Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
08:37
Next rank update
Same player search as the ladder
How ranks move

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

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
T0mΔZzΐ
WARNING SIGNAL WEAK - REVIVE AVAILABLE
6.6 days since your last scored update. You are still in the live field, but at day 7 the signal flatlines and this rank slot leaves the board.
REVIVE ORDER: play one scored ranked session. A single valid update restores ACTIVE SIGNAL and the countdown resets.
RESTITUTION PAID — +15 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +15 RR on Jul 3, 2026 14:20 UTC. Games poisoned by cheaters can never count against anyone here.
Bronze II
Bronze spawn fileEntry-band file

T0mΔZzΐ1135 Skill RR

Bronze II

Weak SignalRank live / signal close to expiry / state file ? 6.6d ago
1135Skill RR
#484Board position
Signal heldField state
18 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
44/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-3 Skill RR
BASE SKILL RR1110
PRESSURE BUDGET±28 RR
VISIBLE PREVIEW1107
Silent Support x 3

Recent eligible matches sit slightly below expected field pressure.

44Current gauge
49Newest 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 Loss Won Abandoned Loss Loss Loss Abandoned
Open DBStats Profile ↗
Ranked read

You do not want T0mΔZzΐ near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. When the fights get cleaner, the team value becomes much easier to see. This player also puts enough time into the round to make the team pressure matter. There is team value here when the good moments also bring more fight pressure and kill pace.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
6 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_bridge · Objective · Early Game
Veteran signallast saved
Level 669
last saved DBRanked roster level
Maplast saved
obj_bridge
Objective · Early Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold IV
1287
avg Skill RR 1287
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
61 / 100
live lobby spread pressure
Rookie pressurerookie signal
5 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Dropping · Skill RR is the rank signal
BOARD POSITION#484
Skill rating signal
Bronze II
1135Bronze II · Skill RR
Bronze II → Bronze I64%
18 RR to Bronze I18 RR above floor
1632Peak form
1239All-time peak
1110Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
COLD-70 last 6
2 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapGold I
+497 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftnone
Player DNAStable read
T0mΔZzΐ 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. The obj side gives the team more than just scoreboard value. Current support pace sits around 19.3 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:24 UTC
NEXT SCAN 08:36
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #484 T0mΔZzΐ 1135 RR · CONTACT #485 CLOSURE +112/DAY — INTERCEPT ~1D · FORM COLD — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -12.4 RR/UPDATE · PEAK FORM 1632 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
T0mΔZzΐ
Bronze II · Objective Stopper
#484BOARD POS
RR 1135PEAK 1632STATE COLDCONF 94
● 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 5 SIGNALS
Threat ClosingSEV-1#485 TwinkMolester gained +112 RR today, 2 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -12.4 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#483 Joe is 1 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-23 negative in the last 6 updates, -70 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1632Peak form
1239All-time peak
1110Ladder track
+18RR above floor
1135Bronze II · Skill RR64% TO BRONZE I
Bronze II → Bronze I64% · 18 RR needed
REACTOR PULSE · FORM LAST 6COLD -70
Sentinel Confidence
94HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (134 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-11-10-001 update0
2026-07-10-23-202 updates0
2026-07-10-10-003 updates0
2026-07-06-19-004 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-70COLD
Form Engine
net RR across last 6
+497peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
80
Support
60
KPH
47
Combat
7
61season KPH 61.6profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1135 RR · BRONZE II · BOARD #484
[23:31] > LEAK SCAN: COMBAT PRESSURE below target — drain -12.4 RR/update
[23:31] > THREAT TRACK: contact #485 closure +112/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
T0mΔZzΐ 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. The obj side gives the team more than just scoreboard value. Current support pace sits around 19.3 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 3.3 vs 75/h target · weight 20%
-12.4RR / update
Kills per houravg 61.7 vs 152/h target · weight 20%
-6.8RR / update
Support actionsavg 14.1 vs 18/h target · weight 20%
-5.6RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.8RR / update
Objective actionsavg 35.6 vs 17/h target · weight 20%
+3.8RR / update
Objective stops / C4 pressureavg 21.8 vs 13/h target · weight 20%
+5.9RR / update
Fix Simulator · Counterfactual
Average scored update right now-5.5 RR
Hit Combat pressure target — nothing else changes+9.3 RR / update
Hit Combat pressure + Support actions targets+20.5 RR / update
Counterfactual on the same games, same K-factor (~79). 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-35 net
Your games
-35
Field drift
0
3 scored updates in window
72h-70 net
Your games
-70
Field drift
0
5 scored updates in window
7d-129 net
Your games
-129
Field drift
0
12 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 20%RR
Top 67%Combat
Top 10%Objective
Top 18%Support
Top 50%KPH
Objective Stops100/100
Objective80/100
Support60/100
KPH47/100
Combat7/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-4 impact)
⬢ LEVEL HELD BADGE Bronze II TAPE SAYS Cobalt II
You held. You HELD. Congratulations on successfully treading water in a sport about SWIMMING SOMEWHERE.
Coach blood pressureTAPPING THE DESK
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
You are holding ground. Fine. FINE. But nobody ever got carried off the server on shoulders for HOLDING GROUND. Pick a direction. The direction is UP. 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 Bronze I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Objective work▲ High76.1 / 17 objective/h target
Clutch stops▲ High39.8 / 13 clutch/h target
Objective Leaks
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Major53.8 / 152 KPH target
Team support▼ Medium9.8 / 18 support/h target
Field Orders
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET53.8 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Team supportTARGET9.8 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
A few better choices swing that game. Stay with the wave and cash the pressure in. Next game: fight shoulder to shoulder. If the kill does not buy space, a revive, a plant, or a stop, make it happen closer to obj. Coach order: take space the team can actually use.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-11-10-00 / -4 game impact
Coach
LEVEL HELD
You held. You HELD. Congratulations on successfully treading water in a sport about SWIMMING SOMEWHERE.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IIBronze II
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
You are holding ground. Fine. FINE. But nobody ever got carried off the server on shoulders for HOLDING GROUND. Pick a direction. The direction is UP. 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 Bronze I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 005 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.This is your 5th shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.I am not asking you to be great tomorrow. I am ordering you to be HONEST tomorrow - drill done, feet where the round lives. Greatness is just honesty with repetitions.
SUPPORT
Below the bar, above excuses. Fix it.
0.58
CLASS BAR 1.00
COMBAT
The bar does not negotiate. I have tried. It hung up on me.
0.63
CLASS BAR 1.00
The drill // next sessionYour team died waiting. That ends now — defib in hand before their body hits the floor. Make saving people your whole personality.
BRIDGELOST
Taking 77 a minute and answering with 0. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AURA
IN YOUR SQUAD EVERY RECENT GAME
Veteran stations live low, behind hard cover, with two exits. If the enemy can see the glow from their lane, so can their grenades.
FILM ROOM // BRIDGE
Repairs on Bridge happen while moving — circle the vehicle, keep the wrench on, keep the hull between you and the long angles.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Objective work▲ High
76.1 / 17 objective/h target
Clutch stops▲ High
39.8 / 13 clutch/h target
2 positive -70 last 6

Objective leaks

Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
53.8 / 152 KPH target
Team support▼ Medium
9.8 / 18 support/h target
3 negative 0.827 vs 0.883

Field orders

Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
53.8 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Team supporttarget
9.8 / 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
I drew the play in crayon. Big arrows. Stand here. Shoot there. Touch objective. If you can hand Sawbonez a health pack, you can manage this.
What your last games gave me
Clinical. Surgical. RUDE, even. You took contested rounds and converted them into clean wins like it was a hobby.
How fast this can move you
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
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 3.3 vs 75/h target · weight 20%
-12.4RR / update
Kills per houravg 61.7 vs 152/h target · weight 20%
-6.8RR / update
Support actionsavg 14.1 vs 18/h target · weight 20%
-5.6RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.8RR / update
Objective actionsavg 35.6 vs 17/h target · weight 20%
+3.8RR / update
Objective stops / C4 pressureavg 21.8 vs 13/h target · weight 20%
+5.9RR / update
Fix simulator
Average scored update right now-5.5 RR
Hit Combat pressure target — nothing else changes+9.3 RR / update
Hit Combat pressure + Support actions targets+20.5 RR / update
Counterfactual on the same games, same K-factor (~79). 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-35 net
Your games-35
Field drift0
3 scored updates in window
72h-70 net
Your games-70
Field drift0
5 scored updates in window
7d-129 net
Your games-129
Field drift0
12 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-11-10-001 update0
2026-07-10-23-202 updates0
2026-07-10-10-003 updates0
2026-07-06-19-004 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 20%RR
Top 67%Combat
Top 10%Objective
Top 18%Support
Top 50%KPH
Objective Stops100/100
Objective80/100
Support60/100
KPH47/100
Combat7/100
Personal intelligence / weekly compile

Loadout DNA // T0mΔZzΐ

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
339completed proof matches
11maps in personal file
Objectivedominant 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 PROXY / KE12 loadout card
PROXY / KE12Engineer

219 completed matches / 34.7% observed result

Signature 2 NADER / CR42 loadout card
NADER / CR42Assault

139 completed matches / 35.3% observed result

Signature 3 AURA / H82 loadout card
AURA / H82Medic

89 completed matches / 32.6% observed result

Signature 4 AURA / BL72 loadout card
AURA / BL72Medic

69 completed matches / 31.9% observed result

Role DNA
Combat
12
Objective
74
Support
25
Precision
22
Pressure
19
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 PROXY / KE12 loadout card
PROXY / KE12Engineer
Test PROXY / KE21 loadout card
PROXY / KE21Engineer
Keep PROXY. Change one card.

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

219 completed matches / 34.7% observed result 22,720 completed carries / 4,614 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.

Whitechapel50 personal / 38.0% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

49 completed matches / 38.8% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle35 personal / 28.6% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

33 completed matches / 27.3% observed result

PROXY / R51 loadout card
Archive same-merc leadPROXY / R51

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

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground34 personal / 44.1% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

34 completed matches / 44.1% observed result

PROXY / H53 loadout card
Archive same-merc leadPROXY / H53

331 archive carries / 286 players / 49.0% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge32 personal / 31.2% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

31 completed matches / 32.3% observed result

PROXY / H53 loadout card
Archive same-merc leadPROXY / H53

296 archive carries / 253 players / 51.4% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Dockyard23 personal / 21.7% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

23 completed matches / 21.7% observed result

PROXY / H22 loadout card
Archive same-merc leadPROXY / H22

178 archive carries / 148 players / 52.2% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard19 personal / 26.3% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

18 completed matches / 27.8% observed result

PROXY / R13 loadout card
Archive same-merc leadPROXY / R13

3,176 archive carries / 500 players / 52.6% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% 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.

AURA / BL72 loadout card
AURA / BL72
NADER / CR42 loadout card
NADER / CR42
PROXY / KE12 loadout card
PROXY / KE12
Signature deck

47 completed matches / 29.8% 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 Objective x24 / PROXY / KE12Match award x6 / NADER / CR42Most Ammo x5 / JAVELIN / SH85Most Deployables x5 / NADER / CR42

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

0Skill RR
0Skill RR delta
0Peak Skill RR shown
0Tracked 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 ? 25 valid updates
2026-07-11-10-00-4 performance
Activity: 25.6 min / 23 K / 13 A / 0 W
Score: actual 0.827 vs expected 0.883 / margin -0.056
Show exact performance breakdown
0.827Actual score
0.883Expected score
-0.056Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.63
OBJECTIVE1.01
SUPPORT0.58
PRESSURE1.15
ground truth 0.79 vs legacy read 0.99 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-23:40-35 performance
Activity: 3.9 min / 6 K / 6 A / 1 W
Score: actual 0.401 vs expected 0.85 / margin -0.449
Show exact performance breakdown
0.401Actual score
0.85Expected score
-0.449Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.40
OBJECTIVE1.02
SUPPORT0.02
PRESSURE0.44
ground truth 0.45 vs legacy read 0.15 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-23:20+4 performance
Activity: 4.9 min / 4 K / 5 A / 0 W
Score: actual 0.863 vs expected 0.815 / margin 0.048
Show exact performance breakdown
0.863Actual score
0.815Expected score
0.048Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.59
OBJECTIVE2.00
SUPPORT0.01
PRESSURE1.18
ground truth 0.86 vs legacy read 0.88 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-10:40-56 performance
Activity: 1.7 min / 1 K / 2 A / 0 W
Score: actual 0.205 vs expected 0.919 / margin -0.714
Show exact performance breakdown
0.205Actual score
0.919Expected score
-0.714Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.22
OBJECTIVE0.30
SUPPORT0.14
PRESSURE0.41
ground truth 0.24 vs legacy read 0.04 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-10:200 performance
Activity: 5.6 min / 9 K / 4 A / 2 W
Score: actual 0.89 vs expected 0.896 / margin -0.005
Show exact performance breakdown
0.89Actual score
0.896Expected score
-0.005Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.75
OBJECTIVE2.00
SUPPORT0.01
PRESSURE0.58
ground truth 0.82 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-10-00+21 performance
Activity: 16.7 min / 20 K / 7 A / 3 W
Score: actual 1.087 vs expected 0.821 / margin 0.266
Show exact performance breakdown
1.087Actual score
0.821Expected score
0.266Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.67
OBJECTIVE2.00
SUPPORT0.78
PRESSURE0.70
ground truth 1.05 vs legacy read 0.79 · 2 match window · 1.00 = your class target for this lobby
2026-07-06-20-000 performance
Activity: 9.3 min / 18 K / 12 A / 3 W
Score: actual 0.886 vs expected 0.881 / margin 0.006
Show exact performance breakdown
0.886Actual score
0.881Expected score
0.006Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.27
OBJECTIVE1.11
SUPPORT0.16
PRESSURE1.26
ground truth 0.87 vs legacy read 0.84 · 1 match window · 1.00 = your class target for this lobby
2026-07-06-19:40+3 performance
Activity: 11.5 min / 12 K / 8 A / 0 W
Score: actual 0.869 vs expected 0.827 / margin 0.042
Show exact performance breakdown
0.869Actual score
0.827Expected score
0.042Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.67
OBJECTIVE1.96
SUPPORT0.03
PRESSURE1.22
ground truth 0.88 vs legacy read 0.60 · 1 match window · 1.00 = your class target for this lobby
2026-07-06-19:20-8 performance
Activity: 16.9 min / 10 K / 22 A / 0 W
Score: actual 0.688 vs expected 0.792 / margin -0.104
Show exact performance breakdown
0.688Actual score
0.792Expected score
-0.104Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.74
OBJECTIVE1.15
SUPPORT0.02
PRESSURE1.07
ground truth 0.66 vs legacy read 0.99 · 2 match window · 1.00 = your class target for this lobby
2026-07-06-19-00+22 performance
Activity: 9.8 min / 3 K / 8 A / 0 W
Score: actual 1.075 vs expected 0.802 / margin 0.273
Show exact performance breakdown
1.075Actual score
0.802Expected score
0.273Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.44
OBJECTIVE0.72
SUPPORT2.00
PRESSURE0.97
ground truth 1.11 vs legacy read 0.44 · 2 match window · 1.00 = your class target for this lobby
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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