Tracked players: 7382 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1296 / 7382Active ranked this season
03:42
Next rank update
Same player search as the ladder
How ranks move

Rank is not account level. Rank is not just time played. It reacts to match impact: combat, objectives, support, EV/C4, defuses, objective stops and win pressure.

2026-10-19 Last update UTC 16:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
morg
RESTITUTION PAID — +151 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +18 RR on Oct 5, 2026 15:20 UTC. Games poisoned by cheaters can never count against anyone here.
Elite
SEASON I REWARD
Cobalt II
Cobalt II
Highest peak rank from Jun 2026
Elite command dossierMax-band contract

morg2000 Skill RR

Elite

Active SignalLive rank slot held / state file ? 3.9d ago
☣ Hazard pay +5 RR active19 RR lifetime / the system pays the mercs who endure a quarantined contract
2000Skill RR
#27Board position
Signal heldField state
49 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.
55/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+7 Skill RR
LADDER TRACK BASE2734
PRESSURE BUDGET±68 RR
VISIBLE PREVIEW2741
Field Closer x 4Field Breaker x 1

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

55Current 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
Won Loss Abandoned Won Won Won Won Won Abandoned Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

morg is dangerous in fights. This player can make the first fight easier for everyone behind the push. More obj touches around those fights would make this player harder to play against. This player also has timing around stops, which can save rounds that look almost gone. The next good update comes from adding more obj work and fight pressure to the useful minutes.

Team value: fight pressure Strongest: fight pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
3 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_trainyard · Objective · Late Game
Maplast saved
obj_trainyard
Objective · Late Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1511
avg Skill RR 1511
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
71 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Cobalt Frag Pressure Merc · Rising · Skill RR is the rank signal
BOARD POSITION#27
Skill rating signal
Elite
2000Elite · Skill RR
Elite → Max rank100%
0 RR to Max rank49 RR above floor
2150Peak form
2750All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Combat · Secondary: Objective Stops
Form engine
HOT+37 last 6
4 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
35/100
Stability67%
SWINGY
Peak form gapElite
+150 gap
Standing moveSkill scale
+1
Rank pressureOthers pushed
Others pushed -1 RR
Idle field shiftoffline
-1
Player DNAStable read
Morghbot is built around fights, trades, and pressure. This player gives the team a way into the round by winning or softening the first fight. The best rounds are the ones where fight pressure also turns into progress on the map. This player also has timing around stops, which can save rounds that look almost gone. Current fight pace sits around 88.3 combat pressure/hour.
Primary Combat Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 16:36:19 UTC
NEXT SCAN 03:41
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #27 morg 2000 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -12.3 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE LOW 35/100 ·
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
morg
Elite · Cobalt Frag Pressure Merc
#27BOARD POS
RR 2000PEAK 2150STATE 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 3 SIGNALS
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -12.3 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR4 of last 6 scored updates positive, +37 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2150Peak form
2750All-time peak
0Ladder track
+49RR above floor
2000Elite · Skill RRMAX RANK REACHED · 100%
Elite → Max rank100% · 49 RR above floor
REACTOR PULSE · FORM LAST 6HOT +37
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4552 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
+3 1st Deployopener
+13 2nd Deployholding
-1 3rd+ Deploybleeding
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~5.6 RR per session at current pace.
Strongest Window
1217 UTC avg +13 RR / update over 3 updates weakest: 1823 UTC (avg +0.7)
Recent Sessions
2026-10-15-16-203 updates+19
2026-10-13-19-002 updates+18
2026-10-13-16-001 update+4
2026-10-13-10-204 updates+7
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
35/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+37HOT
Form Engine
net RR across last 6
+150peak form gap +1standing move -1idle field shift OTHERS PUSHEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Combat
100
Objective Stops
100
KPH
100
Support
26
Objective
19
196.3season KPH 137.6profile KPH COMBATprimary
SENTINEL EVENT LOG · LIVE FEED
[16:36] > SCAN CYCLE 1636 COMPLETE — 1296 contacts indexed
[16:36] > RATING SIGNAL LOCKED: 2000 RR · ELITE · BOARD #27
[16:36] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -12.3 RR/update
[16:36] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
Morghbot is built around fights, trades, and pressure. This player gives the team a way into the round by winning or softening the first fight. The best rounds are the ones where fight pressure also turns into progress on the map. This player also has timing around stops, which can save rounds that look almost gone. Current fight pace sits around 88.3 combat pressure/hour.
COMBATprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 6.9 vs 17/h target · weight 20%
-12.3RR / update
Support actionsavg 26.4 vs 18/h target · weight 20%
-4.5RR / update
Kills per houravg 200.7 vs 152/h target · weight 20%
-1.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
0RR / update
Combat pressureavg 124.3 vs 75/h target · weight 20%
+0.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.3RR / update
Objective stops / C4 pressureavg 66.2 vs 13/h target · weight 20%
+5RR / update
Fix Simulator · Counterfactual
Average scored update right now+4.8 RR
Hit Objective actions target — nothing else changes+13.4 RR / update
Hit Objective actions + Support actions targets+16.8 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
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d+21 net
Your games
+21
Field drift
0
12 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 1%RR
Top 2%Combat
Top 74%Objective
Top 46%Support
Top 3%KPH
Combat100/100
Objective Stops100/100
KPH100/100
Support26/100
Objective19/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-16 impact)
⬢ ANGRY REVIEW BADGE Elite TAPE SAYS Elite
A merc of your caliber playing bronze habits — I aged a full season watching that. There are NEW GRAY HAIRS. They have YOUR NAME.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Badge and tape agree. A rare moment of peace on this bench. Do not get comfortable — peace bores me.
⬢ FAST CLIMB ORDER
We are in the trench and the only order is HOLD. Basics, repeated, until the tape stops looking like a crime scene. Then we talk about the future. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are sitting at the very top of this board. There is no badge above you to chase — only the version of you on yesterday's tape. Beat HIM.
Working Signals
No strong booster in the last scored game.
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Frag pressure▼ Major12.5 / 75 combat/h target
▼
Team support▼ Major5.4 / 18 support/h 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 pressureTARGET12.5 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Team supportTARGET5.4 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
No. That game gave away too much value. The team needed more obj work where the round was being fought. Next game: play closer to the obj. Touch EV/C4, escort, plant, defuse, repair, deliver or contest. The round has to feel your presence. 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 hurt 2026-10-15-18-00 / -16 game impact
Coach
ANGRY REVIEW
A merc of your caliber playing bronze habits — I aged a full season watching that. There are NEW GRAY HAIRS. They have YOUR NAME.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeEliteElite
➞
The tape saysEliteElite
Badge and tape agree. A rare moment of peace on this bench. Do not get comfortable — peace bores me.
Fast climb order
We are in the trench and the only order is HOLD. Basics, repeated, until the tape stops looking like a crime scene. Then we talk about the future. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are sitting at the very top of this board. There is no badge above you to chase — only the version of you on yesterday's tape. Beat HIM.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 099 FAVORITE UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksPage 99 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.The file also says 4 straight orders followed. That combination is rare enough in this room that I underline it.Your last pages average 1.11 on PRESSURE. Tonight reads 0.94. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.Between now and next session, one habit changes. Just one. That is how every thick file in my cabinet got written - one stubborn page at a time.
PRESSURE
Inches from the bar - and inches decide gold.
0.94
CLASS BAR 1.00
SUPPORT
Sit down and watch this back. THAT is your ceiling - and tonight you touched it with both hands.
2.00
CLASS BAR 1.00
The drill // next sessionThe heat you take opens lanes for four other people. Next shift, be expensive to remove.
TRAINYARDLOST
304 damage a minute out, 256 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD EVERY RECENT GAME
Down but not out: check for an enemy in reach before martyrdom — and check for your own medic before wasting the get-up.
▸FILM ROOM // TRAINYARD
Holding Trainyard: rotate the long-angle rifle between lanes every wave. A sniper with a schedule is furniture; a sniper without one is weather.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
5 positive +41 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
12.5 / 75 combat/h target
Team support▼ Major
5.4 / 18 support/h target
1 negative 1.106 vs 1.367

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
12.5 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
5.4 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
What I expected from your last games
There is nothing above you on this board. So I expected you to play like gravity — invisible, constant, and absolutely in charge of everything that falls.
What your last games gave me
Every single action bought something. Space, time, rounds, dignity. You played that match like you had already seen the ending and were just being polite about it.
How fast this can move you
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
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
Objective actionsavg 6.9 vs 17/h target · weight 20%
-12.3RR / update
Support actionsavg 26.4 vs 18/h target · weight 20%
-4.5RR / update
Kills per houravg 200.7 vs 152/h target · weight 20%
-1.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
-0RR / update
Combat pressureavg 124.3 vs 75/h target · weight 20%
+0.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.3RR / update
Objective stops / C4 pressureavg 66.2 vs 13/h target · weight 20%
+5RR / update
Fix simulator
Average scored update right now+4.8 RR
Hit Objective actions target — nothing else changes+13.4 RR / update
Hit Objective actions + Support actions targets+16.8 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
72h0 net
Your games0
Field drift0
0 scored updates in window
7d+21 net
Your games+21
Field drift0
12 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
1217 UTC avg +13 RR / update over 3 updates weakest: 1823 UTC (avg +0.7)
Fatigue signature · avg RR by update # in a session
+31st
+132nd
-13rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-10-15-16-203 updates+19
2026-10-13-19-002 updates+18
2026-10-13-16-001 update+4
2026-10-13-10-204 updates+7
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 1%RR
Top 2%Combat
Top 74%Objective
Top 46%Support
Top 3%KPH
Combat100/100
Objective Stops100/100
KPH100/100
Support26/100
Objective19/100
Personal intelligence / weekly compile

Loadout DNA // Morgoth

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
264completed proof matches
10maps in personal file
Combatdominant field lane
IMPROVINGlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried FRAGGER / M91 loadout card
FRAGGER / M91Assault

56 completed matches / 66.1% observed result

Signature 2 VASSILI / MO22 loadout card
VASSILI / MO22Recon

45 completed matches / 73.3% observed result

Signature 3 NADER / CR81 loadout card
NADER / CR81Assault

36 completed matches / 50.0% observed result

Signature 4 STOKER / T65 loadout card
STOKER / T65Fire Support

32 completed matches / 56.2% observed result

Role DNA
Combat
98
Objective
54
Support
57
Precision
94
Pressure
95
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 FRAGGER / M91 loadout card
FRAGGER / M91Assault
Test FRAGGER / M93 loadout card
FRAGGER / M93Assault
Keep FRAGGER. Change one card.

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

56 completed matches / 66.1% observed result 4,917 completed carries / 646 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.

Bridge33 personal / 54.5% observed
FRAGGER / M91 loadout card
Your observed cardFRAGGER / M91

15 completed matches / 66.7% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel32 personal / 65.6% observed
SKYHAMMER / T61 loadout card
Your observed cardSKYHAMMER / T61

19 completed matches / 68.4% observed result

SKYHAMMER / M43 loadout card
Archive same-merc leadSKYHAMMER / M43

394 archive carries / 356 players / 51.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle30 personal / 60.0% observed
FRAGGER / M91 loadout card
Your observed cardFRAGGER / M91

13 completed matches / 69.2% observed result

FRAGGER / K43 loadout card
Archive same-merc leadFRAGGER / K43

122 archive carries / 60 players / 51.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground26 personal / 61.5% observed
FRAGGER / M91 loadout card
Your observed cardFRAGGER / M91

10 completed matches / 70.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Dockyard9 personal / 66.7% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

4 completed matches / 50.0% observed result

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

694 archive carries / 500 players / 50.0% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Terminal Redux8 personal / 62.5% observed
STOKER / T65 loadout card
Your observed cardSTOKER / T65

5 completed matches / 60.0% observed result

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.

FRAGGER / M91 loadout card
FRAGGER / M91
NADER / CR81 loadout card
NADER / CR81
VASSILI / MO22 loadout card
VASSILI / MO22
Signature deck

5 completed matches / 60.0% 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 Kills x10 / FRAGGER / M91Most Kills x7 / STOKER / T65Most Kills x6 / JAVELIN / SH85Most Finishes x6 / JAVELIN / SH85

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

2000Public Skill RR now
0Recorded season RR change
+48Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

Line = season RR before public adjustments. Bars match the last ten scored updates below, filtered by the selected range. Performance is a different unit—not direct public RR gains.

Current accounting: 1994 season RR + +6 public adjustment = 2000 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 358 valid updates
2026-10-15-18-00-16 performance
Activity: 12.7 min / 23 K / 12 A / 0 W
Score: actual 1.106 vs expected 1.367 / margin -0.261
Show exact performance breakdown
1.106Actual score
1.367Expected score
-0.261Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.20
OBJECTIVE1.05
SUPPORT2.00
PRESSURE0.94
ground truth 1.19 vs legacy read 0.45 · 1 match window · 1.00 = your class target for this lobby
2026-10-15-16:40+28 performance
Activity: 15.3 min / 46 K / 31 A / 5 W
Score: actual 1.834 vs expected 1.369 / margin 0.465
Show exact performance breakdown
1.834Actual score
1.369Expected score
0.465Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT2.00
OBJECTIVE2.00
SUPPORT2.00
PRESSURE0.87
ground truth 1.82 vs legacy read 1.24 · 1 match window · 1.00 = your class target for this lobby
2026-10-15-16:20+7 performance
Activity: 17 min / 40 K / 30 A / 2 W
Score: actual 1.503 vs expected 1.385 / margin 0.117
Show exact performance breakdown
1.503Actual score
1.385Expected score
0.117Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT2.00
OBJECTIVE1.20
SUPPORT1.48
PRESSURE1.14
ground truth 1.47 vs legacy read 1.36 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-19:20+10 performance
Activity: 23.1 min / 87 K / 36 A / 0 W
Score: actual 1.566 vs expected 1.401 / margin 0.165
Show exact performance breakdown
1.566Actual score
1.401Expected score
0.165Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT2.00
OBJECTIVE0.29
SUPPORT2.00
PRESSURE1.33
ground truth 1.51 vs legacy read 1.55 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-19-00+8 performance
Activity: 43.1 min / 81 K / 21 A / 4 W
Score: actual 1.522 vs expected 1.397 / margin 0.125
Show exact performance breakdown
1.522Actual score
1.397Expected score
0.125Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 70% / ASSAULT 30%engine weight 90%
COMBAT1.66
OBJECTIVE0.79
SUPPORT2.00
PRESSURE0.91
ground truth 1.49 vs legacy read 1.46 · 2 match window · 1.00 = your class target for this lobby
2026-10-13-16-00+4 performance
Activity: 28.9 min / 102 K / 28 A / 0 W
Score: actual 1.517 vs expected 1.444 / margin 0.073
Show exact performance breakdown
1.517Actual score
1.444Expected score
0.073Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT2.00
OBJECTIVE0.55
SUPPORT1.90
PRESSURE0.89
ground truth 1.46 vs legacy read 1.53 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-11:20+10 performance
Activity: 18 min / 65 K / 28 A / 1 W
Score: actual 1.589 vs expected 1.437 / margin 0.152
Show exact performance breakdown
1.589Actual score
1.437Expected score
0.152Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 100%
COMBAT2.00
OBJECTIVE1.33
SUPPORT0.15
PRESSURE1.51
ground truth 1.56 vs legacy read 1.48 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-11-00+3 performance
Activity: 21.7 min / 37 K / 10 A / 1 W
Score: actual 1.559 vs expected 1.512 / margin 0.046
Show exact performance breakdown
1.559Actual score
1.512Expected score
0.046Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.77
OBJECTIVE1.19
SUPPORT2.00
PRESSURE0.71
ground truth 1.60 vs legacy read 0.91 · 2 match window · 1.00 = your class target for this lobby
2026-10-13-10:40+1 performance
Activity: 13.2 min / 55 K / 12 A / 0 W
Score: actual 1.525 vs expected 1.512 / margin 0.013
Show exact performance breakdown
1.525Actual score
1.512Expected score
0.013Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT2.00
OBJECTIVE0.24
SUPPORT2.00
PRESSURE0.92
ground truth 1.47 vs legacy read 1.40 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-10:20-7 performance
Activity: 20 min / 61 K / 10 A / 0 W
Score: actual 1.194 vs expected 1.308 / margin -0.114
Show exact performance breakdown
1.194Actual score
1.308Expected score
-0.114Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 60% / ASSAULT 40%engine weight 90%
COMBAT1.75
OBJECTIVE0.51
SUPPORT0.77
PRESSURE1.21
ground truth 1.16 vs legacy read 1.15 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-16-20
HELD Elite / Skill RR 1994 / 0 RR
Position 26 / Combat / KPH 137.55 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-00
HELD Elite / Skill RR 1994 / 0 RR
Position 26 / Combat / KPH 137.55 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-40
HELD Elite / Skill RR 1994 / 0 RR
Position 26 / Combat / KPH 137.55 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-20
FIELD SHIFT Elite / Skill RR 1994 / +1 RR
Position 26 / Combat / KPH 137.55 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-10-19-15-00
FIELD SHIFT Elite / Skill RR 1993 / -1 RR
Position 26 / Combat / KPH 137.55 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
Show older movement history / 5
2026-10-19-14-40
FIELD SHIFT Elite / Skill RR 1994 / -1 RR
Position 25 / Combat / KPH 137.55 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-19-14-20
HELD Elite / Skill RR 1995 / 0 RR
Position 25 / Combat / KPH 137.55 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-00
HELD Elite / Skill RR 1995 / 0 RR
Position 25 / Combat / KPH 137.55 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-40
HELD Elite / Skill RR 1995 / 0 RR
Position 25 / Combat / KPH 137.55 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-20
HELD Elite / Skill RR 1995 / 0 RR
Position 25 / Combat / KPH 137.55 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

Every season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

Lost Signal means a ranked player has not recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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