Tracked players: 7385 · 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 through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1297 / 7385Active ranked this season
07:57
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.

2026-10-19 Last update UTC 19:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Tea
SIGNAL LOST - FLATLINED
Over 30 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
RESTITUTION PAID — +3 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +3 RR on Jul 3, 2026 14:20 UTC. Games poisoned by cheaters can never count against anyone here.
Cobalt I
Cobalt strike vaultElite-gate contract

Tea1813 Skill RR

Cobalt I

Lost SignalLast proven rank saved / live slot released / state file ? 55.2d ago
1813Skill RR
#-Board position
DormantField state
Season peak savedSafety
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.
50/100
Neutral
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED0 Skill RR
LADDER TRACK BASE1645
PRESSURE BUDGET±41 RR
VISIBLE PREVIEW1645
Pressure Rescue x 1Silent Support x 1

Recent eligible matches are matching expected field pressure.

50Current gauge
45Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Won Loss Loss Won Abandoned Won Won Won
Open DBStats Profile ↗
Ranked read

Tea gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also brings pressure when the round needs somebody to take contact. The most recent scored round gave the team value through stop pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
55 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[BSH] Big Slut House HARDCORE | FF on | 8vs8 | GET HARD | Ping Limit 399 | Min LVL 50 | discord.gg/NmWVWU2mEN
obj_canarywharf · Stopwatch · Late Game
Maplast saved
obj_canarywharf
Stopwatch · Late Game
Last lobby7 ranked players
9/16
players in monitored server
Lobby difficultyGold III
1357
avg Skill RR 1357
Ranked densityrank signal
77.8%
7 of 9 detected players
Stomp riskbalance signal
59 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 9
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Cobalt I
1813Cobalt I · Skill RR
Cobalt II → Cobalt I53%
43 RR to Cobalt I49 RR above floor
2085Peak form
1758All-time peak
1645Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+23 last 6
4 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapElite
+272 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftnone
—
Player DNAStable read
Tea 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. Not every round is won by the kill feed, and this player shows that. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 23.3 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 19:12:05 UTC
NEXT SCAN 07:55
CONTACTS 1297 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Tea 1813 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -12.4 RR/UPDATE · PEAK FORM 2085 ON RECORD · LADDER PRESSURE LOW 20/100 ·
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
Tea
Cobalt I · Held-Rank Veteran
—BOARD POS
RR 1813PEAK 2085STATE 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 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -12.4 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR4 of last 6 scored updates positive, +23 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2085Peak form
1758All-time peak
1645Ladder track
+49RR above floor
1813Cobalt I · Skill RR53% TO COBALT I
Cobalt II → Cobalt I53% · 43 RR needed
REACTOR PULSE · FORM LAST 6HOT +23
Sentinel Confidence
75MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (42 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
-3.1 1st Deploybleeding
-7 2nd Deploybleeding
+5 3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1217 UTC avg +7.5 RR / update over 2 updates weakest: 1823 UTC (avg -5.8)
Recent Sessions
2026-08-25-15-001 update+11
2026-08-17-14-201 update+4
2026-08-15-20-401 update+13
2026-08-02-20-201 update-11
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+23HOT
Form Engine
net RR across last 6
+272peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
97
Support
73
Combat
52
Objective
38
95.9season KPH 126profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[19:12] > SCAN CYCLE 1912 COMPLETE — 1297 contacts indexed
[19:12] > RATING SIGNAL LOCKED: 1813 RR · COBALT I
[19:12] > LEAK SCAN: COMBAT PRESSURE below target — drain -12.4 RR/update
[19:12] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
Tea 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. Not every round is won by the kill feed, and this player shows that. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 23.3 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 15.5 vs 75/h target · weight 20%
-12.4RR / update
Objective actionsavg 10.7 vs 17/h target · weight 20%
-8.1RR / update
Kills per houravg 102.1 vs 152/h target · weight 20%
-6.9RR / update
Support actionsavg 34.2 vs 18/h target · weight 20%
-4.7RR / 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%
+1.5RR / update
Objective stops / C4 pressureavg 32.3 vs 13/h target · weight 20%
+4.3RR / update
Fix Simulator · Counterfactual
Average scored update right now-3.1 RR
Hit Combat pressure target — nothing else changes+6.4 RR / update
Hit Combat pressure + Objective actions targets+14 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+11 net
Your games
+11
Field drift
0
1 scored update in window
72h+11 net
Your games
+11
Field drift
0
1 scored update in window
7d+11 net
Your games
+11
Field drift
0
1 scored update in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 2%RR
Top 7%Combat
Top 42%Objective
Top 9%Support
Top 4%KPH
Objective Stops100/100
KPH97/100
Support73/100
Combat52/100
Objective38/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+11 impact)
⬢ COMMAND APPROVED BADGE Cobalt I TAPE SAYS Elite
Real proof, real pressure, real climb. I underlined your name twice on the board. TWO underlines. That is coach currency.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
The door is open. The DOOR. IS. OPEN. We do not admire open doors on this bench, we RUN through them screaming. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. Cobalt 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
▲
Clutch stops▲ High30.6 / 13 clutch/h target
Objective Leaks
▼
Frag pressure▼ Major12.7 / 75 combat/h target
▼
Team support▼ Major10.2 / 18 support/h target
▼
Kill pace▼ Major101.8 / 152 KPH target
Field Orders
◎
Frag pressureTARGET12.7 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Team supportTARGET10.2 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Kill paceTARGET101.8 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good signs. Stop pressure did not just look busy — it gave the team something usable. Next game: trade with the wave. If the enemy falls, the push should move before the body gets cold. Coach order: first contact is good; useful first contact is better.
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 2026-08-25-15-00 / +11 game impact
Coach
COMMAND APPROVED
Real proof, real pressure, real climb. I underlined your name twice on the board. TWO underlines. That is coach currency.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt ICobalt I
➞
The tape saysEliteElite
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
The door is open. The DOOR. IS. OPEN. We do not admire open doors on this bench, we RUN through them screaming. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. Cobalt 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
ENGINEERjudged by your class bar
FILE 010 VETERAN UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksPage 10 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.And before you argue with the board: the best PRESSURE in this file is 1.40, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Tomorrow this page is history and the standard it set is not. That is the deal with nights like this: you do not get to visit them, you get to LIVE at that address.
SUPPORT
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
2.00
CLASS BAR 1.00
The drill // next sessionThe bar met its match. New order: make this boring. Make excellence your Tuesday.
CANARYWHARFWON
309 damage a minute out, 279 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FLETCHER
IN YOUR SQUAD 3 OF LAST 6
Fletcher holds ground with invisible threats. Three armed stickies is a NO TRESPASSING sign most teams read too late.
▸FILM ROOM // CANARY WHARF
The objective windows on Wharf are short and violent. Have the engineer escorted BEFORE the window opens, not summoned after.
❞Tape like tonight is why I still carry the whistle.

Working signals

Clutch stops▲ High
30.6 / 13 clutch/h target
5 positive +28 last 6

Objective leaks

Frag pressure▼ Major
12.7 / 75 combat/h target
Team support▼ Major
10.2 / 18 support/h target
Kill pace▼ Major
101.8 / 152 KPH target
1 negative 1.424 vs 1.244

Field orders

Frag pressuretarget
12.7 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
10.2 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill pacetarget
101.8 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
Cobalt. COBALT. At this altitude, good is a slur. I expected you walking into lanes like a landlord collecting rent. Every fight, every angle — yours by default.
What your last games gave me
That was not a performance, that was an eviction notice served to an entire lobby. Frame it. FRAME IT.
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 15.5 vs 75/h target · weight 20%
-12.4RR / update
Objective actionsavg 10.7 vs 17/h target · weight 20%
-8.1RR / update
Kills per houravg 102.1 vs 152/h target · weight 20%
-6.9RR / update
Support actionsavg 34.2 vs 18/h target · weight 20%
-4.7RR / 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%
+1.5RR / update
Objective stops / C4 pressureavg 32.3 vs 13/h target · weight 20%
+4.3RR / update
Fix simulator
Average scored update right now-3.1 RR
Hit Combat pressure target — nothing else changes+6.4 RR / update
Hit Combat pressure + Objective actions targets+14 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+11 net
Your games+11
Field drift0
1 scored update in window
72h+11 net
Your games+11
Field drift0
1 scored update in window
7d+11 net
Your games+11
Field drift0
1 scored update in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1217 UTC avg +7.5 RR / update over 2 updates weakest: 1823 UTC (avg -5.8)
Fatigue signature · avg RR by update # in a session
-3.11st
-72nd
+53rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-08-25-15-001 update+11
2026-08-17-14-201 update+4
2026-08-15-20-401 update+13
2026-08-02-20-201 update-11
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 2%RR
Top 7%Combat
Top 42%Objective
Top 9%Support
Top 4%KPH
Objective Stops100/100
KPH97/100
Support73/100
Combat52/100
Objective38/100
Personal intelligence / weekly compile

Loadout DNA // Tea

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
46completed proof matches
9maps in personal file
Supportdominant 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 PHOENIX / KE81 loadout card
PHOENIX / KE81Medic

21 completed matches / 52.4% observed result

Signature 2 AIMEE / G85 loadout card
AIMEE / G85Recon

11 completed matches / 81.8% observed result

Signature 3 GUARDIAN / T76 loadout card
GUARDIAN / T76Medic

9 completed matches / 88.9% observed result

Signature 4 STOKER / T52 loadout card
STOKER / T52Fire Support

8 completed matches / 50.0% observed result

Role DNA
Combat
84
Objective
32
Support
96
Precision
86
Pressure
88
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 AIMEE / G85 loadout card
AIMEE / G85Recon
Test AIMEE / F51 loadout card
AIMEE / F51Recon
Keep AIMEE. Change one card.

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

11 completed matches / 81.8% observed result 8,759 completed carries / 2,531 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.

Underground12 personal / 33.3% observed
PHOENIX / KE81 loadout card
Your observed cardPHOENIX / KE81

7 completed matches / 28.6% observed result

PHOENIX / CR72 loadout card
Archive same-merc leadPHOENIX / CR72

3,174 archive carries / 500 players / 51.5% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Whitechapel9 personal / 55.6% observed
PHOENIX / KE81 loadout card
Your observed cardPHOENIX / KE81

4 completed matches / 100.0% observed result

PHOENIX / C41 loadout card
Archive same-merc leadPHOENIX / C41

5,530 archive carries / 500 players / 52.2% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge7 personal / 42.9% observed
PHOENIX / KE81 loadout card
Your observed cardPHOENIX / KE81

3 completed matches / 33.3% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle5 personal / 60.0% observed
AIMEE / G85 loadout card
Your observed cardAIMEE / G85

2 completed matches / early read

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Terminal Redux4 personal / 75.0% observed
SAWBONEZ / SM72 loadout card
Your observed cardSAWBONEZ / SM72

2 completed matches / early read

SAWBONEZ / SM83 loadout card
Archive same-merc leadSAWBONEZ / SM83

141 archive carries / 126 players / 49.2% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Trainyard3 personal / 66.7% observed
AIMEE / G85 loadout card
Your observed cardAIMEE / G85

1 completed match / early read

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

04 / whole kit

Deck and squad links

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

AIMEE / G85 loadout card
AIMEE / G85
GUARDIAN / T76 loadout card
GUARDIAN / T76
PHOENIX / KE81 loadout card
PHOENIX / KE81
Signature deck

7 completed matches / 85.7% 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 x2 / GUARDIAN / M72Most Finishes x2 / AIMEE / G85Most Finishes x2 / AIMEE / F51Most Finishes x2 / PHOENIX / CR81

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

1813Public Skill RR now
—Recorded season RR change
-31Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

Line = season RR before public adjustments. Bars match the last ten scored updates below, filtered by the selected range. Performance is a different unit—not direct public RR gains.

Current accounting: 1813 season RR + 0 public adjustment = 1813 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 18 valid updates
2026-08-25-15-00+11 performance
Activity: 14.6 min / 20 K / 14 A / 2 W
Score: actual 1.424 vs expected 1.244 / margin 0.179
Show exact performance breakdown
1.424Actual score
1.244Expected score
0.179Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.45
OBJECTIVE1.38
SUPPORT2.00
PRESSURE1.13
ground truth 1.45 vs legacy read 0.94 · 1 match window · 1.00 = your class target for this lobby
2026-08-17-14:20+4 performance
Activity: 17 min / 30 K / 27 A / 2 W
Score: actual 1.384 vs expected 1.325 / margin 0.059
Show exact performance breakdown
1.384Actual score
1.325Expected score
0.059Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.78
OBJECTIVE1.33
SUPPORT1.42
PRESSURE0.93
ground truth 1.39 vs legacy read 1.02 · 1 match window · 1.00 = your class target for this lobby
2026-08-15-20:40+13 performance
Activity: 20.4 min / 29 K / 11 A / 0 W
Score: actual 1.499 vs expected 1.284 / margin 0.215
Show exact performance breakdown
1.499Actual score
1.284Expected score
0.215Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.21
OBJECTIVE1.09
SUPPORT2.00
PRESSURE0.89
ground truth 1.52 vs legacy read 1.13 · 1 match window · 1.00 = your class target for this lobby
2026-08-02-20:20-11 performance
Activity: 38.3 min / 76 K / 28 A / 0 W
Score: actual 1.04 vs expected 1.217 / margin -0.177
Show exact performance breakdown
1.04Actual score
1.217Expected score
-0.177Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.31
OBJECTIVE0.16
SUPPORT1.37
PRESSURE1.21
ground truth 1.05 vs legacy read 0.82 · 2 match window · 1.00 = your class target for this lobby
2026-07-22-23-00+6 performance
Activity: 20.3 min / 25 K / 17 A / 1 W
Score: actual 1.251 vs expected 1.151 / margin 0.101
Show exact performance breakdown
1.251Actual score
1.151Expected score
0.101Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.96
OBJECTIVE2.00
SUPPORT1.25
PRESSURE1.09
ground truth 1.22 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-20:20+5 performance
Activity: 7.2 min / 7 K / 9 A / 0 W
Score: actual 1.274 vs expected 1.193 / margin 0.081
Show exact performance breakdown
1.274Actual score
1.193Expected score
0.081Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.20
OBJECTIVE0.62
SUPPORT1.80
PRESSURE1.40
ground truth 1.37 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-20-00-26 performance
Activity: 7 min / 11 K / 1 A / 0 W
Score: actual 0.839 vs expected 1.264 / margin -0.425
Show exact performance breakdown
0.839Actual score
1.264Expected score
-0.425Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.06
OBJECTIVE0.08
SUPPORT0.51
PRESSURE1.45
ground truth 0.87 vs legacy read 0.21 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-19:40-18 performance
Activity: 13.8 min / 27 K / 16 A / 2 W
Score: actual 0.947 vs expected 1.247 / margin -0.3
Show exact performance breakdown
0.947Actual score
1.247Expected score
-0.3Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.17
OBJECTIVE0.96
SUPPORT0.48
PRESSURE0.96
ground truth 1.01 vs legacy read 0.49 · 2 match window · 1.00 = your class target for this lobby
2026-07-10-20:40+12 performance
Activity: 36.3 min / 66 K / 49 A / 0 W
Score: actual 1.404 vs expected 1.202 / margin 0.202
Show exact performance breakdown
1.404Actual score
1.202Expected score
0.202Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.25
OBJECTIVE0.92
SUPPORT2.00
PRESSURE0.88
ground truth 1.39 vs legacy read 1.06 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-20:20-27 performance
Activity: 12.3 min / 9 K / 17 A / 0 W
Score: actual 0.896 vs expected 1.337 / margin -0.44
Show exact performance breakdown
0.896Actual score
1.337Expected score
-0.44Margin
61K-factor
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 season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

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 recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

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.

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

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.

ONLINE NOW 1 · LAST 24H 565 · LAST 30 DAYS 9997