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
11:33
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
trocster
RESTITUTION PAID — +4 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +3 RR on Jul 7, 2026 01:20 UTC. Games poisoned by cheaters can never count against anyone here.
Gold III
SEASON I REWARD
Cobalt III
Cobalt III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

trocster1542 Skill RR

Gold III

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay4 RR lifetime / the system pays the mercs who endure a quarantined contract
1542Skill RR
#167Board position
Negative impactField state
48 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+4 Skill RR
BASE SKILL RR1859
PRESSURE BUDGET±46 RR
VISIBLE PREVIEW1863

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

54Current gauge
47Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Won Loss Loss Won Won Loss Loss Won Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

trocster 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. A little more team support around the fights would make this player harder to trade out cleanly. There is also enough support value here to keep pushes from dying after one bad trade. The next good update comes from adding more support value and fight pressure to the useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
14 min ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_terminalredux · Stopwatch · Late Game
Maplast saved
obj_terminalredux
Stopwatch · Late Game
Last lobby14 ranked players
15/16
players in monitored server
Lobby difficultyGold III
1355
avg Skill RR 1355
Ranked densityrank signal
93.3%
14 of 15 detected players
Stomp riskbalance signal
71 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#167
Skill rating signal
Gold III
1542Gold III · Skill RR
Gold III → Gold II84%
16 RR to Gold II48 RR above floor
2150Peak form
1862All-time peak
1859Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
HOT+55 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapElite
+608 gap
Standing moveSkill scale
+15
Rank pressureField opened
Field opened +11 RR
Idle field shiftoffline
+3
Player DNAStable read
trocster helps keep the team alive when the first trade goes wrong. This player makes pushes less fragile because one bad trade does not always end the wave. Those second chances can be the difference between a dead push and a round that keeps moving. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 25.5 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:28:28 UTC
NEXT SCAN 11:32
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #167 trocster 1542 RR · CONTACT #169 CLOSURE +291/DAY — INTERCEPT ~1D · FORM HOT — 4/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -5.2 RR/UPDATE · PEAK FORM 2150 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
trocster
Gold III · Hot Streak Objective Stopper
#167BOARD POS
RR 1542PEAK 2150STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
Threat ClosingSEV-1#169 Mike Oxmoul gained +291 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -5.2 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Form SurgingCLEAR4 of last 6 scored updates positive, +55 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2150Peak form
1862All-time peak
1859Ladder track
+48RR above floor
1542Gold III · Skill RR84% TO GOLD II
Gold III → Gold II84% · 16 RR needed
REACTOR PULSE · FORM LAST 6HOT +55
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1669 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-21-405 updates0
2026-07-16-23-005 updates0
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
+55HOT
Form Engine
net RR across last 6
+608peak form gap +15standing move +3idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
80
KPH
79
Combat
43
Objective
27
119.4season KPH 103.1profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:28] > SCAN CYCLE 2328 COMPLETE — 565 contacts indexed
[23:28] > RATING SIGNAL LOCKED: 1542 RR · GOLD III · BOARD #167
[23:28] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -5.2 RR/update
[23:28] > THREAT TRACK: contact #169 closure +291/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
trocster helps keep the team alive when the first trade goes wrong. This player makes pushes less fragile because one bad trade does not always end the wave. Those second chances can be the difference between a dead push and a round that keeps moving. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 25.5 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 9.8 vs 17/h target · weight 20%
-5.2RR / update
Support actionsavg 12.7 vs 18/h target · weight 20%
-4.8RR / update
Combat pressureavg 46.7 vs 75/h target · weight 20%
-4.5RR / update
Kills per houravg 127.7 vs 152/h target · weight 20%
-1.9RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.6RR / update
Objective stops / C4 pressureavg 54.7 vs 13/h target · weight 20%
+12.2RR / update
Fix Simulator · Counterfactual
Average scored update right now+8.5 RR
Hit Objective actions target — nothing else changes+15 RR / update
Hit Objective actions + Support actions targets+21.5 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+65 net
Your games
+65
Field drift
0
9 scored updates in window
72h+87 net
Your games
+87
Field drift
0
16 scored updates in window
7d+147 net
Your games
+147
Field drift
0
38 scored updates 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 8%RR
Top 13%Combat
Top 65%Objective
Top 9%Support
Top 11%KPH
Objective Stops100/100
Support80/100
KPH79/100
Combat43/100
Objective27/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-3 impact)
⬢ LEVEL HELD BADGE Gold III TAPE SAYS Elite
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ FAST CLIMB ORDER
The badge is safe and I am BORED. Do you know how dangerous a bored coach is? Break the stalemate before I start innovating. 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 Gold 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
Clutch stops▲ High38.2 / 13 clutch/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Medium111.6 / 152 KPH target
Field Orders
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET111.6 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Careful. The round wanted more from you than background pressure. Next game: stay near the blue names. A revive five seconds too late is just a funeral with paperwork. Coach order: make teammates harder to delete.
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 2026-07-17-23:20 / -3 game impact
Coach
LEVEL HELD
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIIGold III
The tape saysEliteElite
Two badges, one truth: the ladder owes you money. Collect it next session.
Fast climb order
The badge is safe and I am BORED. Do you know how dangerous a bored coach is? Break the stalemate before I start innovating. 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 Gold 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
ASSAULTjudged by your class bar
FILE 028 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksOBJECTIVE moved: 0.38 to 0.79. Not clean yet - but the hands are reaching for the right habit, and I notice everything.And before you argue with the board: the best SUPPORT in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Your last pages average 0.86 on SUPPORT. Tonight reads 0.48. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.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.
SUPPORT
My clipboard has a dent in it now. We both know whose shift put it there.
0.48
CLASS BAR 1.00
COMBAT
THIS. Whatever you ate, whatever you listened to, whatever you argued with on the way here - repeat all of it.
1.37
CLASS BAR 1.00
The drill // next sessionI am not asking. Play with your team in your peripheral vision. The engine pays assault players who make the five better, not just the one.
TERMINALREDUXLOST
398 a minute, and they managed 225 back. Somewhere their coach is having MY kind of night.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FRAGGER
IN YOUR SQUAD EVERY RECENT GAME
Cooked grenade THROUGH the door, body right behind it. The two arrive together or not at all — separation is where entries die.
FILM ROOM // TERMINAL
Terminal's forward spawn is a Fragger errand: most health through the door, grenade pre-cooked for the room. Take the flag early and the map moves thirty meters for everyone.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ High
38.2 / 13 clutch/h target
4 positive +55 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Medium
111.6 / 152 KPH target
2 negative 1.045 vs 1.092

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
111.6 / 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
At this level, existing is not a contribution. I expected you to bend rounds. Win the fight that opens the lane. Hold the corner that saves the plant. BE somebody.
What your last games gave me
Apex stuff. You ran through their setups with total authority. Somewhere their shotcaller is awake at 3 AM whispering your name at the ceiling.
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
Objective actionsavg 9.8 vs 17/h target · weight 20%
-5.2RR / update
Support actionsavg 12.7 vs 18/h target · weight 20%
-4.8RR / update
Combat pressureavg 46.7 vs 75/h target · weight 20%
-4.5RR / update
Kills per houravg 127.7 vs 152/h target · weight 20%
-1.9RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.6RR / update
Objective stops / C4 pressureavg 54.7 vs 13/h target · weight 20%
+12.2RR / update
Fix simulator
Average scored update right now+8.5 RR
Hit Objective actions target — nothing else changes+15 RR / update
Hit Objective actions + Support actions targets+21.5 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+65 net
Your games+65
Field drift0
9 scored updates in window
72h+87 net
Your games+87
Field drift0
16 scored updates in window
7d+147 net
Your games+147
Field drift0
38 scored updates 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
0005 UTC avg +0 RR / update over 3 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-21-405 updates0
2026-07-16-23-005 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 13%Combat
Top 65%Objective
Top 9%Support
Top 11%KPH
Objective Stops100/100
Support80/100
KPH79/100
Combat43/100
Objective27/100
Personal intelligence / weekly compile

Loadout DNA // trocster

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
504completed proof matches
11maps in personal file
Pressuredominant 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 FRAGGER / M93 loadout card
FRAGGER / M93Assault

213 completed matches / 55.4% observed result

Signature 2 AURA / BL41 loadout card
AURA / BL41Medic

179 completed matches / 53.6% observed result

Signature 3 SKYHAMMER / M92 loadout card
SKYHAMMER / M92Fire Support

129 completed matches / 49.6% observed result

Signature 4 AURA / BL83 loadout card
AURA / BL83Medic

95 completed matches / 51.6% observed result

Role DNA
Combat
83
Objective
37
Support
70
Precision
61
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 NADER / KE71 loadout card
NADER / KE71Assault
Test NADER / CR81 loadout card
NADER / CR81Assault
Keep NADER. Change one card.

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

74 completed matches / 47.3% observed result 22,814 completed carries / 4,467 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.

Whitechapel98 personal / 46.9% observed
AURA / BL41 loadout card
Your observed cardAURA / BL41

42 completed matches / 47.6% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge80 personal / 51.2% observed
FRAGGER / M93 loadout card
Your observed cardFRAGGER / M93

37 completed matches / 56.8% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground64 personal / 56.2% observed
FRAGGER / M93 loadout card
Your observed cardFRAGGER / M93

34 completed matches / 58.8% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle64 personal / 59.4% observed
FRAGGER / M93 loadout card
Your observed cardFRAGGER / M93

31 completed matches / 67.7% observed result

FRAGGER / K43 loadout card
Archive same-merc leadFRAGGER / K43

122 archive carries / 60 players / 51.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard47 personal / 51.1% observed
AURA / BL41 loadout card
Your observed cardAURA / BL41

21 completed matches / 57.1% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux39 personal / 41.0% observed
FRAGGER / M93 loadout card
Your observed cardFRAGGER / M93

19 completed matches / 47.4% observed result

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

04 / whole kit

Deck and squad links

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

AURA / BL41 loadout card
AURA / BL41
FRAGGER / M93 loadout card
FRAGGER / M93
SKYHAMMER / M92 loadout card
SKYHAMMER / M92
Signature deck

54 completed matches / 51.9% observed result

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

Most Finishes x16 / FRAGGER / M93Most Revives x10 / AURA / BL41Most Kills x7 / FRAGGER / M93Most Ammo x7 / 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

1542Skill RR
+17Skill RR delta
1543Peak 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 ? 100 valid updates
2026-07-17-23:20-3 performance
Activity: 10.2 min / 19 K / 16 A / 0 W
Score: actual 1.045 vs expected 1.092 / margin -0.047
Show exact performance breakdown
1.045Actual score
1.092Expected score
-0.047Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.37
OBJECTIVE0.79
SUPPORT0.48
PRESSURE0.86
ground truth 1.06 vs legacy read 0.75 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-00+14 performance
Activity: 23.6 min / 60 K / 33 A / 3 W
Score: actual 1.26 vs expected 1.035 / margin 0.225
Show exact performance breakdown
1.26Actual score
1.035Expected score
0.225Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.84
OBJECTIVE0.46
SUPPORT0.61
PRESSURE0.86
ground truth 1.23 vs legacy read 1.29 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:40+34 performance
Activity: 13.8 min / 34 K / 27 A / 0 W
Score: actual 1.544 vs expected 0.988 / margin 0.556
Show exact performance breakdown
1.544Actual score
0.988Expected score
0.556Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.74
OBJECTIVE0.78
SUPPORT2.00
PRESSURE0.62
ground truth 1.53 vs legacy read 0.97 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:20+12 performance
Activity: 32.5 min / 70 K / 52 A / 1 W
Score: actual 1.187 vs expected 0.99 / margin 0.197
Show exact performance breakdown
1.187Actual score
0.99Expected score
0.197Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.64
OBJECTIVE0.75
SUPPORT0.33
PRESSURE0.85
ground truth 1.16 vs legacy read 1.10 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-21:40-11 performance
Activity: 19 min / 48 K / 30 A / 2 W
Score: actual 0.858 vs expected 1.032 / margin -0.174
Show exact performance breakdown
0.858Actual score
1.032Expected score
-0.174Margin
61K-factor
2026-07-17-00:20+9 performance
Activity: 9.9 min / 22 K / 12 A / 0 W
Score: actual 1.076 vs expected 0.932 / margin 0.144
Show exact performance breakdown
1.076Actual score
0.932Expected score
0.144Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.32
OBJECTIVE0.38
SUPPORT1.51
PRESSURE0.70
ground truth 1.01 vs legacy read 0.93 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-00-00+11 performance
Activity: 13.6 min / 34 K / 11 A / 0 W
Score: actual 1.189 vs expected 1.01 / margin 0.179
Show exact performance breakdown
1.189Actual score
1.01Expected score
0.179Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.38
OBJECTIVE1.47
SUPPORT0.08
PRESSURE0.96
ground truth 1.17 vs legacy read 1.08 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-23:40-3 performance
Activity: 12 min / 21 K / 14 A / 2 W
Score: actual 0.988 vs expected 1.03 / margin -0.042
Show exact performance breakdown
0.988Actual score
1.03Expected score
-0.042Margin
61K-factor
2026-07-16-23:20+2 performance
Activity: 5.6 min / 9 K / 8 A / 0 W
Score: actual 0.954 vs expected 0.925 / margin 0.029
Show exact performance breakdown
0.954Actual score
0.925Expected score
0.029Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.15
OBJECTIVE0.97
SUPPORT0.20
PRESSURE0.96
ground truth 0.98 vs legacy read 0.56 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-23-00+20 performance
Activity: 13.9 min / 23 K / 26 A / 0 W
Score: actual 1.291 vs expected 0.96 / margin 0.331
Show exact performance breakdown
1.291Actual score
0.96Expected score
0.331Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.39
OBJECTIVE1.50
SUPPORT1.49
PRESSURE0.73
ground truth 1.28 vs legacy read 1.05 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
MATCH IMPACT Gold III / Skill RR 1542 / -1 RR
Position 171 / Combat / KPH 103.14 / Performance -3 / Field shift +1 / Ladder track 1859
  • -3 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Support actions, Combat pressure and Kills per hour. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
1.045Actual score
1.092Expected score
-0.047Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.37
OBJECTIVE0.79
SUPPORT0.48
PRESSURE0.86
ground truth 1.06 vs legacy read 0.75 · 2 match window · 1.00 = your class target for this lobby
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.218
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.213
Objective stops / C4 pressurePushed RR up
Measured: 6.5 delta / Stop score / hour 38.2
Score: 2 / Weight: 20% / Impact: +0.182
Kills per hourPulled RR down
Measured: 19 kills / Kills / hour 111.6
Score: 0.734 / Weight: 19.5% / Impact: -0.07
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 14.7
Score: 0.864 / Weight: 20% / Impact: -0.046
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 33%, heavy measured damage output / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-23-00
MATCH IMPACT Gold III / Skill RR 1543 / +1 RR
Position 170 / Combat / KPH 103.14 / Performance +14 / Field shift +1 / Ladder track 1862
  • +14 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Objective actions and Combat pressure. Weak/low signals: Support actions.
Show exact performance breakdown
1.26Actual score
1.035Expected score
0.225Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.84
OBJECTIVE0.46
SUPPORT0.61
PRESSURE0.86
ground truth 1.23 vs legacy read 1.29 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 31.5 delta / Stop score / hour 80
Score: 2 / Weight: 20% / Impact: +0.193
Support actionsPulled RR down
Measured: 4 delta / Support score / hour 10.2
Score: 0.564 / Weight: 20% / Impact: -0.094
Objective actionsPushed RR up
Measured: 10 delta / Objective score / hour 25.4
Score: 1.493 / Weight: 20% / Impact: +0.092
Combat pressurePushed RR up
Measured: 37.9 delta / Combat score / hour 96.2
Score: 1.283 / Weight: 19.5% / Impact: +0.048
Verified public data bonusPushed RR up
Measured: measured accuracy 30%, heavy measured damage output / Public K/D / win-loss confidence +0.022 score
Score: 0.022 / Weight: bonus% / Impact: +0.022
Kills per hourNeutral
Measured: 60 kills / Kills / hour 152.3
Score: 1.002 / Weight: 19.5% / Impact: -0.006
2026-07-17-22-40
MATCH IMPACT Gold III / Skill RR 1542 / +14 RR
Position 171 / Combat / KPH 103.13 / Performance +34 / Field shift +2 / Ladder track 1848
  • +34 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Verified public data bonus and Combat pressure. Weak/low signals: Objective actions and Support actions.
Show exact performance breakdown
1.544Actual score
0.988Expected score
0.556Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.74
OBJECTIVE0.78
SUPPORT2.00
PRESSURE0.62
ground truth 1.53 vs legacy read 0.97 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 13.5 delta / Stop score / hour 58.8
Score: 2 / Weight: 20.2% / Impact: +0.204
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20.2% / Impact: -0.2
Support actionsPulled RR down
Measured: 2.6 delta / Support score / hour 11.3
Score: 0.63 / Weight: 20.2% / Impact: -0.072
Verified public data bonusPushed RR up
Measured: fought a +61 CMR field, carried the lobby (1.75x avg output), measured accuracy 35%, heavy measured damage output / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Combat pressurePushed RR up
Measured: 19.5 delta / Combat score / hour 85
Score: 1.133 / Weight: 19.7% / Impact: +0.029
Kills per hourNeutral
Measured: 34 kills / Kills / hour 148.2
Score: 0.975 / Weight: 19.7% / Impact: -0.003
2026-07-17-22-20
MATCH IMPACT Gold III / Skill RR 1528 / +1 RR
Position 180 / Combat / KPH 103.13 / Performance +12 / Field shift +1 / Ladder track 1814
  • +12 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions, Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.187Actual score
0.99Expected score
0.197Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.64
OBJECTIVE0.75
SUPPORT0.33
PRESSURE0.85
ground truth 1.16 vs legacy read 1.10 · 2 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 29.3 delta / Support score / hour 54.1
Score: 2 / Weight: 20% / Impact: +0.202
Objective stops / C4 pressurePushed RR up
Measured: 20.8 delta / Stop score / hour 38.4
Score: 2 / Weight: 20% / Impact: +0.202
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.198
Combat pressurePulled RR down
Measured: 20.7 delta / Combat score / hour 38.2
Score: 0.509 / Weight: 19.5% / Impact: -0.094
Verified public data bonusPushed RR up
Measured: fought a +56 CMR field, measured accuracy 31%, heavy measured damage output / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Kills per hourPulled RR down
Measured: 70 kills / Kills / hour 129.2
Score: 0.85 / Weight: 19.5% / Impact: -0.027
2026-07-17-22-00
FIELD SHIFT Gold III / Skill RR 1527 / +1 RR
Position 182 / Combat / KPH 103.13 / Performance 0 / Field shift +3 / Ladder track 1802
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
MATCH IMPACT Gold III / Skill RR 1526 / 0 RR
Position 184 / Combat / KPH 103.13 / Performance -11 / Field shift +4 / Ladder track 1802
  • -11 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Combat pressure. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.858Actual score
1.032Expected score
-0.174Margin
61K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.206
Objective stops / C4 pressurePushed RR up
Measured: 30 delta / Stop score / hour 94.6
Score: 2 / Weight: 20% / Impact: +0.194
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 6.3
Score: 0.35 / Weight: 20% / Impact: -0.136
Combat pressurePulled RR down
Measured: 18.1 delta / Combat score / hour 57.1
Score: 0.761 / Weight: 19.5% / Impact: -0.053
Verified public data bonusPushed RR up
Measured: public K/D 1.50+, public deaths + losses available / Public K/D / win-loss confidence +0.025 score
Score: 0.025 / Weight: bonus% / Impact: +0.025
Win resultNeutral
Measured: 2-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.01
2026-07-17-21-20
FIELD SHIFT Gold III / Skill RR 1526 / -1 RR
Position 183 / Combat / KPH 103.12 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold III / Skill RR 1527 / +2 RR
Position 183 / Combat / KPH 103.12 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold III / Skill RR 1525 / 0 RR
Position 186 / Combat / KPH 103.12 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold III / Skill RR 1525 / 0 RR
Position 185 / Combat / KPH 103.12 / 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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