Tracked players: 7411 · 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.
1282 / 7411Active ranked this season
05:57
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.

2026-10-20 Last update UTC 17:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
scooby
RESTITUTION PAID — +53 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +13 RR on Oct 9, 2026 12:20 UTC. Games poisoned by cheaters can never count against anyone here.
Cobalt I
SEASON I REWARD
Elite
Elite
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

scooby1909 Skill RR

Cobalt I

Active SignalLive rank slot held / state file ? 4.9d ago
☣ Hazard pay +1 RR active5 RR lifetime / the system pays the mercs who endure a quarantined contract
1909Skill RR
#52Board position
Signal heldField state
56 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.
60/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+10 Skill RR
LADDER TRACK BASE2072
PRESSURE BUDGET±52 RR
VISIBLE PREVIEW2082
Pressure Rescue x 1Field Closer x 1

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

60Current gauge
54Newest 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 Loss Won Won Won Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

scooby is dangerous in fights. This player gives the team a way into the round by winning or softening the first fight. The best rounds are the ones where fight pressure also turns into progress on the map. There is also useful stop pressure around plants, defuses, and late-round fights. There is team value here when the good moments also bring more obj work and support value.

Team value: fight pressure Strongest: fight pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
3 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 · Early Game
Maplast saved
obj_canarywharf
Stopwatch · Early Game
Last lobby9 ranked players
9/16
players in monitored server
Lobby difficultyGold IV
1288
avg Skill RR 1288
Ranked densityrank signal
100%
9 of 9 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 9
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Cobalt Frag Pressure Merc · Stable · Skill RR is the rank signal
BOARD POSITION#52
Skill rating signal
Cobalt I
1909Cobalt I · Skill RR
Cobalt I → Elite68%
45 RR to Elite56 RR above floor
2123Peak form
2108All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Combat · Secondary: Objective Stops
Form engine
STABLE+10 last 6
2 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability33%
VOLATILE
Peak form gapElite
+214 gap
Standing moveSkill scale
+3
Rank pressureField opened
Field opened +1 RR
Idle field shiftoffline
0
Player DNAStable read
scooby is useful to have on your side. This player has enough mixed value to stay useful when the team needs something different each round. That kind of mix helps teams survive strange rounds and awkward pushes. Current kill pace sits around 163.1 kills/hour.
Primary KPH Secondary Combat Based on season signals
SENTINEL ONLINE
SYS CLOCK 17:54:05 UTC
NEXT SCAN 05:55
CONTACTS 1282 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #52 scooby 1909 RR · FORM STABLE — 2/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -12.2 RR/UPDATE · PEAK FORM 2123 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
scooby
Cobalt I · Cobalt Frag Pressure Merc
#52BOARD POS
RR 1909PEAK 2123STATE STABLECONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -12.2 RR / update.
σ
Volatility AlertSEV-2Stability 33% — rating is volatile. Swings will be large in both directions.
✓
Form HoldingCLEAR2 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2123Peak form
2108All-time peak
0Ladder track
+56RR above floor
1909Cobalt I · Skill RR68% TO ELITE
Cobalt I → Elite68% · 45 RR needed
REACTOR PULSE · FORM LAST 6STABLE +10
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4255 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
+3.5 1st Deployopener
-7.5 2nd Deploybleeding
-1 3rd+ Deploybleeding
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~6.3 RR per session at current pace.
Strongest Window
1823 UTC avg +2.8 RR / update over 6 updates weakest: 1217 UTC (avg -5.5)
Recent Sessions
2026-10-15-20-201 update-4
2026-10-10-18-401 update+8
2026-10-09-19-004 updates+13
2026-10-09-12-204 updates-22
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
33%VOLATILE
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
+10STABLE
Form Engine
net RR across last 6
+214peak form gap +3standing move 0idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Combat
100
Objective Stops
100
KPH
100
Support
45
Objective
24
189.7season KPH 163.1profile KPH KPHprimary
SENTINEL EVENT LOG · LIVE FEED
[17:54] > SCAN CYCLE 1754 COMPLETE — 1282 contacts indexed
[17:54] > RATING SIGNAL LOCKED: 1909 RR · COBALT I · BOARD #52
[17:54] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -12.2 RR/update
[17:54] > FORM ENGINE: 2/6 positive — band STABLE, stability 33%
Sentinel Read · Player Assessment
scooby is useful to have on your side. This player has enough mixed value to stay useful when the team needs something different each round. That kind of mix helps teams survive strange rounds and awkward pushes. Current kill pace sits around 163.1 kills/hour.
KPHprimary COMBATsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 5 vs 17/h target · weight 20%
-12.2RR / update
Support actionsavg 12.2 vs 18/h target · weight 20%
-8.5RR / update
Kills per houravg 188.5 vs 152/h target · weight 20%
-0.7RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.1RR / update
Combat pressureavg 113.5 vs 75/h target · weight 20%
+0.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.3RR / update
Objective stops / C4 pressureavg 69.4 vs 13/h target · weight 20%
+8.6RR / update
Fix Simulator · Counterfactual
Average scored update right now-0.6 RR
Hit Objective actions target — nothing else changes+8.3 RR / update
Hit Objective actions + Support actions targets+15.3 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
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d-4 net
Your games
-4
Field drift
0
1 scored update in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 2%RR
Top 2%Combat
Top 67%Objective
Top 24%Support
Top 2%KPH
Combat100/100
Objective Stops100/100
KPH100/100
Support45/100
Objective24/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-4 impact)
⬢ NOT ENOUGH BADGE Cobalt I TAPE SAYS Elite
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
⬢ FAST CLIMB ORDER
There is a leak in the boat and we are NOT redecorating until it is plugged. One leak. I can see it from the bench. Next session we fix THAT and only that. Your gun is INCREDIBLE and it is all happening in the wrong postcode. You are out there winning a private tournament nobody entered while the EV dies of loneliness. Bring that beautiful violence to the OBJECTIVE — kill on the point, kill for the plant, kill where the round actually LIVES. Elite 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▲ High54.4 / 13 clutch/h target
▲
Frag pressure▲ Minor104.4 / 75 combat/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Team support▼ Major0 / 18 support/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.
That was close to fine, but close to fine does not climb fast. Put more work near obj next game. Next game: play closer to the obj. Touch EV/C4, escort, plant, defuse, repair, deliver or contest. The round has to feel your presence. Coach order: the obj should know your name by halftime.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-10-15-20:20 / -4 game impact
Coach
NOT ENOUGH
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt ICobalt I
➞
The tape saysEliteElite
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
Fast climb order
There is a leak in the boat and we are NOT redecorating until it is plugged. One leak. I can see it from the bench. Next session we fix THAT and only that. Your gun is INCREDIBLE and it is all happening in the wrong postcode. You are out there winning a private tournament nobody entered while the EV dies of loneliness. Bring that beautiful violence to the OBJECTIVE — kill on the point, kill for the plant, kill where the round actually LIVES. Elite 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
RECONjudged by your class bar
FILE 015 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.And before you argue with the board: the best OBJECTIVE in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Your last pages average 0.82 on OBJECTIVE. Tonight reads 0.08. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
OBJECTIVE
That is not a dip. A dip implies you were on the road at some point.
0.08
CLASS BAR 1.00
COMBAT
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
1.77
CLASS BAR 1.00
The drill // next sessionEyes on the point, not the horizon. Your picks only matter when they open the objective — hunt where the round lives.
CANARYWHARFLOST
270 a minute, and they managed 187 back. Somewhere their coach is having MY kind of night.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
VASSILI
IN YOUR SQUAD EVERY RECENT GAME
Sensor ON the objective before the window opens — every defender in the room is pre-marked. Information first, then the shot.
▸FILM ROOM // CANARY WHARF
Wharf is vertical: balconies, lifts, sightlines stacked on sightlines. Clear high before you cross open ground — most deaths here come from above.
60 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

Clutch stops▲ High
54.4 / 13 clutch/h target
Frag pressure▲ Minor
104.4 / 75 combat/h target
3 positive +17 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
3 negative 1.205 vs 1.274

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.
What I expected from your last games
At Cobalt the enemy does not get to have plans. I expected you to find their plan, set it on fire, and warm your hands on it.
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
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
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 5 vs 17/h target · weight 20%
-12.2RR / update
Support actionsavg 12.2 vs 18/h target · weight 20%
-8.5RR / update
Kills per houravg 188.5 vs 152/h target · weight 20%
-0.7RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.1RR / update
Combat pressureavg 113.5 vs 75/h target · weight 20%
+0.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.3RR / update
Objective stops / C4 pressureavg 69.4 vs 13/h target · weight 20%
+8.6RR / update
Fix simulator
Average scored update right now-0.6 RR
Hit Objective actions target — nothing else changes+8.3 RR / update
Hit Objective actions + Support actions targets+15.3 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d-4 net
Your games-4
Field drift0
1 scored update in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +2.8 RR / update over 6 updates weakest: 1217 UTC (avg -5.5)
Fatigue signature · avg RR by update # in a session
+3.51st
-7.52nd
-13rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-10-15-20-201 update-4
2026-10-10-18-401 update+8
2026-10-09-19-004 updates+13
2026-10-09-12-204 updates-22
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 2%RR
Top 2%Combat
Top 67%Objective
Top 24%Support
Top 2%KPH
Combat100/100
Objective Stops100/100
KPH100/100
Support45/100
Objective24/100
Personal intelligence / weekly compile

Loadout DNA // scooby

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
239completed proof matches
10maps in personal file
Combatdominant field lane
STEADYlast seven days
01 / identity

Signature arsenal

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

Most carried VASSILI / MO93 loadout card
VASSILI / MO93Recon

104 completed matches / 66.3% observed result

Signature 2 NADER / CR81 loadout card
NADER / CR81Assault

40 completed matches / 70.0% observed result

Signature 3 SAWBONEZ / CR42 loadout card
SAWBONEZ / CR42Medic

40 completed matches / 55.0% observed result

Signature 4 FRAGGER / M62 loadout card
FRAGGER / M62Assault

33 completed matches / 51.5% observed result

Role DNA
Combat
97
Objective
19
Support
67
Precision
93
Pressure
95
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 FRAGGER / M62 loadout card
FRAGGER / M62Assault
Test FRAGGER / M93 loadout card
FRAGGER / M93Assault
Keep FRAGGER. Change one card.

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

33 completed matches / 51.5% observed result 4,917 completed carries / 646 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.

Bridge43 personal / 51.2% observed
VASSILI / MO93 loadout card
Your observed cardVASSILI / MO93

17 completed matches / 64.7% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel40 personal / 52.5% observed
VASSILI / MO93 loadout card
Your observed cardVASSILI / MO93

18 completed matches / 61.1% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground36 personal / 55.6% observed
VASSILI / MO93 loadout card
Your observed cardVASSILI / MO93

18 completed matches / 77.8% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle32 personal / 62.5% observed
VASSILI / MO93 loadout card
Your observed cardVASSILI / MO93

13 completed matches / 61.5% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard25 personal / 52.0% observed
VASSILI / MO93 loadout card
Your observed cardVASSILI / MO93

15 completed matches / 53.3% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard21 personal / 71.4% observed
VASSILI / MO93 loadout card
Your observed cardVASSILI / MO93

10 completed matches / 80.0% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

04 / whole kit

Deck and squad links

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

FRAGGER / M91 loadout card
FRAGGER / M91
SAWBONEZ / CR42 loadout card
SAWBONEZ / CR42
VASSILI / MO93 loadout card
VASSILI / MO93
Signature deck

6 completed matches / 66.7% 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 Kills x6 / NADER / CR81Most Finishes x5 / NADER / CR81Most Finishes x5 / FRAGGER / M62Most Kills x5 / PHOENIX / CR43

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

1909Public Skill RR now
+2Recorded season RR change
-5Performance 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: 1892 season RR + +17 public adjustment = 1909 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 · 65 valid updates
2026-10-15-20:20-4 performance
Activity: 30 min / 84 K / 23 A / 0 W
Score: actual 1.205 vs expected 1.274 / margin -0.069
Show exact performance breakdown
1.205Actual score
1.274Expected score
-0.069Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.77
OBJECTIVE0.08
SUPPORT1.39
PRESSURE0.86
ground truth 1.17 vs legacy read 0.97 · 1 match window · 1.00 = your class target for this lobby
2026-10-10-18:40+8 performance
Activity: 35.1 min / 49 K / 23 A / 1 W
Score: actual 1.313 vs expected 1.183 / margin 0.13
Show exact performance breakdown
1.313Actual score
1.183Expected score
0.13Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.80
OBJECTIVE0.69
SUPPORT0.58
PRESSURE1.16
ground truth 1.23 vs legacy read 1.56 · 3 match window · 1.00 = your class target for this lobby
2026-10-09-20:20+18 performance
Activity: 18.7 min / 74 K / 27 A / 0 W
Score: actual 1.585 vs expected 1.292 / margin 0.293
Show exact performance breakdown
1.585Actual score
1.292Expected score
0.293Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT2.00
OBJECTIVE2.00
SUPPORT0.03
PRESSURE1.21
ground truth 1.50 vs legacy read 1.58 · 1 match window · 1.00 = your class target for this lobby
2026-10-09-19:40-12 performance
Activity: 29.7 min / 26 K / 9 A / 2 W
Score: actual 1.094 vs expected 1.293 / margin -0.199
Show exact performance breakdown
1.094Actual score
1.293Expected score
-0.199Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 56% / ASSAULT 44%engine weight 90%
COMBAT1.72
OBJECTIVE0.43
SUPPORT0.25
PRESSURE1.08
ground truth 1.11 vs legacy read 0.88 · 2 match window · 1.00 = your class target for this lobby
2026-10-09-19:20-14 performance
Activity: 23.6 min / 72 K / 26 A / 0 W
Score: actual 1.052 vs expected 1.289 / margin -0.237
Show exact performance breakdown
1.052Actual score
1.289Expected score
-0.237Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.26
OBJECTIVE0.25
SUPPORT2.00
PRESSURE0.52
ground truth 0.97 vs legacy read 1.05 · 1 match window · 1.00 = your class target for this lobby
2026-10-09-19-00+21 performance
Activity: 12.7 min / 51 K / 21 A / 1 W
Score: actual 1.587 vs expected 1.248 / margin 0.339
Show exact performance breakdown
1.587Actual score
1.248Expected score
0.339Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT2.00
OBJECTIVE2.00
SUPPORT0.40
PRESSURE1.06
ground truth 1.54 vs legacy read 1.35 · 1 match window · 1.00 = your class target for this lobby
2026-10-09-13:20+3 performance
Activity: 29.9 min / 36 K / 26 A / 3 W
Score: actual 1.389 vs expected 1.338 / margin 0.051
Show exact performance breakdown
1.389Actual score
1.338Expected score
0.051Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.82
OBJECTIVE1.33
SUPPORT1.00
PRESSURE0.81
ground truth 1.37 vs legacy read 1.10 · 1 match window · 1.00 = your class target for this lobby
2026-10-09-13-00-13 performance
Activity: 14 min / 36 K / 19 A / 0 W
Score: actual 1.092 vs expected 1.306 / margin -0.214
Show exact performance breakdown
1.092Actual score
1.306Expected score
-0.214Margin
61K-factor
2026-10-09-12:40-1 performance
Activity: 16 min / 23 K / 8 A / 0 W
Score: actual 1.287 vs expected 1.307 / margin -0.02
Show exact performance breakdown
1.287Actual score
1.307Expected score
-0.02Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.75
OBJECTIVE0.56
SUPPORT1.07
PRESSURE1.09
ground truth 1.25 vs legacy read 0.92 · 1 match window · 1.00 = your class target for this lobby
2026-10-09-12:20-11 performance
Activity: 27.9 min / 78 K / 52 A / 2 W
Score: actual 1.246 vs expected 1.421 / margin -0.174
Show exact performance breakdown
1.246Actual score
1.421Expected score
-0.174Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.73
OBJECTIVE0.60
SUPPORT1.34
PRESSURE0.78
ground truth 1.24 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-10-20-17-40
HELD Cobalt I / Skill RR 1892 / 0 RR
Position 60 / Combat / KPH 163.09 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-17-20
HELD Cobalt I / Skill RR 1892 / 0 RR
Position 60 / Combat / KPH 163.09 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-17-00
HELD Cobalt I / Skill RR 1892 / 0 RR
Position 60 / Combat / KPH 163.09 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-16-40
HELD Cobalt I / Skill RR 1892 / 0 RR
Position 60 / Combat / KPH 163.09 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-16-20
HELD Cobalt I / Skill RR 1892 / 0 RR
Position 59 / Combat / KPH 163.09 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-20-16-00
HELD Cobalt I / Skill RR 1892 / 0 RR
Position 59 / Combat / KPH 163.09 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-15-40
HELD Cobalt I / Skill RR 1892 / 0 RR
Position 59 / Combat / KPH 163.09 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-15-20
HELD Cobalt I / Skill RR 1892 / 0 RR
Position 59 / Combat / KPH 163.09 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-15-00
HELD Cobalt I / Skill RR 1892 / 0 RR
Position 59 / Combat / KPH 163.09 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-14-40
HELD Cobalt I / Skill RR 1892 / 0 RR
Position 59 / Combat / KPH 163.09 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
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.

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