Tracked players: 7394 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1295 / 7394Active ranked this season
01:54
Next rank update
Same player search as the ladder
How ranks move

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

2026-10-19 Last update UTC 21:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
GambollLfrda
SIGNAL LOST - FLATLINED
Over 30 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
Silver IV
Silver loadout fileLoadout signal file

GambollLfrda1184 Skill RR

Silver IV

Lost SignalLast proven rank saved / live slot released / state file ? 97.9d ago
1184Skill RR
#-Board position
DormantField state
Season peak savedSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
65/100
High Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+7 Skill RR
LADDER TRACK BASE906
PRESSURE BUDGET±23 RR
VISIBLE PREVIEW913
Silent Support x 2Field Closer x 1

Recent eligible matches are bending the field clearly above expectation.

65Current gauge
52Newest 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
Loss Loss Loss Won Loss Abandoned Loss Won Won Abandoned
Open DBStats Profile ↗
Ranked read

You do not want GambollLfrda 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 support value to the useful minutes.

Team value: stop pressure Strongest: stop pressure · solid Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
97 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
5v5 peace and love <3
obj_heist · Objective · Mid Game
Maplast saved
obj_heist
Objective · Mid Game
Last lobby8 ranked players
10/10
players in monitored server
Lobby difficultyGold III
1373
avg Skill RR 1373
Ranked densityrank signal
80%
8 of 10 detected players
Stomp riskbalance signal
72 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 10
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Silver IV
1184Silver IV · Skill RR
Bronze I → Silver V81%
7 RR to Silver V29 RR above floor
1468Peak form
941All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-13 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability50%
SWINGY
Peak form gapGold III
+284 gap
Standing moveSkill scale
+17
Rank pressurelocked
—
Idle field shiftnone
—
Player DNAStable read
GambollLfrda 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. When the fights get cleaner, the team value becomes much easier to see. Current stop pace sits around 8.1 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 21:38:08 UTC
NEXT SCAN 01:52
CONTACTS 1295 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · GambollLfrda 1184 RR · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -14.1 RR/UPDATE · PEAK FORM 1468 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
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
GambollLfrda
Silver IV · Held-Rank Veteran
—BOARD POS
RR 1184PEAK 1468STATE STABLECONF 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, -14.1 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
✓
Form HoldingCLEAR3 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1468Peak form
941All-time peak
0Ladder track
+29RR above floor
1184Silver IV · Skill RR81% TO SILVER V
Bronze I → Silver V81% · 7 RR needed
REACTOR PULSE · FORM LAST 6STABLE -13
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (647 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
+24 1st Deployopener
+1 2nd Deployholding
-12.5 3rd+ Deploybleeding
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~51.1 RR per session at current pace.
Strongest Window
1823 UTC avg +17.8 RR / update over 5 updates weakest: 0005 UTC (avg -2.8)
Recent Sessions
2026-07-13-22-402 updates+12
2026-07-10-23-403 updates-40
2026-07-09-23-203 updates+85
2026-07-09-00-402 updates+18
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-13STABLE
Form Engine
net RR across last 6
+284peak form gap +17standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
58
KPH
33
Objective
23
Support
23
Combat
7
53.5season KPH 43.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[21:38] > SCAN CYCLE 2138 COMPLETE — 1295 contacts indexed
[21:38] > RATING SIGNAL LOCKED: 1184 RR · SILVER IV
[21:38] > LEAK SCAN: COMBAT PRESSURE below target — drain -14.1 RR/update
[21:38] > FORM ENGINE: 3/6 positive — band STABLE, stability 50%
Sentinel Read · Player Assessment
GambollLfrda 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. When the fights get cleaner, the team value becomes much easier to see. Current stop pace sits around 8.1 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 1.8 vs 75/h target · weight 20%
-14.1RR / update
Objective actionsavg 3.1 vs 17/h target · weight 20%
-11.1RR / update
Kills per houravg 54.8 vs 152/h target · weight 20%
-7.2RR / update
Support actionsavg 9.6 vs 18/h target · weight 20%
-4RR / update
Objective stops / C4 pressureavg 8.4 vs 13/h target · weight 20%
-1.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.8RR / update
Fix Simulator · Counterfactual
Average scored update right now+7.6 RR
Hit Combat pressure target — nothing else changes+27.6 RR / update
Hit Combat pressure + Objective actions targets+44.8 RR / update
Counterfactual on the same games, same K-factor (~105). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d-8 net
Your games
-8
Field drift
0
1 scored update in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 16%RR
Top 62%Combat
Top 69%Objective
Top 49%Support
Top 70%KPH
Objective Stops58/100
KPH33/100
Objective23/100
Support23/100
Combat7/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-8 impact)
⬢ NOT ENOUGH BADGE Silver IV TAPE SAYS Cobalt II
I am not angry. I am squinting. There is a difference. You left winnable minutes on the floor and we both watched you do it.
Coach blood pressureTHE SQUINT
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
Good news: I know exactly what is bleeding your tape. Bad news: so does every opponent you played this week. PATCH IT. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Silver 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
No strong booster in the last scored game.
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Team support▼ Major0 / 18 support/h target
▼
Clutch stops▼ Major0 / 13 clutch/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.
◎
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Careful. That game left value on the floor, but the fix is clear. Next game: if C4 is involved, be rude about it. Arm, disarm, protect, contest. Standing nearby and admiring it is not a strategy. Coach order: the obj should know your name by halftime.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-13-23-00 / -8 game impact
Coach
NOT ENOUGH
I am not angry. I am squinting. There is a difference. You left winnable minutes on the floor and we both watched you do it.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IVSilver IV
➞
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
Good news: I know exactly what is bleeding your tape. Bad news: so does every opponent you played this week. PATCH IT. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Silver 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
RECONjudged by your class bar
FILE 004 STUDENT UNDER ORDER: OBJECTIVE
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.Tonight's COMBAT at 1.07 is a new file record - the old ceiling was 0.66. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.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.
OBJECTIVE
I am not angry. Angry costs energy. This is just me reading a number out loud so we never see it again.
0.61
CLASS BAR 1.00
SUPPORT
Below the bar, above excuses. Fix it.
0.66
CLASS BAR 1.00
The drill // next sessionNext session your scope and the objective are in the same postcode at all times.
HEISTLOST
Dealing 267 a minute and wearing only 146. Keep charging that toll booth.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHANTOM
IN YOUR SQUAD EVERY RECENT GAME
Cloak onto the defended objective DURING their hold and start the work — the beep from nowhere wins rounds on panic alone.
▸FILM ROOM // HEIST
Your Phantom on Heist: shadow the carrier invisibly, or haunt the exits they must run. A delivery map where one player is unaccounted for is a broken map.
Field share 65 of 50 across the last ten. You have been carrying, and carrying shows.
❞You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
3 positive -13 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
3 negative 0.793 vs 0.865

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
What I expected from your last games
I expected the basics done LOUD. Not pretty. Loud. Win the easy fights, lose the hard ones with dignity, keep one foot near the objective at all times.
What your last games gave me
I rewound the same lane hold four times. FOUR. The bench thought the screen froze. No — that was just you refusing to lose the same corner.
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 1.8 vs 75/h target · weight 20%
-14.1RR / update
Objective actionsavg 3.1 vs 17/h target · weight 20%
-11.1RR / update
Kills per houravg 54.8 vs 152/h target · weight 20%
-7.2RR / update
Support actionsavg 9.6 vs 18/h target · weight 20%
-4RR / update
Objective stops / C4 pressureavg 8.4 vs 13/h target · weight 20%
-1.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.8RR / update
Fix simulator
Average scored update right now+7.6 RR
Hit Combat pressure target — nothing else changes+27.6 RR / update
Hit Combat pressure + Objective actions targets+44.8 RR / update
Counterfactual on the same games, same K-factor (~105). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d-8 net
Your games-8
Field drift0
1 scored update in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +17.8 RR / update over 5 updates weakest: 0005 UTC (avg -2.8)
Fatigue signature · avg RR by update # in a session
+241st
+12nd
-12.53rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-07-13-22-402 updates+12
2026-07-10-23-403 updates-40
2026-07-09-23-203 updates+85
2026-07-09-00-402 updates+18
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 16%RR
Top 62%Combat
Top 69%Objective
Top 49%Support
Top 70%KPH
Objective Stops58/100
KPH33/100
Objective23/100
Support23/100
Combat7/100
Personal intelligence / weekly compile

Loadout DNA // GambollLfrda

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
11completed proof matches
7maps in personal file
Pressuredominant 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 SKYHAMMER / T93 loadout card
SKYHAMMER / T93Fire Support

5 completed matches / 20.0% observed result

Signature 2 SPARKS / 172 loadout card
SPARKS / 172Medic

5 completed matches / 60.0% observed result

Signature 3 AIMEE / F75 loadout card
AIMEE / F75Recon

4 completed matches / 50.0% observed result

Signature 4 AIMEE / P55 loadout card
AIMEE / P55Recon

3 completed matches / 66.7% observed result

Role DNA
Combat
24
Objective
2
Support
40
Precision
20
Pressure
45
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 SPARKS / 172 loadout card
SPARKS / 172Medic
Test SPARKS / 383 loadout card
SPARKS / 383Medic
Keep SPARKS. Change one card.

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

5 completed matches / 60.0% observed result 13,057 completed carries / 3,215 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.

Whitechapel3 personal / 33.3% observed
AIMEE / F75 loadout card
Your observed cardAIMEE / F75

2 completed matches / early read

AIMEE / G85 loadout card
Archive same-merc leadAIMEE / G85

1,126 archive carries / 500 players / 51.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Dockyard2 personal / early read
VASSILI / MO11 loadout card
Your observed cardVASSILI / MO11

2 completed matches / early read

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Bridge2 personal / early read
AIMEE / F75 loadout card
Your observed cardAIMEE / F75

2 completed matches / early read

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Heist1 personal / early read
AIMEE / P55 loadout card
Your observed cardAIMEE / P55

1 completed match / early read

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Trainyard1 personal / early read
AIMEE / P55 loadout card
Your observed cardAIMEE / P55

1 completed match / early read

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dome Redux1 personal / early read
AIMEE / P55 loadout card
Your observed cardAIMEE / P55

1 completed match / early read

JAVELIN / B51 loadout card
Archive field referenceJAVELIN / B51

177 archive carries / 165 players / 50.3% 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.

AIMEE / F75 loadout card
AIMEE / F75
KIRA / S81 loadout card
KIRA / S81
SPARKS / 172 loadout card
SPARKS / 172
Signature deck

2 completed matches / early read

These three cards were carried in the same completed match. It describes the kit; it does not claim every card caused the result.

Most Finishes x1 / SKYHAMMER / T93Most Assists x1 / NADER / CR73Match award x1 / AIMEE / F75

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

1184Public Skill RR now
+18Recorded season RR change
+75Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

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

Current accounting: 1184 season RR + 0 public adjustment = 1184 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 10 valid updates
2026-07-13-23-00-8 performance
Activity: 10.2 min / 10 K / 7 A / 2 W
Score: actual 0.793 vs expected 0.865 / margin -0.072
Show exact performance breakdown
0.793Actual score
0.865Expected score
-0.072Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.07
OBJECTIVE0.61
SUPPORT0.66
PRESSURE0.80
ground truth 0.86 vs legacy read 0.11 · 1 match window · 1.00 = your class target for this lobby
2026-07-13-22:40+20 performance
Activity: 15.9 min / 13 K / 12 A / 1 W
Score: actual 1.023 vs expected 0.832 / margin 0.191
Show exact performance breakdown
1.023Actual score
0.832Expected score
0.191Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.06
OBJECTIVE1.00
SUPPORT1.45
PRESSURE0.96
ground truth 1.08 vs legacy read 0.42 · 2 match window · 1.00 = your class target for this lobby
2026-07-11-00:20-40 performance
Activity: 6.9 min / 10 K / 5 A / 0 W
Score: actual 0.493 vs expected 0.872 / margin -0.379
Show exact performance breakdown
0.493Actual score
0.872Expected score
-0.379Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.73
OBJECTIVE0.01
SUPPORT0.12
PRESSURE1.03
ground truth 0.52 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-00-00-7 performance
Activity: 17.7 min / 18 K / 19 A / 2 W
Score: actual 0.804 vs expected 0.87 / margin -0.066
Show exact performance breakdown
0.804Actual score
0.87Expected score
-0.066Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.91
OBJECTIVE1.28
SUPPORT0.42
PRESSURE0.67
ground truth 0.84 vs legacy read 0.31 · 2 match window · 1.00 = your class target for this lobby
2026-07-10-23:40+7 performance
Activity: 11.2 min / 5 K / 3 A / 0 W
Score: actual 0.855 vs expected 0.79 / margin 0.065
Show exact performance breakdown
0.855Actual score
0.79Expected score
0.065Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.50
OBJECTIVE0.00
SUPPORT2.00
PRESSURE1.07
ground truth 0.92 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-00-00+15 performance
Activity: 9.7 min / 12 K / 14 A / 3 W
Score: actual 0.904 vs expected 0.758 / margin 0.146
Show exact performance breakdown
0.904Actual score
0.758Expected score
0.146Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.10
OBJECTIVE0.77
SUPPORT1.23
PRESSURE0.64
ground truth 0.96 vs legacy read 0.41 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-23:40+7 performance
Activity: 18.7 min / 18 K / 32 A / 5 W
Score: actual 0.803 vs expected 0.733 / margin 0.07
Show exact performance breakdown
0.803Actual score
0.733Expected score
0.07Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.98
OBJECTIVE0.53
SUPPORT0.84
PRESSURE0.72
ground truth 0.81 vs legacy read 0.56 · 2 match window · 1.00 = your class target for this lobby
2026-07-09-23:20+63 performance
Activity: 12.3 min / 8 K / 20 A / 3 W
Score: actual 1.108 vs expected 0.506 / margin 0.601
Show exact performance breakdown
1.108Actual score
0.506Expected score
0.601Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.80
OBJECTIVE0.61
SUPPORT2.00
PRESSURE0.65
ground truth 1.15 vs legacy read 0.48 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-01-00+12 performance
Activity: 24.3 min / 24 K / 11 A / 0 W
Score: actual 0.589 vs expected 0.479 / margin 0.11
Show exact performance breakdown
0.589Actual score
0.479Expected score
0.11Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.66
OBJECTIVE0.46
SUPPORT0.53
PRESSURE0.88
ground truth 0.61 vs legacy read 0.29 · 2 match window · 1.00 = your class target for this lobby
2026-07-09-00:40+6 performance
Activity: 13.9 min / 5 K / 10 A / 2 W
Score: actual 0.464 vs expected 0.408 / margin 0.056
Show exact performance breakdown
0.464Actual score
0.408Expected score
0.056Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.47
OBJECTIVE0.39
SUPPORT0.41
PRESSURE0.78
ground truth 0.49 vs legacy read 0.11 · 1 match window · 1.00 = your class target for this lobby
2026-07-20-23-00
HELD Bronze II / Skill RR 1166 / 0 RR
Position 493 / Objective Stopper / KPH 43.47 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-20-22-40
HELD Bronze II / Skill RR 1166 / +1 RR
Position 494 / Objective Stopper / KPH 43.47 / Performance 0 / Field shift -
  • Stored season RR movement: +1. Historical own/field RR attribution is unavailable.
2026-07-20-22-20
HELD Bronze II / Skill RR 1165 / -1 RR
Position 493 / Objective Stopper / KPH 43.47 / Performance 0 / Field shift -
  • Stored season RR movement: -1. Historical own/field RR attribution is unavailable.
2026-07-20-22-00
HELD Bronze II / Skill RR 1166 / 0 RR
Position 492 / Objective Stopper / KPH 43.47 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-20-21-40
HELD Bronze II / Skill RR 1166 / 0 RR
Position 493 / Objective Stopper / KPH 43.47 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
Show older movement history / 5
2026-07-20-21-20
HELD Bronze II / Skill RR 1166 / 0 RR
Position 493 / Objective Stopper / KPH 43.47 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-20-21-00
HELD Bronze II / Skill RR 1166 / 0 RR
Position 496 / Objective Stopper / KPH 43.47 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-20-20-40
HELD Bronze II / Skill RR 1166 / +1 RR
Position 496 / Objective Stopper / KPH 43.47 / Performance 0 / Field shift -
  • Stored season RR movement: +1. Historical own/field RR attribution is unavailable.
2026-07-20-20-20
HELD Bronze II / Skill RR 1165 / 0 RR
Position 496 / Objective Stopper / KPH 43.47 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-20-20-00
HELD Bronze II / Skill RR 1165 / 0 RR
Position 496 / Objective Stopper / KPH 43.47 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

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

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

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

When does this season end?

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

When will Hunt the Witch return?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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