Tracked players: 7376 · 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.
1297 / 7376Active ranked this season
00:34
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 15:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
[GER]GFan
RESTITUTION PAID — +193 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +25 RR on Oct 8, 2026 23:20 UTC. Games poisoned by cheaters can never count against anyone here.
Gold V
Gold contract filePressure-band contract

[GER]GFan1440 Skill RR

Gold V

Active SignalLive rank slot held / state file ? 6h ago
☣ Hazard pay87 RR lifetime / the system pays the mercs who endure a quarantined contract
1440Skill RR
#618Board position
Signal heldField state
14 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.
39/100
Pressure Deficit
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-11 Skill RR
LADDER TRACK BASE2030
PRESSURE BUDGET±51 RR
VISIBLE PREVIEW2019

Recent eligible matches show field pressure below the player's expected share.

39Current gauge
31Newest 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 Won Won Abandoned Loss Abandoned Won Won Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

[GER]GFan is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also has timing around stops, which can save rounds that look almost gone. Keep that pace stable and the support value can keep carrying useful minutes.

Team value: obj work Strongest: obj work · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
20 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
//Fan´s Tower of Terror\\ - Celebrate lvl 1000
obj_dockyard · Objective · Late Game
Maplast saved
obj_dockyard
Objective · Late Game
Last lobby1 ranked player
1/16
players in monitored server
Lobby difficultythin sample
1440
avg Skill RR 1440
Ranked densityrank signal
100%
1 of 1 detected players
Stomp riskbalance signal
0 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 1
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Runner · Hot streak · Skill RR is the rank signal
BOARD POSITION#618
Skill rating signal
Gold V
1440Gold V · Skill RR
Gold V → Gold IV40%
18 RR to Gold IV14 RR above floor
2132Peak form
2045All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective · Secondary: Objective Stops
Form engine
HOT+60 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+692 gap
Standing moveSkill scale
0
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
[GER]GFan helps the team by playing the round, not just the scoreboard. This player makes pressure matter by putting it into the objective. More fight pressure near the team would make those useful minutes much more dangerous. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 28.1 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 15:39:27 UTC
NEXT SCAN 00:33
CONTACTS 1297 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #618 [GER]GFan 1440 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11.2 RR/UPDATE · PEAK FORM 2132 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
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
[GER]GFan
Gold V · Hot Streak Objective Runner
#618BOARD POS
RR 1440PEAK 2132STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -11.2 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR4 of last 6 scored updates positive, +60 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2132Peak form
2045All-time peak
0Ladder track
+14RR above floor
1440Gold V · Skill RR40% TO GOLD IV
Gold V → Gold IV40% · 18 RR needed
REACTOR PULSE · FORM LAST 6HOT +60
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4549 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
+1.8 1st Deployopener
-7.3 2nd Deploybleeding
+27 3rd+ Deploylate game
⬢ Standing Order
Warm up before scored time.
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Strongest Window
0005 UTC avg +8.2 RR / update over 6 updates weakest: 1823 UTC (avg -5.3)
Recent Sessions
2026-10-19-09-201 update+33
2026-10-17-23-204 updates+22
2026-10-17-19-002 updates+10
2026-10-17-01-203 updates+1
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+60HOT
Form Engine
net RR across last 6
+692peak form gap 0standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective
100
Objective Stops
100
KPH
52
Support
39
Combat
15
72.8season KPH 67.1profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[15:39] > SCAN CYCLE 1539 COMPLETE — 1297 contacts indexed
[15:39] > RATING SIGNAL LOCKED: 1440 RR · GOLD V · BOARD #618
[15:39] > LEAK SCAN: COMBAT PRESSURE below target — drain -11.2 RR/update
[15:39] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
[GER]GFan helps the team by playing the round, not just the scoreboard. This player makes pressure matter by putting it into the objective. More fight pressure near the team would make those useful minutes much more dangerous. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 28.1 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 2.6 vs 75/h target · weight 20%
-11.2RR / update
Support actionsavg 8.1 vs 18/h target · weight 20%
-8.3RR / update
Kills per houravg 51.2 vs 152/h target · weight 20%
-7.6RR / update
Win resultavg 0.9 vs 1/h target · weight 1%
+0.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1RR / update
Objective stops / C4 pressureavg 22 vs 13/h target · weight 20%
+3.9RR / update
Objective actionsavg 66.7 vs 17/h target · weight 20%
+7.6RR / update
Fix Simulator · Counterfactual
Average scored update right now+6.8 RR
Hit Combat pressure target — nothing else changes+18.3 RR / update
Hit Combat pressure + Support actions targets+28.1 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h+33 net
Your games
+33
Field drift
0
1 scored update in window
72h+96 net
Your games
+96
Field drift
0
14 scored updates in window
7d+139 net
Your games
+139
Field drift
0
43 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 10%RR
Top 36%Combat
Top 10%Objective
Top 29%Support
Top 37%KPH
Objective100/100
Objective Stops100/100
KPH52/100
Support39/100
Combat15/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+33 impact)
⬢ CHAMPAGNE ROOM BADGE Gold V TAPE SAYS Elite
Champagne. Actual champagne. I set a brutal bar and you cleared it with such violence that the bar is now structural debris.
Coach blood pressureCHAMPAGNE CALM
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
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. Healing without teeth. Your squad stays alive and then loses every fight anyway, because their medic shoots like a pacifist. Bring your weapon to the engagement. Suppress a lane. Make the enemy respect the medic — then FEAR the medic. You are ONE good night from Gold IV. 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
▲
Team support▲ High64 / 18 support/h target
Objective Leaks
▼
Frag pressure▼ Major3.2 / 75 combat/h target
▼
Objective work▼ Major4.2 / 17 objective/h target
▼
Kill pace▼ Major46.6 / 152 KPH target
Field Orders
◎
Frag pressureTARGET3.2 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Objective workTARGET4.2 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Kill paceTARGET46.6 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That is more like it. Team support gave the push a backbone and made the enemy work for space. Next game: take cleaner fights with the wave. Do not isolate yourself; trade where the team can use the kill. Coach order: first contact is good; useful first contact is better.
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 2026-10-19-09:20 / +33 game impact
Coach
CHAMPAGNE ROOM
Champagne. Actual champagne. I set a brutal bar and you cleared it with such violence that the bar is now structural debris.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold VGold V
➞
The tape saysEliteElite
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
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. Healing without teeth. Your squad stays alive and then loses every fight anyway, because their medic shoots like a pacifist. Bring your weapon to the engagement. Suppress a lane. Make the enemy respect the medic — then FEAR the medic. You are ONE good night from Gold IV. 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
MEDICjudged by your class bar
FILE 051 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksPage 51. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.This is your 8th shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Next session I want one thing moved on that board. One. Files are not written in great leaps - they are written in stubborn quarter-inches, and I count every one.
COMBAT
So close it hurts. One more honest shift and it is over the line.
0.80
CLASS BAR 1.00
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
2.00
CLASS BAR 1.00
The drill // next sessionSaints get statues, medics with teeth get championships. Next shift I want your crosshair working as hard as your defib.
CASTLEWON
18 teammates raised on this shift. The tape does not lie about who kept that team breathing.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHOENIX
IN YOUR SQUAD 4 OF LAST 6
Count the enemies who saw you drop. Self-revive into the gap they left, not the crosshair they kept — patience turns the second life into two answers.
▸FILM ROOM // CASTLE
Castle funnels every fight through tight stone chokes. Cooked grenades and area denial rule here — walk in behind your explosives or do not walk in.
39 of 50 across ten fights. The bus does not need another passenger. It needs an engine.

Working signals

Team support▲ High
64 / 18 support/h target
4 positive +60 last 6

Objective leaks

Frag pressure▼ Major
3.2 / 75 combat/h target
Objective work▼ Major
4.2 / 17 objective/h target
Kill pace▼ Major
46.6 / 152 KPH target
2 negative 1.422 vs 0.883

Field orders

Frag pressuretarget
3.2 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Objective worktarget
4.2 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Kill pacetarget
46.6 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
You are on the serious half of my ladder now. I expected you walking into rounds like you own the deed to the map.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
How fast this can move you
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 2.6 vs 75/h target · weight 20%
-11.2RR / update
Support actionsavg 8.1 vs 18/h target · weight 20%
-8.3RR / update
Kills per houravg 51.2 vs 152/h target · weight 20%
-7.6RR / update
Win resultavg 0.9 vs 1/h target · weight 1%
+0.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1RR / update
Objective stops / C4 pressureavg 22 vs 13/h target · weight 20%
+3.9RR / update
Objective actionsavg 66.7 vs 17/h target · weight 20%
+7.6RR / update
Fix simulator
Average scored update right now+6.8 RR
Hit Combat pressure target — nothing else changes+18.3 RR / update
Hit Combat pressure + Support actions targets+28.1 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h+33 net
Your games+33
Field drift0
1 scored update in window
72h+96 net
Your games+96
Field drift0
14 scored updates in window
7d+139 net
Your games+139
Field drift0
43 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +8.2 RR / update over 6 updates weakest: 1823 UTC (avg -5.3)
Fatigue signature · avg RR by update # in a session
+1.81st
-7.32nd
+273rd+
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Recent sessions
2026-10-19-09-201 update+33
2026-10-17-23-204 updates+22
2026-10-17-19-002 updates+10
2026-10-17-01-203 updates+1
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 10%RR
Top 36%Combat
Top 10%Objective
Top 29%Support
Top 37%KPH
Objective100/100
Objective Stops100/100
KPH52/100
Support39/100
Combat15/100
Personal intelligence / weekly compile

Loadout DNA // [GER]GFan

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
364completed proof matches
11maps in personal file
Objectivedominant field lane
COOLINGlast 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 JAVELIN / SH85 loadout card
JAVELIN / SH85Fire Support

278 completed matches / 60.1% observed result

Signature 2 SKYHAMMER / T61 loadout card
SKYHAMMER / T61Fire Support

83 completed matches / 62.7% observed result

Signature 3 PROXY / H11 loadout card
PROXY / H11Engineer

68 completed matches / 52.9% observed result

Signature 4 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

55 completed matches / 58.2% observed result

Role DNA
Combat
48
Objective
97
Support
20
Precision
38
Pressure
72
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 PROXY / H11 loadout card
PROXY / H11Engineer
Test PROXY / KE21 loadout card
PROXY / KE21Engineer
Keep PROXY. Change one card.

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

68 completed matches / 52.9% observed result 22,720 completed carries / 4,614 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.

Bridge70 personal / 67.1% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

57 completed matches / 70.2% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel57 personal / 66.7% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

45 completed matches / 73.3% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground55 personal / 49.1% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

45 completed matches / 46.7% observed result

JAVELIN / D46 loadout card
Archive same-merc leadJAVELIN / D46

965 archive carries / 500 players / 52.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle33 personal / 45.5% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

28 completed matches / 39.3% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Terminal Redux31 personal / 48.4% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

25 completed matches / 44.0% observed result

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Dockyard30 personal / 56.7% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

26 completed matches / 57.7% 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.

JAVELIN / SH85 loadout card
JAVELIN / SH85
PROXY / H11 loadout card
PROXY / H11
SKYHAMMER / T61 loadout card
SKYHAMMER / T61
Signature deck

34 completed matches / 61.8% 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 Objective x26 / JAVELIN / SH85Most Ammo x13 / JAVELIN / SH85Most Objective x10 / SKYHAMMER / T61Most Objective x8 / BUSHWHACKER / C72

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

1440Public Skill RR now
+2Recorded season RR change
+66Performance 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: 1440 season RR + 0 public adjustment = 1440 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 · 574 valid updates
2026-10-19-09:20+33 performance
Activity: 28.3 min / 22 K / 7 A / 4 W
Score: actual 1.422 vs expected 0.883 / margin 0.539
Show exact performance breakdown
1.422Actual score
0.883Expected score
0.539Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.80
OBJECTIVE1.14
SUPPORT2.00
PRESSURE1.10
ground truth 1.44 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-02-00+25 performance
Activity: 14 min / 9 K / 11 A / 1 W
Score: actual 1.301 vs expected 0.888 / margin 0.413
Show exact performance breakdown
1.301Actual score
0.888Expected score
0.413Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.74
OBJECTIVE2.00
SUPPORT0.34
PRESSURE0.85
ground truth 1.29 vs legacy read 0.97 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-01:40+29 performance
Activity: 15 min / 12 K / 7 A / 1 W
Score: actual 1.387 vs expected 0.905 / margin 0.482
Show exact performance breakdown
1.387Actual score
0.905Expected score
0.482Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.83
OBJECTIVE2.00
SUPPORT0.54
PRESSURE1.08
ground truth 1.38 vs legacy read 0.93 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-00-00-6 performance
Activity: 11 min / 6 K / 0 A / 1 W
Score: actual 0.886 vs expected 0.986 / margin -0.1
Show exact performance breakdown
0.886Actual score
0.986Expected score
-0.1Margin
61K-factor
2026-10-17-23:20-26 performance
Activity: 27.1 min / 14 K / 1 A / 2 W
Score: actual 0.559 vs expected 0.987 / margin -0.427
Show exact performance breakdown
0.559Actual score
0.987Expected score
-0.427Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.45
OBJECTIVE0.15
SUPPORT0.79
PRESSURE0.85
ground truth 0.52 vs legacy read 0.88 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-19:20+5 performance
Activity: 18.9 min / 23 K / 23 A / 1 W
Score: actual 1.085 vs expected 0.997 / margin 0.087
Show exact performance breakdown
1.085Actual score
0.997Expected score
0.087Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.10
OBJECTIVE2.00
SUPPORT0.34
PRESSURE0.77
ground truth 1.08 vs legacy read 0.84 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-19-00+5 performance
Activity: 4.6 min / 1 K / 1 A / 2 W
Score: actual 1.066 vs expected 0.982 / margin 0.084
Show exact performance breakdown
1.066Actual score
0.982Expected score
0.084Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.21
OBJECTIVE2.00
SUPPORT0.38
PRESSURE0.86
ground truth 1.13 vs legacy read 0.41 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-02-00+27 performance
Activity: 11.7 min / 14 K / 10 A / 1 W
Score: actual 1.436 vs expected 0.988 / margin 0.448
Show exact performance breakdown
1.436Actual score
0.988Expected score
0.448Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.12
OBJECTIVE2.00
SUPPORT0.38
PRESSURE1.11
ground truth 1.43 vs legacy read 1.03 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-01:40-21 performance
Activity: 15 min / 13 K / 3 A / 0 W
Score: actual 0.75 vs expected 1.089 / margin -0.34
Show exact performance breakdown
0.75Actual score
1.089Expected score
-0.34Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.54
OBJECTIVE1.44
SUPPORT0.44
PRESSURE1.02
ground truth 0.81 vs legacy read 0.25 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-01:20-5 performance
Activity: 22.6 min / 17 K / 15 A / 3 W
Score: actual 0.994 vs expected 1.068 / margin -0.075
Show exact performance breakdown
0.994Actual score
1.068Expected score
-0.075Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 66% / ENGINEER 34%engine weight 90%
COMBAT0.67
OBJECTIVE1.59
SUPPORT0.42
PRESSURE0.86
ground truth 0.99 vs legacy read 0.65 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-15-20
HELD Gold V / Skill RR 1440 / 0 RR
Position 634 / Objective Stopper / KPH 67.05 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-00
HELD Gold V / Skill RR 1440 / 0 RR
Position 633 / Objective Stopper / KPH 67.05 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-40
HELD Gold V / Skill RR 1440 / 0 RR
Position 631 / Objective Stopper / KPH 67.05 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-20
HELD Gold V / Skill RR 1440 / 0 RR
Position 631 / Objective Stopper / KPH 67.05 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-00
HELD Gold V / Skill RR 1440 / 0 RR
Position 631 / Objective Stopper / KPH 67.05 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-13-40
HELD Gold V / Skill RR 1440 / 0 RR
Position 631 / Objective Stopper / KPH 67.05 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-20
HELD Gold V / Skill RR 1440 / 0 RR
Position 632 / Objective Stopper / KPH 67.05 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-00
HELD Gold V / Skill RR 1440 / 0 RR
Position 632 / Objective Stopper / KPH 67.05 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-40
HELD Gold V / Skill RR 1440 / 0 RR
Position 632 / Objective Stopper / KPH 67.05 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-20
HELD Gold V / Skill RR 1440 / 0 RR
Position 632 / Objective Stopper / KPH 67.05 / 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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