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
14:29
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
Cuore 38
Gold II
SEASON I REWARD
Gold III
Gold III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

Cuore 381557 Skill RR

Gold II

Active SignalLive rank slot held / state file ? 1.1d ago
1557Skill RR
#159Board position
Signal heldField state
0 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
44/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-6 Skill RR
BASE SKILL RR1956
PRESSURE BUDGET±49 RR
VISIBLE PREVIEW1950
Silent Support x 2

Recent eligible matches sit slightly below expected field pressure.

44Current gauge
31Newest 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 Won Won Loss Won Loss Loss Won Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Cuore 38 is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. More direct round work would make the value easier for any team to feel. This player also has timing around stops, which can save rounds that look almost gone. The next jump is about turning the good moments into more obj work and support value for the team.

Team value: support value Strongest: support value · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_castle · Objective · Late Game
Maplast saved
obj_castle
Objective · Late Game
Last lobby14 ranked players
14/16
players in monitored server
Lobby difficultyGold I
1514
avg Skill RR 1514
Ranked densityrank signal
100%
14 of 14 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 14
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Medic / Revive Backbone · Stable · Skill RR is the rank signal
BOARD POSITION#159
Skill rating signal
Gold II
1557Gold II · Skill RR
Gold II → Gold I0%
63 RR to Gold I0 RR above floor
2150Peak form
2005All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Support · Secondary: Objective Stops
Form engine
STABLE-10 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapElite
+593 gap
Standing moveSkill scale
+10
Rank pressureField opened
Field opened +13 RR
Idle field shiftoffline
+8
Player DNAStable read
Cuore 38 is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. More fight pressure near the team would make those useful minutes much more dangerous. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 34.1 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:25:31 UTC
NEXT SCAN 14:29
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #159 Cuore 38 1557 RR · CONTACT #160 CLOSURE +34/DAY — INTERCEPT ~1D · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -12 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
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
Cuore 38
Gold II · Medic / Revive Backbone
#159BOARD POS
RR 1557PEAK 2150STATE 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 4 SIGNALS
Threat ClosingSEV-1#160 ITALOL34XD56 gained +34 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -12 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
2150Peak form
2005All-time peak
0Ladder track
0RR above floor
1557Gold II · Skill RR0% TO GOLD I
Gold II → Gold I0% · 63 RR needed
REACTOR PULSE · FORM LAST 6STABLE -10
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1477 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 SESSIONS ANALYSED
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
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-16-21-001 update0
2026-07-14-19-008 updates0
2026-07-12-19-201 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-10STABLE
Form Engine
net RR across last 6
+593peak form gap +10standing move +8idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Support
100
Objective Stops
100
Objective
69
KPH
52
Combat
13
71.5season KPH 67.2profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:25] > SCAN CYCLE 2325 COMPLETE — 565 contacts indexed
[23:25] > RATING SIGNAL LOCKED: 1557 RR · GOLD II · BOARD #159
[23:25] > LEAK SCAN: COMBAT PRESSURE below target — drain -12 RR/update
[23:25] > THREAT TRACK: contact #160 closure +34/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Cuore 38 is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. More fight pressure near the team would make those useful minutes much more dangerous. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 34.1 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 7.9 vs 75/h target · weight 20%
-12RR / update
Kills per houravg 71 vs 152/h target · weight 20%
-7.7RR / update
Support actionsavg 24.4 vs 18/h target · weight 20%
-3.8RR / update
Objective actionsavg 29.8 vs 17/h target · weight 20%
-1.7RR / update
Objective stops / C4 pressureavg 20.6 vs 13/h target · weight 20%
+0.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Fix Simulator · Counterfactual
Average scored update right now-1.4 RR
Hit Combat pressure target — nothing else changes+9.2 RR / update
Hit Combat pressure + Kills per hour targets+15.6 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h-17 net
Your games
-17
Field drift
0
1 scored update in window
7d+78 net
Your games
+78
Field drift
0
29 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 7%RR
Top 50%Combat
Top 14%Objective
Top 4%Support
Top 43%KPH
Support100/100
Objective Stops100/100
Objective69/100
KPH52/100
Combat13/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-17 impact)
⬢ ANGRY REVIEW BADGE Gold II TAPE SAYS Cobalt II
You abandoned your lanes, your trades, and apparently your entire skill set, which I assume is in a locker somewhere, CRYING.
Coach blood pressureWHISTLE CASUALTY
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
Full reset. Strip the loadout of bad ideas, strip the session of high-risk nonsense, and bring me one — ONE — clean, ugly, honest match. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. Gold I 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
No strong booster in the last scored game.
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major0 / 18 support/h target
Clutch stops▼ Major0 / 13 clutch/h target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
That one hurt. Not because of one mistake — because the round needed more obj work when it mattered. Next game: drag the fight onto the win condition. If the enemy wants obj, make them pay rent. 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 hurt 2026-07-16-21-00 / -17 game impact
Coach
ANGRY REVIEW
You abandoned your lanes, your trades, and apparently your entire skill set, which I assume is in a locker somewhere, CRYING.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIGold II
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
Full reset. Strip the loadout of bad ideas, strip the session of high-risk nonsense, and bring me one — ONE — clean, ugly, honest match. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. Gold I 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 010 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 10 between us. By now I know your habits better than you do, which is exactly the problem I intend to fix.And before you argue with the board: the best SUPPORT in this file is 2.00, 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.
SUPPORT
My clipboard has a dent in it now. We both know whose shift put it there.
0.07
CLASS BAR 1.00
COMBAT
So close it hurts. One more honest shift and it is over the line.
0.87
CLASS BAR 1.00
The drill // next sessionRead it twice. Lone wolves lose Game 7. Trade with your team, share your utility, and watch your own numbers climb.
CASTLELOST
246 damage a minute out, 300 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FRAGGER
IN YOUR SQUAD 5 OF LAST 6
Your body is team equipment: eat the first peek so the medic behind you never has to. Tanking WITH a plan is support work.
FILM ROOM // CASTLE
Castle is your Fragger's house: every stone choke is a cooked-grenade mailbox. Three-count, post it, walk in behind the receipt.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
3 positive -10 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
3 negative 0.805 vs 1.084

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
What I expected from your last games
Middle-of-the-board games at your rank is a man in a suit sleeping at his desk. I expected you AWAKE, loud, and expensive to play against.
What your last games gave me
There is good work in that file, and I would frame it — for a different player. For you, it goes in the drawer marked NOT THE STANDARD.
How fast this can move you
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 7.9 vs 75/h target · weight 20%
-12RR / update
Kills per houravg 71 vs 152/h target · weight 20%
-7.7RR / update
Support actionsavg 24.4 vs 18/h target · weight 20%
-3.8RR / update
Objective actionsavg 29.8 vs 17/h target · weight 20%
-1.7RR / update
Objective stops / C4 pressureavg 20.6 vs 13/h target · weight 20%
+0.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Fix simulator
Average scored update right now-1.4 RR
Hit Combat pressure target — nothing else changes+9.2 RR / update
Hit Combat pressure + Kills per hour targets+15.6 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h0 net
Your games0
Field drift0
0 scored updates in window
72h-17 net
Your games-17
Field drift0
1 scored update in window
7d+78 net
Your games+78
Field drift0
29 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +0 RR / update over 4 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
2026-07-16-21-001 update0
2026-07-14-19-008 updates0
2026-07-12-19-201 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 7%RR
Top 50%Combat
Top 14%Objective
Top 4%Support
Top 43%KPH
Support100/100
Objective Stops100/100
Objective69/100
KPH52/100
Combat13/100
Personal intelligence / weekly compile

Loadout DNA // Cuore 38

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
150completed proof matches
9maps in personal file
Objectivedominant field lane
COOLINGlast 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 SPARKS / 342 loadout card
SPARKS / 342Medic

96 completed matches / 51.0% observed result

Signature 2 ARTY / D43 loadout card
ARTY / D43Fire Support

65 completed matches / 44.6% observed result

Signature 3 BUSHWHACKER / BL71 loadout card
BUSHWHACKER / BL71Engineer

58 completed matches / 55.2% observed result

Signature 4 FRAGGER / M91 loadout card
FRAGGER / M91Assault

53 completed matches / 54.7% observed result

Role DNA
Combat
45
Objective
90
Support
76
Precision
61
Pressure
47
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 SPARKS / 342 loadout card
SPARKS / 342Medic
Test SPARKS / 383 loadout card
SPARKS / 383Medic
Keep SPARKS. Change one card.

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

96 completed matches / 51.0% observed result 13,057 completed carries / 3,215 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.

Underground28 personal / 53.6% observed
FRAGGER / M91 loadout card
Your observed cardFRAGGER / M91

22 completed matches / 50.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle27 personal / 44.4% observed
ARTY / D43 loadout card
Your observed cardARTY / D43

15 completed matches / 33.3% observed result

ARTY / S41 loadout card
Archive same-merc leadARTY / S41

596 archive carries / 500 players / 51.2% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel26 personal / 46.2% observed
SPARKS / 342 loadout card
Your observed cardSPARKS / 342

23 completed matches / 43.5% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge24 personal / 66.7% observed
ARTY / D43 loadout card
Your observed cardARTY / D43

14 completed matches / 64.3% observed result

ARTY / S41 loadout card
Archive same-merc leadARTY / S41

2,616 archive carries / 500 players / 51.7% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Trainyard19 personal / 57.9% observed
SPARKS / 342 loadout card
Your observed cardSPARKS / 342

16 completed matches / 62.5% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard12 personal / 66.7% observed
ARTY / D43 loadout card
Your observed cardARTY / D43

9 completed matches / 55.6% observed result

ARTY / S82 loadout card
Archive same-merc leadARTY / S82

147 archive carries / 121 players / 47.7% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% 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.

ARTY / D43 loadout card
ARTY / D43
BUSHWHACKER / BL71 loadout card
BUSHWHACKER / BL71
SPARKS / 342 loadout card
SPARKS / 342
Signature deck

15 completed matches / 40.0% 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 Revives x15 / SPARKS / 342Most Objective x11 / BUSHWHACKER / BL71Most Objective x7 / TURTLE / SM51Most Ammo x4 / ARTY / D43

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

1557Skill RR
-5Skill RR delta
1562Peak 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 10 scored games ? 81 valid updates
2026-07-16-21-00-17 performance
Activity: 4.3 min / 5 K / 8 A / 0 W
Score: actual 0.805 vs expected 1.084 / margin -0.279
Show exact performance breakdown
0.805Actual score
1.084Expected score
-0.279Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.87
OBJECTIVE1.16
SUPPORT0.07
PRESSURE1.10
ground truth 0.88 vs legacy read 0.15 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-21:20-12 performance
Activity: 12.8 min / 13 K / 11 A / 1 W
Score: actual 0.933 vs expected 1.125 / margin -0.193
Show exact performance breakdown
0.933Actual score
1.125Expected score
-0.193Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.78
OBJECTIVE1.10
SUPPORT0.79
PRESSURE0.81
ground truth 0.85 vs legacy read 0.89 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-21-00-20 performance
Activity: 24.5 min / 29 K / 26 A / 0 W
Score: actual 0.839 vs expected 1.163 / margin -0.324
Show exact performance breakdown
0.839Actual score
1.163Expected score
-0.324Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 51% / ASSAULT 49%engine weight 90%
COMBAT0.95
OBJECTIVE1.01
SUPPORT0.39
PRESSURE1.05
ground truth 0.86 vs legacy read 0.68 · 2 match window · 1.00 = your class target for this lobby
2026-07-14-20:40+15 performance
Activity: 6 min / 8 K / 5 A / 1 W
Score: actual 1.429 vs expected 1.189 / margin 0.24
Show exact performance breakdown
1.429Actual score
1.189Expected score
0.24Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.99
OBJECTIVE2.00
SUPPORT1.06
PRESSURE0.87
ground truth 1.47 vs legacy read 0.53 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-20:20+11 performance
Activity: 16.6 min / 11 K / 18 A / 2 W
Score: actual 1.319 vs expected 1.14 / margin 0.18
Show exact performance breakdown
1.319Actual score
1.14Expected score
0.18Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.74
OBJECTIVE1.03
SUPPORT2.00
PRESSURE0.85
ground truth 1.37 vs legacy read 0.87 · 2 match window · 1.00 = your class target for this lobby
2026-07-14-20-00+13 performance
Activity: 16.5 min / 24 K / 11 A / 1 W
Score: actual 1.269 vs expected 1.063 / margin 0.206
Show exact performance breakdown
1.269Actual score
1.063Expected score
0.206Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 52% / RECON 48%engine weight 90%
COMBAT1.03
OBJECTIVE1.63
SUPPORT0.97
PRESSURE0.93
ground truth 1.24 vs legacy read 1.24 · 2 match window · 1.00 = your class target for this lobby
2026-07-14-19:40+7 performance
Activity: 7.3 min / 10 K / 15 A / 0 W
Score: actual 1.201 vs expected 1.088 / margin 0.112
Show exact performance breakdown
1.201Actual score
1.088Expected score
0.112Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.95
OBJECTIVE0.77
SUPPORT1.73
PRESSURE0.92
ground truth 1.24 vs legacy read 0.59 · 3 match window · 1.00 = your class target for this lobby
2026-07-14-19:20-32 performance
Activity: 19.3 min / 16 K / 16 A / 0 W
Score: actual 0.549 vs expected 1.076 / margin -0.527
Show exact performance breakdown
0.549Actual score
1.076Expected score
-0.527Margin
61K-factor
2026-07-14-19-00-4 performance
Activity: 12.5 min / 12 K / 17 A / 1 W
Score: actual 0.961 vs expected 1.019 / margin -0.059
Show exact performance breakdown
0.961Actual score
1.019Expected score
-0.059Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.83
OBJECTIVE1.56
SUPPORT0.74
PRESSURE0.97
ground truth 1.02 vs legacy read 0.42 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-19:20+25 performance
Activity: 18.4 min / 34 K / 26 A / 2 W
Score: actual 1.571 vs expected 1.159 / margin 0.412
Show exact performance breakdown
1.571Actual score
1.159Expected score
0.412Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.63
OBJECTIVE2.00
SUPPORT1.17
PRESSURE0.89
ground truth 1.54 vs legacy read 1.14 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
HELD Gold II / Skill RR 1557 / -1 RR
Position 160 / Support / Revive / KPH 67.2 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-23-00
FIELD SHIFT Gold II / Skill RR 1558 / 0 RR
Position 158 / Support / Revive / KPH 67.2 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
HELD Gold II / Skill RR 1558 / -2 RR
Position 158 / Support / Revive / KPH 67.2 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-20
FIELD SHIFT Gold II / Skill RR 1560 / 0 RR
Position 155 / Support / Revive / KPH 67.2 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold II / Skill RR 1560 / +1 RR
Position 157 / Support / Revive / KPH 67.2 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold II / Skill RR 1559 / 0 RR
Position 159 / Support / Revive / KPH 67.2 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold II / Skill RR 1559 / 0 RR
Position 157 / Support / Revive / KPH 67.2 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold II / Skill RR 1559 / +2 RR
Position 157 / Support / Revive / KPH 67.2 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold II / Skill RR 1557 / +1 RR
Position 161 / Support / Revive / KPH 67.2 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold II / Skill RR 1556 / 0 RR
Position 161 / Support / Revive / KPH 67.2 / Performance 0 / Field shift +2
  • 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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