Tracked players: 7385 · 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.
1297 / 7385Active ranked this season
11:33
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 19:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Sin
RESTITUTION PAID — +44 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +11 RR on Oct 10, 2026 04:20 UTC. Games poisoned by cheaters can never count against anyone here.
Silver IV
SEASON I REWARD
Gold IV
Gold IV
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

Sin1252 Skill RR

Silver IV

Active SignalLive rank slot held / state file ? 15h ago
☣ Hazard pay +1 RR active17 RR lifetime / the system pays the mercs who endure a quarantined contract
1252Skill RR
#950Board position
Signal heldField state
6 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.
46/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-3 Skill RR
LADDER TRACK BASE1563
PRESSURE BUDGET±39 RR
VISIBLE PREVIEW1560

Recent eligible matches sit slightly below expected field pressure.

46Current gauge
48Newest 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 Won Won Won Won Loss Loss Loss Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Sin is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. More obj touches around those fights would make this player harder to play against. This player also brings pressure when the round needs somebody to take contact. The last scored game showed the good parts clearly, especially through stop pressure and kill pace.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
15 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
obj_domeredux · Objective · Mid Game
Maplast saved
obj_domeredux
Objective · Mid Game
Last lobby13 ranked players
14/16
players in monitored server
Lobby difficultyGold II
1438
avg Skill RR 1438
Ranked densityrank signal
92.9%
13 of 14 detected players
Stomp riskbalance signal
71 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 14
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#950
Skill rating signal
Silver IV
1252Silver IV · Skill RR
Silver IV → Silver III13%
45 RR to Silver III6 RR above floor
1788Peak form
1563All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE+11 last 6
3 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
55/100
Stability50%
SWINGY
Peak form gapCobalt II
+536 gap
Standing moveSkill scale
0
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
-1
Player DNAStable read
You do not want Sin near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. When the fights get cleaner, the team value becomes much easier to see. The support side gives the team second chances when the push gets messy. Current stop pace sits around 36.5 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 19:08:29 UTC
NEXT SCAN 11:31
CONTACTS 1297 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #950 Sin 1252 RR · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -7.4 RR/UPDATE · PEAK FORM 1788 ON RECORD · LADDER PRESSURE MEDIUM 55/100 ·
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
Sin
Silver IV · Objective Stopper
#950BOARD POS
RR 1252PEAK 1788STATE STABLECONF 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-2Objective actions running below scoring target — worst active leak, -7.4 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
✓
Form HoldingCLEAR3 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1788Peak form
1563All-time peak
0Ladder track
+6RR above floor
1252Silver IV · Skill RR13% TO SILVER III
Silver IV → Silver III13% · 45 RR needed
REACTOR PULSE · FORM LAST 6STABLE +11
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4560 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
+11.3 1st Deployopener
+1 2nd Deployholding
+7 3rd+ Deploylate game
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~6 RR per session at current pace.
Strongest Window
0005 UTC avg +6.3 RR / update over 10 updates
Recent Sessions
2026-10-19-03-202 updates+2
2026-10-18-03-204 updates+9
2026-10-17-04-002 updates+36
2026-10-16-03-402 updates+16
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
55/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+11STABLE
Form Engine
net RR across last 6
+536peak form gap 0standing move -1idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
76
Support
46
Objective
27
Combat
20
104.4season KPH 98.2profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[19:08] > SCAN CYCLE 1908 COMPLETE — 1297 contacts indexed
[19:08] > RATING SIGNAL LOCKED: 1252 RR · SILVER IV · BOARD #950
[19:08] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -7.4 RR/update
[19:08] > FORM ENGINE: 3/6 positive — band STABLE, stability 50%
Sentinel Read · Player Assessment
You do not want Sin near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. When the fights get cleaner, the team value becomes much easier to see. The support side gives the team second chances when the push gets messy. Current stop pace sits around 36.5 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 4.1 vs 17/h target · weight 20%
-7.4RR / update
Support actionsavg 4.5 vs 18/h target · weight 20%
-7.3RR / update
Combat pressureavg 30.1 vs 75/h target · weight 20%
-5.3RR / update
Kills per houravg 113.5 vs 152/h target · weight 20%
-1.2RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.1RR / update
Objective stops / C4 pressureavg 75.8 vs 13/h target · weight 20%
+11.6RR / update
Fix Simulator · Counterfactual
Average scored update right now+5.7 RR
Hit Objective actions target — nothing else changes+15.5 RR / update
Hit Objective actions + Support actions targets+24.7 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+2 net
Your games
+2
Field drift
0
1 scored update in window
72h+47 net
Your games
+47
Field drift
0
6 scored updates in window
7d+50 net
Your games
+50
Field drift
0
20 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 14%RR
Top 27%Combat
Top 62%Objective
Top 23%Support
Top 10%KPH
Objective Stops100/100
KPH76/100
Support46/100
Objective27/100
Combat20/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+2 impact)
⬢ LEVEL HELD BADGE Silver IV TAPE SAYS Cobalt II
You held. You HELD. Congratulations on successfully treading water in a sport about SWIMMING SOMEWHERE.
Coach blood pressureTAPPING THE DESK
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
You are not sinking. Congratulations. Ships that never sink but never sail are called MUSEUMS. Get out of the harbor. Frags for the postcard, nothing for the push. Listen to me: glue that crosshair to the objective lane. Cover your engineer like he owes you money. Make every kill a brick in the round, not a souvenir. Silver III 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
▲
Clutch stops▲ High130.4 / 13 clutch/h target
▲
Kill pace▲ Minor144.9 / 152 KPH target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Team support▼ Major0 / 18 support/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.
Good signs. Stop pressure did not just look busy — it gave the team something usable. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. Coach order: the obj should know your name by halftime.
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 helped 2026-10-19-03:40 / +2 game impact
Coach
LEVEL HELD
You held. You HELD. Congratulations on successfully treading water in a sport about SWIMMING SOMEWHERE.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IVSilver IV
➞
The tape saysCobalt IICobalt II
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
You are not sinking. Congratulations. Ships that never sink but never sail are called MUSEUMS. Get out of the harbor. Frags for the postcard, nothing for the push. Listen to me: glue that crosshair to the objective lane. Cover your engineer like he owes you money. Make every kill a brick in the round, not a souvenir. Silver III 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
ASSAULTjudged by your class bar
FILE 041 PROJECT UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksPage 41 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.There are also 2 unread orders gathering dust on your page. They do not expire. I want you to know they do not expire.Your last pages average 0.80 on OBJECTIVE. Tonight reads 0.63. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.The door is right there and so is the drill. One of them fixes this page. Pick the drill, every time, until my pen agrees with you.
OBJECTIVE
Below the bar, above excuses. Fix it.
0.63
CLASS BAR 1.00
SUPPORT
So close it hurts. One more honest shift and it is over the line.
0.82
CLASS BAR 1.00
The drill // next sessionFrags are the appetizer. The objective is the meal. Next session every kill you take buys ground toward the point — or it bought nothing.
DOMEREDUXLOST
277 damage a minute out, 259 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD EVERY RECENT GAME
The launcher out-damages C4 timers on some barriers — veteran read: on Bridge, the generator melts faster to sustained fire than to a guarded plant.
▸FILM ROOM // DOME
Attacking Dome: two doors at once or none. A single-door push into a stacked room is a queue, and queues on Dome get processed.
❞You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ High
130.4 / 13 clutch/h target
Kill pace▲ Minor
144.9 / 152 KPH target
3 positive +11 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
1 negative 0.890 vs 0.856

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.
What I expected from your last games
I drew the play in crayon. Big arrows. Stand here. Shoot there. Touch objective. If you can hand Sawbonez a health pack, you can manage this.
What your last games gave me
I rewound the same lane hold four times. FOUR. The bench thought the screen froze. No — that was just you refusing to lose the same corner.
How fast this can move you
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Objective actionsavg 4.1 vs 17/h target · weight 20%
-7.4RR / update
Support actionsavg 4.5 vs 18/h target · weight 20%
-7.3RR / update
Combat pressureavg 30.1 vs 75/h target · weight 20%
-5.3RR / update
Kills per houravg 113.5 vs 152/h target · weight 20%
-1.2RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.1RR / update
Objective stops / C4 pressureavg 75.8 vs 13/h target · weight 20%
+11.6RR / update
Fix simulator
Average scored update right now+5.7 RR
Hit Objective actions target — nothing else changes+15.5 RR / update
Hit Objective actions + Support actions targets+24.7 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+2 net
Your games+2
Field drift0
1 scored update in window
72h+47 net
Your games+47
Field drift0
6 scored updates in window
7d+50 net
Your games+50
Field drift0
20 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +6.3 RR / update over 10 updates
Fatigue signature · avg RR by update # in a session
+11.31st
+12nd
+73rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-10-19-03-202 updates+2
2026-10-18-03-204 updates+9
2026-10-17-04-002 updates+36
2026-10-16-03-402 updates+16
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 14%RR
Top 27%Combat
Top 62%Objective
Top 23%Support
Top 10%KPH
Objective Stops100/100
KPH76/100
Support46/100
Objective27/100
Combat20/100
Personal intelligence / weekly compile

Loadout DNA // Sin

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
269completed proof matches
9maps in personal file
Combatdominant 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 NADER / KE43 loadout card
NADER / KE43Assault

173 completed matches / 51.4% observed result

Signature 2 AURA / BL83 loadout card
AURA / BL83Medic

154 completed matches / 51.3% observed result

Signature 3 SPARKS / 343 loadout card
SPARKS / 343Medic

79 completed matches / 43.0% observed result

Signature 4 KIRA / S74 loadout card
KIRA / S74Fire Support

75 completed matches / 52.0% observed result

Role DNA
Combat
63
Objective
17
Support
17
Precision
52
Pressure
49
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 NADER / KE43 loadout card
NADER / KE43Assault
Test NADER / CR81 loadout card
NADER / CR81Assault
Keep NADER. Change one card.

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

173 completed matches / 51.4% observed result 22,814 completed carries / 4,467 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.

Whitechapel60 personal / 50.0% observed
AURA / BL83 loadout card
Your observed cardAURA / BL83

39 completed matches / 48.7% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle48 personal / 47.9% observed
NADER / KE43 loadout card
Your observed cardNADER / KE43

34 completed matches / 52.9% observed result

NADER / CR83 loadout card
Archive same-merc leadNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

PROXY / R51 loadout card
Archive field referencePROXY / R51

1,559 archive carries / 500 players / 53.2% conservative floor

Underground32 personal / 46.9% observed
AURA / BL83 loadout card
Your observed cardAURA / BL83

19 completed matches / 57.9% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge31 personal / 51.6% observed
NADER / KE43 loadout card
Your observed cardNADER / KE43

24 completed matches / 50.0% observed result

NADER / SM41 loadout card
Archive same-merc leadNADER / SM41

6,333 archive carries / 500 players / 52.9% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Trainyard28 personal / 60.7% observed
AURA / BL83 loadout card
Your observed cardAURA / BL83

21 completed matches / 57.1% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dome Redux25 personal / 40.0% observed
NADER / KE43 loadout card
Your observed cardNADER / KE43

20 completed matches / 45.0% observed result

JAVELIN / B51 loadout card
Archive field referenceJAVELIN / B51

177 archive carries / 165 players / 50.3% 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.

KIRA / S74 loadout card
KIRA / S74
NADER / KE43 loadout card
NADER / KE43
SPARKS / 343 loadout card
SPARKS / 343
Signature deck

46 completed matches / 43.5% 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.

Match award x27 / NADER / KE43Most Deployables x12 / NADER / KE43Most Finishes x12 / NADER / KE43Most Finishes x4 / NADER / SM41

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

1252Public Skill RR now
+5Recorded season RR change
+63Performance 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: 1251 season RR + +1 public adjustment = 1252 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 · 374 valid updates
2026-10-19-03:40+2 performance
Activity: 11.8 min / 20 K / 4 A / 0 W
Score: actual 0.89 vs expected 0.856 / margin 0.034
Show exact performance breakdown
0.89Actual score
0.856Expected score
0.034Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.98
OBJECTIVE0.63
SUPPORT0.82
PRESSURE0.95
ground truth 0.88 vs legacy read 0.75 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-03:200 performance
Activity: 8.8 min / 9 K / 9 A / 0 W
Score: actual 0.797 vs expected 0.793 / margin 0.003
Show exact performance breakdown
0.797Actual score
0.793Expected score
0.003Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.90
OBJECTIVE0.87
SUPPORT0.01
PRESSURE0.97
ground truth 0.81 vs legacy read 0.53 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-04:20+6 performance
Activity: 14.4 min / 14 K / 3 A / 0 W
Score: actual 0.978 vs expected 0.879 / margin 0.099
Show exact performance breakdown
0.978Actual score
0.879Expected score
0.099Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.83
OBJECTIVE0.89
SUPPORT1.19
PRESSURE0.68
ground truth 0.97 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-04-00+8 performance
Activity: 15.6 min / 10 K / 0 A / 0 W
Score: actual 0.963 vs expected 0.826 / margin 0.137
Show exact performance breakdown
0.963Actual score
0.826Expected score
0.137Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 53% / MEDIC 47%engine weight 90%
COMBAT0.82
OBJECTIVE0.66
SUPPORT0.94
PRESSURE0.95
ground truth 1.01 vs legacy read 0.40 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-03:400 performance
Activity: 7.8 min / 10 K / 10 A / 1 W
Score: actual 0.786 vs expected 0.789 / margin -0.004
Show exact performance breakdown
0.786Actual score
0.789Expected score
-0.004Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.76
OBJECTIVE0.80
SUPPORT0.04
PRESSURE1.46
ground truth 0.83 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-03:20-5 performance
Activity: 10.5 min / 10 K / 6 A / 1 W
Score: actual 0.698 vs expected 0.782 / margin -0.085
Show exact performance breakdown
0.698Actual score
0.782Expected score
-0.085Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.80
OBJECTIVE0.50
SUPPORT0.02
PRESSURE0.87
ground truth 0.68 vs legacy read 0.85 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-04:20+3 performance
Activity: 15 min / 23 K / 9 A / 2 W
Score: actual 0.947 vs expected 0.897 / margin 0.05
Show exact performance breakdown
0.947Actual score
0.897Expected score
0.05Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.98
OBJECTIVE1.17
SUPPORT0.23
PRESSURE1.03
ground truth 0.95 vs legacy read 0.72 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-04-00+33 performance
Activity: 12.8 min / 26 K / 8 A / 4 W
Score: actual 1.313 vs expected 0.884 / margin 0.429
Show exact performance breakdown
1.313Actual score
0.884Expected score
0.429Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 100%
COMBAT1.23
OBJECTIVE2.00
SUPPORT0.60
PRESSURE0.94
ground truth 1.26 vs legacy read 0.75 · 1 match window · 1.00 = your class target for this lobby
2026-10-16-04-00-1 performance
Activity: 16.9 min / 22 K / 4 A / 2 W
Score: actual 0.868 vs expected 0.878 / margin -0.01
Show exact performance breakdown
0.868Actual score
0.878Expected score
-0.01Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.78
OBJECTIVE1.05
SUPPORT0.16
PRESSURE1.08
ground truth 0.83 vs legacy read 0.82 · 1 match window · 1.00 = your class target for this lobby
2026-10-16-03:40+17 performance
Activity: 15 min / 32 K / 10 A / 2 W
Score: actual 1.167 vs expected 0.893 / margin 0.274
Show exact performance breakdown
1.167Actual score
0.893Expected score
0.274Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.41
OBJECTIVE0.99
SUPPORT0.25
PRESSURE1.09
ground truth 1.14 vs legacy read 0.93 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-19-00
HELD Silver IV / Skill RR 1251 / 0 RR
Position 985 / Objective Stopper / KPH 98.24 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-18-40
HELD Silver IV / Skill RR 1251 / 0 RR
Position 985 / Objective Stopper / KPH 98.24 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-18-20
HELD Silver IV / Skill RR 1251 / 0 RR
Position 985 / Objective Stopper / KPH 98.24 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-18-00
HELD Silver IV / Skill RR 1251 / 0 RR
Position 986 / Objective Stopper / KPH 98.24 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-17-40
FIELD SHIFT Silver IV / Skill RR 1251 / -1 RR
Position 988 / Objective Stopper / KPH 98.24 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
Show older movement history / 5
2026-10-19-17-20
HELD Silver IV / Skill RR 1252 / 0 RR
Position 987 / Objective Stopper / KPH 98.24 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-17-00
FIELD SHIFT Silver IV / Skill RR 1252 / +1 RR
Position 987 / Objective Stopper / KPH 98.24 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-10-19-16-40
HELD Silver IV / Skill RR 1251 / 0 RR
Position 988 / Objective Stopper / KPH 98.24 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-20
HELD Silver IV / Skill RR 1251 / 0 RR
Position 988 / Objective Stopper / KPH 98.24 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-00
HELD Silver IV / Skill RR 1251 / 0 RR
Position 988 / Objective Stopper / KPH 98.24 / 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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