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
08:36
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
[Moosh]
WARNING SIGNAL WEAK - REVIVE AVAILABLE
5.4 days since your last scored update. You are still in the live field, but at day 7 the signal flatlines and this rank slot leaves the board.
REVIVE ORDER: play one scored ranked session. A single valid update restores ACTIVE SIGNAL and the countdown resets.
Elite
SEASON I REWARD
Gold III
Gold III
Highest peak rank from Jun 2026
Elite command dossierMax-band contract

[Moosh]2054 Skill RR

Elite

Weak SignalRank live / signal close to expiry / state file ? 5.4d ago
2054Skill RR
#13Board position
Signal heldField state
72 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.
58/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+7 Skill RR
BASE SKILL RR1639
PRESSURE BUDGET±41 RR
VISIBLE PREVIEW1646
Silent Support x 5

Recent eligible matches are producing slightly more field pressure than expected.

58Current gauge
61Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Loss Loss Loss Won Won Loss Loss Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

[Moosh] is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. The best rounds are the ones where fight pressure also turns into progress on the map. The fight side gives the team a way to open pushes instead of only reacting. The last scored game moved in the right direction, with support value and stop pressure helping the round.

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
5 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
lobby · Objective · Pre Game
Veteran signallast saved
Level 612
last saved DBRanked roster level
Maplast saved
lobby
Objective · Pre Game
Last lobby10 ranked players
12/16
players in monitored server
Lobby difficultyGold I
1518
avg Skill RR 1518
Ranked densityrank signal
83.3%
10 of 12 detected players
Stomp riskbalance signal
76 / 100
live lobby spread pressure
Rookie pressurerookie signal
3 / 12
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#13
Skill rating signal
Elite
2054Elite · Skill RR
Elite → Max rank100%
0 RR to Max rank72 RR above floor
2100Peak form
1643All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+102 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
0/100
Stability83%
LOCKED
Peak form gapElite
+46 gap
Standing moveSkill scale
+2
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
+330
Player DNAStable read
[Moosh] 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. The best rounds are the ones where that support work turns one messy fight into another chance for the team. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 19.3 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:25 UTC
NEXT SCAN 08:35
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #13 [Moosh] 2054 RR · CONTACT #16 CLOSURE +554/DAY — INTERCEPT ~2D · FORM HOT — 5/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -8.9 RR/UPDATE · PEAK FORM 2100 ON RECORD · LADDER PRESSURE LOW 0/100 ·
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
[Moosh]
Elite · Hot Streak Objective Stopper
#13BOARD POS
RR 2054PEAK 2100STATE HOTCONF 75
● 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#16 Dracula gained +554 RR today, 68 RR behind. Intercept estimate ~2 days at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -8.9 RR / update.
Target In ReachINTEL#11 Morghbot is 8 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR5 of last 6 scored updates positive, +102 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2100Peak form
1643All-time peak
0Ladder track
+72RR above floor
2054Elite · Skill RRMAX RANK REACHED · 100%
Elite → Max rank100% · 72 RR above floor
REACTOR PULSE · FORM LAST 6HOT +102
Sentinel Confidence
75MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (430 rows), stored scored breakdowns (5) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 1 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 2 updates
Recent Sessions
2026-07-12-11-205 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
0/100LOW
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+102HOT
Form Engine
net RR across last 6
+46peak form gap +2standing move +330idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
86
Combat
68
Support
60
Objective
36
110.5season KPH 111.7profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 2054 RR · ELITE · BOARD #13
[23:31] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -8.9 RR/update
[23:31] > THREAT TRACK: contact #16 closure +554/d — INTERCEPT ETA ~2 DAYS
Sentinel Read · Player Assessment
[Moosh] 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. The best rounds are the ones where that support work turns one messy fight into another chance for the team. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 19.3 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 5 stored scored games
Objective actionsavg 7 vs 17/h target · weight 20%
-8.9RR / update
Combat pressureavg 44.1 vs 75/h target · weight 20%
-6.4RR / update
Kills per houravg 107.9 vs 152/h target · weight 20%
-5.1RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.3RR / update
Support actionsavg 60.6 vs 18/h target · weight 20%
+4RR / update
Objective stops / C4 pressureavg 45.8 vs 13/h target · weight 20%
+10.2RR / update
Fix Simulator · Counterfactual
Average scored update right now+13.4 RR
Hit Objective actions target — nothing else changes+22.9 RR / update
Hit Objective actions + Combat pressure targets+27.9 RR / update
Counterfactual on the same games, same K-factor (~60). 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
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d+101 net
Your games
+101
Field drift
0
5 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 1%RR
Top 6%Combat
Top 48%Objective
Top 17%Support
Top 8%KPH
Objective Stops100/100
KPH86/100
Combat68/100
Support60/100
Objective36/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+3 impact)
⬢ GOOD PROOF BADGE Elite TAPE SAYS Elite
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Perfect match. The badge says it, the tape confirms it. Now show me the NEXT badge instead.
⬢ FAST CLIMB ORDER
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. 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 sitting at the very top of this board. There is no badge above you to chase — only the version of you on yesterday's tape. Beat HIM.
Working Signals
Team support▲ High103.9 / 18 support/h target
Clutch stops▲ High53.8 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major46.3 / 75 combat/h target
Kill pace▼ Medium128.3 / 152 KPH target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressureTARGET46.3 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET128.3 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good signs. Team support did not just look busy — it gave the team something usable. Next game: stop treating the objective like background scenery. Get close enough that the enemy has to deal with you. Coach order: the obj should know your name by halftime.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-07-12-12:40 / +3 game impact
Coach
GOOD PROOF
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeEliteElite
The tape saysEliteElite
Perfect match. The badge says it, the tape confirms it. Now show me the NEXT badge instead.
Fast climb order
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. 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 sitting at the very top of this board. There is no badge above you to chase — only the version of you on yesterday's tape. Beat HIM.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 001 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaks2015 on the account stamp. You have outlived servers, patches, and half the mercs' nerfs. Outliving is a skill - now show me the winning part.The lifetime ledger reads 164,309 kills across 1470 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.Tonight is page one. Whatever gets written after this, tonight is the sentence I will compare it to. Make it a sentence worth beating.I am not asking you to be great tomorrow. I am ordering you to be HONEST tomorrow - drill done, feet where the round lives. Greatness is just honesty with repetitions.
OBJECTIVE
I pulled this tape twice because I refused to believe it the first time. I believed it the second time. That is the part that hurts.
0.20
CLASS BAR 1.00
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
2.00
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Healing a team that is not on the point is palliative care. Anchor to the objective and make your saves count where the round is decided.
BRIDGELOST
23 teammates raised on this shift. The tape does not lie about who kept that team breathing.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHOENIX
IN YOUR SQUAD EVERY RECENT GAME
A Phoenix on the point ruins tidy defenses: every pulse resets their work. Stand where the round is decided and refuse to leave.
FILM ROOM // BRIDGE
Repairs on Bridge happen while moving — circle the vehicle, keep the wrench on, keep the hull between you and the long angles.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Team support▲ High
103.9 / 18 support/h target
Clutch stops▲ High
53.8 / 13 clutch/h target
4 positive +101 last 5

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
46.3 / 75 combat/h target
Kill pace▼ Medium
128.3 / 152 KPH target
1 negative 1.297 vs 1.229

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
46.3 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
128.3 / 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 the kind of tape that gets framed. Flawless paddles, surgical entries, an objective that moves like it is on payroll. Yours.
What your last games gave me
Perfect tape. PERFECT. The other team's coach should retire. I almost retired, and I am on YOUR side — out of pure satisfaction.
How fast this can move you
Your standing is mobile. MOBILE. Push now and it climbs. Coast now and you have donated a perfectly good window to nobody.
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 5 stored scored games
Objective actionsavg 7 vs 17/h target · weight 20%
-8.9RR / update
Combat pressureavg 44.1 vs 75/h target · weight 20%
-6.4RR / update
Kills per houravg 107.9 vs 152/h target · weight 20%
-5.1RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.3RR / update
Support actionsavg 60.6 vs 18/h target · weight 20%
+4RR / update
Objective stops / C4 pressureavg 45.8 vs 13/h target · weight 20%
+10.2RR / update
Fix simulator
Average scored update right now+13.4 RR
Hit Objective actions target — nothing else changes+22.9 RR / update
Hit Objective actions + Combat pressure targets+27.9 RR / update
Counterfactual on the same games, same K-factor (~60). 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
72h0 net
Your games0
Field drift0
0 scored updates in window
7d+101 net
Your games+101
Field drift0
5 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 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
2026-07-12-11-205 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 1%RR
Top 6%Combat
Top 48%Objective
Top 17%Support
Top 8%KPH
Objective Stops100/100
KPH86/100
Combat68/100
Support60/100
Objective36/100
Personal intelligence / weekly compile

Loadout DNA // [Moosh]

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
132completed proof matches
11maps in personal file
Combatdominant 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 SPARKS / 343 loadout card
SPARKS / 343Medic

28 completed matches / 57.1% observed result

Signature 2 HUNTER / 396 loadout card
HUNTER / 396Recon

15 completed matches / 60.0% observed result

Signature 3 AIMEE / F82 loadout card
AIMEE / F82Recon

14 completed matches / 35.7% observed result

Signature 4 PHOENIX / CR71 loadout card
PHOENIX / CR71Medic

14 completed matches / 50.0% observed result

Role DNA
Combat
86
Objective
45
Support
66
Precision
70
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 SPARKS / 343 loadout card
SPARKS / 343Medic
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.

28 completed matches / 57.1% 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.

Whitechapel17 personal / 47.1% observed
SPARKS / 343 loadout card
Your observed cardSPARKS / 343

7 completed matches / 42.9% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle10 personal / 70.0% observed
SPARKS / 343 loadout card
Your observed cardSPARKS / 343

6 completed matches / 66.7% observed result

SPARKS / 273 loadout card
Archive same-merc leadSPARKS / 273

583 archive carries / 442 players / 51.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard10 personal / 40.0% observed
SPARKS / 343 loadout card
Your observed cardSPARKS / 343

4 completed matches / 25.0% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Bridge10 personal / 70.0% observed
AURA / R42 loadout card
Your observed cardAURA / R42

3 completed matches / 100.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground8 personal / 62.5% observed
HUNTER / 396 loadout card
Your observed cardHUNTER / 396

3 completed matches / 66.7% observed result

HUNTER / 446 loadout card
Archive same-merc leadHUNTER / 446

349 archive carries / 286 players / 52.9% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Terminal Redux8 personal / 62.5% observed
AURA / R81 loadout card
Your observed cardAURA / R81

2 completed matches / early read

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% 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.

GUARDIAN / HU106 loadout card
GUARDIAN / HU106
HUNTER / 446 loadout card
HUNTER / 446
PHOENIX / KE81 loadout card
PHOENIX / KE81
Signature deck

5 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 Finishes x6 / AIMEE / F82Most Revives x5 / SPARKS / 343Most Revives x2 / GUARDIAN / HU106Most Revives x2 / PHOENIX / CR71

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

2054Skill RR
+2Skill RR delta
2057Peak 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 5 scored games ? 4 valid updates
2026-07-12-12:40+3 performance
Activity: 14.5 min / 31 K / 6 A / 0 W
Score: actual 1.297 vs expected 1.229 / margin 0.069
Show exact performance breakdown
1.297Actual score
1.229Expected score
0.069Margin
44K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.25
OBJECTIVE0.20
SUPPORT2.00
PRESSURE0.82
ground truth 1.29 vs legacy read 1.13 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-12:20-7 performance
Activity: 21 min / 40 K / 10 A / 0 W
Score: actual 1.34 vs expected 1.5 / margin -0.16
Show exact performance breakdown
1.34Actual score
1.5Expected score
-0.16Margin
44K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.09
OBJECTIVE0.80
SUPPORT2.00
PRESSURE1.12
ground truth 1.34 vs legacy read 1.05 · 2 match window · 1.00 = your class target for this lobby
2026-07-12-12-00+1 performance
Activity: 4.3 min / 7 K / 7 A / 0 W
Score: actual 1.388 vs expected 1.354 / margin 0.034
Show exact performance breakdown
1.388Actual score
1.354Expected score
0.034Margin
44K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.71
OBJECTIVE0.40
SUPPORT2.00
PRESSURE1.40
ground truth 1.45 vs legacy read 1.15 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-11:40+28 performance
Activity: 9.6 min / 13 K / 8 A / 1 W
Score: actual 1.327 vs expected 0.873 / margin 0.454
Show exact performance breakdown
1.327Actual score
0.873Expected score
0.454Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.94
OBJECTIVE1.65
SUPPORT2.00
PRESSURE0.82
ground truth 1.35 vs legacy read 0.84 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-11:20+76 performance
Activity: 17.8 min / 35 K / 17 A / 1 W
Score: actual 1.49 vs expected 0.764 / margin 0.726
Show exact performance breakdown
1.49Actual score
0.764Expected score
0.726Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.22
OBJECTIVE1.52
SUPPORT2.00
PRESSURE1.12
ground truth 1.47 vs legacy read 1.20 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Elite / Skill RR 2054 / 0 RR
Position 12 / Combat / KPH 111.74 / Performance 0 / Field shift +55
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Elite / Skill RR 2054 / 0 RR
Position 12 / Combat / KPH 111.74 / Performance 0 / Field shift +55
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Elite / Skill RR 2054 / 0 RR
Position 12 / Combat / KPH 111.74 / Performance 0 / Field shift +55
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Elite / Skill RR 2054 / 0 RR
Position 12 / Combat / KPH 111.74 / Performance 0 / Field shift +55
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Elite / Skill RR 2054 / 0 RR
Position 12 / Combat / KPH 111.74 / Performance 0 / Field shift +55
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Elite / Skill RR 2054 / 0 RR
Position 12 / Combat / KPH 111.74 / Performance 0 / Field shift +55
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Elite / Skill RR 2054 / +1 RR
Position 12 / Combat / KPH 111.74 / Performance 0 / Field shift +55
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Elite / Skill RR 2053 / 0 RR
Position 12 / Combat / KPH 111.74 / Performance 0 / Field shift +54
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Elite / Skill RR 2053 / 0 RR
Position 12 / Combat / KPH 111.74 / Performance 0 / Field shift +54
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Elite / Skill RR 2053 / 0 RR
Position 12 / Combat / KPH 111.74 / Performance 0 / Field shift +54
  • 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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