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

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
14:33
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
MewSkaLas
Silver III
Silver loadout fileLoadout signal file

MewSkaLas1313 Skill RR

Silver III

Active SignalLive rank slot held / state file ? 2.6d ago
1313Skill RR
#363Board position
Signal heldField state
28 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 6/10
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
75/100
High Pressure
Preview only · provisional 6/10 matches
PROJECTED RR IF ENABLED+15 Skill RR
BASE SKILL RR1234
PRESSURE BUDGET±31 RR
VISIBLE PREVIEW1249
Silent Support x 5Field Closer x 1

Recent eligible matches are bending the field clearly above expectation.

75Current gauge
71Newest match
50Expected pressure
6/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Won Abandoned Won Loss Won Abandoned Loss Won Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

MewSkaLas 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. More plants, stops, escort work, and direct obj touches would make the good minutes count even harder. The support side gives the team second chances when the push gets messy. Adding more obj work and support value in the next game would make the round value much easier to feel.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
2 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[BLOOD]BATH OBJ\/EXE\/SW: Voting | FF-OFF
obj_canarywharf · Objective · Early Game
Maplast saved
obj_canarywharf
Objective · Early Game
Last lobby3 ranked players
4/16
players in monitored server
Lobby difficultyGold III
1374
avg Skill RR 1374
Ranked densityrank signal
75%
3 of 4 detected players
Stomp riskbalance signal
15 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 4
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Dropping · Skill RR is the rank signal
BOARD POSITION#363
Skill rating signal
Silver III
1313Silver III · Skill RR
Silver III → Silver II67%
11 RR to Silver II28 RR above floor
1999Peak form
1325All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
COLD-80 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability50%
SWINGY
Peak form gapElite
+686 gap
Standing moveSkill scale
-98
Rank pressureField opened
Field opened +4 RR
Idle field shiftoffline
+4
Player DNAStable read
MewSkaLas is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. More fight pressure near the team would make those useful minutes much more dangerous. The obj side gives the team more than just scoreboard value. Current support pace sits around 26.9 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:25:27 UTC
NEXT SCAN 14:33
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #363 MewSkaLas 1313 RR · FORM COLD — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -16 RR/UPDATE · PEAK FORM 1999 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
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
MewSkaLas
Silver III · Objective Stopper
#363BOARD POS
RR 1313PEAK 1999STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -16 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#362 Balistac is 0 RR ahead and closing.
Cold StreakSEV-23 negative in the last 6 updates, -80 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1999Peak form
1325All-time peak
0Ladder track
+28RR above floor
1313Silver III · Skill RR67% TO SILVER II
Silver III → Silver II67% · 11 RR needed
REACTOR PULSE · FORM LAST 6COLD -80
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (833 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 10 SESSIONS ANALYSED
0 1st Deployopener
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 2 updates
Recent Sessions
2026-07-15-09-001 update0
2026-07-14-10-201 update0
2026-07-12-11-401 update0
2026-07-12-09-001 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-80COLD
Form Engine
net RR across last 6
+686peak form gap -98standing move +4idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
84
KPH
56
Objective
53
Combat
9
69.4season KPH 73.1profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:25] > SCAN CYCLE 2325 COMPLETE — 565 contacts indexed
[23:25] > RATING SIGNAL LOCKED: 1313 RR · SILVER III · BOARD #363
[23:25] > LEAK SCAN: COMBAT PRESSURE below target — drain -16 RR/update
[23:25] > FORM ENGINE: 3/6 positive — band COLD, stability 50%
Sentinel Read · Player Assessment
MewSkaLas is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. More fight pressure near the team would make those useful minutes much more dangerous. The obj side gives the team more than just scoreboard value. Current support pace sits around 26.9 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 2.3 vs 75/h target · weight 20%
-16RR / update
Kills per houravg 58.1 vs 152/h target · weight 20%
-9.8RR / update
Objective actionsavg 8.7 vs 17/h target · weight 20%
-8.2RR / update
Objective stops / C4 pressureavg 16.2 vs 13/h target · weight 20%
-3.3RR / update
Support actionsavg 34.7 vs 18/h target · weight 20%
-0.2RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.8RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.6RR / update
Fix Simulator · Counterfactual
Average scored update right now-4 RR
Hit Combat pressure target — nothing else changes+13 RR / update
Hit Combat pressure + Objective actions targets+25.9 RR / update
Counterfactual on the same games, same K-factor (~90). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h-73 net
Your games
-73
Field drift
0
1 scored update in window
7d-80 net
Your games
-80
Field drift
0
6 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 15%RR
Top 62%Combat
Top 24%Objective
Top 8%Support
Top 35%KPH
Objective Stops100/100
Support84/100
KPH56/100
Objective53/100
Combat9/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-73 impact)
⬢ WHAT WAS THAT?! BADGE Silver III TAPE SAYS Bronze V
Total shutdown — yours, personally. You offered the resistance of a beaded curtain.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Do not look at me like that. I did not play the games. I just had to WATCH them.
⬢ FAST CLIMB ORDER
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Silver II. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
No strong booster in the last scored game.
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major0 / 18 support/h target
Clutch stops▼ Major0 / 13 clutch/h target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Serious reset. The team cannot use pressure that never reaches the round. Next game, stay with the wave and make the obj feel it. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. Coach order: C4 is not furniture. Arm it, clear it, defend it, or get someone off it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-15-09-00 / -73 game impact
Coach
WHAT WAS THAT?!
Total shutdown — yours, personally. You offered the resistance of a beaded curtain.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IIISilver III
The tape saysBronze VBronze V
Do not look at me like that. I did not play the games. I just had to WATCH them.
Fast climb order
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Silver II. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 004 STUDENT UNDER ORDER: COMBAT
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 COMBAT in this file is 1.48, 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.
COMBAT
I am not angry. Angry costs energy. This is just me reading a number out loud so we never see it again.
0.74
CLASS BAR 1.00
SUPPORT
Sit down and watch this back. THAT is your ceiling - and tonight you touched it with both hands.
2.00
CLASS BAR 1.00
The drill // next sessionYour gun is part of the kit. Next session: every revive gets a follow-up elimination — pick your side of the fight and shoot it.
CANARYWHARFLOST
215 in, 0 out. I watched this part standing up. Not out of respect - I just could not sit through it.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHOENIX
IN YOUR SQUAD EVERY RECENT GAME
Count the enemies who saw you drop. Self-revive into the gap they left, not the crosshair they kept — patience turns the second life into two answers.
FILM ROOM // CANARY WHARF
Attacking Wharf: take the lifts and stairs as a pair — one body per route splits their eyes, and the flank that lands first unlocks the floor.
75 of 50, ten fights running. Teams get built around numbers like that. Remember I said it first.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
3 positive -80 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
3 negative 0.066 vs 0.987

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
What I expected from your last games
At this point in your file I expect intent. INTENT. When you walk into a lane, I want a reason. When you die, I want a receipt.
What your last games gave me
You floated through those rounds like a balloon someone let go of at a birthday party. Drifting. Bumping into walls. Contributing a vague sense of sadness.
How fast this can move you
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
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 2.3 vs 75/h target · weight 20%
-16RR / update
Kills per houravg 58.1 vs 152/h target · weight 20%
-9.8RR / update
Objective actionsavg 8.7 vs 17/h target · weight 20%
-8.2RR / update
Objective stops / C4 pressureavg 16.2 vs 13/h target · weight 20%
-3.3RR / update
Support actionsavg 34.7 vs 18/h target · weight 20%
-0.2RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.8RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.6RR / update
Fix simulator
Average scored update right now-4 RR
Hit Combat pressure target — nothing else changes+13 RR / update
Hit Combat pressure + Objective actions targets+25.9 RR / update
Counterfactual on the same games, same K-factor (~90). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h0 net
Your games0
Field drift0
0 scored updates in window
72h-73 net
Your games-73
Field drift0
1 scored update in window
7d-80 net
Your games-80
Field drift0
6 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 2 updates
Fatigue signature · avg RR by update # in a session
+01st
2nd
3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-07-15-09-001 update0
2026-07-14-10-201 update0
2026-07-12-11-401 update0
2026-07-12-09-001 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 15%RR
Top 62%Combat
Top 24%Objective
Top 8%Support
Top 35%KPH
Objective Stops100/100
Support84/100
KPH56/100
Objective53/100
Combat9/100
Personal intelligence / weekly compile

Loadout DNA // MewSkaLas

Signature mercs, exact functional cards, map habits and the smallest useful next test. Personal history stays personal; field options use separate completed-match evidence.

Building personal record
8completed proof matches
4maps in personal file
Supportdominant 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 PHANTOM / BL64 loadout card
PHANTOM / BL64Recon

8 completed matches / 87.5% observed result

Signature 2 PHOENIX / CR81 loadout card
PHOENIX / CR81Medic

8 completed matches / 87.5% observed result

Signature 3 PROXY / H52 loadout card
PROXY / H52Engineer

4 completed matches / 75.0% observed result

Signature 4 JAVELIN / SH61 loadout card
JAVELIN / SH61Fire Support

2 completed matches / early read

Role DNA
Combat
23
Objective
49
Support
67
Precision
58
Pressure
20
Compared with tracked ranked playersBUILDING 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 PHANTOM / BL64 loadout card
PHANTOM / BL64Recon
Test PHANTOM / CR94 loadout card
PHANTOM / CR94Recon
Keep PHANTOM. Change one card.

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

8 completed matches / 87.5% observed result 3,436 completed carries / 1,801 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.

Underground2 personal / early read
JAVELIN / SH61 loadout card
Your observed cardJAVELIN / SH61

2 completed matches / early read

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

Trainyard2 personal / early read
PHANTOM / BL64 loadout card
Your observed cardPHANTOM / BL64

2 completed matches / early read

PHANTOM / BL94 loadout card
Archive same-merc leadPHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

HUNTER / 396 loadout card
Archive field referenceHUNTER / 396

160 archive carries / 118 players / 52.9% conservative floor

Bridge2 personal / early read
PHANTOM / BL64 loadout card
Your observed cardPHANTOM / BL64

2 completed matches / early read

PHANTOM / CR51 loadout card
Archive same-merc leadPHANTOM / CR51

177 archive carries / 157 players / 52.0% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Heist2 personal / early read
PHANTOM / BL64 loadout card
Your observed cardPHANTOM / BL64

2 completed matches / early read

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% 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.

PHANTOM / BL64 loadout card
PHANTOM / BL64
PHOENIX / CR81 loadout card
PHOENIX / CR81
PROXY / H52 loadout card
PROXY / H52
Signature deck

4 completed matches / 75.0% observed result

These three cards were carried in the same completed match. It describes the kit; it does not claim every card caused the result.

Most Revives x3 / PHOENIX / CR81Match award x1 / STOKER / M55

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

1313Skill RR
-10Skill RR delta
1323Peak 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 ? 10 valid updates
2026-07-15-09-00-73 performance
Activity: 0.3 min / 1 K / 0 A / 1 W
Score: actual 0.066 vs expected 0.987 / margin -0.921
Show exact performance breakdown
0.066Actual score
0.987Expected score
-0.921Margin
79K-factor
2026-07-14-10:20+34 performance
Activity: 13.3 min / 9 K / 14 A / 0 W
Score: actual 1.377 vs expected 0.944 / margin 0.433
Show exact performance breakdown
1.377Actual score
0.944Expected score
0.433Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.74
OBJECTIVE1.50
SUPPORT2.00
PRESSURE0.99
ground truth 1.48 vs legacy read 0.52 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-11:40+22 performance
Activity: 3.4 min / 3 K / 3 A / 1 W
Score: actual 1.268 vs expected 0.985 / margin 0.282
Show exact performance breakdown
1.268Actual score
0.985Expected score
0.282Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.92
OBJECTIVE1.65
SUPPORT2.00
PRESSURE0.59
ground truth 1.26 vs legacy read 0.91 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-09-00-72 performance
Activity: 1.3 min / 3 K / 0 A / 0 W
Score: actual 0.105 vs expected 1.023 / margin -0.918
Show exact performance breakdown
0.105Actual score
1.023Expected score
-0.918Margin
79K-factor
2026-07-12-05:40-2 performance
Activity: 12 min / 24 K / 5 A / 1 W
Score: actual 1.007 vs expected 1.026 / margin -0.019
Show exact performance breakdown
1.007Actual score
1.026Expected score
-0.019Margin
105K-factor
2026-07-11-11:20+11 performance
Activity: 10.5 min / 10 K / 8 A / 3 W
Score: actual 1.112 vs expected 1.005 / margin 0.107
Show exact performance breakdown
1.112Actual score
1.005Expected score
0.107Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.63
OBJECTIVE0.96
SUPPORT2.00
PRESSURE1.04
ground truth 1.09 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-10:40+33 performance
Activity: 7.3 min / 10 K / 5 A / 2 W
Score: actual 1.311 vs expected 0.997 / margin 0.314
Show exact performance breakdown
1.311Actual score
0.997Expected score
0.314Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.95
OBJECTIVE1.56
SUPPORT2.00
PRESSURE0.84
ground truth 1.30 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-09:40+67 performance
Activity: 9 min / 9 K / 13 A / 2 W
Score: actual 1.325 vs expected 0.689 / margin 0.636
Show exact performance breakdown
1.325Actual score
0.689Expected score
0.636Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.89
OBJECTIVE1.74
SUPPORT2.00
PRESSURE1.11
ground truth 1.37 vs legacy read 0.52 · 1 match window · 1.00 = your class target for this lobby
2026-07-08-12:40-76 performance
Activity: 3.2 min / 2 K / 2 A / 1 W
Score: actual 0.061 vs expected 1.301 / margin -1.24
Show exact performance breakdown
0.061Actual score
1.301Expected score
-1.24Margin
61K-factor
2026-07-07-08:40+92 performance
Activity: 3.7 min / 3 K / 6 A / 1 W
Score: actual 1.321 vs expected 0.442 / margin 0.879
Show exact performance breakdown
1.321Actual score
0.442Expected score
0.879Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.48
OBJECTIVE1.10
SUPPORT2.00
PRESSURE0.87
ground truth 1.37 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Silver III / Skill RR 1313 / 0 RR
Position 382 / Objective Stopper / KPH 73.05 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Silver III / Skill RR 1313 / 0 RR
Position 382 / Objective Stopper / KPH 73.05 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Silver III / Skill RR 1313 / 0 RR
Position 383 / Objective Stopper / KPH 73.05 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Silver III / Skill RR 1313 / -2 RR
Position 383 / Objective Stopper / KPH 73.05 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -2 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Silver III / Skill RR 1315 / +1 RR
Position 382 / Objective Stopper / KPH 73.05 / 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
HELD Silver III / Skill RR 1314 / -1 RR
Position 385 / Objective Stopper / KPH 73.05 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-21-20
FIELD SHIFT Silver III / Skill RR 1315 / 0 RR
Position 382 / Objective Stopper / KPH 73.05 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
HELD Silver III / Skill RR 1315 / -1 RR
Position 382 / Objective Stopper / KPH 73.05 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-20-40
FIELD SHIFT Silver III / Skill RR 1316 / +1 RR
Position 381 / Objective Stopper / KPH 73.05 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Silver III / Skill RR 1315 / 0 RR
Position 382 / Objective Stopper / KPH 73.05 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

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

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

What does 4/4 mean?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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