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

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
10:52
Next rank update
Same player search as the ladder
How ranks move

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

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
¯\_(ツ)_/¯ K I D
Silver II
Silver loadout fileLoadout signal file

¯\_(ツ)_/¯ K I D1356 Skill RR

Silver II

Active SignalLive rank slot held / state file ? 1.3d ago
1356Skill RR
#321Board position
Signal heldField state
33 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-2 Skill RR
BASE SKILL RR1241
PRESSURE BUDGET±31 RR
VISIBLE PREVIEW1239
Last Line x 1Silent Support x 1

Recent eligible matches sit slightly below expected field pressure.

46Current gauge
47Newest 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 Loss Won Abandoned Won Loss Abandoned Abandoned Won Won
Open DBStats Profile ↗
Ranked read

¯\_(ツ)_/¯ K I D gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. More stop pressure in the late moments would give the team extra ways back into rounds. This player also helps the wave stay alive when trades get ugly. Adding more stop pressure and fight 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 late stops Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_canarywharf · Objective · Late Game
Maplast saved
obj_canarywharf
Objective · Late Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1487
avg Skill RR 1487
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
71 / 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#321
Skill rating signal
Silver II
1356Silver II · Skill RR
Silver II → Silver I91%
4 RR to Silver I33 RR above floor
2096Peak form
1395All-time peak
1241Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
COLD-34 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapElite
+740 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftnone
Player DNAStable read
¯\_(ツ)_/¯ K I D 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 fight pressure near the team would make those useful minutes much more dangerous. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 30.5 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:09 UTC
NEXT SCAN 10:51
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #321 ¯\_(ツ)_/¯ K I D 1356 RR · CONTACT #323 CLOSURE +115/DAY — INTERCEPT ~1D · FORM COLD — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -13.9 RR/UPDATE · PEAK FORM 2096 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
¯\_(ツ)_/¯ K I D
Silver II · Objective Stopper
#321BOARD POS
RR 1356PEAK 2096STATE COLDCONF 91
● 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 5 SIGNALS
Threat ClosingSEV-1#323 Δ⁹ gained +115 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -13.9 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#320 Sector is 1 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-22 negative in the last 6 updates, -34 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2096Peak form
1395All-time peak
1241Ladder track
+33RR above floor
1356Silver II · Skill RR91% TO SILVER I
Silver II → Silver I91% · 4 RR needed
REACTOR PULSE · FORM LAST 6COLD -34
Sentinel Confidence
91HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (120 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 5 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
0005 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-16-15-403 updates0
2026-07-11-09-001 update0
2026-07-11-06-202 updates0
2026-07-07-18-002 updates0
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
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
-34COLD
Form Engine
net RR across last 6
+740peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
95
KPH
50
Objective
37
Combat
16
63.1season KPH 65.2profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1356 RR · SILVER II · BOARD #321
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -13.9 RR/update
[23:29] > THREAT TRACK: contact #323 closure +115/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
¯\_(ツ)_/¯ K I D 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 fight pressure near the team would make those useful minutes much more dangerous. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 30.5 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 1.8 vs 75/h target · weight 20%
-13.9RR / update
Kills per houravg 65.5 vs 152/h target · weight 20%
-7.6RR / update
Objective actionsavg 10.2 vs 17/h target · weight 20%
-6.8RR / update
Objective stops / C4 pressureavg 19.3 vs 13/h target · weight 20%
-3.7RR / update
Support actionsavg 17.8 vs 18/h target · weight 20%
-1.3RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.1RR / update
Fix Simulator · Counterfactual
Average scored update right now-5.9 RR
Hit Combat pressure target — nothing else changes+9.2 RR / update
Hit Combat pressure + Objective actions targets+19.4 RR / update
Counterfactual on the same games, same K-factor (~79). 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-7 net
Your games
-7
Field drift
0
3 scored updates in window
72h-7 net
Your games
-7
Field drift
0
3 scored updates in window
7d-90 net
Your games
-90
Field drift
0
7 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 14%RR
Top 43%Combat
Top 45%Objective
Top 6%Support
Top 45%KPH
Objective Stops100/100
Support95/100
KPH50/100
Objective37/100
Combat16/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-28 impact)
⬢ WHAT WAS THAT?! BADGE Silver II TAPE SAYS Silver III
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 pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Do not look at me like that. I did not play the games. I just had to WATCH them.
⬢ FAST CLIMB ORDER
Emergency footing, right now. Simple fights, team at your shoulder, objective in sight. No heroics — heroics are how we GOT here. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. 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
Objective work▲ Medium24.4 / 17 objective/h target
Team support▲ Minor18.8 / 18 support/h target
Objective Leaks
Clutch stops▼ Major0 / 13 clutch/h target
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Major41.8 / 152 KPH target
Field Orders
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.
Kill paceTARGET41.8 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
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: hold your nerve near the win condition. One stop at the right time is worth more than three souvenir kills. Coach order: late fight, loud timer, enemy panic. That is your office.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-16-17-00 / -28 game impact
Coach
WHAT WAS THAT?!
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 pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IISilver II
The tape saysSilver IIISilver III
Do not look at me like that. I did not play the games. I just had to WATCH them.
Fast climb order
Emergency footing, right now. Simple fights, team at your shoulder, objective in sight. No heroics — heroics are how we GOT here. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. 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
ASSAULTjudged by your class bar
FILE 010 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksYou changed jobs on me. I will not grade the old order in the wrong uniform. New role, new read, same standard.And before you argue with the board: the best COMBAT in this file is 1.55, set by YOU. I do not hold players to my standards. I hold them to their own receipts.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
COMBAT
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.53
CLASS BAR 1.00
OBJECTIVE
THIS. Whatever you ate, whatever you listened to, whatever you argued with on the way here - repeat all of it.
1.30
CLASS BAR 1.00
The drill // next sessionYou are the spearhead. If their best player is not scared of you by round two, push harder lanes and take the first duel every time.
CANARYWHARFWON
Taking 295 a minute and answering with 124. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
THUNDER
IN YOUR SQUAD 5 OF LAST 6
Flash the pile when their medic kneels — a blind revive is two bodies for one grenade.
FILM ROOM // CANARY WHARF
The objective windows on Wharf are short and violent. Have the engineer escorted BEFORE the window opens, not summoned after.
Last Line stamp on record. When everyone folded, you did not. Remember that feeling.
I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Objective work▲ Medium
24.4 / 17 objective/h target
Team support▲ Minor
18.8 / 18 support/h target
4 positive -34 last 6

Objective leaks

Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
41.8 / 152 KPH target
2 negative 0.581 vs 0.941

Field orders

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.
Kill pacetarget
41.8 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
I expected growth tape. Cleaner fights, faster paddles, a body on the C4 when it is ticking. You are not new anymore — stop playing like the tutorial is watching.
What your last games gave me
Functional. There is a word that should haunt you. You did things. The things were fine. FINE. I did not get into coaching for FINE.
How fast this can move you
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
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 1.8 vs 75/h target · weight 20%
-13.9RR / update
Kills per houravg 65.5 vs 152/h target · weight 20%
-7.6RR / update
Objective actionsavg 10.2 vs 17/h target · weight 20%
-6.8RR / update
Objective stops / C4 pressureavg 19.3 vs 13/h target · weight 20%
-3.7RR / update
Support actionsavg 17.8 vs 18/h target · weight 20%
-1.3RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.1RR / update
Fix simulator
Average scored update right now-5.9 RR
Hit Combat pressure target — nothing else changes+9.2 RR / update
Hit Combat pressure + Objective actions targets+19.4 RR / update
Counterfactual on the same games, same K-factor (~79). 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-7 net
Your games-7
Field drift0
3 scored updates in window
72h-7 net
Your games-7
Field drift0
3 scored updates in window
7d-90 net
Your games-90
Field drift0
7 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-07-16-15-403 updates0
2026-07-11-09-001 update0
2026-07-11-06-202 updates0
2026-07-07-18-002 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 14%RR
Top 43%Combat
Top 45%Objective
Top 6%Support
Top 45%KPH
Objective Stops100/100
Support95/100
KPH50/100
Objective37/100
Combat16/100
Personal intelligence / weekly compile

Loadout DNA // ¯\_(ツ)_/¯ K I D

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
193completed proof matches
10maps in personal file
Supportdominant field lane
IMPROVINGlast seven days
01 / identity

Signature arsenal

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

Most carried AURA / BL72 loadout card
AURA / BL72Medic

36 completed matches / 55.6% observed result

Signature 2 GUARDIAN / HU52 loadout card
GUARDIAN / HU52Medic

25 completed matches / 48.0% observed result

Signature 3 PHOENIX / CR43 loadout card
PHOENIX / CR43Medic

23 completed matches / 47.8% observed result

Signature 4 NADER / CR81 loadout card
NADER / CR81Assault

16 completed matches / 43.8% observed result

Role DNA
Combat
47
Objective
33
Support
85
Precision
22
Pressure
42
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 AURA / BL72 loadout card
AURA / BL72Medic
Test AURA / BL41 loadout card
AURA / BL41Medic
Keep AURA. Change one card.

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

36 completed matches / 55.6% observed result 17,762 completed carries / 6,595 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.

Bridge28 personal / 53.6% observed
AURA / BL72 loadout card
Your observed cardAURA / BL72

8 completed matches / 62.5% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel23 personal / 39.1% observed
AURA / BL72 loadout card
Your observed cardAURA / BL72

7 completed matches / 42.9% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle19 personal / 52.6% observed
AURA / BL72 loadout card
Your observed cardAURA / BL72

9 completed matches / 55.6% observed result

AURA / H71 loadout card
Archive same-merc leadAURA / H71

2,892 archive carries / 500 players / 50.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground14 personal / 50.0% observed
AURA / BL72 loadout card
Your observed cardAURA / BL72

4 completed matches / 50.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Heist11 personal / 45.5% observed
GUARDIAN / HU52 loadout card
Your observed cardGUARDIAN / HU52

3 completed matches / 33.3% observed result

GUARDIAN / T53 loadout card
Archive same-merc leadGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

KIRA / D44 loadout card
Archive field referenceKIRA / D44

1,243 archive carries / 500 players / 53.2% conservative floor

Dockyard8 personal / 75.0% observed
PHOENIX / CR43 loadout card
Your observed cardPHOENIX / CR43

6 completed matches / 66.7% 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
GUARDIAN / HU52 loadout card
GUARDIAN / HU52
NADER / CR81 loadout card
NADER / CR81
Signature deck

4 completed matches / 50.0% 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 Healing x8 / AURA / BL72Most Deployables x4 / RHINO / A92Most Revives x4 / GUARDIAN / HU52Most Revives x2 / AURA / R42

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

0Skill RR
0Skill RR delta
0Peak Skill RR shown
0Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 10 scored games ? 18 valid updates
2026-07-16-17-00-28 performance
Activity: 8.6 min / 6 K / 9 A / 2 W
Score: actual 0.581 vs expected 0.941 / margin -0.36
Show exact performance breakdown
0.581Actual score
0.941Expected score
-0.36Margin
79K-factor
2026-07-16-16:40+8 performance
Activity: 5.7 min / 3 K / 12 A / 2 W
Score: actual 0.977 vs expected 0.875 / margin 0.103
Show exact performance breakdown
0.977Actual score
0.875Expected score
0.103Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 53% / MEDIC 48%engine weight 90%
COMBAT0.53
OBJECTIVE1.30
SUPPORT1.03
PRESSURE0.97
ground truth 1.03 vs legacy read 0.59 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-15:40+13 performance
Activity: 9.2 min / 7 K / 9 A / 3 W
Score: actual 1.066 vs expected 0.901 / margin 0.164
Show exact performance breakdown
1.066Actual score
0.901Expected score
0.164Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.72
OBJECTIVE1.37
SUPPORT1.18
PRESSURE1.15
ground truth 1.12 vs legacy read 0.42 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-09-00-75 performance
Activity: 3.3 min / 1 K / 1 A / 3 W
Score: actual 0.048 vs expected 0.998 / margin -0.95
Show exact performance breakdown
0.048Actual score
0.998Expected score
-0.95Margin
79K-factor
2026-07-11-06:40+29 performance
Activity: 20.3 min / 31 K / 24 A / 2 W
Score: actual 1.311 vs expected 0.945 / margin 0.366
Show exact performance breakdown
1.311Actual score
0.945Expected score
0.366Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.32
OBJECTIVE0.89
SUPPORT1.94
PRESSURE1.27
ground truth 1.36 vs legacy read 0.66 · 2 match window · 1.00 = your class target for this lobby
2026-07-11-06:20+19 performance
Activity: 9.2 min / 12 K / 9 A / 0 W
Score: actual 1.117 vs expected 0.881 / margin 0.236
Show exact performance breakdown
1.117Actual score
0.881Expected score
0.236Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.95
OBJECTIVE0.58
SUPPORT2.00
PRESSURE1.02
ground truth 1.13 vs legacy read 0.58 · 1 match window · 1.00 = your class target for this lobby
2026-07-07-18:40+16 performance
Activity: 7.4 min / 15 K / 16 A / 2 W
Score: actual 1.136 vs expected 0.927 / margin 0.209
Show exact performance breakdown
1.136Actual score
0.927Expected score
0.209Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.48
OBJECTIVE1.10
SUPPORT0.58
PRESSURE1.37
ground truth 1.15 vs legacy read 1.01 · 1 match window · 1.00 = your class target for this lobby
2026-07-07-18-00-15 performance
Activity: 5.7 min / 4 K / 8 A / 2 W
Score: actual 0.707 vs expected 0.899 / margin -0.193
Show exact performance breakdown
0.707Actual score
0.899Expected score
-0.193Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.75
OBJECTIVE0.80
SUPPORT0.56
PRESSURE1.40
ground truth 0.80 vs legacy read 0.09 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-15:20+13 performance
Activity: 12 min / 13 K / 11 A / 0 W
Score: actual 1.105 vs expected 0.944 / margin 0.162
Show exact performance breakdown
1.105Actual score
0.944Expected score
0.162Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 75%
COMBAT0.66
OBJECTIVE0.60
SUPPORT1.81
PRESSURE1.04
ground truth 1.11 vs legacy read 1.05 · 2 match window · 1.00 = your class target for this lobby
2026-07-04-15-00-38 performance
Activity: 1.3 min / 6 K / 1 A / 2 W
Score: actual 0.452 vs expected 0.934 / margin -0.482
Show exact performance breakdown
0.452Actual score
0.934Expected score
-0.482Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 75%
COMBAT0.77
OBJECTIVE0.99
SUPPORT0.02
PRESSURE0.46
ground truth 0.53 vs legacy read 0.19 · 1 match window · 1.00 = your class target for this lobby
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

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

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

What does 4/4 mean?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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