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
09:41
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
@ruizraff
Gold IV
BRUTAL WEEK SURVIVOR
8-4 survivor
SEASON I REWARD
Gold III
Gold III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

@ruizraff1457 Skill RR

Gold IV

Active SignalLive rank slot held / state file ? 23h ago
☣ Hazard pay3 RR lifetime / the system pays the mercs who endure a quarantined contract
1457Skill RR
#239Board position
Signal heldField state
12 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.
54/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+3 Skill RR
BASE SKILL RR1503
PRESSURE BUDGET±38 RR
VISIBLE PREVIEW1506
Field Closer x 1

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

54Current gauge
50Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Won Won Won Abandoned Loss Loss Loss Won Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

@ruizraff 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. Add cleaner fights around the push and this player becomes harder to remove from the round. The next good update comes from adding more fight pressure and obj work to the useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
23 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_castle · Objective · Mid Game
Maplast saved
obj_castle
Objective · Mid Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1490
avg Skill RR 1490
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#239
Skill rating signal
Gold IV
1457Gold IV · Skill RR
Gold IV → Gold III23%
38 RR to Gold III12 RR above floor
2137Peak form
1515All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
STABLE+1 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability50%
SWINGY
Peak form gapElite
+680 gap
Standing moveSkill scale
0
Rank pressureField opened
Field opened +3 RR
Idle field shiftoffline
+7
Player DNAStable read
@ruizraff gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 15.6 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:30:20 UTC
NEXT SCAN 09:40
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #239 @ruizraff 1457 RR · CONTACT #240 CLOSURE +45/DAY — INTERCEPT ~1D · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11.4 RR/UPDATE · PEAK FORM 2137 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
@ruizraff
Gold IV · Objective Stopper
#239BOARD POS
RR 1457PEAK 2137STATE 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 5 SIGNALS
Threat ClosingSEV-1#240 Я не с ними gained +45 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -11.4 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#238 Moca3z (LMF) is 2 RR ahead and in range — catch in ~1d at today's pace.
Form HoldingCLEAR3 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2137Peak form
1515All-time peak
0Ladder track
+12RR above floor
1457Gold IV · Skill RR23% TO GOLD III
Gold IV → Gold III23% · 38 RR needed
REACTOR PULSE · FORM LAST 6STABLE +1
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1647 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 7 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-17-00-201 update0
2026-07-16-03-401 update0
2026-07-15-04-401 update0
2026-07-12-22-201 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+1STABLE
Form Engine
net RR across last 6
+680peak form gap 0standing move +7idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
56
KPH
52
Support
46
Combat
22
82.9season KPH 67.6profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:30] > SCAN CYCLE 2330 COMPLETE — 565 contacts indexed
[23:30] > RATING SIGNAL LOCKED: 1457 RR · GOLD IV · BOARD #239
[23:30] > LEAK SCAN: COMBAT PRESSURE below target — drain -11.4 RR/update
[23:30] > THREAT TRACK: contact #240 closure +45/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
@ruizraff gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 15.6 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 6.7 vs 75/h target · weight 20%
-11.4RR / update
Kills per houravg 85.4 vs 152/h target · weight 20%
-5.8RR / update
Objective actionsavg 17.3 vs 17/h target · weight 20%
-2.9RR / update
Objective stops / C4 pressureavg 14 vs 13/h target · weight 20%
+0.3RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Support actionsavg 28.9 vs 18/h target · weight 20%
+0.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.6RR / update
Fix Simulator · Counterfactual
Average scored update right now+3.9 RR
Hit Combat pressure target — nothing else changes+14.7 RR / update
Hit Combat pressure + Kills per hour targets+19.9 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h-1 net
Your games
-1
Field drift
0
1 scored update in window
72h-10 net
Your games
-10
Field drift
0
3 scored updates in window
7d+37 net
Your games
+37
Field drift
0
10 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 10%RR
Top 31%Combat
Top 22%Objective
Top 28%Support
Top 42%KPH
Objective Stops100/100
Objective56/100
KPH52/100
Support46/100
Combat22/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-1 impact)
⬢ LEVEL HELD BADGE Gold IV TAPE SAYS Elite
Stable. Safe. Stationary. You know what else is stable, safe, and stationary? FURNITURE. Do you want to be furniture?
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
Parity. Parity is a tie, and a tie is a loss wearing a polite hat. Next session, we take the hat OFF. 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. Gold III is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
Team support▲ High52.7 / 18 support/h target
Clutch stops▲ High27.3 / 13 clutch/h target
Objective Leaks
Frag pressure▼ Major4.7 / 75 combat/h target
Objective work▼ Major7.3 / 17 objective/h target
Kill pace▼ Major79.9 / 152 KPH target
Field Orders
Frag pressureTARGET4.7 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Objective workTARGET7.3 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Kill paceTARGET79.9 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That was close to fine, but close to fine does not climb fast. Put more work near obj next game. Next game: be the entry, not the tourist. Force the trade where the team can actually walk through the door you opened. Coach order: open the push, then help it walk through.
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 2026-07-17-00:20 / -1 game impact
Coach
LEVEL HELD
Stable. Safe. Stationary. You know what else is stable, safe, and stationary? FURNITURE. Do you want to be furniture?
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
The tape saysEliteElite
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
Fast climb order
Parity. Parity is a tie, and a tie is a loss wearing a polite hat. Next session, we take the hat OFF. 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. Gold III is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 009 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.And before you argue with the board: the best OBJECTIVE in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.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 am not angry. Angry costs energy. This is just me reading a number out loud so we never see it again.
0.61
CLASS BAR 1.00
SUPPORT
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
1.63
CLASS BAR 1.00
The drill // next sessionGreat hands, wrong postcode. Move the clinic onto the objective and keep it open until the siren.
CASTLELOST
1 teammates raised on this shift. The tape does not lie about who kept that team breathing.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
MEDIC
YOUR ROLE ON THE FLOOR
Heal where the round is decided. A medic anchored to the objective turns every save into ground gained.
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.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Team support▲ High
52.7 / 18 support/h target
Clutch stops▲ High
27.3 / 13 clutch/h target
3 positive +1 last 6

Objective leaks

Frag pressure▼ Major
4.7 / 75 combat/h target
Objective work▼ Major
7.3 / 17 objective/h target
Kill pace▼ Major
79.9 / 152 KPH target
3 negative 1.072 vs 1.083

Field orders

Frag pressuretarget
4.7 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Objective worktarget
7.3 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Kill pacetarget
79.9 / 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 had you on my board as a real merc. Real mercs change rounds. I expected pressure the other team has to plan around, not pressure they discover by accident.
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
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
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 6.7 vs 75/h target · weight 20%
-11.4RR / update
Kills per houravg 85.4 vs 152/h target · weight 20%
-5.8RR / update
Objective actionsavg 17.3 vs 17/h target · weight 20%
-2.9RR / update
Objective stops / C4 pressureavg 14 vs 13/h target · weight 20%
+0.3RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Support actionsavg 28.9 vs 18/h target · weight 20%
+0.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.6RR / update
Fix simulator
Average scored update right now+3.9 RR
Hit Combat pressure target — nothing else changes+14.7 RR / update
Hit Combat pressure + Kills per hour targets+19.9 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h-1 net
Your games-1
Field drift0
1 scored update in window
72h-10 net
Your games-10
Field drift0
3 scored updates in window
7d+37 net
Your games+37
Field drift0
10 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
3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-07-17-00-201 update0
2026-07-16-03-401 update0
2026-07-15-04-401 update0
2026-07-12-22-201 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 10%RR
Top 31%Combat
Top 22%Objective
Top 28%Support
Top 42%KPH
Objective Stops100/100
Objective56/100
KPH52/100
Support46/100
Combat22/100
Personal intelligence / weekly compile

Loadout DNA // @ruizraff

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
139completed proof matches
10maps in personal file
Objectivedominant field lane
IMPROVINGlast seven days
01 / identity

Signature arsenal

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

Most carried VASSILI / MO11 loadout card
VASSILI / MO11Recon

35 completed matches / 57.1% observed result

Signature 2 JAVELIN / SH56 loadout card
JAVELIN / SH56Fire Support

23 completed matches / 73.9% observed result

Signature 3 STOKER / T91 loadout card
STOKER / T91Fire Support

18 completed matches / 61.1% observed result

Signature 4 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

14 completed matches / 50.0% observed result

Role DNA
Combat
50
Objective
87
Support
50
Precision
34
Pressure
49
Compared with tracked ranked playersSTRONG evidence
02 / controlled test

Next field order

One change at a time. No random merc swap and no claim that an association guarantees a win.

Current VASSILI / MO11 loadout card
VASSILI / MO11Recon
Test VASSILI / MO93 loadout card
VASSILI / MO93Recon
Keep VASSILI. Change one card.

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

35 completed matches / 57.1% observed result 6,920 completed carries / 2,498 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.

Bridge15 personal / 53.3% observed
VASSILI / MO11 loadout card
Your observed cardVASSILI / MO11

8 completed matches / 50.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel15 personal / 66.7% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

12 completed matches / 66.7% observed result

SKYHAMMER / M43 loadout card
Archive same-merc leadSKYHAMMER / M43

394 archive carries / 356 players / 51.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle14 personal / 50.0% observed
STOKER / T91 loadout card
Your observed cardSTOKER / T91

5 completed matches / 40.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground11 personal / 90.9% observed
JAVELIN / SH56 loadout card
Your observed cardJAVELIN / SH56

7 completed matches / 100.0% observed result

JAVELIN / D46 loadout card
Archive same-merc leadJAVELIN / D46

965 archive carries / 500 players / 52.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard7 personal / 57.1% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

3 completed matches / 33.3% observed result

BUSHWHACKER / BL71 loadout card
Archive same-merc leadBUSHWHACKER / BL71

209 archive carries / 190 players / 49.7% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard7 personal / 28.6% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

3 completed matches / 0.0% observed result

BUSHWHACKER / BL73 loadout card
Archive same-merc leadBUSHWHACKER / BL73

1,017 archive carries / 500 players / 49.3% 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.

BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72
JAVELIN / SH56 loadout card
JAVELIN / SH56
VASSILI / MO11 loadout card
VASSILI / MO11
Signature deck

3 completed matches / 100.0% 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 Ammo x3 / JAVELIN / SH56Most Objective x3 / JAVELIN / SH56Most Finishes x2 / JAVELIN / SH56Most Objective x2 / SKYHAMMER / M92

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

1457Skill RR
-7Skill RR delta
1468Peak 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 ? 25 valid updates
2026-07-17-00:20-1 performance
Activity: 16.5 min / 22 K / 8 A / 3 W
Score: actual 1.072 vs expected 1.083 / margin -0.011
Show exact performance breakdown
1.072Actual score
1.083Expected score
-0.011Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 63% / ASSAULT 37%engine weight 90%
COMBAT0.78
OBJECTIVE0.61
SUPPORT1.63
PRESSURE0.95
ground truth 1.09 vs legacy read 1.02 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-03:40-10 performance
Activity: 11.1 min / 20 K / 23 A / 0 W
Score: actual 0.938 vs expected 1.109 / margin -0.171
Show exact performance breakdown
0.938Actual score
1.109Expected score
-0.171Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.17
OBJECTIVE0.07
SUPPORT1.18
PRESSURE1.20
ground truth 0.95 vs legacy read 0.93 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-04:40+1 performance
Activity: 6.2 min / 6 K / 4 A / 0 W
Score: actual 1.041 vs expected 1.022 / margin 0.019
Show exact performance breakdown
1.041Actual score
1.022Expected score
0.019Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.02
OBJECTIVE0.19
SUPPORT2.00
PRESSURE1.57
ground truth 1.14 vs legacy read 0.36 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-22:20-2 performance
Activity: 9.6 min / 15 K / 6 A / 3 W
Score: actual 1.132 vs expected 1.158 / margin -0.026
Show exact performance breakdown
1.132Actual score
1.158Expected score
-0.026Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.06
OBJECTIVE2.00
SUPPORT0.03
PRESSURE0.81
ground truth 1.13 vs legacy read 0.81 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-18-00+1 performance
Activity: 27.1 min / 35 K / 31 A / 3 W
Score: actual 1.077 vs expected 1.057 / margin 0.02
Show exact performance breakdown
1.077Actual score
1.057Expected score
0.02Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.03
OBJECTIVE0.54
SUPPORT2.00
PRESSURE0.98
ground truth 1.10 vs legacy read 0.70 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-17:20+12 performance
Activity: 18.1 min / 21 K / 26 A / 3 W
Score: actual 1.205 vs expected 1.004 / margin 0.201
Show exact performance breakdown
1.205Actual score
1.004Expected score
0.201Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.97
OBJECTIVE1.91
SUPPORT1.06
PRESSURE0.93
ground truth 1.23 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-02-00+14 performance
Activity: 6.1 min / 9 K / 8 A / 2 W
Score: actual 1.33 vs expected 1.092 / margin 0.238
Show exact performance breakdown
1.33Actual score
1.092Expected score
0.238Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.11
OBJECTIVE1.50
SUPPORT2.00
PRESSURE0.77
ground truth 1.36 vs legacy read 0.72 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-01:40+13 performance
Activity: 7.1 min / 11 K / 7 A / 1 W
Score: actual 1.252 vs expected 1.043 / margin 0.21
Show exact performance breakdown
1.252Actual score
1.043Expected score
0.21Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.15
OBJECTIVE1.22
SUPPORT1.74
PRESSURE0.80
ground truth 1.29 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-04:40+13 performance
Activity: 18.3 min / 29 K / 31 A / 0 W
Score: actual 1.15 vs expected 0.932 / margin 0.218
Show exact performance breakdown
1.15Actual score
0.932Expected score
0.218Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.38
OBJECTIVE1.23
SUPPORT0.94
PRESSURE0.95
ground truth 1.18 vs legacy read 0.62 · 2 match window · 1.00 = your class target for this lobby
2026-07-11-04:20-4 performance
Activity: 6.7 min / 10 K / 6 A / 2 W
Score: actual 0.887 vs expected 0.95 / margin -0.062
Show exact performance breakdown
0.887Actual score
0.95Expected score
-0.062Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.10
OBJECTIVE0.84
SUPPORT0.40
PRESSURE1.05
ground truth 0.90 vs legacy read 0.86 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold IV / Skill RR 1457 / 0 RR
Position 249 / Objective Stopper / KPH 67.57 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold IV / Skill RR 1457 / 0 RR
Position 249 / Objective Stopper / KPH 67.57 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold IV / Skill RR 1457 / 0 RR
Position 250 / Objective Stopper / KPH 67.57 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Gold IV / Skill RR 1457 / -1 RR
Position 250 / Objective Stopper / KPH 67.57 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold IV / Skill RR 1458 / +1 RR
Position 250 / Objective Stopper / KPH 67.57 / Performance 0 / Field shift +2
  • 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 IV / Skill RR 1457 / 0 RR
Position 251 / Objective Stopper / KPH 67.57 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold IV / Skill RR 1457 / 0 RR
Position 249 / Objective Stopper / KPH 67.57 / 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 IV / Skill RR 1457 / 0 RR
Position 250 / Objective Stopper / KPH 67.57 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold IV / Skill RR 1457 / 0 RR
Position 250 / Objective Stopper / KPH 67.57 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold IV / Skill RR 1457 / 0 RR
Position 249 / Objective Stopper / KPH 67.57 / 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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