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
12:34
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
ibuprofreno
Gold III
Gold contract filePressure-band contract

ibuprofreno1527 Skill RR

Gold III

Active SignalLive rank slot held / state file ? 2h ago
1527Skill RR
#177Board position
Signal heldField state
33 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.
62/100
High Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+9 Skill RR
BASE SKILL RR1453
PRESSURE BUDGET±36 RR
VISIBLE PREVIEW1462
Silent Support x 7

Recent eligible matches are bending the field clearly above expectation.

62Current gauge
56Newest 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 Abandoned Loss Won Abandoned Won Loss Won Won Loss
Open DBStats Profile ↗
Ranked read

You do not want ibuprofreno near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More direct round work would make the value easier for any team to feel. The next good update comes from adding more obj work and fight pressure to the useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
2 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_whitechapel · Stopwatch · Late Game
Maplast saved
obj_whitechapel
Stopwatch · Late Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1445
avg Skill RR 1445
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
64 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#177
Skill rating signal
Gold III
1527Gold III · Skill RR
Gold III → Gold II61%
31 RR to Gold II33 RR above floor
2067Peak form
1479All-time peak
1453Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+99 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability83%
LOCKED
Peak form gapElite
+540 gap
Standing moveSkill scale
+74
Rank pressureField opened
Field opened +11 RR
Idle field shiftoffline
+11
Player DNAStable read
You do not want ibuprofreno near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More fight pressure near the team would make those useful minutes much more dangerous. There is also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 21.2 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:27:26 UTC
NEXT SCAN 12:34
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #177 ibuprofreno 1527 RR · CONTACT #179 CLOSURE +402/DAY — INTERCEPT ~1D · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -13.9 RR/UPDATE · PEAK FORM 2067 ON RECORD · LADDER PRESSURE LOW 20/100 ·
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
ibuprofreno
Gold III · Hot Streak Objective Stopper
#177BOARD POS
RR 1527PEAK 2067STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
Threat ClosingSEV-1#179 РукоблудныйСын gained +402 RR today, 4 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -13.9 RR / update.
Target In ReachINTEL#176 Kuriosium is 3 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR5 of last 6 scored updates positive, +99 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2067Peak form
1479All-time peak
1453Ladder track
+33RR above floor
1527Gold III · Skill RR61% TO GOLD II
Gold III → Gold II61% · 31 RR needed
REACTOR PULSE · FORM LAST 6HOT +99
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (437 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 7 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-17-20-203 updates0
2026-07-16-14-402 updates0
2026-07-15-22-201 update0
2026-07-13-17-201 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+99HOT
Form Engine
net RR across last 6
+540peak form gap +74standing move +11idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
51
Support
43
Objective
35
Combat
9
60.1season KPH 65.9profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:27] > SCAN CYCLE 2327 COMPLETE — 565 contacts indexed
[23:27] > RATING SIGNAL LOCKED: 1527 RR · GOLD III · BOARD #177
[23:27] > LEAK SCAN: COMBAT PRESSURE below target — drain -13.9 RR/update
[23:27] > THREAT TRACK: contact #179 closure +402/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
You do not want ibuprofreno near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More fight pressure near the team would make those useful minutes much more dangerous. There is also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 21.2 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 5.5 vs 75/h target · weight 20%
-13.9RR / update
Objective actionsavg 3.5 vs 17/h target · weight 20%
-12.2RR / update
Kills per houravg 57.1 vs 152/h target · weight 20%
-9.2RR / update
Objective stops / C4 pressureavg 13.1 vs 13/h target · weight 20%
-1.5RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Support actionsavg 54.7 vs 18/h target · weight 20%
+8.4RR / update
Fix Simulator · Counterfactual
Average scored update right now+18 RR
Hit Combat pressure target — nothing else changes+32.3 RR / update
Hit Combat pressure + Objective actions targets+44.9 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+21 net
Your games
+21
Field drift
0
3 scored updates in window
72h+99 net
Your games
+99
Field drift
0
6 scored updates in window
7d+159 net
Your games
+159
Field drift
0
15 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 8%RR
Top 62%Combat
Top 50%Objective
Top 32%Support
Top 44%KPH
Objective Stops100/100
KPH51/100
Support43/100
Objective35/100
Combat9/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-26 impact)
⬢ ANGRY REVIEW BADGE Gold III TAPE SAYS Gold III
That was a faceplant with extra steps. The tape needed proof and you delivered interpretive dance.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You played exactly like your paperwork. Accurate. Honest. And completely incapable of promotion. Aim higher.
⬢ 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 ONE good night from Gold II. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Clutch stops▲ High32.5 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major4.3 / 75 combat/h target
Team support▼ Major4.3 / 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 pressureTARGET4.3 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Team supportTARGET4.3 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Wake up. That game bled RR because the round did not get enough useful work. Stop touring the map and get near the win condition. Next game: stop treating the objective like background scenery. Get close enough that the enemy has to deal with you. Coach order: C4 is not furniture. Arm it, clear it, defend it, or get someone off it.
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 2026-07-17-21-00 / -26 game impact
Coach
ANGRY REVIEW
That was a faceplant with extra steps. The tape needed proof and you delivered interpretive dance.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIIGold III
The tape saysGold IIIGold III
You played exactly like your paperwork. Accurate. Honest. And completely incapable of promotion. Aim higher.
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 ONE good night from Gold II. 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
RECONjudged by your class bar
FILE 008 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksSession 8, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.And before you argue with the board: the best OBJECTIVE in this file is 1.67, set by YOU. I do not hold players to my standards. I hold them to their own receipts.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 pulled this tape twice because I refused to believe it the first time. I believed it the second time. That is the part that hurts.
0.05
CLASS BAR 1.00
PRESSURE
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.60
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Next session your scope and the objective are in the same postcode at all times.
WHITECHAPELLOST
256 a minute, and they managed 154 back. Somewhere their coach is having MY kind of night.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
RECON
YOUR ROLE ON THE FLOOR
Hunt where the round lives. A perfect angle on an empty lane is a photograph.
FILM ROOM // WHITECHAPEL
On defense, disable the vehicle and then HOLD the repair angle — the EV is bait; the repairman is the round.
62 of 50, ten fights running. Teams get built around numbers like that. Remember I said it first.
I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Clutch stops▲ High
32.5 / 13 clutch/h target
5 positive +99 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
4.3 / 75 combat/h target
Team support▼ Major
4.3 / 18 support/h target
1 negative 0.659 vs 0.988

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
4.3 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
4.3 / 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
At this level, existing is not a contribution. I expected you to bend rounds. Win the fight that opens the lane. Hold the corner that saves the plant. BE somebody.
What your last games gave me
A professional appearance. Lanes held, entries traded, engineers covered. The kind of tape that does not need excuses stapled to it.
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 5.5 vs 75/h target · weight 20%
-13.9RR / update
Objective actionsavg 3.5 vs 17/h target · weight 20%
-12.2RR / update
Kills per houravg 57.1 vs 152/h target · weight 20%
-9.2RR / update
Objective stops / C4 pressureavg 13.1 vs 13/h target · weight 20%
-1.5RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Support actionsavg 54.7 vs 18/h target · weight 20%
+8.4RR / update
Fix simulator
Average scored update right now+18 RR
Hit Combat pressure target — nothing else changes+32.3 RR / update
Hit Combat pressure + Objective actions targets+44.9 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+21 net
Your games+21
Field drift0
3 scored updates in window
72h+99 net
Your games+99
Field drift0
6 scored updates in window
7d+159 net
Your games+159
Field drift0
15 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +0 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-07-17-20-203 updates0
2026-07-16-14-402 updates0
2026-07-15-22-201 update0
2026-07-13-17-201 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 62%Combat
Top 50%Objective
Top 32%Support
Top 44%KPH
Objective Stops100/100
KPH51/100
Support43/100
Objective35/100
Combat9/100
Personal intelligence / weekly compile

Loadout DNA // ibuprofreno

Signature mercs, exact functional cards, map habits and the smallest useful next test. Personal history stays personal; field options use separate completed-match evidence.

Stable personal record
33completed proof matches
8maps in personal file
Supportdominant field lane
NEW SIGNALlast 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 / H23 loadout card
PROXY / H23Engineer

13 completed matches / 30.8% observed result

Signature 2 NADER / CR81 loadout card
NADER / CR81Assault

11 completed matches / 72.7% observed result

Signature 3 PHOENIX / KE42 loadout card
PHOENIX / KE42Medic

10 completed matches / 60.0% observed result

Signature 4 PHOENIX / C72 loadout card
PHOENIX / C72Medic

8 completed matches / 25.0% observed result

Role DNA
Combat
38
Objective
39
Support
86
Precision
46
Pressure
37
Compared with tracked ranked playersSTABLE 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 / H23 loadout card
PROXY / H23Engineer
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.

13 completed matches / 30.8% 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.

Castle7 personal / 57.1% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

4 completed matches / 75.0% observed result

NADER / CR83 loadout card
Archive same-merc leadNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

PROXY / R51 loadout card
Archive field referencePROXY / R51

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

Underground6 personal / 16.7% observed
PHOENIX / KE42 loadout card
Your observed cardPHOENIX / KE42

3 completed matches / 33.3% observed result

PHOENIX / CR72 loadout card
Archive same-merc leadPHOENIX / CR72

3,174 archive carries / 500 players / 51.5% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge3 personal / 66.7% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

3 completed matches / 66.7% observed result

NADER / SM41 loadout card
Archive same-merc leadNADER / SM41

6,333 archive carries / 500 players / 52.9% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel2 personal / early read
PHOENIX / C72 loadout card
Your observed cardPHOENIX / C72

2 completed matches / early read

PHOENIX / C41 loadout card
Archive same-merc leadPHOENIX / C41

5,530 archive carries / 500 players / 52.2% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Heist2 personal / early read
PROXY / H23 loadout card
Your observed cardPROXY / H23

2 completed matches / early read

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

1,331 archive carries / 500 players / 53.2% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Dockyard1 personal / early read
NADER / CR81 loadout card
Your observed cardNADER / CR81

1 completed match / early read

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

04 / whole kit

Deck and squad links

The complete three-card deck is descriptive. Squad links are repeated associations, not a winner prediction.

NADER / CR81 loadout card
NADER / CR81
PHOENIX / KE42 loadout card
PHOENIX / KE42
PROXY / H23 loadout card
PROXY / H23
Signature deck

5 completed matches / 80.0% 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 Healing x1 / PHOENIX / C72Match award x1 / PHOENIX / KE42Match award x1 / NADER / SM41Match award x1 / STOKER / T65

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

1527Skill RR
+14Skill RR delta
1553Peak 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 ? 23 valid updates
2026-07-17-21-00-26 performance
Activity: 13.9 min / 15 K / 17 A / 0 W
Score: actual 0.659 vs expected 0.988 / margin -0.329
Show exact performance breakdown
0.659Actual score
0.988Expected score
-0.329Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.89
OBJECTIVE0.05
SUPPORT0.89
PRESSURE0.60
ground truth 0.65 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:40+22 performance
Activity: 10.7 min / 12 K / 9 A / 1 W
Score: actual 1.318 vs expected 1.036 / margin 0.282
Show exact performance breakdown
1.318Actual score
1.036Expected score
0.282Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.97
OBJECTIVE1.62
SUPPORT1.75
PRESSURE0.94
ground truth 1.44 vs legacy read 0.24 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:20+25 performance
Activity: 7.3 min / 7 K / 18 A / 1 W
Score: actual 1.305 vs expected 0.987 / margin 0.318
Show exact performance breakdown
1.305Actual score
0.987Expected score
0.318Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.25
OBJECTIVE0.77
SUPPORT1.96
PRESSURE0.87
ground truth 1.41 vs legacy read 0.41 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-15-00+13 performance
Activity: 12.6 min / 8 K / 15 A / 0 W
Score: actual 1.181 vs expected 1.011 / margin 0.17
Show exact performance breakdown
1.181Actual score
1.011Expected score
0.17Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.74
OBJECTIVE0.38
SUPPORT2.00
PRESSURE1.07
ground truth 1.26 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-14:40+36 performance
Activity: 9.4 min / 8 K / 15 A / 2 W
Score: actual 1.384 vs expected 0.929 / margin 0.455
Show exact performance breakdown
1.384Actual score
0.929Expected score
0.455Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.98
OBJECTIVE0.74
SUPPORT2.00
PRESSURE1.22
ground truth 1.42 vs legacy read 0.92 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-22:20+29 performance
Activity: 11.2 min / 6 K / 19 A / 1 W
Score: actual 1.274 vs expected 0.91 / margin 0.364
Show exact performance breakdown
1.274Actual score
0.91Expected score
0.364Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.83
OBJECTIVE0.74
SUPPORT1.94
PRESSURE1.03
ground truth 1.34 vs legacy read 0.46 · 2 match window · 1.00 = your class target for this lobby
2026-07-13-17:20+40 performance
Activity: 24.8 min / 20 K / 41 A / 0 W
Score: actual 1.366 vs expected 0.863 / margin 0.503
Show exact performance breakdown
1.366Actual score
0.863Expected score
0.503Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.00
OBJECTIVE0.57
SUPPORT2.00
PRESSURE1.39
ground truth 1.42 vs legacy read 0.58 · 1 match window · 1.00 = your class target for this lobby
2026-07-13-13:40+18 performance
Activity: 24.4 min / 27 K / 28 A / 1 W
Score: actual 1.2 vs expected 0.975 / margin 0.225
Show exact performance breakdown
1.2Actual score
0.975Expected score
0.225Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.22
OBJECTIVE0.56
SUPPORT1.87
PRESSURE1.31
ground truth 1.23 vs legacy read 0.97 · 3 match window · 1.00 = your class target for this lobby
2026-07-12-20-00+15 performance
Activity: 21.8 min / 30 K / 31 A / 1 W
Score: actual 1.213 vs expected 1.027 / margin 0.186
Show exact performance breakdown
1.213Actual score
1.027Expected score
0.186Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.15
OBJECTIVE0.86
SUPPORT2.00
PRESSURE0.87
ground truth 1.21 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-22:20+9 performance
Activity: 20.2 min / 21 K / 22 A / 0 W
Score: actual 1.12 vs expected 1.011 / margin 0.109
Show exact performance breakdown
1.12Actual score
1.011Expected score
0.109Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.27
OBJECTIVE0.57
SUPPORT2.00
PRESSURE1.19
ground truth 1.17 vs legacy read 0.68 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold III / Skill RR 1527 / -1 RR
Position 182 / Objective Stopper / KPH 65.94 / Performance 0 / Field shift +1 / Ladder track 1453
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold III / Skill RR 1528 / 0 RR
Position 181 / Objective Stopper / KPH 65.94 / Performance 0 / Field shift +2 / Ladder track 1453
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold III / Skill RR 1528 / +1 RR
Position 181 / Objective Stopper / KPH 65.94 / Performance 0 / Field shift +2 / Ladder track 1453
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-22-20
HELD Gold III / Skill RR 1527 / -2 RR
Position 181 / Objective Stopper / KPH 65.94 / Performance 0 / Field shift 0 / Ladder track 1453
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-00
FIELD SHIFT Gold III / Skill RR 1529 / +1 RR
Position 180 / Objective Stopper / KPH 65.94 / Performance 0 / Field shift +2 / Ladder track 1453
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold III / Skill RR 1528 / +2 RR
Position 182 / Objective Stopper / KPH 65.94 / Performance 0 / Field shift +4 / Ladder track 1453
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold III / Skill RR 1526 / 0 RR
Position 184 / Objective Stopper / KPH 65.94 / Performance 0 / Field shift +1 / Ladder track 1453
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
MATCH IMPACT Gold III / Skill RR 1526 / -27 RR
Position 184 / Objective Stopper / KPH 65.94 / Performance -26 / Field shift +3 / Ladder track 1453
  • -26 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Combat pressure and Support actions. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.659Actual score
0.988Expected score
-0.329Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.89
OBJECTIVE0.05
SUPPORT0.89
PRESSURE0.60
ground truth 0.65 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 7.5 delta / Stop score / hour 32.5
Score: 2 / Weight: 20% / Impact: +0.202
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.198
Combat pressurePulled RR down
Measured: 1 delta / Combat score / hour 4.3
Score: 0.058 / Weight: 19.5% / Impact: -0.181
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 4.3
Score: 0.24 / Weight: 20% / Impact: -0.15
Kills per hourPulled RR down
Measured: 15 kills / Kills / hour 64.9
Score: 0.427 / Weight: 19.5% / Impact: -0.109
Verified public data bonusPushed RR up
Measured: fought a +93 CMR field, measured accuracy 46% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-20-40
MATCH IMPACT Gold II / Skill RR 1553 / +16 RR
Position 166 / Objective Stopper / KPH 65.94 / Performance +22 / Field shift +3 / Ladder track 1479
  • +22 RR. Total ranked impact beat the expected level for current Skill RR expectation. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
1.318Actual score
1.036Expected score
0.282Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.97
OBJECTIVE1.62
SUPPORT1.75
PRESSURE0.94
ground truth 1.44 vs legacy read 0.24 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.207
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.207
Combat pressurePulled RR down
Measured: 3.9 delta / Combat score / hour 21.8
Score: 0.291 / Weight: 19.5% / Impact: -0.145
Support actionsPulled RR down
Measured: 1.2 delta / Support score / hour 6.7
Score: 0.373 / Weight: 20% / Impact: -0.133
Kills per hourPulled RR down
Measured: 12 kills / Kills / hour 67.2
Score: 0.442 / Weight: 19.5% / Impact: -0.116
Win resultNeutral
Measured: 1-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.01
2026-07-17-20-20
MATCH IMPACT Gold III / Skill RR 1537 / +30 RR
Position 176 / Objective Stopper / KPH 65.94 / Performance +25 / Field shift +3 / Ladder track 1457
  • +25 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
1.305Actual score
0.987Expected score
0.318Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.25
OBJECTIVE0.77
SUPPORT1.96
PRESSURE0.87
ground truth 1.41 vs legacy read 0.41 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.197
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.197
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.193
Kills per hourPulled RR down
Measured: 7 kills / Kills / hour 57.9
Score: 0.381 / Weight: 19.5% / Impact: -0.118
Support actionsPushed RR up
Measured: 3.4 delta / Support score / hour 28.1
Score: 1.563 / Weight: 20% / Impact: +0.115
Win resultNeutral
Measured: 1-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.011
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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