Stop score / hour 91.4
Score: 2 / Weight: 20% / Impact: +0.224
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.176
Objective actionsPushed RR up
Measured: 10 delta / Objective score / hour 25.5
Score: 1.502 / Weight: 20% / Impact: +0.124
Combat pressurePulled RR down
Measured: 16.7 delta / Combat score / hour 42.6
Score: 0.569 / Weight: 19.5% / Impact: -0.061
Kills per hourPulled RR down
Measured: 35 kills / Kills / hour 89.4
Score: 0.588 / Weight: 19.5% / Impact: -0.057
Verified public data bonusPushed RR up
Measured: fought a +91 CMR field, topped a losing team 1x — the field remembers, measured accuracy 37% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-22-00
FIELD SHIFT Silver I / Skill RR 1380 / +1 RR
Position 315 / Support / Revive / KPH 83.8 / Performance 0 / Field shift +3 / Ladder track 1374
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Silver I / Skill RR 1379 / 0 RR
Position 318 / Support / Revive / KPH 83.8 / Performance 0 / Field shift +1 / Ladder track 1374
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Silver I / Skill RR 1379 / 0 RR
Position 315 / Support / Revive / KPH 83.8 / Performance 0 / Field shift +1 / Ladder track 1374
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Silver I / Skill RR 1379 / 0 RR
Position 317 / Support / Revive / KPH 83.8 / Performance 0 / Field shift +1 / Ladder track 1374
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
MATCH IMPACT Silver I / Skill RR 1379 / 0 RR
Position 316 / Support / Revive / KPH 83.8 / Performance +5 / Field shift +1 / Ladder track 1374
  • +5 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions, Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Combat pressure, Objective actions and Kills per hour.
Show exact performance breakdown
1.014Actual score
0.939Expected score
0.075Margin
61K-factor
Support actionsPushed RR up
Measured: 31.4 delta / Support score / hour 89.8
Score: 2 / Weight: 20% / Impact: +0.212
Objective stops / C4 pressurePushed RR up
Measured: 12 delta / Stop score / hour 34.3
Score: 2 / Weight: 20% / Impact: +0.212
Combat pressurePulled RR down
Measured: 3 delta / Combat score / hour 8.6
Score: 0.114 / Weight: 19.5% / Impact: -0.161
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 7.1
Score: 0.421 / Weight: 20% / Impact: -0.104
Kills per hourPulled RR down
Measured: 26 kills / Kills / hour 74.3
Score: 0.489 / Weight: 19.5% / Impact: -0.088
Verified public data bonusPushed RR up
Measured: public deaths + losses available / Public K/D / win-loss confidence +0.005 score
Score: 0.005 / Weight: bonus% / Impact: +0.005
2026-07-17-20-20
FIELD SHIFT Silver I / Skill RR 1379 / -1 RR
Position 315 / Support / Revive / KPH 83.81 / Performance 0 / Field shift +1 / Ladder track 1369
  • No new gameplay detected. Skill RR moved -1 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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