Tracked players: 7378 · 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.
1296 / 7378Active ranked this season
17:00
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 16:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
P.iv
RESTITUTION PAID — +16 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +12 RR on Aug 19, 2026 14:00 UTC. Games poisoned by cheaters can never count against anyone here.
Silver II
SEASON I REWARD
Bronze II
Bronze II
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

P.iv1382 Skill RR

Silver II

Active SignalLive rank slot held / state file ? 2.7d ago
☣ Hazard pay +2 RR active69 RR lifetime / the system pays the mercs who endure a quarantined contract
1382Skill RR
#740Board position
Signal heldField state
37 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.
35/100
Pressure Deficit
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-18 Skill RR
LADDER TRACK BASE2378
PRESSURE BUDGET±59 RR
VISIBLE PREVIEW2360

Recent eligible matches show field pressure below the player's expected share.

35Current gauge
17Newest 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 Loss Loss Abandoned Loss Loss Abandoned Won Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

P.iv brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. More direct round work would make the value easier for any team to feel. There is also useful stop pressure around plants, defuses, and late-round fights. The next jump is about turning the good moments into more obj work and support value for the team.

Team value: support value Strongest: support value · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
2 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
tk-xrelm-euro-server
obj_castle · Stopwatch · Early Game
Maplast saved
obj_castle
Stopwatch · Early Game
Last lobby2 ranked players
2/16
players in monitored server
Lobby difficultyGold III
1379
avg Skill RR 1379
Ranked densityrank signal
100%
2 of 2 detected players
Stomp riskbalance signal
0 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 2
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Medic / Revive Backbone · Dropping · Skill RR is the rank signal
BOARD POSITION#740
Skill rating signal
Silver II
1382Silver II · Skill RR
Silver II → Silver I83%
7 RR to Silver I37 RR above floor
2135Peak form
2607All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Support · Secondary: Objective Stops
Form engine
COLD-103 last 6
0 positive · 4 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapElite
+753 gap
Standing moveSkill scale
-4
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
P.iv is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. When the fights get cleaner, the team value becomes much easier to see. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 33.9 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 16:03:02 UTC
NEXT SCAN 16:58
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #740 P.iv 1382 RR · FORM COLD — 0/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11 RR/UPDATE · PEAK FORM 2135 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
Sentinel™
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
P.iv
Silver II · Medic / Revive Backbone
#740BOARD POS
RR 1382PEAK 2135STATE 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 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -11 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
▼
Cold StreakSEV-24 negative in the last 6 updates, -103 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2135Peak form
2607All-time peak
0Ladder track
+37RR above floor
1382Silver II · Skill RR83% TO SILVER I
Silver II → Silver I83% · 7 RR needed
REACTOR PULSE · FORM LAST 6COLD -103
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4551 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 SESSIONS ANALYSED
-18.7 1st Deploybleeding
-20.5 2nd Deploybleeding
-16.4 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
1823 UTC avg -15.5 RR / update over 6 updates weakest: 1217 UTC (avg -17.7)
Recent Sessions
2026-10-16-23-402 updates-54
2026-10-16-15-207 updates-108
2026-10-13-21-401 update-17
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
0/6HOT RATIO
Hot Ratio
positive in last 6 updates
-103COLD
Form Engine
net RR across last 6
+753peak form gap -4standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Support
100
Objective Stops
100
KPH
51
Objective
37
Combat
25
50.5season KPH 66.5profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[16:03] > SCAN CYCLE 1603 COMPLETE — 1296 contacts indexed
[16:03] > RATING SIGNAL LOCKED: 1382 RR · SILVER II · BOARD #740
[16:03] > LEAK SCAN: COMBAT PRESSURE below target — drain -11 RR/update
[16:03] > FORM ENGINE: 0/6 positive — band COLD, stability 67%
Sentinel Read · Player Assessment
P.iv is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. When the fights get cleaner, the team value becomes much easier to see. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 33.9 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 2.1 vs 75/h target · weight 20%
-11RR / update
Objective actionsavg 4.1 vs 17/h target · weight 20%
-8.7RR / update
Kills per houravg 42.1 vs 152/h target · weight 20%
-8.1RR / update
Support actionsavg 5.4 vs 18/h target · weight 20%
-8RR / update
Win resultavg 0.2 vs 1/h target · weight 1%
0RR / update
Objective stops / C4 pressureavg 16.6 vs 13/h target · weight 20%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Fix Simulator · Counterfactual
Average scored update right now-17.8 RR
Hit Combat pressure target — nothing else changes-6.3 RR / update
Hit Combat pressure + Objective actions targets+3.2 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-136 net
Your games
-136
Field drift
0
6 scored updates in window
7d-200 net
Your games
-200
Field drift
0
20 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 11%RR
Top 20%Combat
Top 44%Objective
Top 4%Support
Top 37%KPH
Support100/100
Objective Stops100/100
KPH51/100
Objective37/100
Combat25/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-33 impact)
⬢ WHAT WAS THAT?! BADGE Silver II TAPE SAYS Bronze II
Zero pressure, zero value, zero pulse. If that run were a merc, it would be a loadout screen left open overnight.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge on the left cost you months. The badge on the right cost you one lazy session. Think about the exchange rate.
⬢ 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. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are ONE good night from Silver I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
No strong booster in the last scored game.
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Team support▼ Major0 / 18 support/h target
▼
Clutch stops▼ Major0 / 13 clutch/h target
Field Orders
◎
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
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: if C4 is involved, be rude about it. Arm, disarm, protect, contest. Standing nearby and admiring it is not a strategy. Coach order: stop admiring the objective and start bullying it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-10-17-00-00 / -33 game impact
Coach
WHAT WAS THAT?!
Zero pressure, zero value, zero pulse. If that run were a merc, it would be a loadout screen left open overnight.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IISilver II
➞
The tape saysBronze IIBronze II
The badge on the left cost you months. The badge on the right cost you one lazy session. Think about the exchange rate.
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. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are ONE good night from Silver I. 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 040 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.This is your 30th shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 0.55 on COMBAT. Tonight reads 0.21. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
COMBAT
That is not a dip. A dip implies you were on the road at some point.
0.21
CLASS BAR 1.00
PRESSURE
That is not a dip. A dip implies you were on the road at some point.
0.47
CLASS BAR 1.00
The drill // next sessionYou keep people alive beautifully. Now make the enemy regret it. One clean elimination per save — that is the new rate.
Squad read
PHOENIX
IN YOUR SQUAD EVERY RECENT GAME
Count the enemies who saw you drop. Self-revive into the gap they left, not the crosshair they kept — patience turns the second life into two answers.
▸FILM ROOM // CASTLE
Castle is utility country: the team that throws first, walks first. Save nothing — a grenade in your pocket at respawn is a grenade wasted.
The last ten fights read 35 against a fair share of 50. Passengers do not lift cups.
❞I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
0 positive -109 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
5 negative 0.425 vs 0.963

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
What I expected from your last games
This tier does not forgive background actors. Front and center — trade entries, cover your engineer, make the enemy say your name in comms with disgust.
What your last games gave me
That tape physically hurt me. Panic positioning, donated fights, an objective dying alone in the rain while you toured the side streets.
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
Combat pressureavg 2.1 vs 75/h target · weight 20%
-11RR / update
Objective actionsavg 4.1 vs 17/h target · weight 20%
-8.7RR / update
Kills per houravg 42.1 vs 152/h target · weight 20%
-8.1RR / update
Support actionsavg 5.4 vs 18/h target · weight 20%
-8RR / update
Win resultavg 0.2 vs 1/h target · weight 1%
+0RR / update
Objective stops / C4 pressureavg 16.6 vs 13/h target · weight 20%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Fix simulator
Average scored update right now-17.8 RR
Hit Combat pressure target — nothing else changes-6.3 RR / update
Hit Combat pressure + Objective actions targets+3.2 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-136 net
Your games-136
Field drift0
6 scored updates in window
7d-200 net
Your games-200
Field drift0
20 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
1823 UTC avg -15.5 RR / update over 6 updates weakest: 1217 UTC (avg -17.7)
Fatigue signature · avg RR by update # in a session
-18.71st
-20.52nd
-16.43rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-10-16-23-402 updates-54
2026-10-16-15-207 updates-108
2026-10-13-21-401 update-17
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 11%RR
Top 20%Combat
Top 44%Objective
Top 4%Support
Top 37%KPH
Support100/100
Objective Stops100/100
KPH51/100
Objective37/100
Combat25/100
Personal intelligence / weekly compile

Loadout DNA // P.iv

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
176completed proof matches
11maps in personal file
Supportdominant field lane
STEADYlast 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 / CR81 loadout card
PHOENIX / CR81Medic

135 completed matches / 43.0% observed result

Signature 2 PROXY / KE12 loadout card
PROXY / KE12Engineer

132 completed matches / 42.4% observed result

Signature 3 AURA / BL72 loadout card
AURA / BL72Medic

70 completed matches / 42.9% observed result

Signature 4 STOKER / T91 loadout card
STOKER / T91Fire Support

59 completed matches / 45.8% observed result

Role DNA
Combat
18
Objective
17
Support
62
Precision
43
Pressure
24
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 PROXY / KE12 loadout card
PROXY / KE12Engineer
Test PROXY / KE21 loadout card
PROXY / KE21Engineer
Keep PROXY. Change one card.

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

132 completed matches / 42.4% observed result 22,720 completed carries / 4,614 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.

Trainyard25 personal / 16.0% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

25 completed matches / 16.0% 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

Whitechapel24 personal / 45.8% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

24 completed matches / 45.8% 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

Underground21 personal / 42.9% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

21 completed matches / 42.9% 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

Bridge20 personal / 45.0% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

20 completed matches / 45.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle19 personal / 63.2% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

19 completed matches / 63.2% observed result

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

1,821 archive carries / 500 players / 52.8% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Dockyard14 personal / 50.0% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

14 completed matches / 50.0% observed result

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

463 archive carries / 273 players / 58.1% conservative floor

THUNDER / T45 loadout card
Archive field referenceTHUNDER / T45

463 archive carries / 420 players / 53.3% conservative floor

04 / whole kit

Deck and squad links

The complete three-card deck is descriptive. Squad links are repeated associations, not a winner prediction.

AURA / BL72 loadout card
AURA / BL72
PHOENIX / CR81 loadout card
PHOENIX / CR81
PROXY / KE12 loadout card
PROXY / KE12
Signature deck

67 completed matches / 41.8% 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 Revives x5 / AURA / BL72Most Revives x4 / PHOENIX / CR81Most Objective x4 / PROXY / KE12Most Healing x3 / PHOENIX / CR81

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

1382Public Skill RR now
-5Recorded season RR change
-179Performance 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: 1379 season RR + +3 public adjustment = 1382 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 · 497 valid updates
2026-10-17-00-00-33 performance
Activity: 8.2 min / 2 K / 1 A / 0 W
Score: actual 0.425 vs expected 0.963 / margin -0.539
Show exact performance breakdown
0.425Actual score
0.963Expected score
-0.539Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.21
OBJECTIVE0.67
SUPPORT0.59
PRESSURE0.47
ground truth 0.51 vs legacy read 0.04 · 1 match window · 1.00 = your class target for this lobby
2026-10-16-23:40-21 performance
Activity: 10.8 min / 2 K / 2 A / 0 W
Score: actual 0.604 vs expected 0.952 / margin -0.348
Show exact performance breakdown
0.604Actual score
0.952Expected score
-0.348Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 57% / FIRESUPPORT 43%engine weight 90%
COMBAT0.34
OBJECTIVE0.36
SUPPORT1.15
PRESSURE0.80
ground truth 0.66 vs legacy read 0.07 · 2 match window · 1.00 = your class target for this lobby
2026-10-16-20:20-22 performance
Activity: 22.7 min / 9 K / 10 A / 0 W
Score: actual 0.62 vs expected 0.984 / margin -0.363
Show exact performance breakdown
0.62Actual score
0.984Expected score
-0.363Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.38
OBJECTIVE0.85
SUPPORT0.88
PRESSURE0.79
ground truth 0.70 vs legacy read 0.09 · 2 match window · 1.00 = your class target for this lobby
2026-10-16-20-00-27 performance
Activity: 8.4 min / 3 K / 4 A / 0 W
Score: actual 0.472 vs expected 0.907 / margin -0.435
Show exact performance breakdown
0.472Actual score
0.907Expected score
-0.435Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.41
OBJECTIVE0.66
SUPPORT0.34
PRESSURE0.86
ground truth 0.52 vs legacy read 0.30 · 1 match window · 1.00 = your class target for this lobby
2026-10-16-19:400 performance
Activity: 40.2 min / 25 K / 29 A / 5 W
Score: actual 0.911 vs expected 0.905 / margin 0.006
Show exact performance breakdown
0.911Actual score
0.905Expected score
0.006Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 64% / FIRESUPPORT 36%engine weight 90%
COMBAT0.42
OBJECTIVE1.29
SUPPORT1.12
PRESSURE0.74
ground truth 0.94 vs legacy read 0.74 · 2 match window · 1.00 = your class target for this lobby
2026-10-16-18:40-6 performance
Activity: 36 min / 16 K / 15 A / 0 W
Score: actual 0.824 vs expected 0.914 / margin -0.091
Show exact performance breakdown
0.824Actual score
0.914Expected score
-0.091Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 70% / ENGINEER 30%engine weight 90%
COMBAT0.47
OBJECTIVE0.71
SUPPORT1.11
PRESSURE0.77
ground truth 0.87 vs legacy read 0.34 · 2 match window · 1.00 = your class target for this lobby
2026-10-16-17:20-27 performance
Activity: 9.5 min / 13 K / 5 A / 0 W
Score: actual 0.512 vs expected 0.955 / margin -0.443
Show exact performance breakdown
0.512Actual score
0.955Expected score
-0.443Margin
61K-factor
2026-10-16-15:40-8 performance
Activity: 15 min / 15 K / 11 A / 0 W
Score: actual 0.862 vs expected 1 / margin -0.138
Show exact performance breakdown
0.862Actual score
1Expected score
-0.138Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.14
OBJECTIVE0.31
SUPPORT0.97
PRESSURE1.04
ground truth 0.85 vs legacy read 0.84 · 1 match window · 1.00 = your class target for this lobby
2026-10-16-15:20-18 performance
Activity: 15 min / 13 K / 11 A / 2 W
Score: actual 0.704 vs expected 1.001 / margin -0.297
Show exact performance breakdown
0.704Actual score
1.001Expected score
-0.297Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.88
OBJECTIVE1.03
SUPPORT0.52
PRESSURE0.52
ground truth 0.70 vs legacy read 0.60 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-21:40-17 performance
Activity: 19.7 min / 4 K / 8 A / 0 W
Score: actual 0.682 vs expected 0.956 / margin -0.275
Show exact performance breakdown
0.682Actual score
0.956Expected score
-0.275Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.33
OBJECTIVE0.03
SUPPORT1.26
PRESSURE0.60
ground truth 0.72 vs legacy read 0.31 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-16-00
HELD Silver II / Skill RR 1379 / 0 RR
Position 760 / Support / Revive / KPH 66.48 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-40
HELD Silver II / Skill RR 1379 / 0 RR
Position 760 / Support / Revive / KPH 66.48 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-20
HELD Silver II / Skill RR 1379 / 0 RR
Position 760 / Support / Revive / KPH 66.48 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-00
HELD Silver II / Skill RR 1379 / 0 RR
Position 759 / Support / Revive / KPH 66.48 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-40
HELD Silver II / Skill RR 1379 / 0 RR
Position 758 / Support / Revive / KPH 66.48 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-14-20
HELD Silver II / Skill RR 1379 / 0 RR
Position 758 / Support / Revive / KPH 66.48 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-00
HELD Silver II / Skill RR 1379 / 0 RR
Position 758 / Support / Revive / KPH 66.48 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-40
HELD Silver II / Skill RR 1379 / 0 RR
Position 758 / Support / Revive / KPH 66.48 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-20
HELD Silver II / Skill RR 1379 / 0 RR
Position 758 / Support / Revive / KPH 66.48 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-00
HELD Silver II / Skill RR 1379 / 0 RR
Position 759 / Support / Revive / KPH 66.48 / 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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