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
10:34
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
Am 1 3vil
SIGNAL LOST - FLATLINED
Over 7 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
Silver V
Silver loadout fileLoadout signal file

Am 1 3vil1206 Skill RR

Silver V

Lost SignalLast proven rank saved / live slot released / state file ? 11.3d ago
☣ Hazard pay1 RR lifetime / the system pays the mercs who endure a quarantined contract
1206Skill RR
#-Board position
DormantField state
Season peak savedSafety
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.
46/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-3 Skill RR
BASE SKILL RR1259
PRESSURE BUDGET±31 RR
VISIBLE PREVIEW1256

Recent eligible matches sit slightly below expected field pressure.

46Current gauge
55Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Won Loss Loss Won Loss Loss Won Loss Loss
Open DBStats Profile ↗
Ranked read

Am 1 3vil 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. More direct round work would make the value easier for any team to feel. The most recent scored round gave the team value through support value and stop pressure.

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
11 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_heist · Objective · Mid Game
Veteran signallast saved
Level 104
last saved DBRanked roster level
Maplast saved
obj_heist
Objective · Mid Game
Last lobby14 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1501
avg Skill RR 1501
Ranked densityrank signal
87.5%
14 of 16 detected players
Stomp riskbalance signal
75 / 100
live lobby spread pressure
Rookie pressurerookie signal
3 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Silver V
1206Silver V · Skill RR
Silver V → Silver IV51%
22 RR to Silver IV23 RR above floor
1533Peak form
1334All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-75 last 6
2 positive · 4 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability67%
SWINGY
Peak form gapGold II
+327 gap
Standing moveSkill scale
-8
Rank pressureField opened
Field opened +7 RR
Idle field shiftoffline
+9
Player DNAStable read
Am 1 3vil 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 16.7 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:27 UTC
NEXT SCAN 10:33
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Am 1 3vil 1206 RR · FORM COLD — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -12 RR/UPDATE · PEAK FORM 1533 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
Am 1 3vil
Silver V · Held-Rank Veteran
BOARD POS
RR 1206PEAK 1533STATE 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
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -12 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#? f0oliN333 is 1206 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-24 negative in the last 6 updates, -75 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1533Peak form
1334All-time peak
0Ladder track
+23RR above floor
1206Silver V · Skill RR51% TO SILVER IV
Silver V → Silver IV51% · 22 RR needed
REACTOR PULSE · FORM LAST 6COLD -75
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (610 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 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
2026-07-06-16-002 updates0
2026-07-05-13-406 updates0
2026-07-04-12-202 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
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-75COLD
Form Engine
net RR across last 6
+327peak form gap -8standing move +9idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
56
Support
52
Objective
47
Combat
16
55.6season KPH 73.2profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1206 RR · SILVER V
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -12 RR/update
[23:29] > FORM ENGINE: 2/6 positive — band COLD, stability 67%
Sentinel Read · Player Assessment
Am 1 3vil 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 16.7 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 5.1 vs 75/h target · weight 20%
-12RR / update
Kills per houravg 63 vs 152/h target · weight 20%
-6.5RR / update
Support actionsavg 10.5 vs 18/h target · weight 20%
-4.6RR / update
Objective actionsavg 11.4 vs 17/h target · weight 20%
-2.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.3RR / update
Objective stops / C4 pressureavg 15.3 vs 13/h target · weight 20%
+5RR / update
Fix Simulator · Counterfactual
Average scored update right now+4.1 RR
Hit Combat pressure target — nothing else changes+18.9 RR / update
Hit Combat pressure + Kills per hour targets+28.2 RR / update
Counterfactual on the same games, same K-factor (~82). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d-49 net
Your games
-49
Field drift
0
9 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 18%RR
Top 42%Combat
Top 31%Objective
Top 23%Support
Top 35%KPH
Objective Stops100/100
KPH56/100
Support52/100
Objective47/100
Combat16/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+6 impact)
⬢ GOOD PROOF BADGE Silver V TAPE SAYS Cobalt II
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressureNODDING
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
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. 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 IV. 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▲ High44 / 18 support/h target
Clutch stops▲ High32.9 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major5.2 / 75 combat/h target
Kill pace▼ Medium87.1 / 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 pressureTARGET5.2 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET87.1 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good game. Team support gave the team a way in; now keep that value pointed at the obj. Next game: stop treating the objective like background scenery. Get close enough that the enemy has to deal with you. Coach order: make the map objective your problem until it becomes their problem.
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 2026-07-06-16:20 / +6 game impact
Coach
GOOD PROOF
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver VSilver V
The tape saysCobalt IICobalt II
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
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. 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 IV. 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
FIRE SUPPORTjudged by your class bar
FILE 005 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksI circled OBJECTIVE last time. It is still 0.33. The circle stays. So does my patience - barely.This is your 5th shift in the FIRE SUPPORT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 0.54 on OBJECTIVE. Tonight reads 0.33. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.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.
OBJECTIVE
I have seen empty chairs contribute more. At least a chair HOLDS GROUND.
0.33
CLASS BAR 1.00
PRESSURE
The bar looked up at you tonight. Bars do not do that for free.
1.36
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Aim the sky at the point. Every strike that does not shape the objective is a fireworks show.
HEISTLOST
382 in, 265 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
SKYHAMMER
IN YOUR SQUAD 5 OF LAST 6
Time the strike to the objective clock — as the plant ticks, as the EV rolls into the open. Not when the shout happens; when the WINDOW happens.
FILM ROOM // HEIST
Attacking Heist: fake one exit loud, run the other quiet. Two escorts and a lie beat five bodies on the obvious route.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Team support▲ High
44 / 18 support/h target
Clutch stops▲ High
32.9 / 13 clutch/h target
3 positive +19 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
5.2 / 75 combat/h target
Kill pace▼ Medium
87.1 / 152 KPH target
3 negative 0.878 vs 0.799

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
5.2 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
87.1 / 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
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
GORGEOUS. The enemy spent those rounds adjusting to YOU, rerouting around YOU, complaining about YOU. That is what authority on tape looks like.
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 5.1 vs 75/h target · weight 20%
-12RR / update
Kills per houravg 63 vs 152/h target · weight 20%
-6.5RR / update
Support actionsavg 10.5 vs 18/h target · weight 20%
-4.6RR / update
Objective actionsavg 11.4 vs 17/h target · weight 20%
-2.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.3RR / update
Objective stops / C4 pressureavg 15.3 vs 13/h target · weight 20%
+5RR / update
Fix simulator
Average scored update right now+4.1 RR
Hit Combat pressure target — nothing else changes+18.9 RR / update
Hit Combat pressure + Kills per hour targets+28.2 RR / update
Counterfactual on the same games, same K-factor (~82). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d-49 net
Your games-49
Field drift0
9 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
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
2026-07-06-16-002 updates0
2026-07-05-13-406 updates0
2026-07-04-12-202 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 18%RR
Top 42%Combat
Top 31%Objective
Top 23%Support
Top 35%KPH
Objective Stops100/100
KPH56/100
Support52/100
Objective47/100
Combat16/100
Personal intelligence / weekly compile

Loadout DNA // Am 1 3vil

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
61completed proof matches
9maps in personal file
Objectivedominant field lane
STEADYlast 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 TURTLE / KE61 loadout card
TURTLE / KE61Engineer

25 completed matches / 24.0% observed result

Signature 2 NADER / SM41 loadout card
NADER / SM41Assault

24 completed matches / 33.3% observed result

Signature 3 AURA / BL72 loadout card
AURA / BL72Medic

14 completed matches / 14.3% observed result

Signature 4 KIRA / B72 loadout card
KIRA / B72Fire Support

13 completed matches / 30.8% observed result

Role DNA
Combat
29
Objective
66
Support
49
Precision
40
Pressure
32
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 NADER / SM41 loadout card
NADER / SM41Assault
Test NADER / CR81 loadout card
NADER / CR81Assault
Keep NADER. Change one card.

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

24 completed matches / 33.3% observed result 22,814 completed carries / 4,467 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.

Bridge11 personal / 63.6% observed
VASSILI / F23 loadout card
Your observed cardVASSILI / F23

5 completed matches / 80.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel11 personal / 27.3% observed
NADER / SM41 loadout card
Your observed cardNADER / SM41

5 completed matches / 40.0% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground11 personal / 27.3% observed
NADER / SM41 loadout card
Your observed cardNADER / SM41

4 completed matches / 50.0% 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

Castle10 personal / 10.0% observed
TURTLE / KE61 loadout card
Your observed cardTURTLE / KE61

7 completed matches / 14.3% observed result

TURTLE / C63 loadout card
Archive same-merc leadTURTLE / C63

784 archive carries / 500 players / 51.2% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Dockyard6 personal / 16.7% observed
TURTLE / KE61 loadout card
Your observed cardTURTLE / KE61

4 completed matches / 25.0% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Terminal Redux3 personal / 66.7% observed
NADER / SM41 loadout card
Your observed cardNADER / SM41

2 completed matches / early read

NADER / KE71 loadout card
Archive same-merc leadNADER / KE71

525 archive carries / 378 players / 49.4% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% 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.

KIRA / B72 loadout card
KIRA / B72
NADER / SM41 loadout card
NADER / SM41
TURTLE / KE61 loadout card
TURTLE / KE61
Signature deck

11 completed matches / 27.3% 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 Deployables x2 / NADER / SM41Match award x2 / VASSILI / F23Most Ammo x1 / SKYHAMMER / M92Most Deployables x1 / SKYHAMMER / M92

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

1220Skill RR
+6Skill RR delta
1221Peak 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 ? 17 valid updates
2026-07-06-16:20+6 performance
Activity: 15.2 min / 22 K / 15 A / 0 W
Score: actual 0.878 vs expected 0.799 / margin 0.078
Show exact performance breakdown
0.878Actual score
0.799Expected score
0.078Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.99
OBJECTIVE0.33
SUPPORT0.97
PRESSURE1.36
ground truth 0.86 vs legacy read 0.94 · 2 match window · 1.00 = your class target for this lobby
2026-07-06-16-00-9 performance
Activity: 13.5 min / 12 K / 15 A / 3 W
Score: actual 0.715 vs expected 0.829 / margin -0.114
Show exact performance breakdown
0.715Actual score
0.829Expected score
-0.114Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.91
OBJECTIVE0.76
SUPPORT0.32
PRESSURE1.03
ground truth 0.77 vs legacy read 0.27 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-16:40+10 performance
Activity: 12.9 min / 13 K / 22 A / 0 W
Score: actual 0.889 vs expected 0.766 / margin 0.124
Show exact performance breakdown
0.889Actual score
0.766Expected score
0.124Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.00
OBJECTIVE0.55
SUPPORT1.08
PRESSURE1.17
ground truth 0.91 vs legacy read 0.65 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-16:20-11 performance
Activity: 12.4 min / 12 K / 12 A / 2 W
Score: actual 0.69 vs expected 0.827 / margin -0.137
Show exact performance breakdown
0.69Actual score
0.827Expected score
-0.137Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.79
OBJECTIVE0.46
SUPPORT0.64
PRESSURE1.06
ground truth 0.71 vs legacy read 0.57 · 2 match window · 1.00 = your class target for this lobby
2026-07-05-16-00-7 performance
Activity: 8.6 min / 10 K / 6 A / 0 W
Score: actual 0.798 vs expected 0.887 / margin -0.089
Show exact performance breakdown
0.798Actual score
0.887Expected score
-0.089Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.88
OBJECTIVE0.99
SUPPORT0.42
PRESSURE1.06
ground truth 0.84 vs legacy read 0.55 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-15:40+30 performance
Activity: 13.1 min / 16 K / 20 A / 2 W
Score: actual 1.248 vs expected 0.867 / margin 0.381
Show exact performance breakdown
1.248Actual score
0.867Expected score
0.381Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.16
OBJECTIVE1.91
SUPPORT1.07
PRESSURE0.81
ground truth 1.29 vs legacy read 0.65 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-15:20-8 performance
Activity: 13.4 min / 8 K / 13 A / 1 W
Score: actual 0.746 vs expected 0.845 / margin -0.099
Show exact performance breakdown
0.746Actual score
0.845Expected score
-0.099Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.83
OBJECTIVE0.76
SUPPORT0.57
PRESSURE0.72
ground truth 0.74 vs legacy read 0.74 · 3 match window · 1.00 = your class target for this lobby
2026-07-05-13:40+4 performance
Activity: 22.4 min / 26 K / 29 A / 0 W
Score: actual 0.91 vs expected 0.856 / margin 0.053
Show exact performance breakdown
0.91Actual score
0.856Expected score
0.053Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.39
OBJECTIVE1.07
SUPPORT0.05
PRESSURE0.93
ground truth 0.94 vs legacy read 0.26 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-12:40+6 performance
Activity: 20.8 min / 27 K / 25 A / 1 W
Score: actual 0.856 vs expected 0.775 / margin 0.081
Show exact performance breakdown
0.856Actual score
0.775Expected score
0.081Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 75%
COMBAT1.09
OBJECTIVE1.49
SUPPORT0.24
PRESSURE0.91
ground truth 0.96 vs legacy read 0.50 · 2 match window · 1.00 = your class target for this lobby
2026-07-04-12:20+23 performance
Activity: 5.4 min / 4 K / 9 A / 2 W
Score: actual 0.972 vs expected 0.752 / margin 0.22
Show exact performance breakdown
0.972Actual score
0.752Expected score
0.22Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 75%
COMBAT0.72
OBJECTIVE1.70
SUPPORT1.25
PRESSURE0.76
ground truth 1.07 vs legacy read 0.61 · 2 match window · 1.00 = your class target for this lobby
2026-07-12-03-20
FIELD SHIFT Silver IV / Skill RR 1220 / +1 RR
Position 421 / Objective Stopper / KPH 73.19 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-12-02-00
FIELD SHIFT Silver IV / Skill RR 1219 / 0 RR
Position 422 / Objective Stopper / KPH 73.19 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-01-40
HELD Silver IV / Skill RR 1219 / -2 RR
Position 423 / Objective Stopper / KPH 73.19 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-12-01-20
FIELD SHIFT Silver IV / Skill RR 1221 / 0 RR
Position 422 / Objective Stopper / KPH 73.19 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-01-00
FIELD SHIFT Silver IV / Skill RR 1221 / 0 RR
Position 422 / Objective Stopper / KPH 73.19 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-12-00-40
FIELD SHIFT Silver IV / Skill RR 1221 / 0 RR
Position 421 / Objective Stopper / KPH 73.19 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-00-20
FIELD SHIFT Silver IV / Skill RR 1221 / 0 RR
Position 420 / Objective Stopper / KPH 73.19 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-00-00
FIELD SHIFT Silver IV / Skill RR 1221 / +2 RR
Position 420 / Objective Stopper / KPH 73.19 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-11-23-40
FIELD SHIFT Silver IV / Skill RR 1219 / -1 RR
Position 421 / Objective Stopper / KPH 73.19 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-11-23-20
FIELD SHIFT Silver IV / Skill RR 1220 / +1 RR
Position 421 / Objective Stopper / KPH 73.19 / Performance 0 / Field shift +2
  • 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.

ONLINE NOW 0 · LAST 24H 709 · LAST 30 DAYS 8812