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

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
08:50
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
..
Cobalt III
Cobalt strike vaultElite-gate contract

..1678 Skill RR

Cobalt III

Active SignalLive rank slot held / state file ? 3h ago
1678Skill RR
#83Board position
Signal heldField state
2 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 5/10
?
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.
48/100
Low Pressure
Preview only · provisional 5/10 matches
PROJECTED RR IF ENABLED-2 Skill RR
BASE SKILL RR1703
PRESSURE BUDGET±43 RR
VISIBLE PREVIEW1701

Recent eligible matches sit slightly below expected field pressure.

48Current gauge
41Newest match
50Expected pressure
5/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Loss Won Loss Won Won Won Abandoned Won
Open DBStats Profile ↗
Ranked read

.. is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. The next jump comes when more of those fights turn into plants, stops, or cleaner round control. The fight side gives the team a way to open pushes instead of only reacting. Keep that pace stable and the stop pressure and kill pace can keep carrying useful minutes.

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
3 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_castle · Stopwatch · Post Game
Maplast saved
obj_castle
Stopwatch · Post Game
Last lobby14 ranked players
15/16
players in monitored server
Lobby difficultyGold II
1496
avg Skill RR 1496
Ranked densityrank signal
93.3%
14 of 15 detected players
Stomp riskbalance signal
63 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#83
Skill rating signal
Cobalt III
1678Cobalt III · Skill RR
Cobalt III → Cobalt II7%
79 RR to Cobalt II2 RR above floor
1953Peak form
1703All-time peak
1703Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+30 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability83%
LOCKED
Peak form gapElite
+275 gap
Standing moveSkill scale
-1
Rank pressureField opened
Field opened +12 RR
Idle field shiftoffline
+11
Player DNAStable read
.. is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. That stop pressure gives the team extra time, extra trades, and another chance to move. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 44.6 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:11 UTC
NEXT SCAN 08:49
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #83 .. 1678 RR · CONTACT #84 CLOSURE +83/DAY — INTERCEPT ~1D · FORM HOT — 5/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -9.2 RR/UPDATE · PEAK FORM 1953 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
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
..
Cobalt III · Objective Stopper
#83BOARD POS
RR 1678PEAK 1953STATE HOTCONF 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 4 SIGNALS
Threat ClosingSEV-1#84 Sha gained +83 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -9.2 RR / update.
Target In ReachINTEL#82 ♥Cookie♥ is 2 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR5 of last 6 scored updates positive, +30 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1953Peak form
1703All-time peak
1703Ladder track
+2RR above floor
1678Cobalt III · Skill RR7% TO COBALT II
Cobalt III → Cobalt II7% · 79 RR needed
REACTOR PULSE · FORM LAST 6HOT +30
Sentinel Confidence
91HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (402 rows), stored scored breakdowns (9) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 2 updates
Recent Sessions
2026-07-17-20-401 update0
2026-07-16-20-201 update0
2026-07-09-22-205 updates0
2026-07-07-00-002 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+30HOT
Form Engine
net RR across last 6
+275peak form gap -1standing move +11idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
87
Combat
52
Objective
49
Support
43
170.2season KPH 112.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1678 RR · COBALT III · BOARD #83
[23:31] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -9.2 RR/update
[23:31] > THREAT TRACK: contact #84 closure +83/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
.. is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. That stop pressure gives the team extra time, extra trades, and another chance to move. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 44.6 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 9 stored scored games
Objective actionsavg 5.6 vs 17/h target · weight 20%
-9.2RR / update
Support actionsavg 16.7 vs 18/h target · weight 20%
-6.9RR / update
Combat pressureavg 60.2 vs 75/h target · weight 20%
-2.9RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Kills per houravg 167.9 vs 152/h target · weight 20%
+1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.4RR / update
Objective stops / C4 pressureavg 57.9 vs 13/h target · weight 20%
+9.9RR / update
Fix Simulator · Counterfactual
Average scored update right now+9.1 RR
Hit Objective actions target — nothing else changes+17.9 RR / update
Hit Objective actions + Support actions targets+25.9 RR / update
Counterfactual on the same games, same K-factor (~66). 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+23 net
Your games
+23
Field drift
0
1 scored update in window
72h+24 net
Your games
+24
Field drift
0
2 scored updates in window
7d+24 net
Your games
+24
Field drift
0
2 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 4%RR
Top 10%Combat
Top 29%Objective
Top 32%Support
Top 8%KPH
Objective Stops100/100
KPH87/100
Combat52/100
Objective49/100
Support43/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+23 impact)
⬢ CHAMPAGNE ROOM BADGE Cobalt III TAPE SAYS Elite
I RAN INTO THE PARKING LOT AND SCREAMED AT THE SKY. The neighbors called someone. I do not care. That tape goes in the vault — the GOOD vault, the one with the lock. AND ANOTHER THING — that is your best tape of the ENTIRE SEASON. The vault is open, the good glasses are out, and I am telling everyone whether they ask or not.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
⬢ FAST CLIMB ORDER
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. You are the best-armed tourist on the map. Murals of your kills in side streets nobody fights over — and the objective sitting there, untouched, like a birthday cake at a funeral. Next session: every fight you take happens within shouting distance of the job, or it does not happen. Cobalt II 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▲ High88.5 / 13 clutch/h target
Kill pace▲ Medium191.2 / 152 KPH target
Frag pressure▲ Minor87 / 75 combat/h target
Objective Leaks
Objective work▼ Major7.2 / 17 objective/h target
Team support▼ Medium9.6 / 18 support/h target
Field Orders
Objective workTARGET7.2 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supportTARGET9.6 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Good. That game had teeth. Stop pressure gave the team something real to play behind. Next game: make the obj hear footsteps. Escort it, arm it, fix it, steal it, deliver it, contest it — do not let the round happen without you. Coach order: touch the obj before the enemy starts renting it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-07-17-20:40 / +23 game impact
Coach
CHAMPAGNE ROOM
I RAN INTO THE PARKING LOT AND SCREAMED AT THE SKY. The neighbors called someone. I do not care. That tape goes in the vault — the GOOD vault, the one with the lock. AND ANOTHER THING — that is your best tape of the ENTIRE SEASON. The vault is open, the good glasses are out, and I am telling everyone whether they ask or not.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IIICobalt III
The tape saysEliteElite
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
Fast climb order
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. You are the best-armed tourist on the map. Murals of your kills in side streets nobody fights over — and the objective sitting there, untouched, like a birthday cake at a funeral. Next session: every fight you take happens within shouting distance of the job, or it does not happen. Cobalt II 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 004 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 4 between us. By now I know your habits better than you do, which is exactly the problem I intend to fix.The lifetime ledger reads 115,289 kills across 1025 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.SUPPORT at 0.66 against a recent file average of 0.38 - even your weakest board is climbing. That is what a real repair looks like: boring, steady, undeniable.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.
SUPPORT
Below the bar, above excuses. Fix it.
0.66
CLASS BAR 1.00
COMBAT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
1.74
CLASS BAR 1.00
The drill // next sessionPlay with your team in your peripheral vision. The engine pays assault players who make the five better, not just the one.
CASTLEWON
450 a minute, and they managed 345 back. Somewhere their coach is having MY kind of night.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD EVERY RECENT GAME
Lob over your own line into theirs. Nader is the only covering fire that ignores the cover.
FILM ROOM // CASTLE
Attacking Castle: never re-enter the same choke twice in a row. Stone remembers — and so does the crossfire they built after your first visit.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ High
88.5 / 13 clutch/h target
Kill pace▲ Medium
191.2 / 152 KPH target
Frag pressure▲ Minor
87 / 75 combat/h target
5 positive +30 last 6

Objective leaks

Objective work▼ Major
7.2 / 17 objective/h target
Team support▼ Medium
9.6 / 18 support/h target
1 negative 1.398 vs 1.024

Field orders

Objective worktarget
7.2 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
9.6 / 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
My demands at this tier come with a heart-rate warning. Total lane authority. Clinical trades. The EV moves like it is scared of disappointing you.
What your last games gave me
You dismantled their whole structure in round one and then spent the rest of the match charging them rent on the ruins.
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 9 stored scored games
Objective actionsavg 5.6 vs 17/h target · weight 20%
-9.2RR / update
Support actionsavg 16.7 vs 18/h target · weight 20%
-6.9RR / update
Combat pressureavg 60.2 vs 75/h target · weight 20%
-2.9RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Kills per houravg 167.9 vs 152/h target · weight 20%
+1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.4RR / update
Objective stops / C4 pressureavg 57.9 vs 13/h target · weight 20%
+9.9RR / update
Fix simulator
Average scored update right now+9.1 RR
Hit Objective actions target — nothing else changes+17.9 RR / update
Hit Objective actions + Support actions targets+25.9 RR / update
Counterfactual on the same games, same K-factor (~66). 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+23 net
Your games+23
Field drift0
1 scored update in window
72h+24 net
Your games+24
Field drift0
2 scored updates in window
7d+24 net
Your games+24
Field drift0
2 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 +0 RR / update over 2 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-20-401 update0
2026-07-16-20-201 update0
2026-07-09-22-205 updates0
2026-07-07-00-002 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 4%RR
Top 10%Combat
Top 29%Objective
Top 32%Support
Top 8%KPH
Objective Stops100/100
KPH87/100
Combat52/100
Objective49/100
Support43/100
Personal intelligence / weekly compile

Loadout DNA // ..

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
130completed proof matches
10maps in personal file
Precisiondominant field lane
NEW SIGNALlast 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 / CR81 loadout card
NADER / CR81Assault

23 completed matches / 60.9% observed result

Signature 2 NADER / KE81 loadout card
NADER / KE81Assault

23 completed matches / 39.1% observed result

Signature 3 FRAGGER / M93 loadout card
FRAGGER / M93Assault

19 completed matches / 57.9% observed result

Signature 4 PHOENIX / CR82 loadout card
PHOENIX / CR82Medic

19 completed matches / 47.4% observed result

Role DNA
Combat
93
Objective
6
Support
48
Precision
94
Pressure
86
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 PHOENIX / CR82 loadout card
PHOENIX / CR82Medic
Test PHOENIX / CR81 loadout card
PHOENIX / CR81Medic
Keep PHOENIX. Change one card.

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

19 completed matches / 47.4% observed result 13,973 completed carries / 3,402 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.

Bridge11 personal / 27.3% observed
FRAGGER / M93 loadout card
Your observed cardFRAGGER / M93

6 completed matches / 50.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle8 personal / 50.0% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

6 completed matches / 50.0% 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

Whitechapel8 personal / 62.5% observed
NADER / KE81 loadout card
Your observed cardNADER / KE81

5 completed matches / 40.0% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground7 personal / 57.1% observed
FRAGGER / M93 loadout card
Your observed cardFRAGGER / M93

4 completed matches / 75.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Dockyard5 personal / 80.0% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

3 completed matches / 66.7% observed result

FRAGGER / K51 loadout card
Archive same-merc leadFRAGGER / K51

3,434 archive carries / 500 players / 51.4% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard5 personal / 60.0% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

3 completed matches / 66.7% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

04 / whole kit

Deck and squad links

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

FRAGGER / M62 loadout card
FRAGGER / M62
NADER / CR81 loadout card
NADER / CR81
PHOENIX / CR82 loadout card
PHOENIX / CR82
Signature deck

6 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 Kills x4 / PHANTOM / C64Most Accurate x2 / PHANTOM / C64Most Kills x2 / PHOENIX / CR71Most Kills x2 / NADER / KE81

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

1678Skill RR
+24Skill RR delta
1679Peak Skill RR shown
72Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 9 scored games ? 9 valid updates
2026-07-17-20:40+23 performance
Activity: 12.6 min / 40 K / 24 A / 3 W
Score: actual 1.398 vs expected 1.024 / margin 0.373
Show exact performance breakdown
1.398Actual score
1.024Expected score
0.373Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.74
OBJECTIVE1.00
SUPPORT0.66
PRESSURE1.26
ground truth 1.38 vs legacy read 1.11 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-20:20+1 performance
Activity: 14.1 min / 34 K / 18 A / 2 W
Score: actual 1.17 vs expected 1.147 / margin 0.022
Show exact performance breakdown
1.17Actual score
1.147Expected score
0.022Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.38
OBJECTIVE1.41
SUPPORT0.45
PRESSURE0.78
ground truth 1.17 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-23:40-7 performance
Activity: 8.4 min / 23 K / 8 A / 1 W
Score: actual 1.043 vs expected 1.152 / margin -0.108
Show exact performance breakdown
1.043Actual score
1.152Expected score
-0.108Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.45
OBJECTIVE0.70
SUPPORT0.30
PRESSURE0.79
ground truth 1.03 vs legacy read 0.89 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-23:20+3 performance
Activity: 11.8 min / 38 K / 12 A / 1 W
Score: actual 1.127 vs expected 1.084 / margin 0.043
Show exact performance breakdown
1.127Actual score
1.084Expected score
0.043Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.54
OBJECTIVE0.61
SUPPORT0.26
PRESSURE1.01
ground truth 1.09 vs legacy read 1.16 · 2 match window · 1.00 = your class target for this lobby
2026-07-09-23-00+1 performance
Activity: 13.2 min / 46 K / 7 A / 0 W
Score: actual 1.074 vs expected 1.06 / margin 0.014
Show exact performance breakdown
1.074Actual score
1.06Expected score
0.014Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.50
OBJECTIVE0.18
SUPPORT1.12
PRESSURE1.25
ground truth 1.06 vs legacy read 1.05 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-22:40+9 performance
Activity: 17.3 min / 47 K / 28 A / 3 W
Score: actual 1.196 vs expected 1.043 / margin 0.153
Show exact performance breakdown
1.196Actual score
1.043Expected score
0.153Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.50
OBJECTIVE0.55
SUPPORT0.87
PRESSURE1.31
ground truth 1.20 vs legacy read 0.93 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-22:20+5 performance
Activity: 7.7 min / 13 K / 13 A / 0 W
Score: actual 1.182 vs expected 1.098 / margin 0.084
Show exact performance breakdown
1.182Actual score
1.098Expected score
0.084Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.15
OBJECTIVE0.08
SUPPORT2.00
PRESSURE1.38
ground truth 1.23 vs legacy read 0.57 · 1 match window · 1.00 = your class target for this lobby
2026-07-07-00:40+43 performance
Activity: 12.1 min / 42 K / 12 A / 0 W
Score: actual 1.306 vs expected 0.895 / margin 0.411
Show exact performance breakdown
1.306Actual score
0.895Expected score
0.411Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT2.00
OBJECTIVE0.71
SUPPORT0.65
PRESSURE1.73
ground truth 1.29 vs legacy read 1.05 · 1 match window · 1.00 = your class target for this lobby
2026-07-07-00-00+15 performance
Activity: 12.1 min / 27 K / 25 A / 2 W
Score: actual 1 vs expected 0.755 / margin 0.245
Show exact performance breakdown
1Actual score
0.755Expected score
0.245Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.51
OBJECTIVE1.53
SUPPORT0.04
PRESSURE1.06
ground truth 0.96 vs legacy read 0.82 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Cobalt III / Skill RR 1678 / 0 RR
Position 85 / Combat / KPH 112.45 / Performance 0 / Field shift +2 / Ladder track 1703
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Cobalt III / Skill RR 1678 / 0 RR
Position 85 / Combat / KPH 112.45 / Performance 0 / Field shift +2 / Ladder track 1703
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Cobalt III / Skill RR 1678 / 0 RR
Position 85 / Combat / KPH 112.45 / Performance 0 / Field shift +2 / Ladder track 1703
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Cobalt III / Skill RR 1678 / 0 RR
Position 85 / Combat / KPH 112.45 / Performance 0 / Field shift +2 / Ladder track 1703
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Cobalt III / Skill RR 1678 / -1 RR
Position 86 / Combat / KPH 112.45 / Performance 0 / Field shift +1 / Ladder track 1703
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Cobalt III / Skill RR 1679 / +1 RR
Position 86 / Combat / KPH 112.45 / Performance 0 / Field shift +2 / Ladder track 1703
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Cobalt III / Skill RR 1678 / 0 RR
Position 87 / Combat / KPH 112.45 / Performance 0 / Field shift +1 / Ladder track 1703
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Cobalt III / Skill RR 1678 / 0 RR
Position 87 / Combat / KPH 112.45 / Performance 0 / Field shift +1 / Ladder track 1703
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
MATCH IMPACT Cobalt III / Skill RR 1678 / +33 RR
Position 87 / Combat / KPH 112.45 / Performance +23 / Field shift +2 / Ladder track 1703
  • +23 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Kills per hour and Verified public data bonus. Weak/low signals: Objective actions and Support actions.
Show exact performance breakdown
1.398Actual score
1.024Expected score
0.373Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.74
OBJECTIVE1.00
SUPPORT0.66
PRESSURE1.26
ground truth 1.38 vs legacy read 1.11 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 18.5 delta / Stop score / hour 88.4
Score: 2 / Weight: 20% / Impact: +0.195
Objective actionsPulled RR down
Measured: 1.5 delta / Objective score / hour 7.2
Score: 0.422 / Weight: 20% / Impact: -0.12
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 9.6
Score: 0.531 / Weight: 20% / Impact: -0.099
Kills per hourPushed RR up
Measured: 40 kills / Kills / hour 191.2
Score: 1.258 / Weight: 19.5% / Impact: +0.046
Verified public data bonusPushed RR up
Measured: fought a +142 CMR field, measured accuracy 41%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
Combat pressurePushed RR up
Measured: 18.2 delta / Combat score / hour 87
Score: 1.16 / Weight: 19.5% / Impact: +0.026
2026-07-17-20-20
FIELD SHIFT Gold I / Skill RR 1645 / 0 RR
Position 102 / Combat / KPH 112.44 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

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

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

What does 4/4 mean?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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