Tracked players: 2659 · 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.
565 / 2659Active ranked this season
14:10
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.

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
JammyDodger46
Gold II
SEASON I REWARD
Gold III
Gold III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

JammyDodger461562 Skill RR

Gold II

Active SignalLive rank slot held / state file ? just now
1562Skill RR
#154Board position
Positive impactField state
5 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.
49/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-1 Skill RR
BASE SKILL RR1431
PRESSURE BUDGET±36 RR
VISIBLE PREVIEW1430
Silent Support x 1

Recent eligible matches sit slightly below expected field pressure.

49Current gauge
40Newest 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 Loss Won Loss Loss Won Loss Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want JammyDodger46 near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More direct round work would make the value easier for any team to feel. The most recent scored round gave the team something useful to build on.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb live scan · current monitored server
Live now
1 min ago · 22 DBRanked servers · scan fresh
Current serverlive scan
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_castle · Stopwatch · Mid Game
Mapcurrent cache
obj_castle
Stopwatch · Mid Game
Same live lobby13 ranked players
13/16
players in monitored server
Lobby difficultyGold II
1429
avg Skill RR 1429
Ranked densityrank signal
100%
13 of 13 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 13
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#154
Skill rating signal
Gold II
1562Gold II · Skill RR
Gold II → Gold I13%
58 RR to Gold I5 RR above floor
1999Peak form
1465All-time peak
1431Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
HOT+28 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+437 gap
Standing moveSkill scale
+47
Rank pressureField opened
Field opened +8 RR
Idle field shiftoffline
+8
Player DNAStable read
JammyDodger46 is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. When the fights get cleaner, the team value becomes much easier to see. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 16.7 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:25:50 UTC
NEXT SCAN 14:10
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #154 JammyDodger46 1562 RR · CONTACT #155 CLOSURE +178/DAY — INTERCEPT ~1D · FORM HOT — 4/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -10.3 RR/UPDATE · PEAK FORM 1999 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
JammyDodger46
Gold II · Objective Stopper
#154BOARD POS
RR 1562PEAK 1999STATE 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 5 SIGNALS
Threat ClosingSEV-1#155 lemon cardboard gained +178 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -10.3 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#152 AKAMrSmiley is 4 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR4 of last 6 scored updates positive, +28 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1999Peak form
1465All-time peak
1431Ladder track
+5RR above floor
1562Gold II · Skill RR13% TO GOLD I
Gold II → Gold I13% · 58 RR needed
REACTOR PULSE · FORM LAST 6HOT +28
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1364 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 5 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
1823 UTC avg 0 RR / update over 5 updates
Recent Sessions
2026-07-17-22-403 updates0
2026-07-17-12-201 update0
2026-07-12-22-201 update0
2026-07-09-12-003 updates0
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
+28HOT
Form Engine
net RR across last 6
+437peak form gap +47standing move +8idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
52
KPH
49
Objective
40
Combat
18
85.4season KPH 63.6profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:25] > SCAN CYCLE 2325 COMPLETE — 565 contacts indexed
[23:25] > RATING SIGNAL LOCKED: 1562 RR · GOLD II · BOARD #154
[23:25] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -10.3 RR/update
[23:25] > THREAT TRACK: contact #155 closure +178/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
JammyDodger46 is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. When the fights get cleaner, the team value becomes much easier to see. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 16.7 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 3.6 vs 17/h target · weight 20%
-10.3RR / update
Combat pressureavg 17.9 vs 75/h target · weight 20%
-9.7RR / update
Kills per houravg 89.6 vs 152/h target · weight 20%
-5.6RR / update
Objective stops / C4 pressureavg 14.6 vs 13/h target · weight 20%
-2.1RR / update
Support actionsavg 23.3 vs 18/h target · weight 20%
-1.4RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Fix Simulator · Counterfactual
Average scored update right now-1.6 RR
Hit Objective actions target — nothing else changes+8.1 RR / update
Hit Objective actions + Combat pressure targets+17.2 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+46 net
Your games
+46
Field drift
0
4 scored updates in window
72h+46 net
Your games
+46
Field drift
0
4 scored updates in window
7d+38 net
Your games
+38
Field drift
0
5 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 7%RR
Top 38%Combat
Top 41%Objective
Top 23%Support
Top 48%KPH
Objective Stops100/100
Support52/100
KPH49/100
Objective40/100
Combat18/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+3 impact)
⬢ LEVEL HELD BADGE Gold II TAPE SAYS Elite
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureTAPPING THE DESK
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
Safe is the enemy now. You built a floor — great, lovely floor, very stable — NOW BUILD STAIRS. 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. Gold I 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
No strong booster in the last scored game.
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major0 / 75 combat/h target
Team support▼ Major10.1 / 18 support/h target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Team supportTARGET10.1 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Good. The useful work came from team value, and that is something the team can play around. Next game: if C4 is involved, be rude about it. Arm, disarm, protect, contest. Standing nearby and admiring it is not a strategy. 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 helped 2026-07-17-23:20 / +3 game impact
Coach
LEVEL HELD
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIGold II
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
Safe is the enemy now. You built a floor — great, lovely floor, very stable — NOW BUILD STAIRS. 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. Gold I 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 025 FAVORITE UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksI gave you one job: COMBAT. You took it from 1.16 to 1.38. My file now says COACHABLE in capital letters. That word is rare in here.The file also says 6 straight orders followed. That combination is rare enough in this room that I underline it.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
I pulled this tape twice because I refused to believe it the first time. I believed it the second time. That is the part that hurts.
0.23
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.
1.60
CLASS BAR 1.00
The drill // next sessionGreat hands, wrong postcode. Move the clinic onto the objective and keep it open until the siren.
TERMINALREDUXLOST
357 damage a minute out, 286 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SPARKS
IN YOUR SQUAD 4 OF LAST 6
Hold the revive angle ONTO the objective, not the objective floor itself. Sparks wins points by making every friendly death near it temporary.
FILM ROOM // TERMINAL
Your Sparks holds the Terminal gauntlet together: revive down the corridor from cover, health into the runner between chokes. The rifle raises more than it drops.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
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.
4 positive +28 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
0 / 75 combat/h target
Team support▼ Major
10.1 / 18 support/h target
2 negative 1.130 vs 1.075

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.
Team supporttarget
10.1 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
What I expected from your last games
Middle-of-the-board games at your rank is a man in a suit sleeping at his desk. I expected you AWAKE, loud, and expensive to play against.
What your last games gave me
Every single action bought something. Space, time, rounds, dignity. You played that match like you had already seen the ending and were just being polite about it.
How fast this can move you
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Objective actionsavg 3.6 vs 17/h target · weight 20%
-10.3RR / update
Combat pressureavg 17.9 vs 75/h target · weight 20%
-9.7RR / update
Kills per houravg 89.6 vs 152/h target · weight 20%
-5.6RR / update
Objective stops / C4 pressureavg 14.6 vs 13/h target · weight 20%
-2.1RR / update
Support actionsavg 23.3 vs 18/h target · weight 20%
-1.4RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Fix simulator
Average scored update right now-1.6 RR
Hit Objective actions target — nothing else changes+8.1 RR / update
Hit Objective actions + Combat pressure targets+17.2 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+46 net
Your games+46
Field drift0
4 scored updates in window
72h+46 net
Your games+46
Field drift0
4 scored updates in window
7d+38 net
Your games+38
Field drift0
5 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +0 RR / update over 5 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-22-403 updates0
2026-07-17-12-201 update0
2026-07-12-22-201 update0
2026-07-09-12-003 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 7%RR
Top 38%Combat
Top 41%Objective
Top 23%Support
Top 48%KPH
Objective Stops100/100
Support52/100
KPH49/100
Objective40/100
Combat18/100
Personal intelligence / weekly compile

Loadout DNA // JammyDodger46

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
91completed proof matches
10maps in personal file
Supportdominant 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 AIMEE / F82 loadout card
AIMEE / F82Recon

19 completed matches / 47.4% observed result

Signature 2 STOKER / T52 loadout card
STOKER / T52Fire Support

17 completed matches / 52.9% observed result

Signature 3 SPARKS / 383 loadout card
SPARKS / 383Medic

16 completed matches / 43.8% observed result

Signature 4 VASSILI / MO93 loadout card
VASSILI / MO93Recon

16 completed matches / 50.0% observed result

Role DNA
Combat
48
Objective
63
Support
82
Precision
54
Pressure
43
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 AIMEE / F82 loadout card
AIMEE / F82Recon
Test AIMEE / F51 loadout card
AIMEE / F51Recon
Keep AIMEE. Change one card.

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

19 completed matches / 47.4% observed result 8,759 completed carries / 2,531 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.

Whitechapel14 personal / 57.1% observed
ARTY / S83 loadout card
Your observed cardARTY / S83

6 completed matches / 33.3% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge13 personal / 53.8% observed
AIMEE / F82 loadout card
Your observed cardAIMEE / F82

6 completed matches / 50.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground10 personal / 30.0% observed
SPARKS / 383 loadout card
Your observed cardSPARKS / 383

6 completed matches / 33.3% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard9 personal / 66.7% observed
ARTY / S83 loadout card
Your observed cardARTY / S83

4 completed matches / 75.0% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux5 personal / 40.0% observed
AIMEE / F82 loadout card
Your observed cardAIMEE / F82

3 completed matches / 33.3% observed result

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Castle5 personal / 40.0% observed
AIMEE / F82 loadout card
Your observed cardAIMEE / F82

2 completed matches / early read

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% 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.

AIMEE / F82 loadout card
AIMEE / F82
PHANTOM / BL54 loadout card
PHANTOM / BL54
PHOENIX / KE81 loadout card
PHOENIX / KE81
Signature deck

5 completed matches / 80.0% 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 x3 / SPARKS / 383Match award x2 / PHOENIX / KE81Most Deployables x2 / NADER / KE43Match award x2 / VASSILI / F23

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

1562Skill RR
+50Skill RR delta
1562Peak 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 ? 25 valid updates
2026-07-17-23:20+3 performance
Activity: 14.2 min / 23 K / 19 A / 0 W
Score: actual 1.13 vs expected 1.075 / margin 0.055
Show exact performance breakdown
1.13Actual score
1.075Expected score
0.055Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.38
OBJECTIVE0.23
SUPPORT1.60
PRESSURE1.05
ground truth 1.18 vs legacy read 0.41 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-00+19 performance
Activity: 12.5 min / 14 K / 19 A / 0 W
Score: actual 1.432 vs expected 1.119 / margin 0.313
Show exact performance breakdown
1.432Actual score
1.119Expected score
0.313Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.16
OBJECTIVE1.21
SUPPORT2.00
PRESSURE1.31
ground truth 1.55 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:40+4 performance
Activity: 12.4 min / 33 K / 19 A / 1 W
Score: actual 1.137 vs expected 1.076 / margin 0.062
Show exact performance breakdown
1.137Actual score
1.076Expected score
0.062Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.60
OBJECTIVE0.48
SUPPORT0.05
PRESSURE1.38
ground truth 1.17 vs legacy read 0.77 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-12:20+20 performance
Activity: 19.7 min / 38 K / 28 A / 0 W
Score: actual 1.271 vs expected 0.949 / margin 0.321
Show exact performance breakdown
1.271Actual score
0.949Expected score
0.321Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.23
OBJECTIVE1.09
SUPPORT1.51
PRESSURE1.60
ground truth 1.29 vs legacy read 1.03 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-22:20-8 performance
Activity: 11.3 min / 13 K / 15 A / 0 W
Score: actual 0.91 vs expected 1.036 / margin -0.126
Show exact performance breakdown
0.91Actual score
1.036Expected score
-0.126Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.97
OBJECTIVE1.18
SUPPORT0.71
PRESSURE1.20
ground truth 0.98 vs legacy read 0.18 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-12:40-10 performance
Activity: 13 min / 14 K / 12 A / 2 W
Score: actual 0.979 vs expected 1.144 / margin -0.165
Show exact performance breakdown
0.979Actual score
1.144Expected score
-0.165Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.79
OBJECTIVE0.55
SUPPORT2.00
PRESSURE0.69
ground truth 1.02 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-12:20+4 performance
Activity: 16.5 min / 31 K / 37 A / 1 W
Score: actual 1.079 vs expected 1.01 / margin 0.07
Show exact performance breakdown
1.079Actual score
1.01Expected score
0.07Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.63
OBJECTIVE0.75
SUPPORT0.52
PRESSURE1.35
ground truth 1.09 vs legacy read 0.76 · 2 match window · 1.00 = your class target for this lobby
2026-07-09-12-00-41 performance
Activity: 2.1 min / 5 K / 3 A / 1 W
Score: actual 0.353 vs expected 1.023 / margin -0.67
Show exact performance breakdown
0.353Actual score
1.023Expected score
-0.67Margin
61K-factor
2026-07-06-21:40+7 performance
Activity: 11.5 min / 6 K / 12 A / 2 W
Score: actual 1.13 vs expected 1.011 / margin 0.119
Show exact performance breakdown
1.13Actual score
1.011Expected score
0.119Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.61
OBJECTIVE1.23
SUPPORT2.00
PRESSURE0.78
ground truth 1.13 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-07-06-21:20-15 performance
Activity: 20.8 min / 27 K / 22 A / 1 W
Score: actual 0.871 vs expected 1.116 / margin -0.245
Show exact performance breakdown
0.871Actual score
1.116Expected score
-0.245Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.90
OBJECTIVE1.08
SUPPORT0.85
PRESSURE0.81
ground truth 0.91 vs legacy read 0.58 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
MATCH IMPACT Gold II / Skill RR 1562 / +5 RR
Position 156 / Objective Stopper / KPH 63.64 / Performance +3 / Field shift +1 / Ladder track 1431
  • +3 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Support actions.
Show exact performance breakdown
1.13Actual score
1.075Expected score
0.055Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.38
OBJECTIVE0.23
SUPPORT1.60
PRESSURE1.05
ground truth 1.18 vs legacy read 0.41 · 2 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.215
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.21
Support actionsPulled RR down
Measured: 2.4 delta / Support score / hour 10.1
Score: 0.562 / Weight: 20% / Impact: -0.103
Kills per hourPulled RR down
Measured: 23 kills / Kills / hour 97
Score: 0.638 / Weight: 19.5% / Impact: -0.085
Objective stops / C4 pressurePulled RR down
Measured: 2.5 delta / Stop score / hour 10.5
Score: 0.811 / Weight: 20% / Impact: -0.053
Verified public data bonusPushed RR up
Measured: carried the lobby (1.13x avg output), topped a losing team 1x — the field remembers, measured accuracy 30% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-07-17-23-00
MATCH IMPACT Gold II / Skill RR 1557 / +17 RR
Position 160 / Objective Stopper / KPH 63.63 / Performance +19 / Field shift +2 / Ladder track 1428
  • +19 RR. Total ranked impact beat the expected level for current Skill RR expectation. Weak/low signals: Objective actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.432Actual score
1.119Expected score
0.313Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.16
OBJECTIVE1.21
SUPPORT2.00
PRESSURE1.31
ground truth 1.55 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.224
Combat pressurePulled RR down
Measured: 3 delta / Combat score / hour 14.4
Score: 0.193 / Weight: 19.5% / Impact: -0.181
Kills per hourPulled RR down
Measured: 14 kills / Kills / hour 67.4
Score: 0.443 / Weight: 19.5% / Impact: -0.132
Support actionsPulled RR down
Measured: 2.5 delta / Support score / hour 12
Score: 0.668 / Weight: 20% / Impact: -0.09
Objective stops / C4 pressurePulled RR down
Measured: 2.5 delta / Stop score / hour 12
Score: 0.926 / Weight: 20% / Impact: -0.039
Win resultNeutral
Measured: 0-3 / Win ratio 0%
Score: 0 / Weight: 1% / Impact: -0.002
2026-07-17-22-40
MATCH IMPACT Gold III / Skill RR 1540 / +10 RR
Position 172 / Objective Stopper / KPH 63.63 / Performance +4 / Field shift +1 / Ladder track 1409
  • +4 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Objective actions, Support actions and Combat pressure.
Show exact performance breakdown
1.137Actual score
1.076Expected score
0.062Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.60
OBJECTIVE0.48
SUPPORT0.05
PRESSURE1.38
ground truth 1.17 vs legacy read 0.77 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.215
Objective stops / C4 pressurePushed RR up
Measured: 9 delta / Stop score / hour 43.7
Score: 2 / Weight: 20% / Impact: +0.185
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 4.9
Score: 0.27 / Weight: 20% / Impact: -0.161
Combat pressurePulled RR down
Measured: 6.6 delta / Combat score / hour 32.1
Score: 0.428 / Weight: 19.5% / Impact: -0.126
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 30%, heavy measured damage output / Public K/D / win-loss confidence +0.022 score
Score: 0.022 / Weight: bonus% / Impact: +0.022
Win resultNeutral
Measured: 1-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.009
2026-07-17-22-20
FIELD SHIFT Gold III / Skill RR 1530 / -1 RR
Position 179 / Objective Stopper / KPH 63.6 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold III / Skill RR 1531 / +1 RR
Position 179 / Objective Stopper / KPH 63.6 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold III / Skill RR 1530 / +2 RR
Position 181 / Objective Stopper / KPH 63.6 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold III / Skill RR 1528 / -1 RR
Position 182 / Objective Stopper / KPH 63.6 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold III / Skill RR 1529 / +3 RR
Position 182 / Objective Stopper / KPH 63.6 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +3 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold III / Skill RR 1526 / 0 RR
Position 185 / Objective Stopper / KPH 63.6 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold III / Skill RR 1526 / 0 RR
Position 184 / Objective Stopper / KPH 63.6 / 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.

ONLINE NOW 3 · LAST 24H 713 · LAST 30 DAYS 8812