Tracked players: 7368 · 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.
1303 / 7368Active ranked this season
14:19
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 08:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
stef
WARNING SIGNAL WEAK - REVIVE AVAILABLE
28.9 days since your last scored update. You are still in the live field, but at day 7 the signal flatlines and this rank slot leaves the board.
REVIVE ORDER: play one scored ranked session. A single valid update restores ACTIVE SIGNAL and the countdown resets.
RESTITUTION PAID — +58 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +58 RR on Aug 22, 2026 09:00 UTC. Games poisoned by cheaters can never count against anyone here.
Cobalt III
Cobalt strike vaultElite-gate contract

stef1687 Skill RR

Cobalt III

Weak SignalRank live / signal close to expiry / state file ? 28.9d ago
1687Skill RR
#185Board position
Signal heldField state
7 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.
66/100
High Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+14 Skill RR
LADDER TRACK BASE1748
PRESSURE BUDGET±44 RR
VISIBLE PREVIEW1762
Silent Support x 4

Recent eligible matches are bending the field clearly above expectation.

66Current gauge
51Newest 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
Won Abandoned Loss Loss Abandoned Abandoned Abandoned Won Loss Abandoned
Open DBStats Profile ↗
Ranked read

stef is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. That stop pressure gives the team extra time, extra trades, and another chance to move. The fight side gives the team a way to open pushes instead of only reacting. There is team value here when the good moments also bring more obj work and fight pressure.

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
28 d ago · 21 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_trainyard · Stopwatch · Early Game
Maplast saved
obj_trainyard
Stopwatch · Early Game
Last lobby13 ranked players
13/16
players in monitored server
Lobby difficultyGold I
1579
avg Skill RR 1579
Ranked densityrank signal
100%
13 of 13 detected players
Stomp riskbalance signal
64 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 13
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#185
Skill rating signal
Cobalt III
1687Cobalt III · Skill RR
Cobalt III → Cobalt II17%
74 RR to Cobalt II7 RR above floor
1684Peak form
1990All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE0 last 6
0 positive · 0 negative · 0 active in the last 6 updates
Pressure meterLOW
20/100
Stability0%
VOLATILE
Peak form gapCobalt III
-3 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftoffline
0
Player DNAStable read
stef brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. The best rounds are the ones where that support work turns one messy fight into another chance for the team. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 19.1 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 08:05:43 UTC
NEXT SCAN 14:17
CONTACTS 1303 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #185 stef 1687 RR · FORM STABLE — 0/1 POSITIVE · LEAK SCAN: COMBAT PRESSURE -12.8 RR/UPDATE · PEAK FORM 1684 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
stef
Cobalt III · Objective Stopper
#185BOARD POS
RR 1687PEAK 1684STATE STABLECONF 83
● 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 2 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -12.8 RR / update.
◌
Signal IdleSEV-3No scored activity in the recent window. The rank slot is held until the next game.
Personal Reactor · Skill RR Core
1684Peak form
1990All-time peak
0Ladder track
+7RR above floor
1687Cobalt III · Skill RR17% TO COBALT II
Cobalt III → Cobalt II17% · 74 RR needed
REACTOR PULSE · FORM LAST 6STABLE 0
Sentinel Confidence
83HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4527 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
-13 1st Deploybleeding
-6 2nd Deploybleeding
-16.7 3rd+ Deploybleeding
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0611 UTC avg -12 RR / update over 10 updates
Recent Sessions
2026-09-20-09-402 updates-28
2026-09-06-09-401 update-27
2026-09-05-11-002 updates-33
2026-08-30-09-005 updates-32
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
0%VOLATILE
Stability
rating consistency index
0/1HOT RATIO
Hot Ratio
positive in last 6 updates
0STABLE
Form Engine
net RR across last 6
-3peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
82
Support
60
Combat
53
Objective
51
86.4season KPH 107.1profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[08:05] > SCAN CYCLE 0805 COMPLETE — 1303 contacts indexed
[08:05] > RATING SIGNAL LOCKED: 1687 RR · COBALT III · BOARD #185
[08:05] > LEAK SCAN: COMBAT PRESSURE below target — drain -12.8 RR/update
[08:05] > FORM ENGINE: 0/1 positive — band STABLE, stability 0%
Sentinel Read · Player Assessment
stef brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. The best rounds are the ones where that support work turns one messy fight into another chance for the team. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 19.1 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 10.4 vs 75/h target · weight 20%
-12.8RR / update
Kills per houravg 85.9 vs 152/h target · weight 20%
-7.7RR / update
Support actionsavg 16.6 vs 18/h target · weight 20%
-6.1RR / update
Objective actionsavg 18.1 vs 17/h target · weight 20%
-4.4RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Objective stops / C4 pressureavg 32.2 vs 13/h target · weight 20%
+2.9RR / update
Fix Simulator · Counterfactual
Average scored update right now-12 RR
Hit Combat pressure target — nothing else changes-1.7 RR / update
Hit Combat pressure + Objective actions targets+4.7 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
7d0 net
Your games
0
Field drift
0
0 scored updates 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 4%RR
Top 6%Combat
Top 27%Objective
Top 14%Support
Top 7%KPH
Objective Stops100/100
KPH82/100
Support60/100
Combat53/100
Objective51/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-15 impact)
⬢ COACH WARNING BADGE Cobalt III TAPE SAYS Cobalt II
I had you on the GOOD board. The board I point at when I am proud! And you handed me tape that belongs on the OTHER board. The one by the bins!
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ FAST CLIMB ORDER
We are one repair away from forward motion. ONE. Bring me a session where the leak is gone and I will bring the climbing gear. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. Cobalt II 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▲ High34.9 / 13 clutch/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Frag pressure▼ Major0 / 75 combat/h target
▼
Kill pace▼ Medium98.5 / 152 KPH target
Field Orders
◎
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET98.5 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That one hurt. Not because of one mistake — because the round needed more obj work when it mattered. Next game: drag the fight onto the win condition. If the enemy wants obj, make them pay rent. Coach order: make the map objective your problem until it becomes their problem.
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 2026-09-20-10-00 / -15 game impact
Coach
COACH WARNING
I had you on the GOOD board. The board I point at when I am proud! And you handed me tape that belongs on the OTHER board. The one by the bins!
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IIICobalt III
➞
The tape saysCobalt IICobalt II
Two badges, one truth: the ladder owes you money. Collect it next session.
Fast climb order
We are one repair away from forward motion. ONE. Bring me a session where the leak is gone and I will bring the climbing gear. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. Cobalt II 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
MEDICjudged by your class bar
FILE 021 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.This is your 17th shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 1.17 on OBJECTIVE. Tonight reads 0.46. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.The door is right there and so is the drill. One of them fixes this page. Pick the drill, every time, until my pen agrees with you.
OBJECTIVE
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.46
CLASS BAR 1.00
SUPPORT
Inches from the bar - and inches decide gold.
0.87
CLASS BAR 1.00
The drill // next sessionGreat hands, wrong postcode. Move the clinic onto the objective and keep it open until the siren.
TRAINYARDLOST
1 get-ups. Somewhere out there, 1 players owe you a drink and do not even know your callsign.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AURA
IN YOUR SQUAD EVERY RECENT GAME
Plant the station where the objective lives, not where it is safe. A station healing nobody is furniture.
▸FILM ROOM // TRAINYARD
Holding Trainyard: rotate the long-angle rifle between lanes every wave. A sniper with a schedule is furniture; a sniper without one is weather.
66 of 50, ten fights running. Teams get built around numbers like that. Remember I said it first.
❞I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ High
34.9 / 13 clutch/h target
0 positive -98 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Medium
98.5 / 152 KPH target
6 negative 0.881 vs 1.121

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
98.5 / 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
Cobalt. COBALT. At this altitude, good is a slur. I expected you walking into lanes like a landlord collecting rent. Every fight, every angle — yours by default.
What your last games gave me
Solid tape, wrong owner. If a Silver handed me this, parade. From you, it reads like a champion jogging the final and calling it a race.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 10.4 vs 75/h target · weight 20%
-12.8RR / update
Kills per houravg 85.9 vs 152/h target · weight 20%
-7.7RR / update
Support actionsavg 16.6 vs 18/h target · weight 20%
-6.1RR / update
Objective actionsavg 18.1 vs 17/h target · weight 20%
-4.4RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Objective stops / C4 pressureavg 32.2 vs 13/h target · weight 20%
+2.9RR / update
Fix simulator
Average scored update right now-12 RR
Hit Combat pressure target — nothing else changes-1.7 RR / update
Hit Combat pressure + Objective actions targets+4.7 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
7d0 net
Your games0
Field drift0
0 scored updates 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
0611 UTC avg -12 RR / update over 10 updates
Fatigue signature · avg RR by update # in a session
-131st
-62nd
-16.73rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-09-20-09-402 updates-28
2026-09-06-09-401 update-27
2026-09-05-11-002 updates-33
2026-08-30-09-005 updates-32
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 4%RR
Top 6%Combat
Top 27%Objective
Top 14%Support
Top 7%KPH
Objective Stops100/100
KPH82/100
Support60/100
Combat53/100
Objective51/100
Personal intelligence / weekly compile

Loadout DNA // stef

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
169completed proof matches
11maps in personal file
Pressuredominant field lane
THIN SIGNALlast seven days
01 / identity

Signature arsenal

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

Most carried PHOENIX / CR81 loadout card
PHOENIX / CR81Medic

51 completed matches / 54.9% observed result

Signature 2 FLETCHER / BL33 loadout card
FLETCHER / BL33Engineer

36 completed matches / 52.8% observed result

Signature 3 AURA / BL72 loadout card
AURA / BL72Medic

24 completed matches / 41.7% observed result

Signature 4 RHINO / A61 loadout card
RHINO / A61Assault

18 completed matches / 33.3% observed result

Role DNA
Combat
78
Objective
55
Support
71
Precision
54
Pressure
82
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 FLETCHER / BL33 loadout card
FLETCHER / BL33Engineer
Test FLETCHER / BL32 loadout card
FLETCHER / BL32Engineer
Keep FLETCHER. Change one card.

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

36 completed matches / 52.8% observed result 5,769 completed carries / 1,801 players Field test / not a verdict
03 / map files

Your map dossier

Your observed card stays visible beside archive leads. Archive context explains history; it does not replace the current-build order above.

Whitechapel23 personal / 65.2% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

13 completed matches / 69.2% observed result

PHOENIX / C41 loadout card
Archive same-merc leadPHOENIX / C41

5,530 archive carries / 500 players / 52.2% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge18 personal / 44.4% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

11 completed matches / 45.5% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground15 personal / 53.3% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

8 completed matches / 75.0% observed result

PHOENIX / CR72 loadout card
Archive same-merc leadPHOENIX / CR72

3,174 archive carries / 500 players / 51.5% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle11 personal / 54.5% observed
FLETCHER / BL33 loadout card
Your observed cardFLETCHER / BL33

6 completed matches / 66.7% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Terminal Redux9 personal / 22.2% observed
FLETCHER / BL33 loadout card
Your observed cardFLETCHER / BL33

5 completed matches / 20.0% observed result

FLETCHER / BL21 loadout card
Archive same-merc leadFLETCHER / BL21

639 archive carries / 486 players / 53.6% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Dockyard6 personal / 83.3% observed
FLETCHER / BL33 loadout card
Your observed cardFLETCHER / BL33

3 completed matches / 100.0% 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.

AURA / BL72 loadout card
AURA / BL72
RHINO / A61 loadout card
RHINO / A61
VASSILI / F12 loadout card
VASSILI / F12
Signature deck

7 completed matches / 42.9% observed result

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

Most Revives x6 / PHOENIX / CR81Match award x2 / RHINO / A61Most Accurate x2 / VASSILI / F12Most Headshots x2 / THUNDER / MA42

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

1687Public Skill RR now
-5Recorded season RR change
-120Performance 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: 1687 season RR + 0 public adjustment = 1687 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 · 116 valid updates
2026-09-20-10-00-15 performance
Activity: 16.2 min / 22 K / 13 A / 0 W
Score: actual 0.881 vs expected 1.121 / margin -0.24
Show exact performance breakdown
0.881Actual score
1.121Expected score
-0.24Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.24
OBJECTIVE0.46
SUPPORT0.87
PRESSURE1.02
ground truth 0.88 vs legacy read 0.75 · 1 match window · 1.00 = your class target for this lobby
2026-09-20-09:40-13 performance
Activity: 16.4 min / 6 K / 1 A / 1 W
Score: actual 0.882 vs expected 1.102 / margin -0.22
Show exact performance breakdown
0.882Actual score
1.102Expected score
-0.22Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 58% / MEDIC 42%engine weight 90%
COMBAT0.70
OBJECTIVE0.60
SUPPORT1.06
PRESSURE0.72
ground truth 0.85 vs legacy read 1.07 · 2 match window · 1.00 = your class target for this lobby
2026-09-06-09:40-27 performance
Activity: 5 min / 4 K / 5 A / 0 W
Score: actual 0.856 vs expected 1.3 / margin -0.444
Show exact performance breakdown
0.856Actual score
1.3Expected score
-0.444Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.96
OBJECTIVE0.31
SUPPORT1.33
PRESSURE0.81
ground truth 0.96 vs legacy read 0.13 · 1 match window · 1.00 = your class target for this lobby
2026-09-05-11:20-12 performance
Activity: 24.5 min / 34 K / 26 A / 0 W
Score: actual 1.06 vs expected 1.258 / margin -0.198
Show exact performance breakdown
1.06Actual score
1.258Expected score
-0.198Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.37
OBJECTIVE0.50
SUPPORT1.28
PRESSURE0.88
ground truth 1.07 vs legacy read 0.79 · 1 match window · 1.00 = your class target for this lobby
2026-09-05-11-00-21 performance
Activity: 12.9 min / 14 K / 5 A / 0 W
Score: actual 0.861 vs expected 1.197 / margin -0.336
Show exact performance breakdown
0.861Actual score
1.197Expected score
-0.336Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.74
OBJECTIVE1.46
SUPPORT0.69
PRESSURE0.73
ground truth 0.87 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
2026-08-30-11:40-10 performance
Activity: 12.4 min / 15 K / 14 A / 2 W
Score: actual 1.094 vs expected 1.264 / margin -0.17
Show exact performance breakdown
1.094Actual score
1.264Expected score
-0.17Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.99
OBJECTIVE2.00
SUPPORT1.01
PRESSURE0.31
ground truth 1.05 vs legacy read 1.08 · 1 match window · 1.00 = your class target for this lobby
2026-08-30-11:20-19 performance
Activity: 15 min / 19 K / 13 A / 0 W
Score: actual 0.96 vs expected 1.273 / margin -0.312
Show exact performance breakdown
0.96Actual score
1.273Expected score
-0.312Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.92
OBJECTIVE1.53
SUPPORT0.64
PRESSURE0.69
ground truth 0.94 vs legacy read 0.98 · 1 match window · 1.00 = your class target for this lobby
2026-08-30-09:40-21 performance
Activity: 10.2 min / 18 K / 10 A / 0 W
Score: actual 0.816 vs expected 1.161 / margin -0.346
Show exact performance breakdown
0.816Actual score
1.161Expected score
-0.346Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.56
OBJECTIVE0.18
SUPPORT0.72
PRESSURE0.74
ground truth 0.77 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
2026-08-30-09:20+9 performance
Activity: 24.3 min / 15 K / 20 A / 2 W
Score: actual 1.325 vs expected 1.177 / margin 0.148
Show exact performance breakdown
1.325Actual score
1.177Expected score
0.148Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 55% / ENGINEER 45%engine weight 90%
COMBAT0.81
OBJECTIVE1.56
SUPPORT1.28
PRESSURE1.04
ground truth 1.40 vs legacy read 0.58 · 2 match window · 1.00 = your class target for this lobby
2026-08-30-09-00+9 performance
Activity: 26.4 min / 19 K / 27 A / 4 W
Score: actual 1.432 vs expected 1.281 / margin 0.151
Show exact performance breakdown
1.432Actual score
1.281Expected score
0.151Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.85
OBJECTIVE1.48
SUPPORT2.00
PRESSURE0.76
ground truth 1.47 vs legacy read 0.77 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-08-00
HELD Cobalt III / Skill RR 1687 / 0 RR
Position 187 / Combat / KPH 107.08 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-07-40
HELD Cobalt III / Skill RR 1687 / 0 RR
Position 187 / Combat / KPH 107.08 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-07-20
HELD Cobalt III / Skill RR 1687 / 0 RR
Position 187 / Combat / KPH 107.08 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-07-00
HELD Cobalt III / Skill RR 1687 / 0 RR
Position 187 / Combat / KPH 107.08 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-06-40
HELD Cobalt III / Skill RR 1687 / 0 RR
Position 187 / Combat / KPH 107.08 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-06-20
HELD Cobalt III / Skill RR 1687 / 0 RR
Position 187 / Combat / KPH 107.08 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-06-00
HELD Cobalt III / Skill RR 1687 / 0 RR
Position 187 / Combat / KPH 107.08 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-05-40
HELD Cobalt III / Skill RR 1687 / 0 RR
Position 187 / Combat / KPH 107.08 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-05-20
HELD Cobalt III / Skill RR 1687 / 0 RR
Position 187 / Combat / KPH 107.08 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-05-00
HELD Cobalt III / Skill RR 1687 / 0 RR
Position 187 / Combat / KPH 107.08 / 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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