Tracked players: 7382 · 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.
1296 / 7382Active ranked this season
06:53
Next rank update
Same player search as the ladder
How ranks move

Rank is not account level. Rank is not just time played. It reacts to match impact: combat, objectives, support, EV/C4, defuses, objective stops and win pressure.

2026-10-19 Last update UTC 16:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
huhlis33
Gold I
Gold contract filePressure-band contract

huhlis331659 Skill RR

Gold I

Active SignalLive rank slot held / state file ? just now
1659Skill RR
#223Board position
Positive impactField state
32 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 5/10
?
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.
83/100
Reactor Pressure
Preview only · provisional 5/10 matches
PROJECTED RR IF ENABLED+22 Skill RR
LADDER TRACK BASE1320
PRESSURE BUDGET±33 RR
VISIBLE PREVIEW1342
Field Closer x 2Silent Support x 1

Recent eligible matches are sustaining elite pressure relative to expectation.

83Current gauge
93Newest match
50Expected pressure
5/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Won Abandoned Loss Loss Loss Won Loss Won
Open DBStats Profile ↗
Ranked read

huhlis33 is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. When the fights get cleaner, the team value becomes much easier to see. There is also enough fight pressure to make space when the team needs it. The most recent scored round gave the team value through stop pressure and obj work.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb live scan · current monitored server
Live now
just now · 22 DBRanked servers · scan fresh
Current serverlive scan
peace and love <3
obj_trainyard · Objective · Mid Game
Mapcurrent cache
obj_trainyard
Objective · Mid Game
Same live lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1491
avg Skill RR 1491
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
55 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#223
Skill rating signal
Gold I
1659Gold I · Skill RR
Gold I → Cobalt III65%
21 RR to Cobalt III32 RR above floor
1936Peak form
1335All-time peak
1320Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+83 last 6
3 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability50%
SWINGY
Peak form gapCobalt I
+277 gap
Standing moveSkill scale
-33
Rank pressureEven field
Even field 0 RR
Idle field shiftnone
—
Player DNAStable read
huhlis33 gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. Add cleaner fights around the push and this player becomes harder to remove from the round. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 14.4 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 16:33:09 UTC
NEXT SCAN 06:51
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #223 huhlis33 1659 RR · FORM HOT — 3/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -13.5 RR/UPDATE · PEAK FORM 1936 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
huhlis33
Gold I · Hot Streak Objective Stopper
#223BOARD POS
RR 1659PEAK 1936STATE HOTCONF 48
● 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-2Support actions running below scoring target — worst active leak, -13.5 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR3 of last 6 scored updates positive, +83 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1936Peak form
1335All-time peak
1320Ladder track
+32RR above floor
1659Gold I · Skill RR65% TO COBALT III
Gold I → Cobalt III65% · 21 RR needed
REACTOR PULSE · FORM LAST 6HOT +83
Sentinel Confidence
48LOW
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (7 rows), stored scored breakdowns (5) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 1 SESSIONS ANALYSED
+98 1st Deployopener
-27 2nd Deploybleeding
+4 3rd+ Deploylate game
⬢ 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 ~131.6 RR per session at current pace.
Strongest Window
1217 UTC avg +16.6 RR / update over 5 updates
Recent Sessions
2026-10-19-15-005 updates+83
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+83HOT
Form Engine
net RR across last 6
+277peak form gap -33standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
92
Objective
51
Support
34
Combat
32
128.3season KPH 119profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[16:33] > SCAN CYCLE 1633 COMPLETE — 1296 contacts indexed
[16:33] > RATING SIGNAL LOCKED: 1659 RR · GOLD I · BOARD #223
[16:33] > LEAK SCAN: SUPPORT ACTIONS below target — drain -13.5 RR/update
[16:33] > FORM ENGINE: 3/6 positive — band HOT, stability 50%
Sentinel Read · Player Assessment
huhlis33 gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. Add cleaner fights around the push and this player becomes harder to remove from the round. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 14.4 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 5 stored scored games
Support actionsavg 3.6 vs 18/h target · weight 20%
-13.5RR / update
Combat pressureavg 26 vs 75/h target · weight 20%
-10.9RR / update
Kills per houravg 128 vs 152/h target · weight 20%
-3.3RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
0RR / update
Objective actionsavg 18.8 vs 17/h target · weight 20%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.5RR / update
Objective stops / C4 pressureavg 44.2 vs 13/h target · weight 20%
+9.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+7.6 RR
Hit Support actions target — nothing else changes+20.2 RR / update
Hit Support actions + Combat pressure targets+30.5 RR / update
Counterfactual on the same games, same K-factor (~79). 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+83 net
Your games
+83
Field drift
0
5 scored updates in window
72h+83 net
Your games
+83
Field drift
0
5 scored updates in window
7d+83 net
Your games
+83
Field drift
0
5 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 4%RR
Top 15%Combat
Top 26%Objective
Top 35%Support
Top 5%KPH
Objective Stops100/100
KPH92/100
Objective51/100
Support34/100
Combat32/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+6 impact)
⬢ GOOD PROOF BADGE Gold I TAPE SAYS Elite
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. You are ONE good night from Cobalt III. 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▲ High73.6 / 13 clutch/h target
▲
Objective work▲ Medium24.6 / 17 objective/h target
Objective Leaks
▼
Frag pressure▼ Major29.5 / 75 combat/h target
▼
Team support▼ Major8.2 / 18 support/h target
▼
Kill pace▼ Medium130.9 / 152 KPH target
Field Orders
◎
Frag pressureTARGET29.5 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Team supportTARGET8.2 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Kill paceTARGET130.9 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good. The useful work came from stop pressure, and that is something the team can play around. Next game: trade with the wave. If the enemy falls, the push should move before the body gets cold. Coach order: open the push, then help it walk through.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-10-19-16:20 / +6 game impact
Coach
GOOD PROOF
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IGold I
➞
The tape saysEliteElite
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. You are ONE good night from Cobalt III. 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
FIRE SUPPORTjudged by your class bar
FILE 001 ROOKIE UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksWelcome to London, rookie. I have two rules: play for the room, and never make me repeat an order. Learn both and this city is yours.Everything after tonight gets measured against tonight. That is how files work - the first page never stops talking.Bring me movement. I do not care if it is loud or pretty - the pen only respects direction. Show me direction.
SUPPORT
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.39
CLASS BAR 1.00
OBJECTIVE
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 sessionThe line runs dry and you are holding the warehouse keys. Next shift nobody within thirty meters of you reloads empty.
DOCKYARDLOST
254 out against 195 in, every minute. That is how you tilt the ice.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SKYHAMMER
IN YOUR SQUAD EVERY RECENT GAME
Skyhammer is the quartermaster with a sky problem: feed ammo constantly, drop the strike where the round bends. Two jobs, one legend.
▸FILM ROOM // DOCKYARD
Dockyard's middle third is open sky over the delivery route — your Skyhammer's toll booth. Strike the crossing, feed the escort, own the neck of the map.
Field share 83 of 50 across the last ten. You have been carrying, and carrying shows.

Working signals

Clutch stops▲ High
73.6 / 13 clutch/h target
Objective work▲ Medium
24.6 / 17 objective/h target
3 positive +83 last 5

Objective leaks

Frag pressure▼ Major
29.5 / 75 combat/h target
Team support▼ Major
8.2 / 18 support/h target
Kill pace▼ Medium
130.9 / 152 KPH target
2 negative 1.215 vs 1.116

Field orders

Frag pressuretarget
29.5 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
8.2 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill pacetarget
130.9 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
I expected the other lobby to know your name by round two and hate it by round four. That is the job at this height.
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
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
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 5 stored scored games
Support actionsavg 3.6 vs 18/h target · weight 20%
-13.5RR / update
Combat pressureavg 26 vs 75/h target · weight 20%
-10.9RR / update
Kills per houravg 128 vs 152/h target · weight 20%
-3.3RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0RR / update
Objective actionsavg 18.8 vs 17/h target · weight 20%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.5RR / update
Objective stops / C4 pressureavg 44.2 vs 13/h target · weight 20%
+9.7RR / update
Fix simulator
Average scored update right now+7.6 RR
Hit Support actions target — nothing else changes+20.2 RR / update
Hit Support actions + Combat pressure targets+30.5 RR / update
Counterfactual on the same games, same K-factor (~79). 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+83 net
Your games+83
Field drift0
5 scored updates in window
72h+83 net
Your games+83
Field drift0
5 scored updates in window
7d+83 net
Your games+83
Field drift0
5 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
1217 UTC avg +16.6 RR / update over 5 updates
Fatigue signature · avg RR by update # in a session
+981st
-272nd
+43rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-10-19-15-005 updates+83
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 4%RR
Top 15%Combat
Top 26%Objective
Top 35%Support
Top 5%KPH
Objective Stops100/100
KPH92/100
Objective51/100
Support34/100
Combat32/100
Personal intelligence / weekly compile

Loadout DNA // huhlis33

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

Weekly compile pending
0completed proof matches
0maps in personal file
Unresolveddominant field lane
COMPILE PENDINGlast seven days

Weekly loadout compile queued

This player ranked after the latest weekly build. The public Field Manual works now; the personal dossier will appear after the next compile.

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 Field Manual

Skill movement + performance history

1659Public Skill RR now
-33Recorded season RR change
+83Performance sum in view
5Scored 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: 1659 season RR + 0 public adjustment = 1659 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 5 scored updates · 5 valid updates
2026-10-19-16:20+6 performance
Activity: 9.9 min / 16 K / 10 A / 1 W
Score: actual 1.215 vs expected 1.116 / margin 0.099
Show exact performance breakdown
1.215Actual score
1.116Expected score
0.099Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.23
OBJECTIVE2.00
SUPPORT0.39
PRESSURE1.14
ground truth 1.20 vs legacy read 1.07 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-16-00+30 performance
Activity: 15 min / 20 K / 13 A / 0 W
Score: actual 1.396 vs expected 1.108 / margin 0.288
Show exact performance breakdown
1.396Actual score
1.108Expected score
0.288Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.14
OBJECTIVE2.00
SUPPORT0.43
PRESSURE0.97
ground truth 1.41 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-15:40-24 performance
Activity: 11 min / 21 K / 9 A / 2 W
Score: actual 0.794 vs expected 1.184 / margin -0.389
Show exact performance breakdown
0.794Actual score
1.184Expected score
-0.389Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.34
OBJECTIVE0.90
SUPPORT0.20
PRESSURE0.60
ground truth 0.81 vs legacy read 0.60 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-15:20-27 performance
Activity: 25 min / 14 K / 3 A / 0 W
Score: actual 1.007 vs expected 1.454 / margin -0.447
Show exact performance breakdown
1.007Actual score
1.454Expected score
-0.447Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 68% / FIRESUPPORT 32%engine weight 90%
COMBAT0.84
OBJECTIVE1.06
SUPPORT1.06
PRESSURE0.76
ground truth 1.02 vs legacy read 0.76 · 3 match window · 1.00 = your class target for this lobby
2026-10-19-15-00+98 performance
Activity: 13.5 min / 34 K / 15 A / 0 W
Score: actual 1.377 vs expected 0.442 / margin 0.935
Show exact performance breakdown
1.377Actual score
0.442Expected score
0.935Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT2.00
OBJECTIVE1.48
SUPPORT0.34
PRESSURE1.11
ground truth 1.27 vs legacy read 1.31 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-16-20
MATCH IMPACT Gold I / Skill RR 1659 / +15 RR
Position 229 / Objective Stopper / KPH 118.98 / Performance +6 / Field shift 0 / Ladder track 1320
  • +6 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Objective actions and Verified public data bonus. Weak/low signals: Combat pressure, Support actions and Kills per hour.
Show exact performance breakdown
1.215Actual score
1.116Expected score
0.099Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.23
OBJECTIVE2.00
SUPPORT0.39
PRESSURE1.14
ground truth 1.20 vs legacy read 1.07 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 9 delta / Stop score / hour 73.6
Score: 2 / Weight: 20% / Impact: +0.177
Combat pressurePulled RR down
Measured: 3.6 delta / Combat score / hour 29.5
Score: 0.393 / Weight: 19.5% / Impact: -0.141
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 8.2
Score: 0.455 / Weight: 20% / Impact: -0.132
Objective actionsPushed RR up
Measured: 3 delta / Objective score / hour 24.5
Score: 1.444 / Weight: 20% / Impact: +0.066
Kills per hourPulled RR down
Measured: 16 kills / Kills / hour 130.9
Score: 0.861 / Weight: 19.5% / Impact: -0.05
Verified public data bonusPushed RR up
Measured: measured accuracy 39% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-10-19-16-00
MATCH IMPACT Gold I / Skill RR 1644 / +108 RR
Position 249 / Objective Stopper / KPH 117.39 / Performance +30 / Field shift 0 / Ladder track 1314
  • +30 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Verified public data bonus. Weak/low signals: Combat pressure, Support actions and Objective actions.
Show exact performance breakdown
1.396Actual score
1.108Expected score
0.288Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.14
OBJECTIVE2.00
SUPPORT0.43
PRESSURE0.97
ground truth 1.41 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 2.3 delta / Combat score / hour 11.6
Score: 0.155 / Weight: 19.5% / Impact: -0.186
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 5
Score: 0.28 / Weight: 20% / Impact: -0.166
Objective actionsPulled RR down
Measured: 2 delta / Objective score / hour 10.1
Score: 0.593 / Weight: 20% / Impact: -0.103
Kills per hourPulled RR down
Measured: 20 kills / Kills / hour 100.8
Score: 0.663 / Weight: 19.5% / Impact: -0.087
Verified public data bonusPushed RR up
Measured: soft field faced, carried the lobby (1.42x avg output), topped a losing team 1x — the field remembers, measured accuracy 39% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Objective stops / C4 pressurePulled RR down
Measured: 2.5 delta / Stop score / hour 12.6
Score: 0.97 / Weight: 20% / Impact: -0.028
2026-10-19-15-40
MATCH IMPACT Gold III / Skill RR 1536 / -156 RR
Position 434 / Objective Stopper / KPH 121.94 / Performance -24 / Field shift 0 / Ladder track 1284
  • -24 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
0.794Actual score
1.184Expected score
-0.389Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.34
OBJECTIVE0.90
SUPPORT0.20
PRESSURE0.60
ground truth 0.81 vs legacy read 0.60 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.237
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.237
Combat pressurePulled RR down
Measured: 1.3 delta / Combat score / hour 7.1
Score: 0.095 / Weight: 19.5% / Impact: -0.212
Objective stops / C4 pressurePushed RR up
Measured: 11.5 delta / Stop score / hour 62.9
Score: 2 / Weight: 20% / Impact: +0.163
Kills per hourPulled RR down
Measured: 21 kills / Kills / hour 114.9
Score: 0.756 / Weight: 19.5% / Impact: -0.083
Verified public data bonusPushed RR up
Measured: measured accuracy 43% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-10-19-15-20
MATCH IMPACT Cobalt III / Skill RR 1692 / -
Position 178 / Combat / KPH 124.33 / Performance -27 / Field shift - / Ladder track 1308
  • -27 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 Verified public data bonus reduced the loss.
Show exact performance breakdown
1.007Actual score
1.454Expected score
-0.447Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 68% / FIRESUPPORT 32%engine weight 90%
COMBAT0.84
OBJECTIVE1.06
SUPPORT1.06
PRESSURE0.76
ground truth 1.02 vs legacy read 0.76 · 3 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: -0.291
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.283
Kills per hourPulled RR down
Measured: 14 kills / Kills / hour 128.9
Score: 0.848 / Weight: 19.5% / Impact: -0.118
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 37% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 23
Score: 1.354 / Weight: 20% / Impact: -0.02
Objective stops / C4 pressureNeutral
Measured: 2 delta / Stop score / hour 18.4
Score: 1.416 / Weight: 20% / Impact: -0.007
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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