Tracked players: 7407 · 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.
1284 / 7407Active ranked this season
04:42
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.

2026-10-20 Last update UTC 15:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Kuzushi Thief
RESTITUTION PAID — +44 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +5 RR on Aug 18, 2026 20:40 UTC. Games poisoned by cheaters can never count against anyone here.
Gold IV
SEASON I REWARD
Gold V
Gold V
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

Kuzushi Thief1484 Skill RR

Gold IV

Active SignalLive rank slot held / state file ? 17h ago
☣ Hazard pay11 RR lifetime / the system pays the mercs who endure a quarantined contract
1484Skill RR
#510Board position
Signal heldField state
26 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.
44/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-7 Skill RR
LADDER TRACK BASE2259
PRESSURE BUDGET±56 RR
VISIBLE PREVIEW2252

Recent eligible matches sit slightly below expected field pressure.

44Current gauge
29Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Abandoned Loss Abandoned Loss Loss Abandoned Abandoned Loss Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want Kuzushi Thief near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. A little more team support around the fights would make this player harder to trade out cleanly. The fight side gives the team a way to open pushes instead of only reacting. Adding more support value and stop pressure in the next game would make the round value much easier to feel.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
17 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
tk-xrelm-euro-server
obj_bridge · Stopwatch · Late Game
Maplast saved
obj_bridge
Stopwatch · Late Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1461
avg Skill RR 1461
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#510
Skill rating signal
Gold IV
1484Gold IV · Skill RR
Gold IV → Gold III54%
33 RR to Gold III26 RR above floor
2088Peak form
2437All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-36 last 6
2 positive · 4 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
60/100
Stability67%
SWINGY
Peak form gapElite
+604 gap
Standing moveSkill scale
-5
Rank pressureOthers pushed
Others pushed -2 RR
Idle field shiftoffline
-1
Player DNAStable read
Kuzushi Thief 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. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 18.5 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 15:15:19 UTC
NEXT SCAN 04:41
CONTACTS 1284 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #510 Kuzushi Thief 1484 RR · FORM COLD — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11 RR/UPDATE · PEAK FORM 2088 ON RECORD · LADDER PRESSURE MEDIUM 60/100 ·
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
Kuzushi Thief
Gold IV · Objective Stopper
#510BOARD POS
RR 1484PEAK 2088STATE 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, -36 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2088Peak form
2437All-time peak
0Ladder track
+26RR above floor
1484Gold IV · Skill RR54% TO GOLD III
Gold IV → Gold III54% · 33 RR needed
REACTOR PULSE · FORM LAST 6COLD -36
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4620 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
-3.5 1st Deploybleeding
-5.8 2nd Deploybleeding
-2.5 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 +7 RR / update over 3 updates weakest: 1823 UTC (avg -9)
Recent Sessions
2026-10-19-22-002 updates+4
2026-10-18-20-203 updates-46
2026-10-18-15-403 updates+21
2026-10-17-22-202 updates-21
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
60/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-36COLD
Form Engine
net RR across last 6
+604peak form gap -5standing move -1idle field shift OTHERS PUSHEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
75
Support
58
Objective
54
Combat
29
86.2season KPH 97.5profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[15:15] > SCAN CYCLE 1515 COMPLETE — 1284 contacts indexed
[15:15] > RATING SIGNAL LOCKED: 1484 RR · GOLD IV · BOARD #510
[15:15] > LEAK SCAN: COMBAT PRESSURE below target — drain -11 RR/update
[15:15] > FORM ENGINE: 2/6 positive — band COLD, stability 67%
Sentinel Read · Player Assessment
Kuzushi Thief 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. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 18.5 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 7 vs 75/h target · weight 20%
-11RR / update
Support actionsavg 8.5 vs 18/h target · weight 20%
-6.7RR / update
Kills per houravg 74.9 vs 152/h target · weight 20%
-6.3RR / update
Objective actionsavg 22.9 vs 17/h target · weight 20%
-0.7RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 23.1 vs 13/h target · weight 20%
+4RR / update
Fix Simulator · Counterfactual
Average scored update right now-4.2 RR
Hit Combat pressure target — nothing else changes+6.6 RR / update
Hit Combat pressure + Support actions targets+13 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
24h+4 net
Your games
+4
Field drift
0
2 scored updates in window
72h-62 net
Your games
-62
Field drift
0
15 scored updates in window
7d-103 net
Your games
-103
Field drift
0
19 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 8%RR
Top 17%Combat
Top 24%Objective
Top 15%Support
Top 10%KPH
Objective Stops100/100
KPH75/100
Support58/100
Objective54/100
Combat29/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-5 impact)
⬢ NOT ENOUGH BADGE Gold IV TAPE SAYS Elite
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureTHE SQUINT
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
Maintenance mode, effective immediately. Forget style points — isolate the worst habit on your tape and put it in the ground. 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 Gold III. 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
▲
Objective work▲ High79.1 / 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.
A few better choices swing that game. Stay with the wave and cash the pressure in. Next game: if the push starts falling apart, be the glue. Pick people up, cover the revive, and make the second fight better than the first. Coach order: make teammates harder to delete.
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 2026-10-19-22:20 / -5 game impact
Coach
NOT ENOUGH
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
➞
The tape saysEliteElite
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
Maintenance mode, effective immediately. Forget style points — isolate the worst habit on your tape and put it in the ground. 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 Gold III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 033 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 33. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.This is your 14th shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 0.91 on SUPPORT. Tonight reads 0.43. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.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.
0.43
CLASS BAR 1.00
OBJECTIVE
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
2.00
CLASS BAR 1.00
The drill // next sessionI am not asking. Lone wolves lose Game 7. Trade with your team, share your utility, and watch your own numbers climb.
BRIDGEWON
185 damage a minute out, 225 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FRAGGER
IN YOUR SQUAD EVERY RECENT GAME
Cooked grenade THROUGH the door, body right behind it. The two arrive together or not at all — separation is where entries die.
▸FILM ROOM // BRIDGE
Holding Bridge: the wreck is bait — the repair man is the round. Disable the EV, then own the angle onto the wrench, not the metal.
❞I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Objective work▲ High
79.1 / 17 objective/h target
2 positive -36 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
4 negative 0.935 vs 1.020

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
I expected you to be the problem. THEIR problem. The one they ping, the one they switch mercs for, the one that ruins their evening.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
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 7 vs 75/h target · weight 20%
-11RR / update
Support actionsavg 8.5 vs 18/h target · weight 20%
-6.7RR / update
Kills per houravg 74.9 vs 152/h target · weight 20%
-6.3RR / update
Objective actionsavg 22.9 vs 17/h target · weight 20%
-0.7RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 23.1 vs 13/h target · weight 20%
+4RR / update
Fix simulator
Average scored update right now-4.2 RR
Hit Combat pressure target — nothing else changes+6.6 RR / update
Hit Combat pressure + Support actions targets+13 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
24h+4 net
Your games+4
Field drift0
2 scored updates in window
72h-62 net
Your games-62
Field drift0
15 scored updates in window
7d-103 net
Your games-103
Field drift0
19 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
1217 UTC avg +7 RR / update over 3 updates weakest: 1823 UTC (avg -9)
Fatigue signature · avg RR by update # in a session
-3.51st
-5.82nd
-2.53rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-10-19-22-002 updates+4
2026-10-18-20-203 updates-46
2026-10-18-15-403 updates+21
2026-10-17-22-202 updates-21
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 17%Combat
Top 24%Objective
Top 15%Support
Top 10%KPH
Objective Stops100/100
KPH75/100
Support58/100
Objective54/100
Combat29/100
Personal intelligence / weekly compile

Loadout DNA // Kuzushi Thief

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
479completed proof matches
11maps in personal file
Objectivedominant 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 / SH85 loadout card
JAVELIN / SH85Fire Support

205 completed matches / 57.6% observed result

Signature 2 SKYHAMMER / M92 loadout card
SKYHAMMER / M92Fire Support

80 completed matches / 56.2% observed result

Signature 3 PROXY / KE21 loadout card
PROXY / KE21Engineer

72 completed matches / 66.7% observed result

Signature 4 THUNDER / MA42 loadout card
THUNDER / MA42Assault

70 completed matches / 52.9% observed result

Role DNA
Combat
71
Objective
85
Support
50
Precision
42
Pressure
72
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 THUNDER / MA42 loadout card
THUNDER / MA42Assault
Test THUNDER / T45 loadout card
THUNDER / T45Assault
Keep THUNDER. Change one card.

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

70 completed matches / 52.9% observed result 1,712 completed carries / 916 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.

Whitechapel75 personal / 61.3% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

48 completed matches / 58.3% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle55 personal / 58.2% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

32 completed matches / 59.4% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge51 personal / 60.8% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

29 completed matches / 44.8% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground45 personal / 57.8% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

27 completed matches / 48.1% observed result

JAVELIN / D46 loadout card
Archive same-merc leadJAVELIN / D46

965 archive carries / 500 players / 52.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Dockyard39 personal / 66.7% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

25 completed matches / 64.0% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Heist23 personal / 39.1% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

12 completed matches / 41.7% observed result

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.

JAVELIN / SH85 loadout card
JAVELIN / SH85
REDEYE / D45 loadout card
REDEYE / D45
THUNDER / MA42 loadout card
THUNDER / MA42
Signature deck

25 completed matches / 68.0% 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 x9 / JAVELIN / SH85Most Objective x9 / PROXY / KE21Most Objective x7 / JAVELIN / SH85Most Finishes x7 / JAVELIN / SH85

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

1484Public Skill RR now
-4Recorded season RR change
-42Performance 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: 1484 season RR + 0 public adjustment = 1484 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 · 320 valid updates
2026-10-19-22:20-5 performance
Activity: 13.4 min / 6 K / 5 A / 2 W
Score: actual 0.935 vs expected 1.02 / margin -0.085
Show exact performance breakdown
0.935Actual score
1.02Expected score
-0.085Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.77
OBJECTIVE2.00
SUPPORT0.43
PRESSURE0.82
ground truth 0.99 vs legacy read 0.52 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-22-00+9 performance
Activity: 10 min / 22 K / 11 A / 0 W
Score: actual 1.193 vs expected 1.052 / margin 0.141
Show exact performance breakdown
1.193Actual score
1.052Expected score
0.141Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.57
OBJECTIVE0.26
SUPPORT0.42
PRESSURE1.65
ground truth 1.19 vs legacy read 1.02 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-21:40-11 performance
Activity: 17.3 min / 11 K / 14 A / 0 W
Score: actual 0.827 vs expected 1 / margin -0.173
Show exact performance breakdown
0.827Actual score
1Expected score
-0.173Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.65
OBJECTIVE1.51
SUPPORT0.57
PRESSURE1.15
ground truth 0.91 vs legacy read 0.15 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-21:20-15 performance
Activity: 21.9 min / 16 K / 19 A / 0 W
Score: actual 0.745 vs expected 0.995 / margin -0.25
Show exact performance breakdown
0.745Actual score
0.995Expected score
-0.25Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.68
OBJECTIVE0.71
SUPPORT1.06
PRESSURE1.02
ground truth 0.79 vs legacy read 0.55 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-20:20-20 performance
Activity: 20.4 min / 19 K / 27 A / 0 W
Score: actual 0.692 vs expected 1.027 / margin -0.335
Show exact performance breakdown
0.692Actual score
1.027Expected score
-0.335Margin
61K-factor
2026-10-18-17:20+6 performance
Activity: 25.6 min / 20 K / 14 A / 3 W
Score: actual 1.092 vs expected 0.989 / margin 0.102
Show exact performance breakdown
1.092Actual score
0.989Expected score
0.102Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.09
OBJECTIVE1.36
SUPPORT0.64
PRESSURE1.14
ground truth 1.11 vs legacy read 0.83 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-16:20+14 performance
Activity: 23 min / 35 K / 29 A / 1 W
Score: actual 1.272 vs expected 1.047 / margin 0.224
Show exact performance breakdown
1.272Actual score
1.047Expected score
0.224Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.23
OBJECTIVE2.00
SUPPORT1.23
PRESSURE0.69
ground truth 1.27 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-15:40+1 performance
Activity: 46.7 min / 21 K / 23 A / 3 W
Score: actual 0.964 vs expected 0.94 / margin 0.024
Show exact performance breakdown
0.964Actual score
0.94Expected score
0.024Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 52% / FIRESUPPORT 48%engine weight 90%
COMBAT0.93
OBJECTIVE1.43
SUPPORT0.48
PRESSURE1.04
ground truth 0.98 vs legacy read 0.71 · 3 match window · 1.00 = your class target for this lobby
2026-10-17-22:40-17 performance
Activity: 11 min / 9 K / 12 A / 0 W
Score: actual 0.777 vs expected 1.051 / margin -0.275
Show exact performance breakdown
0.777Actual score
1.051Expected score
-0.275Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.86
OBJECTIVE0.02
SUPPORT0.86
PRESSURE1.41
ground truth 0.80 vs legacy read 0.70 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-22:20-4 performance
Activity: 15.5 min / 16 K / 30 A / 1 W
Score: actual 1.03 vs expected 1.09 / margin -0.06
Show exact performance breakdown
1.03Actual score
1.09Expected score
-0.06Margin
61K-factor
2026-10-20-15-00
HELD Gold IV / Skill RR 1484 / 0 RR
Position 525 / Objective Stopper / KPH 97.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-14-40
HELD Gold IV / Skill RR 1484 / 0 RR
Position 524 / Objective Stopper / KPH 97.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-14-20
FIELD SHIFT Gold IV / Skill RR 1484 / -1 RR
Position 524 / Objective Stopper / KPH 97.49 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-20-14-00
HELD Gold IV / Skill RR 1485 / 0 RR
Position 524 / Objective Stopper / KPH 97.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-13-40
HELD Gold IV / Skill RR 1485 / 0 RR
Position 524 / Objective Stopper / KPH 97.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-20-13-20
HELD Gold IV / Skill RR 1485 / 0 RR
Position 524 / Objective Stopper / KPH 97.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-13-00
HELD Gold IV / Skill RR 1485 / 0 RR
Position 524 / Objective Stopper / KPH 97.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-12-40
HELD Gold IV / Skill RR 1485 / 0 RR
Position 523 / Objective Stopper / KPH 97.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-12-20
HELD Gold IV / Skill RR 1485 / 0 RR
Position 523 / Objective Stopper / KPH 97.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-12-00
HELD Gold IV / Skill RR 1485 / 0 RR
Position 523 / Objective Stopper / KPH 97.49 / 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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