Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
08:25
Next rank update
Same player search as the ladder
How ranks move

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

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
nhyiel
RESTITUTION PAID — +11 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +11 RR on Jul 7, 2026 01:06 UTC. Games poisoned by cheaters can never count against anyone here.
Silver V
Silver loadout fileLoadout signal file

nhyiel1184 Skill RR

Silver V

Active SignalLive rank slot held / state file ? 2.3d ago
1184Skill RR
#451Board position
Signal heldField state
1 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
56/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+1 Skill RR
BASE SKILL RR415
PRESSURE BUDGET±10 RR
VISIBLE PREVIEW416
Silent Support x 2Pressure Rescue x 1

Recent eligible matches are producing slightly more field pressure than expected.

56Current gauge
54Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Abandoned Loss Loss Loss Won Loss Loss Abandoned Won Won
Open DBStats Profile ↗
Ranked read

nhyiel brings value by touching the round where it actually gets won. This player gives the team direct round value through plants, escort work, repairs, deliveries, or obj pressure. A little more team support around the fights would make this player harder to trade out cleanly. The late-round stop value gives the team another way to break enemy momentum. The next good update comes from adding more support value and stop pressure to the useful minutes.

Team value: obj work Strongest: obj work · strong Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_trainyard · Objective · Late Game
Maplast saved
obj_trainyard
Objective · Late Game
Last lobby13 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1458
avg Skill RR 1458
Ranked densityrank signal
81.3%
13 of 16 detected players
Stomp riskbalance signal
67 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Runner · Dropping · Skill RR is the rank signal
BOARD POSITION#451
Skill rating signal
Silver V
1184Silver V · Skill RR
Silver V → Silver IV3%
44 RR to Silver IV1 RR above floor
1999Peak form
1074All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective · Secondary: Objective Stops
Form engine
COLD-98 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapElite
+815 gap
Standing moveSkill scale
0
Rank pressureField opened
Field opened +6 RR
Idle field shiftoffline
+5
Player DNAStable read
nhyiel is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. More fight pressure near the team would make those useful minutes much more dangerous. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 23.5 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:36 UTC
NEXT SCAN 08:24
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #451 nhyiel 1184 RR · FORM COLD — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.3 RR/UPDATE · PEAK FORM 1999 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
nhyiel
Silver V · Objective Runner
#451BOARD POS
RR 1184PEAK 1999STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.3 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#450 Philadelphia Collins & Sons is 1 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-23 negative in the last 6 updates, -98 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1999Peak form
1074All-time peak
0Ladder track
+1RR above floor
1184Silver V · Skill RR3% TO SILVER IV
Silver V → Silver IV3% · 44 RR needed
REACTOR PULSE · FORM LAST 6COLD -98
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (891 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
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-15-15-203 updates0
2026-07-15-11-402 updates0
2026-07-12-15-003 updates0
2026-07-11-14-402 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-98COLD
Form Engine
net RR across last 6
+815peak form gap 0standing move +5idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective
84
Objective Stops
76
KPH
46
Support
21
Combat
15
63.6season KPH 60.3profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1184 RR · SILVER V · BOARD #451
[23:31] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.3 RR/update
[23:31] > FORM ENGINE: 3/6 positive — band COLD, stability 50%
Sentinel Read · Player Assessment
nhyiel is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. More fight pressure near the team would make those useful minutes much more dangerous. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 23.5 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 4.4 vs 75/h target · weight 20%
-9.3RR / update
Support actionsavg 5 vs 18/h target · weight 20%
-6.8RR / update
Kills per houravg 54.7 vs 152/h target · weight 20%
-5.7RR / update
Objective actionsavg 11.1 vs 17/h target · weight 20%
-4RR / update
Objective stops / C4 pressureavg 10.4 vs 13/h target · weight 20%
-1.8RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+1 RR
Hit Combat pressure target — nothing else changes+12.2 RR / update
Hit Combat pressure + Support actions targets+21.6 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
72h-138 net
Your games
-138
Field drift
0
8 scored updates in window
7d-210 net
Your games
-210
Field drift
0
17 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 19%RR
Top 45%Combat
Top 9%Objective
Top 61%Support
Top 52%KPH
Objective84/100
Objective Stops76/100
KPH46/100
Support21/100
Combat15/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-21 impact)
⬢ ANGRY REVIEW BADGE Silver V TAPE SAYS Silver III
That was a faceplant with extra steps. The tape needed proof and you delivered interpretive dance.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
⬢ FAST CLIMB ORDER
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. 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. Silver IV is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
Objective work▲ High23.3 / 17 objective/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Clutch stops▼ Major0 / 13 clutch/h target
Frag pressure▼ Major0 / 75 combat/h target
Field Orders
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.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Coach is not buying it. The team needed more team support, and the next game has to answer that. 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: keep the wave moving; dead pushes do not climb.
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 2026-07-15-16-00 / -21 game impact
Coach
ANGRY REVIEW
That was a faceplant with extra steps. The tape needed proof and you delivered interpretive dance.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver VSilver V
The tape saysSilver IIISilver III
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. 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. Silver IV is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
RECONjudged by your class bar
FILE 008 STUDENT UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 8 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.And before you argue with the board: the best SUPPORT in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.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.
SUPPORT
I pulled this tape twice because I refused to believe it the first time. I believed it the second time. That is the part that hurts.
0.30
CLASS BAR 1.00
OBJECTIVE
I pulled this tape twice because I refused to believe it the first time. I believed it the second time. That is the part that hurts.
0.33
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Call it. Spot it. Mark it. Your team fights blind without you — be their eyes before you are their highlight.
TRAINYARDWON
Taking 73 a minute and answering with 54. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHANTOM
IN YOUR SQUAD EVERY RECENT GAME
Walk their backline and call every rotation you see. An invisible scout who talks is worth two visible ones who shoot.
FILM ROOM // TRAINYARD
Trainyard is long-lane country — snipers tax every open crossing. Move through the cars, not beside them, and smoke what cannot be flanked.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Objective work▲ High
23.3 / 17 objective/h target
3 positive -12 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
2 negative 0.517 vs 0.866

Field orders

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.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
Easy lobby, easy homework. Hold a corner, feed your fragger, touch the point. I have seen Proxy's mines complete this checklist unattended.
What your last games gave me
There were real minutes in there — a good trade, a clean revive — and then you would vanish for two rounds like you went to get snacks.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
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 4.4 vs 75/h target · weight 20%
-9.3RR / update
Support actionsavg 5 vs 18/h target · weight 20%
-6.8RR / update
Kills per houravg 54.7 vs 152/h target · weight 20%
-5.7RR / update
Objective actionsavg 11.1 vs 17/h target · weight 20%
-4RR / update
Objective stops / C4 pressureavg 10.4 vs 13/h target · weight 20%
-1.8RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Fix simulator
Average scored update right now+1 RR
Hit Combat pressure target — nothing else changes+12.2 RR / update
Hit Combat pressure + Support actions targets+21.6 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
72h-138 net
Your games-138
Field drift0
8 scored updates in window
7d-210 net
Your games-210
Field drift0
17 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 3 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-15-15-203 updates0
2026-07-15-11-402 updates0
2026-07-12-15-003 updates0
2026-07-11-14-402 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 19%RR
Top 45%Combat
Top 9%Objective
Top 61%Support
Top 52%KPH
Objective84/100
Objective Stops76/100
KPH46/100
Support21/100
Combat15/100
Personal intelligence / weekly compile

Loadout DNA // nhyiel

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
44completed proof matches
9maps in personal file
Supportdominant field lane
IMPROVINGlast 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 JAVELIN / SH61 loadout card
JAVELIN / SH61Fire Support

26 completed matches / 34.6% observed result

Signature 2 TURTLE / SM51 loadout card
TURTLE / SM51Engineer

21 completed matches / 38.1% observed result

Signature 3 PHANTOM / BL44 loadout card
PHANTOM / BL44Recon

17 completed matches / 23.5% observed result

Signature 4 GUARDIAN / HU52 loadout card
GUARDIAN / HU52Medic

14 completed matches / 42.9% observed result

Role DNA
Combat
18
Objective
9
Support
58
Precision
39
Pressure
26
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 JAVELIN / SH61 loadout card
JAVELIN / SH61Fire Support
Test JAVELIN / SH85 loadout card
JAVELIN / SH85Fire Support
Keep JAVELIN. Change one card.

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

26 completed matches / 34.6% observed result 11,244 completed carries / 2,545 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.

Bridge9 personal / 44.4% observed
JAVELIN / SH61 loadout card
Your observed cardJAVELIN / SH61

6 completed matches / 50.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle7 personal / 57.1% observed
JAVELIN / SH61 loadout card
Your observed cardJAVELIN / SH61

5 completed matches / 60.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel7 personal / 57.1% observed
JAVELIN / SH61 loadout card
Your observed cardJAVELIN / SH61

3 completed matches / 0.0% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground6 personal / 33.3% observed
GUARDIAN / HU52 loadout card
Your observed cardGUARDIAN / HU52

4 completed matches / 50.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Dockyard4 personal / 25.0% observed
TURTLE / SM51 loadout card
Your observed cardTURTLE / SM51

4 completed matches / 25.0% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard4 personal / 25.0% observed
JAVELIN / SH61 loadout card
Your observed cardJAVELIN / SH61

2 completed matches / early read

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% 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.

GUARDIAN / HU52 loadout card
GUARDIAN / HU52
HUNTER / 4117 loadout card
HUNTER / 4117
JAVELIN / SH61 loadout card
JAVELIN / SH61
Signature deck

12 completed matches / 41.7% 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 Ammo x4 / JAVELIN / SH61Most Revives x2 / SPARKS / 373Most Accurate x1 / VASSILI / F91Match award x1 / JAVELIN / SH61

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

1184Skill RR
-4Skill RR delta
1188Peak Skill RR shown
72Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 10 scored games ? 63 valid updates
2026-07-15-16-00-21 performance
Activity: 9 min / 6 K / 7 A / 0 W
Score: actual 0.517 vs expected 0.866 / margin -0.349
Show exact performance breakdown
0.517Actual score
0.866Expected score
-0.349Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.49
OBJECTIVE0.33
SUPPORT0.30
PRESSURE1.13
ground truth 0.56 vs legacy read 0.34 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-15:40+12 performance
Activity: 20.7 min / 20 K / 31 A / 1 W
Score: actual 1.05 vs expected 0.858 / margin 0.193
Show exact performance breakdown
1.05Actual score
0.858Expected score
0.193Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.76
OBJECTIVE1.12
SUPPORT1.66
PRESSURE1.05
ground truth 1.13 vs legacy read 0.27 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-15:20+1 performance
Activity: 2.9 min / 1 K / 3 A / 0 W
Score: actual 0.891 vs expected 0.876 / margin 0.015
Show exact performance breakdown
0.891Actual score
0.876Expected score
0.015Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.83
OBJECTIVE0.64
SUPPORT1.50
PRESSURE0.90
ground truth 0.97 vs legacy read 0.04 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-12:40+7 performance
Activity: 6.3 min / 7 K / 8 A / 0 W
Score: actual 0.903 vs expected 0.791 / margin 0.112
Show exact performance breakdown
0.903Actual score
0.791Expected score
0.112Margin
61K-factor
2026-07-15-11:400 performance
Activity: 11.8 min / 9 K / 14 A / 0 W
Score: actual 0.782 vs expected 0.78 / margin 0.002
Show exact performance breakdown
0.782Actual score
0.78Expected score
0.002Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.52
OBJECTIVE0.75
SUPPORT1.38
PRESSURE0.86
ground truth 0.85 vs legacy read 0.15 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-15:40-11 performance
Activity: 8.7 min / 6 K / 2 A / 0 W
Score: actual 0.65 vs expected 0.828 / margin -0.178
Show exact performance breakdown
0.65Actual score
0.828Expected score
-0.178Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.53
OBJECTIVE0.12
SUPPORT1.38
PRESSURE1.31
ground truth 0.72 vs legacy read 0.25 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-15:20+3 performance
Activity: 12.9 min / 18 K / 15 A / 0 W
Score: actual 0.916 vs expected 0.875 / margin 0.041
Show exact performance breakdown
0.916Actual score
0.875Expected score
0.041Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.34
OBJECTIVE0.16
SUPPORT1.56
PRESSURE0.94
ground truth 0.96 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-15-00+7 performance
Activity: 7.7 min / 7 K / 10 A / 0 W
Score: actual 0.924 vs expected 0.813 / margin 0.111
Show exact performance breakdown
0.924Actual score
0.813Expected score
0.111Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.33
OBJECTIVE0.28
SUPPORT1.05
PRESSURE1.43
ground truth 0.96 vs legacy read 0.58 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-15-00+13 performance
Activity: 8.6 min / 9 K / 10 A / 2 W
Score: actual 1.079 vs expected 0.866 / margin 0.213
Show exact performance breakdown
1.079Actual score
0.866Expected score
0.213Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.82
OBJECTIVE1.06
SUPPORT1.90
PRESSURE0.79
ground truth 1.12 vs legacy read 0.28 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-14:400 performance
Activity: 8.9 min / 11 K / 14 A / 3 W
Score: actual 0.853 vs expected 0.85 / margin 0.004
Show exact performance breakdown
0.853Actual score
0.85Expected score
0.004Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.95
OBJECTIVE0.71
SUPPORT0.73
PRESSURE1.15
ground truth 0.87 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Bronze I / Skill RR 1184 / 0 RR
Position 479 / Objective Stopper / KPH 60.25 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
HELD Bronze I / Skill RR 1184 / -1 RR
Position 479 / Objective Stopper / KPH 60.25 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-40
HELD Silver V / Skill RR 1185 / -1 RR
Position 478 / Objective Stopper / KPH 60.25 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-20
FIELD SHIFT Silver V / Skill RR 1186 / 0 RR
Position 478 / Objective Stopper / KPH 60.25 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Silver V / Skill RR 1186 / +1 RR
Position 479 / Objective Stopper / KPH 60.25 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Bronze I / Skill RR 1185 / 0 RR
Position 481 / Objective Stopper / KPH 60.25 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Silver V / Skill RR 1185 / 0 RR
Position 480 / Objective Stopper / KPH 60.25 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Silver V / Skill RR 1185 / 0 RR
Position 480 / Objective Stopper / KPH 60.25 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Silver V / Skill RR 1185 / 0 RR
Position 480 / Objective Stopper / KPH 60.25 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Silver V / Skill RR 1185 / 0 RR
Position 479 / Objective Stopper / KPH 60.25 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

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

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

What does 4/4 mean?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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