Tracked players: 5373 · 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.
575 / 5373Active ranked this season
09:47
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.

2026-09-02 Last update UTC 16:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Kanashimi
SIGNAL LOST - FLATLINED
Over 7 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
Silver II
Silver loadout fileLoadout signal file

Kanashimi1320 Skill RR

Silver II

Lost SignalLast proven rank saved / live slot released / state file ? 37.7d ago
☣ Hazard pay3 RR lifetime / the system pays the mercs who endure a quarantined contract
1320Skill RR
#-Board position
DormantField state
Season peak savedSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
57/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+5 Skill RR
LADDER TRACK BASE1481
PRESSURE BUDGET±37 RR
VISIBLE PREVIEW1486
Last Line x 2

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

57Current gauge
62Newest 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 Abandoned Loss Loss Abandoned Loss Loss Abandoned Abandoned Abandoned
Open DBStats Profile ↗
Ranked read

Kanashimi 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. Those kills become much more valuable when this player start moving the obj or protecting the team. This player also brings pressure when the round needs somebody to take contact. There is team value here when the good moments also bring more obj work and support value.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
37 d ago · 17 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_whitechapel · Objective · Mid Game
Maplast saved
obj_whitechapel
Objective · Mid Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1498
avg Skill RR 1498
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Silver II
1320Silver II · Skill RR
Silver IV → Silver III53%
21 RR to Silver III24 RR above floor
1661Peak form
1558All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-51 last 6
2 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapCobalt III
+341 gap
Standing moveSkill scale
-36
Rank pressureField opened
Field opened +8 RR
Idle field shiftoffline
+7
Player DNAStable read
You do not want Kanashimi near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. Stops are not always loud, but this player can flip the whole map when this player land at the right time. There is also enough fight pressure to make space when the team needs it. Current stop pace sits around 33.6 objective stops/hour.
Primary Objective Stops Secondary KPH Based on season signals
SENTINEL ONLINE
SYS CLOCK 16:10:14 UTC
NEXT SCAN 09:46
CONTACTS 575 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Kanashimi 1320 RR · FORM COLD — 2/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -15.2 RR/UPDATE · PEAK FORM 1661 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
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
Kanashimi
Silver II · Held-Rank Veteran
BOARD POS
RR 1320PEAK 1661STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -15.2 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Cold StreakSEV-23 negative in the last 6 updates, -51 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1661Peak form
1558All-time peak
0Ladder track
+24RR above floor
1320Silver II · Skill RR53% TO SILVER III
Silver IV → Silver III53% · 21 RR needed
REACTOR PULSE · FORM LAST 6COLD -51
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (528 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 1 SESSIONS ANALYSED
+29 1st Deployopener
+25 2nd Deployholding
-7.6 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 ~51.3 RR per session at current pace.
Strongest Window
1217 UTC avg +13.8 RR / update over 4 updates weakest: 1823 UTC (avg -10.3)
Recent Sessions
2026-07-26-16-4010 updates-7
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-51COLD
Form Engine
net RR across last 6
+341peak form gap -36standing move +7idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
81
Combat
44
Objective
31
Support
24
97.9season KPH 104.7profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[16:10] > SCAN CYCLE 1610 COMPLETE — 575 contacts indexed
[16:10] > RATING SIGNAL LOCKED: 1320 RR · SILVER II
[16:10] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -15.2 RR/update
[16:10] > FORM ENGINE: 2/6 positive — band COLD, stability 50%
Sentinel Read · Player Assessment
You do not want Kanashimi near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. Stops are not always loud, but this player can flip the whole map when this player land at the right time. There is also enough fight pressure to make space when the team needs it. Current stop pace sits around 33.6 objective stops/hour.
OBJECTIVE STOPSprimary KPHsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 2.7 vs 17/h target · weight 20%
-15.2RR / update
Support actionsavg 4.7 vs 18/h target · weight 20%
-13.2RR / update
Combat pressureavg 22.2 vs 75/h target · weight 20%
-12.3RR / update
Kills per houravg 93.6 vs 152/h target · weight 20%
-6.2RR / 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%
+2.7RR / update
Objective stops / C4 pressureavg 26.8 vs 13/h target · weight 20%
+7.9RR / update
Fix Simulator · Counterfactual
Average scored update right now-2.8 RR
Hit Objective actions target — nothing else changes+13.5 RR / update
Hit Objective actions + Support actions targets+27.9 RR / update
Counterfactual on the same games, same K-factor (~97). 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-26 net
Your games
-26
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 10%RR
Top 9%Combat
Top 54%Objective
Top 49%Support
Top 8%KPH
Objective Stops100/100
KPH81/100
Combat44/100
Objective31/100
Support24/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-26 impact)
⬢ ANGRY REVIEW BADGE Silver II TAPE SAYS Gold III
That run was fragile in ways I did not know tape could be fragile. I held the file gently. Out of pity.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
Emergency footing, right now. Simple fights, team at your shoulder, objective in sight. No heroics — heroics are how we GOT here. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Silver 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
No strong booster in the last scored game.
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major0 / 18 support/h target
Clutch stops▼ Major0 / 13 clutch/h target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
That was a hard drop. Coach is not clapping for map tourism. Next game, play where the timer, C4, EV, and teammates are screaming. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. Coach order: C4 is not furniture. Arm it, clear it, defend it, or get someone off it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-26-22:20 / -26 game impact
Coach
ANGRY REVIEW
That run was fragile in ways I did not know tape could be fragile. I held the file gently. Out of pity.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IISilver II
The tape saysGold IIIGold III
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
Fast climb order
Emergency footing, right now. Simple fights, team at your shoulder, objective in sight. No heroics — heroics are how we GOT here. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Silver 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
RECONjudged by your class bar
FILE 002 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.And before you argue with the board: the best COMBAT in this file is 1.39, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Tonight's SUPPORT at 0.82 is a new file record - the old ceiling was 0.50. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
COMBAT
I am not angry. Angry costs energy. This is just me reading a number out loud so we never see it again.
0.73
CLASS BAR 1.00
OBJECTIVE
Below the bar, above excuses. Fix it.
0.78
CLASS BAR 1.00
The drill // next sessionOne shot has to mean one problem removed. Raise the price of walking into your lane.
WHITECHAPELLOST
61 damage a minute out, 255 a minute in. You were the pinata, not the bat.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AIMEE
IN YOUR SQUAD 5 OF LAST 6
Pre-aim head height at the corner and tap as the mark flares. The device does the spotting; you do the paperwork.
FILM ROOM // WHITECHAPEL
Holding Chapel: spend a body on the constructibles early. Every side door that stays closed is a whole flank your team never has to fight.
Last Line stamp on record. When everyone folded, you did not. Remember that feeling.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
2 positive -62 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
4 negative 0.681 vs 1.010

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
What I expected from your last games
At this point in your file I expect intent. INTENT. When you walk into a lane, I want a reason. When you die, I want a receipt.
What your last games gave me
I watched that and only stood up to yell twice — and once was at the OTHER team. That is a good day for both of us.
How fast this can move you
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
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 2.7 vs 17/h target · weight 20%
-15.2RR / update
Support actionsavg 4.7 vs 18/h target · weight 20%
-13.2RR / update
Combat pressureavg 22.2 vs 75/h target · weight 20%
-12.3RR / update
Kills per houravg 93.6 vs 152/h target · weight 20%
-6.2RR / 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%
+2.7RR / update
Objective stops / C4 pressureavg 26.8 vs 13/h target · weight 20%
+7.9RR / update
Fix simulator
Average scored update right now-2.8 RR
Hit Objective actions target — nothing else changes+13.5 RR / update
Hit Objective actions + Support actions targets+27.9 RR / update
Counterfactual on the same games, same K-factor (~97). 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-26 net
Your games-26
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
1217 UTC avg +13.8 RR / update over 4 updates weakest: 1823 UTC (avg -10.3)
Fatigue signature · avg RR by update # in a session
+291st
+252nd
-7.63rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-07-26-16-4010 updates-7
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 10%RR
Top 9%Combat
Top 54%Objective
Top 49%Support
Top 8%KPH
Objective Stops100/100
KPH81/100
Combat44/100
Objective31/100
Support24/100
Personal intelligence / weekly compile

Loadout DNA // Kanashimi

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

1320Skill RR
+5Skill RR delta
1320Peak 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 ? 13 valid updates
2026-07-26-22:20-26 performance
Activity: 22.2 min / 6 K / 4 A / 0 W
Score: actual 0.681 vs expected 1.01 / margin -0.329
Show exact performance breakdown
0.681Actual score
1.01Expected score
-0.329Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.73
OBJECTIVE0.78
SUPPORT0.82
PRESSURE0.78
ground truth 0.76 vs legacy read 0.09 · 2 match window · 1.00 = your class target for this lobby
2026-07-26-21-00-42 performance
Activity: 10 min / 14 K / 9 A / 0 W
Score: actual 0.429 vs expected 0.958 / margin -0.529
Show exact performance breakdown
0.429Actual score
0.958Expected score
-0.529Margin
79K-factor
2026-07-26-20:40-9 performance
Activity: 25.6 min / 23 K / 11 A / 0 W
Score: actual 0.952 vs expected 1.059 / margin -0.108
Show exact performance breakdown
0.952Actual score
1.059Expected score
-0.108Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / RECON 53% / ASSAULT 47%engine weight 90%
COMBAT1.07
OBJECTIVE0.92
SUPPORT0.41
PRESSURE0.90
ground truth 0.92 vs legacy read 0.91 · 3 match window · 1.00 = your class target for this lobby
2026-07-26-20-00+17 performance
Activity: 29.2 min / 59 K / 35 A / 3 W
Score: actual 1.196 vs expected 1.03 / margin 0.166
Show exact performance breakdown
1.196Actual score
1.03Expected score
0.166Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.30
OBJECTIVE1.49
SUPPORT0.14
PRESSURE1.33
ground truth 1.22 vs legacy read 0.75 · 2 match window · 1.00 = your class target for this lobby
2026-07-26-19:40+9 performance
Activity: 10 min / 3 K / 1 A / 0 W
Score: actual 1.01 vs expected 0.923 / margin 0.087
Show exact performance breakdown
1.01Actual score
0.923Expected score
0.087Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.26
OBJECTIVE1.95
SUPPORT0.14
PRESSURE0.62
ground truth 1.08 vs legacy read 0.12 · 1 match window · 1.00 = your class target for this lobby
2026-07-26-18-00-11 performance
Activity: 32 min / 28 K / 22 A / 0 W
Score: actual 0.806 vs expected 0.907 / margin -0.101
Show exact performance breakdown
0.806Actual score
0.907Expected score
-0.101Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.19
OBJECTIVE0.17
SUPPORT0.61
PRESSURE0.66
ground truth 0.77 vs legacy read 0.76 · 2 match window · 1.00 = your class target for this lobby
2026-07-26-17:40+8 performance
Activity: 25.4 min / 37 K / 32 A / 1 W
Score: actual 0.969 vs expected 0.898 / margin 0.072
Show exact performance breakdown
0.969Actual score
0.898Expected score
0.072Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.25
OBJECTIVE0.65
SUPPORT1.08
PRESSURE0.43
ground truth 0.93 vs legacy read 0.72 · 2 match window · 1.00 = your class target for this lobby
2026-07-26-17:20-7 performance
Activity: 8.8 min / 15 K / 8 A / 1 W
Score: actual 0.802 vs expected 0.871 / margin -0.068
Show exact performance breakdown
0.802Actual score
0.871Expected score
-0.068Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.98
OBJECTIVE0.81
SUPPORT0.41
PRESSURE0.69
ground truth 0.79 vs legacy read 0.63 · 1 match window · 1.00 = your class target for this lobby
2026-07-26-17-00+25 performance
Activity: 15.3 min / 21 K / 7 A / 0 W
Score: actual 1.18 vs expected 0.94 / margin 0.241
Show exact performance breakdown
1.18Actual score
0.94Expected score
0.241Margin
105K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 58% / RECON 43%engine weight 90%
COMBAT1.04
OBJECTIVE0.91
SUPPORT1.34
PRESSURE0.91
ground truth 1.22 vs legacy read 0.60 · 2 match window · 1.00 = your class target for this lobby
2026-07-26-16:40+29 performance
Activity: 26.9 min / 42 K / 38 A / 4 W
Score: actual 1.105 vs expected 0.825 / margin 0.28
Show exact performance breakdown
1.105Actual score
0.825Expected score
0.28Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.39
OBJECTIVE1.34
SUPPORT0.50
PRESSURE0.68
ground truth 1.09 vs legacy read 0.72 · 2 match window · 1.00 = your class target for this lobby
2026-08-02-22-20
FIELD SHIFT Silver III / Skill RR 1316 / +1 RR
Position 394 / Combat / KPH 104.72 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-08-02-22-00
FIELD SHIFT Silver III / Skill RR 1315 / 0 RR
Position 394 / Combat / KPH 104.72 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-02-21-40
FIELD SHIFT Silver III / Skill RR 1315 / 0 RR
Position 396 / Combat / KPH 104.72 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-02-21-20
FIELD SHIFT Silver III / Skill RR 1315 / 0 RR
Position 396 / Combat / KPH 104.72 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-02-21-00
FIELD SHIFT Silver III / Skill RR 1315 / 0 RR
Position 396 / Combat / KPH 104.72 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-08-02-20-40
FIELD SHIFT Silver III / Skill RR 1315 / 0 RR
Position 394 / Combat / KPH 104.72 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-02-20-20
FIELD SHIFT Silver III / Skill RR 1315 / +1 RR
Position 394 / Combat / KPH 104.72 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-08-02-20-00
HELD Silver III / Skill RR 1314 / 0 RR
Position 395 / Combat / KPH 104.72 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-08-02-19-40
FIELD SHIFT Silver III / Skill RR 1314 / 0 RR
Position 395 / Combat / KPH 104.72 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-02-19-20
FIELD SHIFT Silver III / Skill RR 1314 / 0 RR
Position 394 / Combat / KPH 104.72 / Performance 0 / Field shift +1
  • 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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