Tracked players: 5373 · 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.
575 / 5373Active ranked this season
09:58
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.

2026-09-02 Last update UTC 16:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
AAAAAAAAAAAA
RESTITUTION PAID — +3 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +3 RR on Aug 18, 2026 21:40 UTC. Games poisoned by cheaters can never count against anyone here.
Silver I
Silver loadout fileLoadout signal file

AAAAAAAAAAAA1437 Skill RR

Silver I

Active SignalLive rank slot held / state file ? 16h ago
☣ Hazard pay4 RR lifetime / the system pays the mercs who endure a quarantined contract
1437Skill RR
#294Board position
Signal heldField state
29 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.
47/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-2 Skill RR
LADDER TRACK BASE1239
PRESSURE BUDGET±31 RR
VISIBLE PREVIEW1237
Silent Support x 2

Recent eligible matches sit slightly below expected field pressure.

47Current gauge
75Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Abandoned Loss Loss Loss Abandoned Won Won Abandoned Abandoned Abandoned
Open DBStats Profile ↗
Ranked read

AAAAAAAAAAAA is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More timing around late objective fights would make this player more annoying to finish against. This player also puts enough time into the round to make the team pressure matter. The last scored game moved in the right direction, with support value helping the round.

Team value: stop pressure Strongest: stop pressure · top-end Next: more late stops Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
16 h ago · 17 DBRanked servers · scan fresh
Last serversaved sighting
//Fan´s Tower of Terror\\ - Celebrate lvl 1000
obj_dockyard · Objective · Late Game
Maplast saved
obj_dockyard
Objective · Late Game
Last lobby14 ranked players
15/16
players in monitored server
Lobby difficultyGold II
1469
avg Skill RR 1469
Ranked densityrank signal
93.3%
14 of 15 detected players
Stomp riskbalance signal
60 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#294
Skill rating signal
Silver I
1437Silver I · Skill RR
Silver I → Gold V85%
7 RR to Gold V29 RR above floor
2092Peak form
1338All-time peak
1239Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
HOT+25 last 6
4 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapElite
+655 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftoffline
+4
Player DNAStable read
AAAAAAAAAA is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 20.1 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 16:10:03 UTC
NEXT SCAN 09:57
CONTACTS 575 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #294 AAAAAAAAAAAA 1437 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -10.5 RR/UPDATE · PEAK FORM 2092 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
AAAAAAAAAAAA
Silver I · Objective Stopper
#294BOARD POS
RR 1437PEAK 2092STATE 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-2Combat pressure running below scoring target — worst active leak, -10.5 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Form SurgingCLEAR4 of last 6 scored updates positive, +25 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2092Peak form
1338All-time peak
1239Ladder track
+29RR above floor
1437Silver I · Skill RR85% TO GOLD V
Silver I → Gold V85% · 7 RR needed
REACTOR PULSE · FORM LAST 6HOT +25
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1576 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 9 SESSIONS ANALYSED
+0.1 1st Deployopener
+15 2nd Deployholding
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 +4.5 RR / update over 4 updates weakest: 0005 UTC (avg -8)
Recent Sessions
2026-09-01-22-202 updates+21
2026-09-01-00-001 update-7
2026-08-31-17-001 update+10
2026-08-30-19-401 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+25HOT
Form Engine
net RR across last 6
+655peak form gap 0standing move +4idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
96
Support
63
KPH
46
Combat
9
50.1season KPH 60.1profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[16:10] > SCAN CYCLE 1610 COMPLETE — 575 contacts indexed
[16:10] > RATING SIGNAL LOCKED: 1437 RR · SILVER I · BOARD #294
[16:10] > LEAK SCAN: COMBAT PRESSURE below target — drain -10.5 RR/update
[16:10] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
AAAAAAAAAA is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 20.1 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 6.9 vs 75/h target · weight 20%
-10.5RR / update
Kills per houravg 51.1 vs 152/h target · weight 20%
-7.6RR / update
Objective actionsavg 9.7 vs 17/h target · weight 20%
-5.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Objective stops / C4 pressureavg 19.8 vs 13/h target · weight 20%
+0.5RR / update
Support actionsavg 30.3 vs 18/h target · weight 20%
+1.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+1.7 RR
Hit Combat pressure target — nothing else changes+12.5 RR / update
Hit Combat pressure + Kills per hour targets+20.4 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h+21 net
Your games
+21
Field drift
0
2 scored updates in window
72h+24 net
Your games
+24
Field drift
0
4 scored updates in window
7d+57 net
Your games
+57
Field drift
0
14 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 7%RR
Top 54%Combat
Top 9%Objective
Top 13%Support
Top 48%KPH
Objective Stops100/100
Objective96/100
Support63/100
KPH46/100
Combat9/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+15 impact)
⬢ COMMAND APPROVED BADGE Silver I TAPE SAYS Elite
You out-played your slot and the tape shows it everywhere. I patted the monitor. The bench saw me pat the monitor. Worth it.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
⬢ FAST CLIMB ORDER
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. Healing without teeth. Your squad stays alive and then loses every fight anyway, because their medic shoots like a pacifist. Bring your weapon to the engagement. Suppress a lane. Make the enemy respect the medic — then FEAR the medic. You are ONE good night from Gold V. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Team support▲ High49.7 / 18 support/h target
Objective Leaks
Clutch stops▼ Major0 / 13 clutch/h target
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Major51.1 / 152 KPH target
Field Orders
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET51.1 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Clean enough to build on. Team support did the heavy lifting and gave the next game a clear plan. Next game: stay alive for the swing moment. Dirty rounds are often won by the player who did not wander off. Coach order: if the enemy is one second from joy, ruin 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 helped 2026-09-01-22:40 / +15 game impact
Coach
COMMAND APPROVED
You out-played your slot and the tape shows it everywhere. I patted the monitor. The bench saw me pat the monitor. Worth it.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver ISilver I
The tape saysEliteElite
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
Fast climb order
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. Healing without teeth. Your squad stays alive and then loses every fight anyway, because their medic shoots like a pacifist. Bring your weapon to the engagement. Suppress a lane. Make the enemy respect the medic — then FEAR the medic. You are ONE good night from Gold V. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 024 REGULAR UNDER ORDER: COMBAT
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 13th shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.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.
COMBAT
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.61
CLASS BAR 1.00
SUPPORT
THIS. Whatever you ate, whatever you listened to, whatever you argued with on the way here - repeat all of it.
1.56
CLASS BAR 1.00
The drill // next sessionYour gun is part of the kit. Next session: every revive gets a follow-up elimination — pick your side of the fight and shoot it.
CANARYWHARFLOST
142 in, 0 out. I watched this part standing up. Not out of respect - I just could not sit through it.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AURA
IN YOUR SQUAD EVERY RECENT GAME
Fights you take within reach of your own station are rigged fights. Rig every fight you can — drag duels back to the glow.
FILM ROOM // CANARY WHARF
Wharf punishes floor-watchers: crosshair at railing height when you cross the open. The first look decides most of these fights.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Team support▲ High
49.7 / 18 support/h target
4 positive +25 last 6

Objective leaks

Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
51.1 / 152 KPH target
1 negative 1.185 vs 0.936

Field orders

Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
51.1 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
My demands went up because you EARNED that. I expected you disrupting pushes, not spectating them with a gun in your hands.
What your last games gave me
You dismantled their whole structure in round one and then spent the rest of the match charging them rent on the ruins.
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
Combat pressureavg 6.9 vs 75/h target · weight 20%
-10.5RR / update
Kills per houravg 51.1 vs 152/h target · weight 20%
-7.6RR / update
Objective actionsavg 9.7 vs 17/h target · weight 20%
-5.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Objective stops / C4 pressureavg 19.8 vs 13/h target · weight 20%
+0.5RR / update
Support actionsavg 30.3 vs 18/h target · weight 20%
+1.7RR / update
Fix simulator
Average scored update right now+1.7 RR
Hit Combat pressure target — nothing else changes+12.5 RR / update
Hit Combat pressure + Kills per hour targets+20.4 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h+21 net
Your games+21
Field drift0
2 scored updates in window
72h+24 net
Your games+24
Field drift0
4 scored updates in window
7d+57 net
Your games+57
Field drift0
14 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 +4.5 RR / update over 4 updates weakest: 0005 UTC (avg -8)
Fatigue signature · avg RR by update # in a session
+0.11st
+152nd
3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-09-01-22-202 updates+21
2026-09-01-00-001 update-7
2026-08-31-17-001 update+10
2026-08-30-19-401 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 7%RR
Top 54%Combat
Top 9%Objective
Top 13%Support
Top 48%KPH
Objective Stops100/100
Objective96/100
Support63/100
KPH46/100
Combat9/100
Personal intelligence / weekly compile

Loadout DNA // AAAAAAAAAAAA

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

Weekly compile pending
0completed proof matches
0maps in personal file
Unresolveddominant field lane
COMPILE PENDINGlast seven days

Weekly loadout compile queued

This player ranked after the latest weekly build. The public Field Manual works now; the personal dossier will appear after the next compile.

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 Field Manual

Skill movement + performance history

1437Skill RR
+15Skill RR delta
1442Peak 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 ? 79 valid updates
2026-09-01-22:40+15 performance
Activity: 10.7 min / 7 K / 7 A / 3 W
Score: actual 1.185 vs expected 0.936 / margin 0.249
Show exact performance breakdown
1.185Actual score
0.936Expected score
0.249Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.61
OBJECTIVE1.33
SUPPORT1.56
PRESSURE0.92
ground truth 1.22 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-09-01-22:20+6 performance
Activity: 20.7 min / 4 K / 2 A / 2 W
Score: actual 1.167 vs expected 1.065 / margin 0.103
Show exact performance breakdown
1.167Actual score
1.065Expected score
0.103Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 80% / FIRESUPPORT 20%engine weight 90%
COMBAT0.48
OBJECTIVE0.74
SUPPORT2.00
PRESSURE0.93
ground truth 1.23 vs legacy read 0.54 · 2 match window · 1.00 = your class target for this lobby
2026-09-01-00-00-7 performance
Activity: 10.2 min / 9 K / 10 A / 0 W
Score: actual 0.767 vs expected 0.882 / margin -0.115
Show exact performance breakdown
0.767Actual score
0.882Expected score
-0.115Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.58
OBJECTIVE1.33
SUPPORT0.40
PRESSURE1.23
ground truth 0.83 vs legacy read 0.35 · 1 match window · 1.00 = your class target for this lobby
2026-08-31-17-00+10 performance
Activity: 39.7 min / 8 K / 14 A / 0 W
Score: actual 1.146 vs expected 0.986 / margin 0.159
Show exact performance breakdown
1.146Actual score
0.986Expected score
0.159Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 39% / ENGINEER 36% / RECON 25%engine weight 90%
COMBAT0.53
OBJECTIVE1.15
SUPPORT1.58
PRESSURE1.13
ground truth 1.17 vs legacy read 0.49 · 3 match window · 1.00 = your class target for this lobby
2026-08-30-19:400 performance
Activity: 14.4 min / 1 K / 0 A / 0 W
Score: actual 0.984 vs expected 0.981 / margin 0.003
Show exact performance breakdown
0.984Actual score
0.981Expected score
0.003Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 57% / FIRESUPPORT 43%engine weight 90%
COMBAT0.52
OBJECTIVE1.63
SUPPORT0.54
PRESSURE1.18
ground truth 1.04 vs legacy read 0.45 · 2 match window · 1.00 = your class target for this lobby
2026-08-30-11:20+1 performance
Activity: 17.7 min / 4 K / 3 A / 1 W
Score: actual 0.902 vs expected 0.885 / margin 0.018
Show exact performance breakdown
0.902Actual score
0.885Expected score
0.018Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 68% / FIRESUPPORT 32%engine weight 90%
COMBAT0.56
OBJECTIVE1.08
SUPPORT0.86
PRESSURE1.27
ground truth 0.94 vs legacy read 0.52 · 2 match window · 1.00 = your class target for this lobby
2026-08-29-20:20-3 performance
Activity: 17.6 min / 2 K / 1 A / 1 W
Score: actual 0.94 vs expected 0.982 / margin -0.042
Show exact performance breakdown
0.94Actual score
0.982Expected score
-0.042Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 57% / FIRESUPPORT 43%engine weight 90%
COMBAT0.49
OBJECTIVE1.43
SUPPORT0.67
PRESSURE1.09
ground truth 0.95 vs legacy read 0.89 · 2 match window · 1.00 = your class target for this lobby
2026-08-29-12-00+25 performance
Activity: 16.2 min / 8 K / 12 A / 2 W
Score: actual 1.337 vs expected 0.928 / margin 0.409
Show exact performance breakdown
1.337Actual score
0.928Expected score
0.409Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.62
OBJECTIVE2.00
SUPPORT1.17
PRESSURE0.78
ground truth 1.38 vs legacy read 0.93 · 1 match window · 1.00 = your class target for this lobby
2026-08-29-02-00-9 performance
Activity: 15 min / 16 K / 5 A / 0 W
Score: actual 0.83 vs expected 0.98 / margin -0.149
Show exact performance breakdown
0.83Actual score
0.98Expected score
-0.149Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.78
OBJECTIVE0.63
SUPPORT0.87
PRESSURE1.14
ground truth 0.82 vs legacy read 0.92 · 1 match window · 1.00 = your class target for this lobby
2026-08-28-15:20-22 performance
Activity: 14.6 min / 8 K / 9 A / 0 W
Score: actual 0.722 vs expected 1.079 / margin -0.357
Show exact performance breakdown
0.722Actual score
1.079Expected score
-0.357Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.62
OBJECTIVE0.83
SUPPORT0.69
PRESSURE1.05
ground truth 0.75 vs legacy read 0.71 · 1 match window · 1.00 = your class target for this lobby
2026-08-11-12-00
MATCH IMPACT Gold V / Skill RR 1440 / -2 RR
Position 295 / Objective Stopper / KPH 61.93 / Performance -10 / Field shift +2 / Ladder track 1320
  • -10 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Support actions, Combat pressure and Kills per hour. Positive signals from Objective actions and Objective stops / C4 pressure reduced the loss.
Show exact performance breakdown
0.931Actual score
1.058Expected score
-0.127Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 57% / FIRESUPPORT 43%engine weight 90%
COMBAT0.86
OBJECTIVE1.19
SUPPORT0.01
PRESSURE0.92
ground truth 0.92 vs legacy read 0.96 · 2 match window · 1.00 = your class target for this lobby
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.212
Combat pressurePulled RR down
Measured: 1.3 delta / Combat score / hour 7.1
Score: 0.095 / Weight: 19.5% / Impact: -0.188
Objective actionsPushed RR up
Measured: 14.5 delta / Objective score / hour 79.6
Score: 2 / Weight: 20% / Impact: +0.188
Objective stops / C4 pressurePushed RR up
Measured: 12 delta / Stop score / hour 65.9
Score: 2 / Weight: 20% / Impact: +0.188
Kills per hourPulled RR down
Measured: 16 kills / Kills / hour 87.8
Score: 0.578 / Weight: 19.5% / Impact: -0.094
Win resultNeutral
Measured: 1-2 / Win ratio 33%
Score: 0.556 / Weight: 1% / Impact: -0.001
2026-08-11-11-40
MATCH IMPACT Gold V / Skill RR 1442 / +10 RR
Position 293 / Objective Stopper / KPH 61.83 / Performance +21 / Field shift +1 / Ladder track 1330
  • +21 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective actions and Objective stops / C4 pressure. Weak/low signals: Combat pressure, Kills per hour and Support actions.
Show exact performance breakdown
1.3Actual score
1.038Expected score
0.262Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.47
OBJECTIVE1.29
SUPPORT1.03
PRESSURE1.47
ground truth 1.36 vs legacy read 0.83 · 1 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.202
Kills per hourPulled RR down
Measured: 6 kills / Kills / hour 47.9
Score: 0.315 / Weight: 19.5% / Impact: -0.141
Objective actionsPushed RR up
Measured: 3.5 delta / Objective score / hour 27.9
Score: 1.643 / Weight: 20% / Impact: +0.121
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 8
Score: 0.443 / Weight: 20% / Impact: -0.119
Objective stops / C4 pressurePushed RR up
Measured: 2.5 delta / Stop score / hour 20
Score: 1.535 / Weight: 20% / Impact: +0.099
Win resultNeutral
Measured: 3-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.01
2026-08-11-11-20
FIELD SHIFT Gold V / Skill RR 1432 / 0 RR
Position 302 / Objective Stopper / KPH 61.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-11-00
FIELD SHIFT Gold V / Skill RR 1432 / 0 RR
Position 300 / Objective Stopper / KPH 61.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-10-40
FIELD SHIFT Gold V / Skill RR 1432 / 0 RR
Position 300 / Objective Stopper / KPH 61.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-08-11-10-00
FIELD SHIFT Gold V / Skill RR 1432 / 0 RR
Position 300 / Objective Stopper / KPH 61.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-09-40
FIELD SHIFT Gold V / Skill RR 1432 / 0 RR
Position 300 / Objective Stopper / KPH 61.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-09-20
FIELD SHIFT Gold V / Skill RR 1432 / 0 RR
Position 299 / Objective Stopper / KPH 61.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-09-00
FIELD SHIFT Gold V / Skill RR 1432 / 0 RR
Position 298 / Objective Stopper / KPH 61.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-08-40
FIELD SHIFT Gold V / Skill RR 1432 / 0 RR
Position 298 / Objective Stopper / KPH 61.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

Every monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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