Tracked players: 7369 · 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.
1301 / 7369Active ranked this season
07:21
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 10:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Hugo
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.
Gold V
Gold contract filePressure-band contract

Hugo1391 Skill RR

Gold V

Lost SignalLast proven rank saved / live slot released / state file ? 84.8d ago
1391Skill RR
#-Board position
DormantField state
Season peak savedSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 5/10
?
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.
63/100
High Pressure
Preview only · provisional 5/10 matches
PROJECTED RR IF ENABLED+6 Skill RR
LADDER TRACK BASE957
PRESSURE BUDGET±24 RR
VISIBLE PREVIEW963
Silent Support x 1

Recent eligible matches are bending the field clearly above expectation.

63Current gauge
55Newest match
50Expected pressure
5/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Won Won Loss Abandoned Won Won Loss
Open DBStats Profile ↗
Ranked read

Hugo 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 help after the first trade would turn useful minutes into stronger team rounds. There is team value here when the good moments also bring more support value and fight pressure.

Team value: stop pressure Strongest: stop pressure · strong Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
84 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3 MAX LVL 100
lobby · Objective · Pre Game
Maplast saved
lobby
Objective · Pre Game
Last lobby5 ranked players
10/12
players in monitored server
Lobby difficultyGold IV
1281
avg Skill RR 1281
Ranked densityrank signal
50%
5 of 10 detected players
Stomp riskbalance signal
26 / 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
Gold V
1391Gold V · Skill RR
Silver I → Gold V8%
35 RR to Gold V3 RR above floor
1481Peak form
1049All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-6 last 6
1 positive · 3 negative · 5 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability60%
SWINGY
Peak form gapGold III
+90 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftnone
—
Player DNAStable read
Hugo 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 fight pressure near the team would make those useful minutes much more dangerous. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 11.7 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 10:12:40 UTC
NEXT SCAN 07:20
CONTACTS 1301 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Hugo 1391 RR · FORM STABLE — 1/5 POSITIVE · LEAK SCAN: COMBAT PRESSURE -15.5 RR/UPDATE · PEAK FORM 1481 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
Sentinel™
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
Hugo
Gold V · Held-Rank Veteran
—BOARD POS
RR 1391PEAK 1481STATE STABLECONF 71
● 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, -15.5 RR / update.
σ
Volatility WatchSEV-2Stability 60% — rating is swingy. Long sessions amplify the swings.
✓
Form HoldingCLEAR1 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1481Peak form
1049All-time peak
0Ladder track
+3RR above floor
1391Gold V · Skill RR8% TO GOLD V
Silver I → Gold V8% · 35 RR needed
REACTOR PULSE · FORM LAST 6STABLE -6
Sentinel Confidence
71MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (517 rows), stored scored breakdowns (4) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
+26.5 1st Deployopener
-29.5 2nd Deploybleeding
— 3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1217 UTC avg -1.5 RR / update over 4 updates
Recent Sessions
2026-07-26-15-402 updates-72
2026-07-25-14-202 updates+66
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
60%SWINGY
Stability
rating consistency index
1/5HOT RATIO
Hot Ratio
positive in last 6 updates
-6STABLE
Form Engine
net RR across last 6
+90peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
83
KPH
45
Objective
29
Support
14
Combat
8
76.8season KPH 58.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[10:12] > SCAN CYCLE 1012 COMPLETE — 1301 contacts indexed
[10:12] > RATING SIGNAL LOCKED: 1391 RR · GOLD V
[10:12] > LEAK SCAN: COMBAT PRESSURE below target — drain -15.5 RR/update
[10:12] > FORM ENGINE: 1/5 positive — band STABLE, stability 60%
Sentinel Read · Player Assessment
Hugo 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 fight pressure near the team would make those useful minutes much more dangerous. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 11.7 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 4 stored scored games
Combat pressureavg 7.5 vs 75/h target · weight 20%
-15.5RR / update
Support actionsavg 12.9 vs 18/h target · weight 20%
-9.2RR / update
Kills per houravg 76.6 vs 152/h target · weight 20%
-8.9RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.5RR / update
Objective stops / C4 pressureavg 17.8 vs 13/h target · weight 20%
+2.4RR / update
Objective actionsavg 25.1 vs 17/h target · weight 20%
+4.3RR / update
Fix Simulator · Counterfactual
Average scored update right now-8.7 RR
Hit Combat pressure target — nothing else changes+5.8 RR / update
Hit Combat pressure + Support actions targets+18.3 RR / update
Counterfactual on the same games, same K-factor (~83). 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-39 net
Your games
-39
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 11%RR
Top 58%Combat
Top 57%Objective
Top 63%Support
Top 48%KPH
Objective Stops83/100
KPH45/100
Objective29/100
Support14/100
Combat8/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-39 impact)
⬢ WHAT WAS THAT?! BADGE Gold V TAPE SAYS Gold III
A complete write-off. I tried to find ONE redeeming clip and the tape just stared back at me like a dog that ate the homework AND the desk.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
The file is taking damage every session and I am physically holding it together with tape and denial. Next match is damage control. Pure. Simple. Boring. SURVIVE. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. 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
▲
Clutch stops▲ High34.7 / 13 clutch/h target
▲
Objective work▲ High27.8 / 17 objective/h target
Objective Leaks
▼
Team support▼ Major0 / 18 support/h target
▼
Frag pressure▼ Major4.6 / 75 combat/h target
▼
Kill pace▼ Medium106.4 / 152 KPH target
Field Orders
◎
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Frag pressureTARGET4.6 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET106.4 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
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: keep the wave alive. Revive fast, trade clean, and make sure the push does not die after the first body drops. Coach order: revive the wave before it becomes a spectator section.
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 2026-07-26-16-00 / -39 game impact
Coach
WHAT WAS THAT?!
A complete write-off. I tried to find ONE redeeming clip and the tape just stared back at me like a dog that ate the homework AND the desk.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold VGold V
➞
The tape saysGold IIIGold III
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
The file is taking damage every session and I am physically holding it together with tape and denial. Next match is damage control. Pure. Simple. Boring. SURVIVE. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. 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
ASSAULTjudged by your class bar
FILE 001 ROOKIE UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksNew boots, fresh file. I will teach you faster than the losses will - but only if you listen faster than you shoot.No history to lean on and none to hide behind. Tonight IS the history. Write it like someone will read it, because I will.Between now and next session, one habit changes. Just one. That is how every thick file in my cabinet got written - one stubborn page at a time.
OBJECTIVE
My clipboard has a dent in it now. We both know whose shift put it there.
0.26
CLASS BAR 1.00
SUPPORT
My clipboard has a dent in it now. We both know whose shift put it there.
0.37
CLASS BAR 1.00
The drill // next sessionYou clear rooms beautifully and then leave the round on the table. Convert: kill, plant, push, repeat.
CANARYWHARFLOST
257 damage a minute out, 257 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
RHINO
IN YOUR SQUAD 3 OF LAST 6
The minigun eats barriers and EVs as happily as players. Point the problem at the objective.
▸FILM ROOM // CANARY WHARF
Wharf is vertical: balconies, lifts, sightlines stacked on sightlines. Clear high before you cross open ground — most deaths here come from above.
63 of 50, ten fights running. Teams get built around numbers like that. Remember I said it first.

Working signals

Clutch stops▲ High
34.7 / 13 clutch/h target
Objective work▲ High
27.8 / 17 objective/h target
1 positive -6 last 4

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
4.6 / 75 combat/h target
Kill pace▼ Medium
106.4 / 152 KPH target
3 negative 0.754 vs 1.122

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
4.6 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
106.4 / 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
This bracket eats passengers. I expected a driver. Take the fight, take the space, take the round — in that order, every shift.
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
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
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 4 stored scored games
Combat pressureavg 7.5 vs 75/h target · weight 20%
-15.5RR / update
Support actionsavg 12.9 vs 18/h target · weight 20%
-9.2RR / update
Kills per houravg 76.6 vs 152/h target · weight 20%
-8.9RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.5RR / update
Objective stops / C4 pressureavg 17.8 vs 13/h target · weight 20%
+2.4RR / update
Objective actionsavg 25.1 vs 17/h target · weight 20%
+4.3RR / update
Fix simulator
Average scored update right now-8.7 RR
Hit Combat pressure target — nothing else changes+5.8 RR / update
Hit Combat pressure + Support actions targets+18.3 RR / update
Counterfactual on the same games, same K-factor (~83). 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-39 net
Your games-39
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
1217 UTC avg -1.5 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+26.51st
-29.52nd
—3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-07-26-15-402 updates-72
2026-07-25-14-202 updates+66
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 11%RR
Top 58%Combat
Top 57%Objective
Top 63%Support
Top 48%KPH
Objective Stops83/100
KPH45/100
Objective29/100
Support14/100
Combat8/100
Personal intelligence / weekly compile

Loadout DNA // Hugo

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

1391Public Skill RR now
+10Recorded season RR change
-6Performance sum in view
4Scored 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: 1391 season RR + 0 public adjustment = 1391 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 4 scored updates · 4 valid updates
2026-07-26-16-00-39 performance
Activity: 15 min / 23 K / 9 A / 0 W
Score: actual 0.754 vs expected 1.122 / margin -0.369
Show exact performance breakdown
0.754Actual score
1.122Expected score
-0.369Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.98
OBJECTIVE0.26
SUPPORT0.37
PRESSURE1.00
ground truth 0.77 vs legacy read 0.89 · 1 match window · 1.00 = your class target for this lobby
2026-07-26-15:40-33 performance
Activity: 19.4 min / 25 K / 8 A / 6 W
Score: actual 0.734 vs expected 1.278 / margin -0.544
Show exact performance breakdown
0.734Actual score
1.278Expected score
-0.544Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.87
OBJECTIVE0.81
SUPPORT0.17
PRESSURE0.71
ground truth 0.76 vs legacy read 0.77 · 1 match window · 1.00 = your class target for this lobby
2026-07-25-14:40-20 performance
Activity: 20.1 min / 11 K / 23 A / 0 W
Score: actual 1.048 vs expected 1.379 / margin -0.331
Show exact performance breakdown
1.048Actual score
1.379Expected score
-0.331Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 69% / FIRESUPPORT 31%engine weight 90%
COMBAT0.85
OBJECTIVE0.26
SUPPORT2.00
PRESSURE0.87
ground truth 1.14 vs legacy read 0.48 · 2 match window · 1.00 = your class target for this lobby
2026-07-25-14:20+86 performance
Activity: 13.6 min / 14 K / 11 A / 2 W
Score: actual 1.265 vs expected 0.442 / margin 0.823
Show exact performance breakdown
1.265Actual score
0.442Expected score
0.823Margin
105K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 66% / MEDIC 34%engine weight 90%
COMBAT0.87
OBJECTIVE1.49
SUPPORT1.76
PRESSURE0.67
ground truth 1.27 vs legacy read 0.83 · 2 match window · 1.00 = your class target for this lobby
2026-08-02-16-00
HELD Silver I / Skill RR 1392 / 0 RR
Position 328 / Objective Stopper / KPH 58.54 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-02-15-40
HELD Silver I / Skill RR 1392 / 0 RR
Position 326 / Objective Stopper / KPH 58.54 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-02-15-20
HELD Silver I / Skill RR 1392 / +1 RR
Position 325 / Objective Stopper / KPH 58.54 / Performance 0 / Field shift -
  • Stored season RR movement: +1. Historical own/field RR attribution is unavailable.
2026-08-02-15-00
HELD Silver I / Skill RR 1391 / 0 RR
Position 326 / Objective Stopper / KPH 58.54 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-02-14-40
HELD Silver I / Skill RR 1391 / 0 RR
Position 325 / Objective Stopper / KPH 58.54 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
Show older movement history / 5
2026-08-02-14-20
HELD Silver I / Skill RR 1391 / 0 RR
Position 325 / Objective Stopper / KPH 58.54 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-02-14-00
HELD Silver I / Skill RR 1391 / 0 RR
Position 325 / Objective Stopper / KPH 58.54 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-02-13-40
HELD Silver I / Skill RR 1391 / +1 RR
Position 325 / Objective Stopper / KPH 58.54 / Performance 0 / Field shift -
  • Stored season RR movement: +1. Historical own/field RR attribution is unavailable.
2026-08-02-13-20
HELD Silver I / Skill RR 1390 / 0 RR
Position 325 / Objective Stopper / KPH 58.54 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-02-13-00
HELD Silver I / Skill RR 1390 / 0 RR
Position 325 / Objective Stopper / KPH 58.54 / 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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