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
14:07
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
daniel22866
Silver I
BRUTAL WEEK SURVIVOR
15-9 survivor
SEASON I REWARD
Silver IV
Silver IV
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

daniel228661385 Skill RR

Silver I

Active SignalLive rank slot held / state file ? 2.1d ago
☣ Hazard pay3 RR lifetime / the system pays the mercs who endure a quarantined contract
1385Skill RR
#295Board position
Signal heldField state
26 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.
46/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-3 Skill RR
BASE SKILL RR1538
PRESSURE BUDGET±38 RR
VISIBLE PREVIEW1535
Silent Support x 2

Recent eligible matches sit slightly below expected field pressure.

46Current gauge
36Newest 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 Won Loss Loss Won Won Loss Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

daniel22866 is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. More revives, assists, and safe team minutes would make the good rounds carry even harder. There is also useful stop pressure around plants, defuses, and late-round fights. The most recent scored round gave the team value through obj work.

Team value: support value Strongest: support value · top-end Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
2 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_bridge · Objective · Mid Game
Maplast saved
obj_bridge
Objective · Mid Game
Last lobby13 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1465
avg Skill RR 1465
Ranked densityrank signal
81.3%
13 of 16 detected players
Stomp riskbalance signal
57 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Medic / Revive Backbone · Hot streak · Skill RR is the rank signal
BOARD POSITION#295
Skill rating signal
Silver I
1385Silver I · Skill RR
Silver I → Gold V67%
20 RR to Gold V26 RR above floor
2121Peak form
1538All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Support · Secondary: Objective Stops
Form engine
HOT+74 last 6
6 positive · 0 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability100%
LOCKED
Peak form gapElite
+736 gap
Standing moveSkill scale
+20
Rank pressureField opened
Field opened +10 RR
Idle field shiftoffline
+11
Player DNAStable read
daniel22866 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. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 48 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:25:53 UTC
NEXT SCAN 14:07
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #295 daniel22866 1385 RR · CONTACT #296 CLOSURE +553/DAY — INTERCEPT ~1D · FORM HOT — 6/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -10.1 RR/UPDATE · PEAK FORM 2121 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
daniel22866
Silver I · Hot Streak Medic / Revive Backbone
#295BOARD POS
RR 1385PEAK 2121STATE 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
Threat ClosingSEV-1#296 ☺ Samtheman ☺ gained +553 RR today, 3 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -10.1 RR / update.
Form SurgingCLEAR6 of last 6 scored updates positive, +74 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2121Peak form
1538All-time peak
0Ladder track
+26RR above floor
1385Silver I · Skill RR67% TO GOLD V
Silver I → Gold V67% · 20 RR needed
REACTOR PULSE · FORM LAST 6HOT +74
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1569 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 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 3 updates
Recent Sessions
2026-07-15-19-206 updates0
2026-07-15-15-204 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
100%LOCKED
Stability
rating consistency index
6/6HOT RATIO
Hot Ratio
positive in last 6 updates
+74HOT
Form Engine
net RR across last 6
+736peak form gap +20standing move +11idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Support
100
Objective Stops
61
Objective
33
KPH
31
Combat
3
45.5season KPH 40.6profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:25] > SCAN CYCLE 2325 COMPLETE — 565 contacts indexed
[23:25] > RATING SIGNAL LOCKED: 1385 RR · SILVER I · BOARD #295
[23:25] > LEAK SCAN: COMBAT PRESSURE below target — drain -10.1 RR/update
[23:25] > THREAT TRACK: contact #296 closure +553/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
daniel22866 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. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 48 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 7.3 vs 75/h target · weight 20%
-10.1RR / update
Kills per houravg 55.4 vs 152/h target · weight 20%
-7RR / update
Objective stops / C4 pressureavg 5.5 vs 13/h target · weight 20%
-6.5RR / update
Objective actionsavg 12.6 vs 17/h target · weight 20%
-3.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Support actionsavg 24.4 vs 18/h target · weight 20%
+2.1RR / update
Fix Simulator · Counterfactual
Average scored update right now+12 RR
Hit Combat pressure target — nothing else changes+22.8 RR / update
Hit Combat pressure + Objective stops / C4 pressure targets+31.1 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
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h+129 net
Your games
+129
Field drift
0
14 scored updates in window
7d+70 net
Your games
+70
Field drift
0
38 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 13%RR
Top 85%Combat
Top 54%Objective
Top 2%Support
Top 79%KPH
Support100/100
Objective Stops61/100
Objective33/100
KPH31/100
Combat3/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+2 impact)
⬢ LEVEL HELD BADGE Silver I TAPE SAYS Elite
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
Parity. Parity is a tie, and a tie is a loss wearing a polite hat. Next session, we take the hat OFF. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are ONE good night from Gold V. 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
Objective work▲ High41.4 / 17 objective/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Clutch stops▼ Major0 / 13 clutch/h target
Frag pressure▼ Major0 / 75 combat/h target
Field Orders
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Good game. Obj work did the useful work, and the team had something to build from. Next game: keep teammates in the round. Dead pushes do not plant, defuse, escort, or brag. Coach order: make teammates harder to delete.
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 2026-07-15-21-00 / +2 game impact
Coach
LEVEL HELD
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver ISilver I
The tape saysEliteElite
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
Parity. Parity is a tie, and a tie is a loss wearing a polite hat. Next session, we take the hat OFF. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are ONE good night from Gold V. 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 008 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksSession 8. Sit down - the file is open and I have been reading it since before you walked in.The lifetime ledger reads 29,278 kills across 721 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.Tonight's OBJECTIVE at 2.00 is a new file record - the old ceiling was 1.81. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.I am not asking you to be great tomorrow. I am ordering you to be HONEST tomorrow - drill done, feet where the round lives. Greatness is just honesty with repetitions.
COMBAT
The bar does not negotiate. I have tried. It hung up on me.
0.51
CLASS BAR 1.00
OBJECTIVE
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
2.00
CLASS BAR 1.00
The drill // next sessionYour gun is part of the kit. Next session: every revive gets a follow-up elimination — pick your side of the fight and shoot it.
BRIDGEWON
2 pulled off the floor - 2.0 saves every ten minutes. Keep the defib hot.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHOENIX
IN YOUR SQUAD EVERY RECENT GAME
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 // BRIDGE
Holding Bridge: the wreck is bait — the repair man is the round. Disable the EV, then own the angle onto the wrench, not the metal.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Objective work▲ High
41.4 / 17 objective/h target
6 positive +74 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
0 negative 0.944 vs 0.915

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
Honeymoon is over. I expected you to play ON PURPOSE. Pick fights you can win, hold ground that matters, stop treating the objective like somebody else's shift.
What your last games gave me
You dismantled their whole structure in round one and then spent the rest of the match charging them rent on the ruins.
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 7.3 vs 75/h target · weight 20%
-10.1RR / update
Kills per houravg 55.4 vs 152/h target · weight 20%
-7RR / update
Objective stops / C4 pressureavg 5.5 vs 13/h target · weight 20%
-6.5RR / update
Objective actionsavg 12.6 vs 17/h target · weight 20%
-3.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Support actionsavg 24.4 vs 18/h target · weight 20%
+2.1RR / update
Fix simulator
Average scored update right now+12 RR
Hit Combat pressure target — nothing else changes+22.8 RR / update
Hit Combat pressure + Objective stops / C4 pressure targets+31.1 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h+129 net
Your games+129
Field drift0
14 scored updates in window
7d+70 net
Your games+70
Field drift0
38 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 3 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
2026-07-15-19-206 updates0
2026-07-15-15-204 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 13%RR
Top 85%Combat
Top 54%Objective
Top 2%Support
Top 79%KPH
Support100/100
Objective Stops61/100
Objective33/100
KPH31/100
Combat3/100
Personal intelligence / weekly compile

Loadout DNA // daniel22866

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
231completed proof matches
9maps in personal file
Supportdominant field lane
IMPROVINGlast 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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

201 completed matches / 48.3% observed result

Signature 2 SKYHAMMER / T52 loadout card
SKYHAMMER / T52Fire Support

117 completed matches / 47.9% observed result

Signature 3 AURA / BL72 loadout card
AURA / BL72Medic

112 completed matches / 46.4% observed result

Signature 4 AURA / R73 loadout card
AURA / R73Medic

90 completed matches / 54.4% observed result

Role DNA
Combat
13
Objective
54
Support
70
Precision
16
Pressure
17
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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer
Test BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41Engineer
Keep BUSHWHACKER. Change one card.

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

201 completed matches / 48.3% observed result 12,397 completed carries / 4,622 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.

Whitechapel42 personal / 45.2% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

37 completed matches / 48.6% observed result

BUSHWHACKER / SM82 loadout card
Archive same-merc leadBUSHWHACKER / SM82

4,700 archive carries / 500 players / 50.6% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground39 personal / 41.0% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

32 completed matches / 40.6% observed result

BUSHWHACKER / SM43 loadout card
Archive same-merc leadBUSHWHACKER / SM43

5,025 archive carries / 500 players / 50.9% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge39 personal / 56.4% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

34 completed matches / 52.9% observed result

BUSHWHACKER / BL81 loadout card
Archive same-merc leadBUSHWHACKER / BL81

7,178 archive carries / 500 players / 52.3% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle27 personal / 51.9% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

24 completed matches / 50.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Dockyard25 personal / 56.0% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

24 completed matches / 58.3% observed result

BUSHWHACKER / BL73 loadout card
Archive same-merc leadBUSHWHACKER / BL73

1,017 archive carries / 500 players / 49.3% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard22 personal / 45.5% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

17 completed matches / 47.1% observed result

BUSHWHACKER / BL71 loadout card
Archive same-merc leadBUSHWHACKER / BL71

209 archive carries / 190 players / 49.7% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% 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
BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72
SKYHAMMER / T52 loadout card
SKYHAMMER / T52
Signature deck

104 completed matches / 47.1% 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 x10 / BUSHWHACKER / C72Most Revives x7 / AURA / BL72Most Healing x7 / AURA / BL72Match award x6 / 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

1385Skill RR
-7Skill RR delta
1393Peak 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 ? 93 valid updates
2026-07-15-21-00+2 performance
Activity: 8 min / 2 K / 8 A / 2 W
Score: actual 0.944 vs expected 0.915 / margin 0.028
Show exact performance breakdown
0.944Actual score
0.915Expected score
0.028Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.51
OBJECTIVE2.00
SUPPORT0.68
PRESSURE1.20
ground truth 0.99 vs legacy read 0.45 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-20:40+3 performance
Activity: 13.5 min / 9 K / 12 A / 0 W
Score: actual 1.021 vs expected 0.966 / margin 0.055
Show exact performance breakdown
1.021Actual score
0.966Expected score
0.055Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.63
OBJECTIVE0.65
SUPPORT1.56
PRESSURE0.87
ground truth 1.07 vs legacy read 0.59 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-20:20+19 performance
Activity: 16.1 min / 14 K / 17 A / 4 W
Score: actual 1.315 vs expected 0.998 / margin 0.317
Show exact performance breakdown
1.315Actual score
0.998Expected score
0.317Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.83
OBJECTIVE0.93
SUPPORT2.00
PRESSURE1.04
ground truth 1.40 vs legacy read 0.60 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-20-00+20 performance
Activity: 12.5 min / 19 K / 16 A / 0 W
Score: actual 1.325 vs expected 0.992 / margin 0.333
Show exact performance breakdown
1.325Actual score
0.992Expected score
0.333Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.29
OBJECTIVE0.36
SUPPORT2.00
PRESSURE1.19
ground truth 1.39 vs legacy read 0.57 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-19:40+21 performance
Activity: 11 min / 9 K / 7 A / 0 W
Score: actual 1.261 vs expected 0.918 / margin 0.343
Show exact performance breakdown
1.261Actual score
0.918Expected score
0.343Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.73
OBJECTIVE0.90
SUPPORT2.00
PRESSURE1.22
ground truth 1.39 vs legacy read 0.17 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-19:20+9 performance
Activity: 13.3 min / 13 K / 25 A / 2 W
Score: actual 1.099 vs expected 0.945 / margin 0.154
Show exact performance breakdown
1.099Actual score
0.945Expected score
0.154Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.07
OBJECTIVE1.15
SUPPORT1.70
PRESSURE0.90
ground truth 1.17 vs legacy read 0.51 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-16:40+28 performance
Activity: 17.8 min / 20 K / 23 A / 3 W
Score: actual 1.474 vs expected 1.008 / margin 0.467
Show exact performance breakdown
1.474Actual score
1.008Expected score
0.467Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 67% / ENGINEER 33%engine weight 90%
COMBAT0.94
OBJECTIVE1.94
SUPPORT1.52
PRESSURE0.79
ground truth 1.51 vs legacy read 0.79 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-16-00-9 performance
Activity: 10.3 min / 13 K / 15 A / 0 W
Score: actual 0.864 vs expected 1.003 / margin -0.139
Show exact performance breakdown
0.864Actual score
1.003Expected score
-0.139Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.88
OBJECTIVE1.20
SUPPORT0.23
PRESSURE1.19
ground truth 0.90 vs legacy read 0.55 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-15:40+19 performance
Activity: 9 min / 10 K / 9 A / 0 W
Score: actual 1.237 vs expected 0.927 / margin 0.31
Show exact performance breakdown
1.237Actual score
0.927Expected score
0.31Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.77
OBJECTIVE0.74
SUPPORT1.80
PRESSURE1.05
ground truth 1.27 vs legacy read 0.92 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-15:20+6 performance
Activity: 12.7 min / 8 K / 11 A / 0 W
Score: actual 0.927 vs expected 0.825 / margin 0.102
Show exact performance breakdown
0.927Actual score
0.825Expected score
0.102Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.54
OBJECTIVE0.99
SUPPORT1.15
PRESSURE1.06
ground truth 0.97 vs legacy read 0.42 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Silver I / Skill RR 1385 / 0 RR
Position 309 / Support / Revive / KPH 40.58 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Silver I / Skill RR 1385 / 0 RR
Position 309 / Support / Revive / KPH 40.58 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Silver I / Skill RR 1385 / 0 RR
Position 310 / Support / Revive / KPH 40.58 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Silver I / Skill RR 1385 / -1 RR
Position 310 / Support / Revive / KPH 40.58 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Silver I / Skill RR 1386 / +1 RR
Position 310 / Support / Revive / KPH 40.58 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Silver I / Skill RR 1385 / 0 RR
Position 311 / Support / Revive / KPH 40.58 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Silver I / Skill RR 1385 / 0 RR
Position 310 / Support / Revive / KPH 40.58 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Silver I / Skill RR 1385 / 0 RR
Position 311 / Support / Revive / KPH 40.58 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Silver I / Skill RR 1385 / 0 RR
Position 310 / Support / Revive / KPH 40.58 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
HELD Silver I / Skill RR 1385 / -1 RR
Position 309 / Support / Revive / KPH 40.58 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

DBRanked is an independent, fan-built competitive ladder for Dirty Bomb — built, run, and funded by one merc from the community. It is not affiliated with Splash Damage. The game stopped being maintained; the field didn't. This board exists so the mercs still fighting have a ladder worth fighting on.

Do I need to install anything?

No. Nothing to install, nothing to run, nothing to connect. DBRanked never touches your machine, your game, or your account — it reads publicly available match telemetry and nothing else. If a site claiming to be us ever asks you to install something, it isn't us.

Does DBRanked affect my in-game stats or account?

Never. The system is read-only by design. It cannot modify, touch, or interfere with anything in the game — it only watches and ranks.

How is this different from DBStats?

DBStats shows lifetime raw numbers. DBRanked is the competitive layer built on top of the living field: monthly seasons, placement, ranks, signal rules, a board that responds every 20 minutes. One is an archive. This is a ladder.

How do I get on the ladder?

Play. There is no signup, no registration, no application. The engine discovers active mercs on its own and opens a dossier automatically. Fight scored games and the system finds you.

Is Dirty Bomb even still alive?

Alive enough to fight on. Quieter than the old days — but the mercs still here are the ones who never stopped loving this game, and now there's a live ladder under them. The board fills with one kind of player: the ones who came back. Be one of them.

The ladder just opened. Does being early matter?

More than it will again. Right now the top of the board is being claimed for the first time, by whoever shows up and fights for it. Give it a season and those slots are defended by mercs with the deepest proven records on the field. Founding names are remembered — and there's exactly one window to become one.

I haven't played in years. Do I grind up from the bottom?

No. The first time the system scores you, it reads your full lifetime field record and places you from it — you don't start at the floor, you start where your history says you stand, then prove it from there. The years you already put in aren't gone. They're your opening position.

Can someone take my place on the board?

Always. The board shows the mercs directly above and below you — the ones hunting your slot and the ones you're hunting. They don't wait. Every 20-minute update you sit out is another window someone else spends proving into your space. Rank here is held, not owned.

Does any of this last, or does it reset?

Ranks reset each season. The record doesn't. What you do is written into your dossier permanently, and the rare command citations the system issues for exceptional records never expire, can't be bought, and can't be requested. Seasons end. What you proved on the field stays on file.

What stops cheaters from ruining it?

The system watches for play that doesn't add up, and command reviews the evidence before anything is final. Confirmed cheaters aren't quietly deleted — they're quarantined and left on the board as a marked warning. The field remembers who fought fair. It remembers who didn't, too.

Why chase a rank in a game this old?

Because nobody hands it to you. No clan to carry you, no queue luck to thank, no shop to buy your way up. Every point on this board is something a merc earned with their own hands, in a game the rest of the world wrote off. That's exactly what makes it worth holding.

I changed my in-game name — do I lose my rank?

No. Your dossier follows your contract, not your name. Rename as often as you like; the system already knows who you are.

Can a fresh account just smurf to the top?

Fresh contracts are profiled like everyone else — and the engine pays particular attention to accounts whose play doesn't match their age. Placement gates visibility, and the field has long memory. Climb honestly; it's faster.

Can rank be bought, requested, or gifted?

No. Nothing on DBRanked is purchasable — not rank, not RR, not honors. The rare command citations that exist are written by the system and signed by command. They cannot be requested, and asking for one is the most reliable way to never receive it.

Who decides the rules? Can they change?

Command does, and yes — the ladder is alive and its laws evolve with the field. Every rule change ships publicly in System Updates. What never changes: the base RR formula isn't for sale, isn't negotiable, and applies to everyone equally.

Can I remove my profile from DBRanked?

Yes. The ladder ranks the public field, but the field is made of people. If you want your dossier removed, write to command at info@dbranked.com and it will be handled — no forms, no fight.

How season rank works

Every monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

Skill RR is the player's live season rank score. It decides the public tier, promotion distance, danger zone, and leaderboard order. Higher Skill RR means the player is holding a stronger place in the active season field.

How do I climb?

Climbing means your games create more useful team value than the players fighting for the same rank space. Useful value is not only kills. Dirty Bomb rewards rounds: combat pressure, obj work, support, stops, wins, trades, revives, plants, defuses, EV/C4 work, and pressure that helps the team move or hold the objective. Every match is weighed on its own now - a hard push for the team lifts you, and a game spent coasting or padding stats without helping the round pulls you down just as plainly. Play for the win, not the scoreboard.

What is Impact?

Impact is what your own latest scored game did for the rank. Positive impact means your game gave the rank useful value. Negative impact means the game left value on the table. A zero impact row usually means the player did not create a new personal scored movement in that 20-minute update.

Why can Skill RR move when I did not play?

The board is live. Other players are fighting for the same rank space. If they move around you, your Skill RR can open slightly or get pushed slightly even while your own game stats stay the same. This is field movement, not your own valid scored update.

What is Last 6 games?

Last 6 games is short recent form from the player's last active scored games. Idle update windows do not count. It shows whether the player is heating up, holding, or under pressure in real play.

What is Rank pressure?

Rank pressure is the fight for space on the ladder. "Others pushed -12 RR" means nearby players made the rank space harder during the recent active window. "Field opened +8 RR" means the ranked field moved in the player's favor.

What is Idle field shift?

Idle field shift is movement that happened while the player had no new scored game. It is not the player's own performance. It does not keep Active Signal alive, does not start Rank at Risk, and does not count as proof.

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

Rank at Risk starts when a Lost Signal player returns with a valid scored update. A 7-day proof window opens. The player needs at least 2 valid scored updates, but can play more. If they reach 6 valid scored updates, proof can finish early. The new live rank is based on last proven RR corrected by fresh proof, not automatically restored from the old rank.

Do I become Unranked if I stop playing?

No. Unranked means you have not completed placement yet. If you already earned rank and later lose signal, the correct state is Lost Signal: your last proven rank stays saved, but your live rank slot is released after full activation.

Do I start from Bronze when I return?

No. You do not restart from Bronze automatically. When you return after Lost Signal, Rank at Risk begins. Your next live rank is based on your last proven RR corrected by fresh proof-window performance.

What are Climb meter and Danger meter?

Climb meter shows how close the player is to the next rank band. Danger meter shows how close the player is to the lower edge of the current band. Promotion push means close to moving up. Danger zone means close to slipping down.

What are the engine stats?

Combat engine means fight pressure: kills, trades, damage pressure, and fights that make space. Obj pressure means direct round work around EV, C4, plants, defuses, delivery, repair, escort, and contests. Team support means revives, assists, and team actions that keep the wave alive. Clutch stops mean late stops around plants, defuses, EV fights, and round-saving moments.

What is Playstyle?

Playstyle is the strongest match role currently visible from the player's stats. Combat players create fight pressure. Objective players move the round. Support players keep the team alive. Clutch players show up around stops and swing moments. Balanced players bring value in several lanes.

What is Ranked Read?

Ranked Read is the positive player bio on the profile. It describes how the player helps a team win rounds. It is made to be readable and shareable, while still being based on the player's real signals.

What is Coach Read?

Coach Read is the practical game plan for the next game. It looks at what helped and what needs more attention, then turns it into Dirty Bomb advice: play closer to obj, keep the wave alive, trade cleaner, protect plants, stop defuses, revive, contest, or turn pressure into space the team can use.

What is Ladder track?

Ladder track is a secondary running track shown for context. Skill RR is the public season rank number. Ladder track is not the player bio, not the player's potential, and not the number used for the public tier display.

What is Peak form?

Peak form shows the best recent season level the player has already demonstrated on the ranked view. It is there to show what the player has reached when their strongest games came together.

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

History is the player's ranked trail. It shows Skill RR movement, personal impact, field movement, and available exact breakdowns for scored games. Use it to see why the profile moved, not just where it landed.

I have low rank, now what?

Low rank does not mean you are a bad player. It means your recent games show places where you can create more team value. Open your profile, read Coach Read, and focus the next game on the clearest path: obj, revives, trades, stops, plants, defuses, or cleaner fights with the team.

What happens when a cheater is caught?

When verified evidence confirms unfair play, the contract is placed under Integrity Quarantine: the dossier is stripped, the rating is locked by command, and the player stops occupying any rank slot — the field closes around them as if they were never there, and everyone they were ranked above moves up automatically. The quarantine label on their profile is permanent unless overturned by command.

And the mercs who had to share a server with them? The system sees those sessions and credits Hazard Pay — an automatic Skill RR compensation, marked on your profile. You never need to report anything or claim anything; it simply arrives. The amounts, timing, and detection rules are deliberately not published, and seeking out contaminated lobbies earns nothing extra. Fight your normal games — the system has the rest.

How does DBRanked detect cheaters?

The engine flags. Command convicts. The system continuously profiles every tracked contract's field signature, and play that doesn't belong to honest hands raises its own file — silently. Statistical anomalies alone never quarantine anyone: a verdict is only stamped after the flagged play has been verified against evidence at command level.

That's also your protection — an unusual stat line, a hot streak, a smurf-level month will never get an honest merc quarantined. Evidence convicts, nothing else. And the methods themselves stay sealed: every detection rule we publish is a rule someone learns to play around. If you fight clean, none of this concerns you.

What should I play more?

Your profile tells you. If Obj pressure is low, play closer to EV/C4, plants, defuses, repair, delivery, escort, and contests. If Team support is low, stay closer to teammates and add revives, assists, ammo, health, and trades. If Combat engine is low, take cleaner fights with the wave. If Clutch stops are low, respect late-round moments and stay alive near the win condition.

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