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
17:52
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
Xinitt
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.
RESTITUTION PAID — +87 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +65 RR on Aug 19, 2026 15:40 UTC. Games poisoned by cheaters can never count against anyone here.
Gold IV
👑 Contract Crown / 2 won
Contract Crown2026-07-28 Contract Crown2026-07-02
SEASON I REWARD
Bronze I
Bronze I
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

Xinitt1452 Skill RR

Gold IV

Lost SignalLast proven rank saved / live slot released / state file ? 34.8d ago
☣ Hazard pay7 RR lifetime / the system pays the mercs who endure a quarantined contract
1452Skill 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.
46/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-6 Skill RR
LADDER TRACK BASE2800
PRESSURE BUDGET±70 RR
VISIBLE PREVIEW2794

Recent eligible matches sit slightly below expected field pressure.

46Current gauge
57Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Loss Won Won Won Won Won Won Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want Xinitt 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 plants, stops, escort work, and direct obj touches would make the good minutes count even harder. There is team value here when the good moments also bring more obj work and fight pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
34 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_trainyard · Objective · Post Game
Maplast saved
obj_trainyard
Objective · Post Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1569
avg Skill RR 1569
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
55 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
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 IV
1452Gold IV · Skill RR
Gold V → Gold IV84%
5 RR to Gold IV27 RR above floor
1450Peak form
2847All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE0 last 6
0 positive · 0 negative · 0 active in the last 6 updates
Pressure meterLOW
0/100
Stability0%
VOLATILE
Peak form gapGold III
-2 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftoffline
0
Player DNAStable read
Xinitt is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. When the fights get cleaner, the team value becomes much easier to see. This player also helps the wave stay alive when trades get ugly. Current stop pace sits around 18.9 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 10:02:10 UTC
NEXT SCAN 17:50
CONTACTS 1301 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Xinitt 1452 RR · FORM STABLE — 0/1 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -12.3 RR/UPDATE · PEAK FORM 1450 ON RECORD · LADDER PRESSURE LOW 0/100 ·
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
Xinitt
Gold IV · Held-Rank Veteran
—BOARD POS
RR 1452PEAK 1450STATE STABLECONF 83
● 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 2 SIGNALS
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -12.3 RR / update.
◌
Signal IdleSEV-3No scored activity in the recent window. The rank slot is held until the next game.
Personal Reactor · Skill RR Core
1450Peak form
2847All-time peak
0Ladder track
+27RR above floor
1452Gold IV · Skill RR84% TO GOLD IV
Gold V → Gold IV84% · 5 RR needed
REACTOR PULSE · FORM LAST 6STABLE 0
Sentinel Confidence
83HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4188 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 5 SESSIONS ANALYSED
-6.8 1st Deploybleeding
+2.3 2nd Deployholding
-10 3rd+ Deploybleeding
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
1217 UTC avg -0.7 RR / update over 6 updates weakest: 1823 UTC (avg -10.8)
Recent Sessions
2026-09-14-15-201 update-3
2026-09-11-12-002 updates-1
2026-09-10-22-004 updates-43
2026-09-10-15-402 updates+3
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
0/100LOW
Rank Pressure
pressure on current standing
0%VOLATILE
Stability
rating consistency index
0/1HOT RATIO
Hot Ratio
positive in last 6 updates
0STABLE
Form Engine
net RR across last 6
-2peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
47
Support
43
Objective
36
Combat
16
82.3season KPH 60.8profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[10:02] > SCAN CYCLE 1002 COMPLETE — 1301 contacts indexed
[10:02] > RATING SIGNAL LOCKED: 1452 RR · GOLD IV
[10:02] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -12.3 RR/update
[10:02] > FORM ENGINE: 0/1 positive — band STABLE, stability 0%
Sentinel Read · Player Assessment
Xinitt is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. When the fights get cleaner, the team value becomes much easier to see. This player also helps the wave stay alive when trades get ugly. Current stop pace sits around 18.9 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 0 vs 17/h target · weight 20%
-12.3RR / update
Combat pressureavg 0 vs 75/h target · weight 20%
-12RR / update
Support actionsavg 10.5 vs 18/h target · weight 20%
-6.8RR / update
Kills per houravg 83.3 vs 152/h target · weight 20%
-5.5RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 20 vs 13/h target · weight 20%
+3.8RR / update
Fix Simulator · Counterfactual
Average scored update right now-4.6 RR
Hit Objective actions target — nothing else changes+7.6 RR / update
Hit Objective actions + Combat pressure targets+19.5 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
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
7d0 net
Your games
0
Field drift
0
0 scored updates 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 9%RR
Top 34%Combat
Top 46%Objective
Top 25%Support
Top 45%KPH
Objective Stops100/100
KPH47/100
Support43/100
Objective36/100
Combat16/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-3 impact)
⬢ LEVEL HELD BADGE Gold IV TAPE SAYS Elite
Level held. The badge is safe, the file is neutral, and my blood pressure is the only thing on this bench that moved.
Coach blood pressureTAPPING THE DESK
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
Treading water burns the same energy as swimming, so SWIM. Pick one thing next session and make it twice as loud. Sawbonez does not heal from another postcode, and neither should you. Your team is fighting four against five while you curate a small wellness retreat behind a crate. Move up, trade shots, revive INTO the push — be the reason it survives, not the witness who describes how it died. You are ONE good night from Gold IV. 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▲ Medium22.7 / 18 support/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Frag pressure▼ Major0 / 75 combat/h target
▼
Kill pace▼ Major69.3 / 152 KPH target
Field Orders
◎
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET69.3 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Careful. That game left value on the floor, but the fix is clear. Next game: play closer to the obj. Touch EV/C4, escort, plant, defuse, repair, deliver or contest. The round has to feel your presence. Coach order: make the map objective your problem until it becomes their problem.
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 2026-09-14-15:20 / -3 game impact
Coach
LEVEL HELD
Level held. The badge is safe, the file is neutral, and my blood pressure is the only thing on this bench that moved.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
➞
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
Treading water burns the same energy as swimming, so SWIM. Pick one thing next session and make it twice as loud. Sawbonez does not heal from another postcode, and neither should you. Your team is fighting four against five while you curate a small wellness retreat behind a crate. Move up, trade shots, revive INTO the push — be the reason it survives, not the witness who describes how it died. You are ONE good night from Gold IV. 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 032 FAVORITE UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksNew sweater tonight. Fine. I am freezing the old order until you wear that jersey again - earn THIS role on its own tape.This is your 12th 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.
SUPPORT
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
OBJECTIVE
So close it hurts. One more honest shift and it is over the line.
0.82
CLASS BAR 1.00
The drill // next sessionA medic below the support bar is a rifleman with a nicer backpack. Next deploy: revives first, heals second, ego last.
TRAINYARDLOST
3 get-ups. Somewhere out there, 3 players owe you a drink and do not even know your callsign.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AURA
IN YOUR SQUAD EVERY RECENT GAME
Veteran stations live low, behind hard cover, with two exits. If the enemy can see the glow from their lane, so can their grenades.
▸FILM ROOM // TRAINYARD
Trainyard crossings are contracts: sprint them in pairs after the shot, never solo during the quiet. Their rifle reloads faster than your regret.
❞I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Team support▲ Medium
22.7 / 18 support/h target
1 positive -40 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
69.3 / 152 KPH target
5 negative 0.939 vs 0.982

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
69.3 / 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
I had you on my board as a real merc. Real mercs change rounds. I expected pressure the other team has to plan around, not pressure they discover by accident.
What your last games gave me
Every single action bought something. Space, time, rounds, dignity. You played that match like you had already seen the ending and were just being polite about it.
How fast this can move you
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Objective actionsavg 0 vs 17/h target · weight 20%
-12.3RR / update
Combat pressureavg 0 vs 75/h target · weight 20%
-12RR / update
Support actionsavg 10.5 vs 18/h target · weight 20%
-6.8RR / update
Kills per houravg 83.3 vs 152/h target · weight 20%
-5.5RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 20 vs 13/h target · weight 20%
+3.8RR / update
Fix simulator
Average scored update right now-4.6 RR
Hit Objective actions target — nothing else changes+7.6 RR / update
Hit Objective actions + Combat pressure targets+19.5 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d0 net
Your games0
Field drift0
0 scored updates 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 -0.7 RR / update over 6 updates weakest: 1823 UTC (avg -10.8)
Fatigue signature · avg RR by update # in a session
-6.81st
+2.32nd
-103rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-09-14-15-201 update-3
2026-09-11-12-002 updates-1
2026-09-10-22-004 updates-43
2026-09-10-15-402 updates+3
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 9%RR
Top 34%Combat
Top 46%Objective
Top 25%Support
Top 45%KPH
Objective Stops100/100
KPH47/100
Support43/100
Objective36/100
Combat16/100
Personal intelligence / weekly compile

Loadout DNA // Xinitt

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

Strong personal record
151completed proof matches
10maps in personal file
Supportdominant field lane
COOLINGlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried PHOENIX / KE81 loadout card
PHOENIX / KE81Medic

97 completed matches / 52.6% observed result

Signature 2 REDEYE / D45 loadout card
REDEYE / D45Recon

46 completed matches / 54.3% observed result

Signature 3 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

45 completed matches / 53.3% observed result

Signature 4 AIMEE / F82 loadout card
AIMEE / F82Recon

36 completed matches / 47.2% observed result

Role DNA
Combat
51
Objective
37
Support
71
Precision
49
Pressure
40
Compared with tracked ranked playersSTRONG evidence
02 / controlled test

Next field order

One change at a time. No random merc swap and no claim that an association guarantees a win.

Current BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer
Test BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41Engineer
Keep BUSHWHACKER. Change one card.

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

45 completed matches / 53.3% observed result 12,397 completed carries / 4,622 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.

Whitechapel26 personal / 61.5% observed
PHOENIX / KE81 loadout card
Your observed cardPHOENIX / KE81

17 completed matches / 52.9% observed result

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

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

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge26 personal / 57.7% observed
PHOENIX / KE81 loadout card
Your observed cardPHOENIX / KE81

20 completed matches / 60.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle22 personal / 45.5% observed
PHOENIX / KE81 loadout card
Your observed cardPHOENIX / KE81

17 completed matches / 58.8% observed result

PHOENIX / CR81 loadout card
Archive same-merc leadPHOENIX / CR81

2,895 archive carries / 500 players / 53.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground16 personal / 50.0% observed
PHOENIX / KE81 loadout card
Your observed cardPHOENIX / KE81

13 completed matches / 46.2% observed result

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

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

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard14 personal / 35.7% observed
PHOENIX / KE81 loadout card
Your observed cardPHOENIX / KE81

9 completed matches / 33.3% observed result

PHOENIX / CR71 loadout card
Archive same-merc leadPHOENIX / CR71

761 archive carries / 497 players / 55.5% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Heist12 personal / 58.3% observed
PHOENIX / KE81 loadout card
Your observed cardPHOENIX / KE81

8 completed matches / 62.5% observed result

PHOENIX / KE73 loadout card
Archive same-merc leadPHOENIX / KE73

902 archive carries / 500 players / 51.2% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% 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.

BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72
PHOENIX / KE81 loadout card
PHOENIX / KE81
REDEYE / D45 loadout card
REDEYE / D45
Signature deck

13 completed matches / 53.8% observed result

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

Most Healing x4 / PHOENIX / KE81Most Objective x3 / BUSHWHACKER / C72Most Accurate x3 / AIMEE / F82Most Revives x3 / PHOENIX / KE81

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

1452Public Skill RR now
+1Recorded season RR change
-47Performance 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: 1452 season RR + 0 public adjustment = 1452 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 · 321 valid updates
2026-09-14-15:20-3 performance
Activity: 32.1 min / 37 K / 45 A / 2 W
Score: actual 0.939 vs expected 0.982 / margin -0.044
Show exact performance breakdown
0.939Actual score
0.982Expected score
-0.044Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 49% / RECON 27% / ENGINEER 24%engine weight 90%
COMBAT1.04
OBJECTIVE0.82
SUPPORT0.61
PRESSURE1.16
ground truth 0.98 vs legacy read 0.50 · 3 match window · 1.00 = your class target for this lobby
2026-09-11-12:20+10 performance
Activity: 8 min / 10 K / 7 A / 1 W
Score: actual 1.112 vs expected 0.941 / margin 0.171
Show exact performance breakdown
1.112Actual score
0.941Expected score
0.171Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.05
OBJECTIVE1.89
SUPPORT0.60
PRESSURE1.00
ground truth 1.14 vs legacy read 0.54 · 1 match window · 1.00 = your class target for this lobby
2026-09-11-12-00-11 performance
Activity: 19.5 min / 21 K / 21 A / 2 W
Score: actual 0.789 vs expected 0.977 / margin -0.188
Show exact performance breakdown
0.789Actual score
0.977Expected score
-0.188Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 60% / RECON 40%engine weight 90%
COMBAT1.11
OBJECTIVE0.58
SUPPORT0.68
PRESSURE0.75
ground truth 0.78 vs legacy read 0.56 · 2 match window · 1.00 = your class target for this lobby
2026-09-10-23-00-10 performance
Activity: 7.6 min / 10 K / 12 A / 1 W
Score: actual 0.896 vs expected 1.052 / margin -0.156
Show exact performance breakdown
0.896Actual score
1.052Expected score
-0.156Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.18
OBJECTIVE0.45
SUPPORT1.08
PRESSURE0.70
ground truth 0.91 vs legacy read 0.52 · 1 match window · 1.00 = your class target for this lobby
2026-09-10-22:40-10 performance
Activity: 15 min / 20 K / 18 A / 1 W
Score: actual 0.876 vs expected 1.032 / margin -0.156
Show exact performance breakdown
0.876Actual score
1.032Expected score
-0.156Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.18
OBJECTIVE0.35
SUPPORT1.24
PRESSURE0.54
ground truth 0.89 vs legacy read 0.28 · 1 match window · 1.00 = your class target for this lobby
2026-09-10-22:20-16 performance
Activity: 16.8 min / 22 K / 9 A / 1 W
Score: actual 0.77 vs expected 1.028 / margin -0.258
Show exact performance breakdown
0.77Actual score
1.028Expected score
-0.258Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.91
OBJECTIVE0.36
SUPPORT0.07
PRESSURE1.46
ground truth 0.83 vs legacy read 0.48 · 1 match window · 1.00 = your class target for this lobby
2026-09-10-22-00-7 performance
Activity: 26.6 min / 18 K / 18 A / 3 W
Score: actual 0.85 vs expected 0.965 / margin -0.115
Show exact performance breakdown
0.85Actual score
0.965Expected score
-0.115Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 41% / ENGINEER 36% / RECON 24%engine weight 90%
COMBAT0.79
OBJECTIVE1.15
SUPPORT0.15
PRESSURE1.00
ground truth 0.91 vs legacy read 0.25 · 3 match window · 1.00 = your class target for this lobby
2026-09-10-16-00+13 performance
Activity: 15.3 min / 14 K / 18 A / 2 W
Score: actual 1.212 vs expected 0.994 / margin 0.218
Show exact performance breakdown
1.212Actual score
0.994Expected score
0.218Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.08
OBJECTIVE1.64
SUPPORT0.58
PRESSURE1.25
ground truth 1.27 vs legacy read 0.57 · 1 match window · 1.00 = your class target for this lobby
2026-09-10-15:40-10 performance
Activity: 11.1 min / 12 K / 16 A / 0 W
Score: actual 0.866 vs expected 1.037 / margin -0.171
Show exact performance breakdown
0.866Actual score
1.037Expected score
-0.171Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.09
OBJECTIVE0.58
SUPPORT0.56
PRESSURE1.32
ground truth 0.94 vs legacy read 0.20 · 1 match window · 1.00 = your class target for this lobby
2026-09-08-17:20-3 performance
Activity: 21.6 min / 30 K / 14 A / 0 W
Score: actual 1.022 vs expected 1.077 / margin -0.055
Show exact performance breakdown
1.022Actual score
1.077Expected score
-0.055Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.09
OBJECTIVE0.92
SUPPORT0.88
PRESSURE1.37
ground truth 1.03 vs legacy read 0.94 · 1 match window · 1.00 = your class target for this lobby
2026-10-14-15-00
HELD Gold IV / Skill RR 1450 / 0 RR
Position 517 / Objective Stopper / KPH 60.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-14-14-40
HELD Gold IV / Skill RR 1450 / 0 RR
Position 517 / Objective Stopper / KPH 60.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-14-14-20
HELD Gold IV / Skill RR 1450 / 0 RR
Position 517 / Objective Stopper / KPH 60.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-14-14-00
HELD Gold IV / Skill RR 1450 / 0 RR
Position 517 / Objective Stopper / KPH 60.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-14-13-40
HELD Gold IV / Skill RR 1450 / 0 RR
Position 517 / Objective Stopper / KPH 60.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-14-13-20
HELD Gold IV / Skill RR 1450 / 0 RR
Position 517 / Objective Stopper / KPH 60.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-14-13-00
HELD Gold IV / Skill RR 1450 / 0 RR
Position 517 / Objective Stopper / KPH 60.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-14-12-40
HELD Gold IV / Skill RR 1450 / 0 RR
Position 517 / Objective Stopper / KPH 60.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-14-12-20
HELD Gold IV / Skill RR 1450 / 0 RR
Position 517 / Objective Stopper / KPH 60.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-14-12-00
HELD Gold IV / Skill RR 1450 / 0 RR
Position 517 / Objective Stopper / KPH 60.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
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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