Tracked players: 7374 · 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.
1295 / 7374Active ranked this season
07:09
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 14:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
TigerStriker
RESTITUTION PAID — +95 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +6 RR on Oct 6, 2026 21:20 UTC. Games poisoned by cheaters can never count against anyone here.
Bronze II
👑 Contract Crown / 1 won
Contract Crown2026-07-25
SEASON I REWARD
Bronze II
Bronze II
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

TigerStriker1154 Skill RR

👑 Contract reward active - included in your Skill RR

Bronze II

Active SignalLive rank slot held / state file ? 12h ago
☣ Hazard pay +4 RR active61 RR lifetime / the system pays the mercs who endure a quarantined contract
1154Skill RR
#1089Board position
Signal heldField state
0 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.
43/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-4 Skill RR
LADDER TRACK BASE1015
PRESSURE BUDGET±25 RR
VISIBLE PREVIEW1011

Recent eligible matches sit slightly below expected field pressure.

43Current gauge
50Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Won Loss Loss Won Loss Won Won Loss Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

TigerStriker is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. Add cleaner fights around the push and this player becomes harder to remove from the round. The most recent scored round gave the team value through stop pressure and support value.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
12 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
lobby · Objective · Pre Game
Maplast saved
lobby
Objective · Pre Game
Last lobby13 ranked players
13/16
players in monitored server
Lobby difficultyGold II
1485
avg Skill RR 1485
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 · Stable · Skill RR is the rank signal
BOARD POSITION#1089
Skill rating signal
Bronze II
1154Bronze II · Skill RR
Bronze II → Bronze I100%
1 RR to Bronze I46 RR above floor
1788Peak form
1584All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE+7 last 6
2 positive · 3 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability50%
SWINGY
Peak form gapCobalt II
+634 gap
Standing moveSkill scale
+1
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
TigerStriker is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 17.5 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 14:52:53 UTC
NEXT SCAN 07:07
CONTACTS 1295 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #1089 TigerStriker 1154 RR · FORM STABLE — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -8.3 RR/UPDATE · PEAK FORM 1788 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
TigerStriker
Bronze II · Objective Stopper
#1089BOARD POS
RR 1154PEAK 1788STATE STABLECONF 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, -8.3 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
✓
Form HoldingCLEAR2 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1788Peak form
1584All-time peak
0Ladder track
+46RR above floor
1154Bronze II · Skill RRMAX RANK REACHED · 100%
Bronze II → Bronze I100% · 46 RR above floor
REACTOR PULSE · FORM LAST 6STABLE +7
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4547 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 1 SESSIONS ANALYSED
-1 1st Deploybleeding
+18 2nd Deployholding
+1.4 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 +6 RR / update over 3 updates weakest: 0005 UTC (avg +1.4)
Recent Sessions
2026-10-18-23-0010 updates+28
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
+7STABLE
Form Engine
net RR across last 6
+634peak form gap +1standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
43
Objective
30
Support
24
Combat
11
53.1season KPH 55.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[14:52] > SCAN CYCLE 1452 COMPLETE — 1295 contacts indexed
[14:52] > RATING SIGNAL LOCKED: 1154 RR · BRONZE II · BOARD #1089
[14:52] > LEAK SCAN: COMBAT PRESSURE below target — drain -8.3 RR/update
[14:52] > FORM ENGINE: 2/6 positive — band STABLE, stability 50%
Sentinel Read · Player Assessment
TigerStriker is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 17.5 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary 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%
-8.3RR / update
Support actionsavg 3.7 vs 18/h target · weight 20%
-6.4RR / update
Kills per houravg 45.7 vs 152/h target · weight 20%
-5.1RR / update
Objective actionsavg 7.3 vs 17/h target · weight 20%
-3.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.4RR / update
Objective stops / C4 pressureavg 16.4 vs 13/h target · weight 20%
+4.8RR / update
Fix Simulator · Counterfactual
Average scored update right now+2.7 RR
Hit Combat pressure target — nothing else changes+14.2 RR / update
Hit Combat pressure + Support actions targets+24 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+50 net
Your games
+50
Field drift
0
11 scored updates in window
72h+65 net
Your games
+65
Field drift
0
16 scored updates in window
7d+48 net
Your games
+48
Field drift
0
39 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 16%RR
Top 48%Combat
Top 56%Objective
Top 48%Support
Top 52%KPH
Objective Stops100/100
KPH43/100
Objective30/100
Support24/100
Combat11/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+18 impact)
⬢ FIELD MONSTER BADGE Bronze II TAPE SAYS Elite
I asked for proof and you kicked the door off the hinges, the frame off the wall, and the wall off the building. Outstanding. Top of your season, right there on tape. Burn this exact shape into your hands — this is the standard now, and the standard does NOT go backward.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
⬢ FAST CLIMB ORDER
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. Silver V is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
▲
Clutch stops▲ High16.5 / 13 clutch/h target
▲
Team support▲ Medium21 / 18 support/h target
Objective Leaks
▼
Frag pressure▼ Major0 / 75 combat/h target
▼
Kill pace▼ Medium53.6 / 152 KPH target
▼
Objective work▼ Minor10.3 / 17 objective/h target
Field Orders
◎
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET53.6 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
◎
Objective workTARGET10.3 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
That game had bite. Stop pressure was not just noise; it helped the team move. Next game: fight shoulder to shoulder. If the kill does not buy space, a revive, a plant, or a stop, make it happen closer to obj. Coach order: open the push, then help it walk through.
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 2026-10-19-02:20 / +18 game impact
Coach
FIELD MONSTER
I asked for proof and you kicked the door off the hinges, the frame off the wall, and the wall off the building. Outstanding. Top of your season, right there on tape. Burn this exact shape into your hands — this is the standard now, and the standard does NOT go backward.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IIBronze II
➞
The tape saysEliteElite
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
Fast climb order
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. Silver V 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
ASSAULTjudged by your class bar
FILE 039 PROJECT UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 39 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.This is your 22nd shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.SUPPORT at 0.78 against a recent file average of 0.32 - even your weakest board is climbing. That is what a real repair looks like: boring, steady, undeniable.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
SUPPORT
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.78
CLASS BAR 1.00
OBJECTIVE
The bar looked up at you tonight. Bars do not do that for free.
1.41
CLASS BAR 1.00
The drill // next sessionPlay with your team in your peripheral vision. The engine pays assault players who make the five better, not just the one.
CANARYWHARFWON
257 damage a minute out, 215 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
THUNDER
IN YOUR SQUAD 5 OF LAST 6
You are the crowbar for locked positions. Every entrenched defense on the map is your personal invitation.
▸FILM ROOM // CANARY WHARF
The objective windows on Wharf are short and violent. Have the engineer escorted BEFORE the window opens, not summoned after.
❞I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Clutch stops▲ High
16.5 / 13 clutch/h target
Team support▲ Medium
21 / 18 support/h target
2 positive +7 last 6

Objective leaks

Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Medium
53.6 / 152 KPH target
Objective work▼ Minor
10.3 / 17 objective/h target
3 negative 1.044 vs 0.748

Field orders

Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
53.6 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective worktarget
10.3 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
What I expected from your last games
Nothing in these games required a genius. Honest work — clean trades, a body near the EV, zero tourist minutes. That was the entire ask.
What your last games gave me
Apex stuff. You ran through their setups with total authority. Somewhere their shotcaller is awake at 3 AM whispering your name at the ceiling.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 2.6 vs 75/h target · weight 20%
-8.3RR / update
Support actionsavg 3.7 vs 18/h target · weight 20%
-6.4RR / update
Kills per houravg 45.7 vs 152/h target · weight 20%
-5.1RR / update
Objective actionsavg 7.3 vs 17/h target · weight 20%
-3.7RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.4RR / update
Objective stops / C4 pressureavg 16.4 vs 13/h target · weight 20%
+4.8RR / update
Fix simulator
Average scored update right now+2.7 RR
Hit Combat pressure target — nothing else changes+14.2 RR / update
Hit Combat pressure + Support actions targets+24 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+50 net
Your games+50
Field drift0
11 scored updates in window
72h+65 net
Your games+65
Field drift0
16 scored updates in window
7d+48 net
Your games+48
Field drift0
39 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 +6 RR / update over 3 updates weakest: 0005 UTC (avg +1.4)
Fatigue signature · avg RR by update # in a session
-11st
+182nd
+1.43rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-10-18-23-0010 updates+28
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 16%RR
Top 48%Combat
Top 56%Objective
Top 48%Support
Top 52%KPH
Objective Stops100/100
KPH43/100
Objective30/100
Support24/100
Combat11/100
Personal intelligence / weekly compile

Loadout DNA // TigerStriker

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
703completed proof matches
10maps in personal file
Pressuredominant field lane
STEADYlast 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 FRAGGER / K51 loadout card
FRAGGER / K51Assault

269 completed matches / 39.8% observed result

Signature 2 FLETCHER / A31 loadout card
FLETCHER / A31Engineer

214 completed matches / 38.3% observed result

Signature 3 AIMEE / F82 loadout card
AIMEE / F82Recon

193 completed matches / 37.8% observed result

Signature 4 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

139 completed matches / 41.0% observed result

Role DNA
Combat
28
Objective
11
Support
35
Precision
18
Pressure
54
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 FRAGGER / K51 loadout card
FRAGGER / K51Assault
Test FRAGGER / M93 loadout card
FRAGGER / M93Assault
Keep FRAGGER. Change one card.

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

269 completed matches / 39.8% observed result 4,917 completed carries / 646 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.

Bridge123 personal / 43.1% observed
FRAGGER / K51 loadout card
Your observed cardFRAGGER / K51

47 completed matches / 42.6% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel121 personal / 32.2% observed
FRAGGER / K51 loadout card
Your observed cardFRAGGER / K51

53 completed matches / 35.8% observed result

FRAGGER / M42 loadout card
Archive same-merc leadFRAGGER / M42

195 archive carries / 141 players / 57.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground102 personal / 42.2% observed
FRAGGER / K51 loadout card
Your observed cardFRAGGER / K51

41 completed matches / 41.5% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle87 personal / 40.2% observed
FRAGGER / K51 loadout card
Your observed cardFRAGGER / K51

40 completed matches / 40.0% observed result

FRAGGER / K43 loadout card
Archive same-merc leadFRAGGER / K43

122 archive carries / 60 players / 51.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard55 personal / 38.2% observed
FRAGGER / K51 loadout card
Your observed cardFRAGGER / K51

22 completed matches / 31.8% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard48 personal / 43.8% observed
FRAGGER / K51 loadout card
Your observed cardFRAGGER / K51

26 completed matches / 42.3% 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.

AIMEE / F82 loadout card
AIMEE / F82
BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72
FRAGGER / K51 loadout card
FRAGGER / K51
Signature deck

47 completed matches / 40.4% 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.

Match award x16 / FRAGGER / K51Most Assists x13 / AIMEE / F82Most Objective x6 / FLETCHER / A31Match award x5 / THUNDER / MA95

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

1154Public Skill RR now
+1Recorded season RR change
+28Performance 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: 1127 season RR + +27 public adjustment = 1154 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 · 526 valid updates
2026-10-19-02:20+18 performance
Activity: 15.6 min / 13 K / 31 A / 2 W
Score: actual 1.044 vs expected 0.748 / margin 0.296
Show exact performance breakdown
1.044Actual score
0.748Expected score
0.296Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.09
OBJECTIVE1.41
SUPPORT0.78
PRESSURE0.78
ground truth 1.06 vs legacy read 0.70 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-02-00-1 performance
Activity: 21.2 min / 20 K / 14 A / 2 W
Score: actual 0.699 vs expected 0.72 / margin -0.021
Show exact performance breakdown
0.699Actual score
0.72Expected score
-0.021Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 75% / ENGINEER 26%engine weight 90%
COMBAT0.70
OBJECTIVE0.56
SUPPORT1.02
PRESSURE0.82
ground truth 0.72 vs legacy read 0.52 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-01:40-4 performance
Activity: 12.7 min / 7 K / 15 A / 3 W
Score: actual 0.728 vs expected 0.793 / margin -0.065
Show exact performance breakdown
0.728Actual score
0.793Expected score
-0.065Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.67
OBJECTIVE1.00
SUPPORT0.19
PRESSURE1.08
ground truth 0.77 vs legacy read 0.34 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-01-00+5 performance
Activity: 23.2 min / 15 K / 16 A / 3 W
Score: actual 0.8 vs expected 0.719 / margin 0.081
Show exact performance breakdown
0.8Actual score
0.719Expected score
0.081Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 66% / ENGINEER 34%engine weight 90%
COMBAT0.62
OBJECTIVE0.74
SUPPORT0.66
PRESSURE0.94
ground truth 0.81 vs legacy read 0.69 · 3 match window · 1.00 = your class target for this lobby
2026-10-19-00:40-11 performance
Activity: 7.4 min / 4 K / 6 A / 1 W
Score: actual 0.539 vs expected 0.719 / margin -0.18
Show exact performance breakdown
0.539Actual score
0.719Expected score
-0.18Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.56
OBJECTIVE0.68
SUPPORT0.10
PRESSURE0.79
ground truth 0.59 vs legacy read 0.07 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-00:200 performance
Activity: 32.4 min / 24 K / 40 A / 6 W
Score: actual 0.719 vs expected 0.723 / margin -0.004
Show exact performance breakdown
0.719Actual score
0.723Expected score
-0.004Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.75
OBJECTIVE0.56
SUPPORT1.10
PRESSURE0.81
ground truth 0.76 vs legacy read 0.37 · 3 match window · 1.00 = your class target for this lobby
2026-10-19-00-00+3 performance
Activity: 11.9 min / 7 K / 12 A / 0 W
Score: actual 0.771 vs expected 0.724 / margin 0.047
Show exact performance breakdown
0.771Actual score
0.724Expected score
0.047Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.65
OBJECTIVE0.78
SUPPORT0.66
PRESSURE1.36
ground truth 0.81 vs legacy read 0.45 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-23:40+1 performance
Activity: 11.1 min / 2 K / 9 A / 0 W
Score: actual 0.74 vs expected 0.724 / margin 0.016
Show exact performance breakdown
0.74Actual score
0.724Expected score
0.016Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.44
OBJECTIVE0.87
SUPPORT1.11
PRESSURE0.93
ground truth 0.80 vs legacy read 0.19 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-23:20+18 performance
Activity: 9.4 min / 8 K / 13 A / 2 W
Score: actual 1.006 vs expected 0.718 / margin 0.288
Show exact performance breakdown
1.006Actual score
0.718Expected score
0.288Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.90
OBJECTIVE1.38
SUPPORT1.86
PRESSURE0.53
ground truth 1.02 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-23-00-1 performance
Activity: 15.1 min / 10 K / 11 A / 2 W
Score: actual 0.677 vs expected 0.697 / margin -0.02
Show exact performance breakdown
0.677Actual score
0.697Expected score
-0.02Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 53% / ASSAULT 47%engine weight 90%
COMBAT0.63
OBJECTIVE0.40
SUPPORT1.51
PRESSURE0.68
ground truth 0.70 vs legacy read 0.52 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-14-40
HELD Bronze I / Skill RR 1127 / 0 RR
Position 1128 / Objective Stopper / KPH 55.52 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-20
HELD Bronze I / Skill RR 1127 / 0 RR
Position 1128 / Objective Stopper / KPH 55.52 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-00
HELD Bronze I / Skill RR 1127 / 0 RR
Position 1128 / Objective Stopper / KPH 55.52 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-40
HELD Bronze I / Skill RR 1127 / 0 RR
Position 1127 / Objective Stopper / KPH 55.52 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-20
HELD Bronze I / Skill RR 1127 / 0 RR
Position 1128 / Objective Stopper / KPH 55.52 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-13-00
HELD Bronze I / Skill RR 1127 / 0 RR
Position 1130 / Objective Stopper / KPH 55.52 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-40
HELD Bronze I / Skill RR 1127 / 0 RR
Position 1130 / Objective Stopper / KPH 55.52 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-20
HELD Bronze I / Skill RR 1127 / 0 RR
Position 1130 / Objective Stopper / KPH 55.52 / Performance 0 / Field shift 0 / Ladder track 1015
  • No new gameplay detected. Skill RR held.
2026-10-19-12-00
HELD Bronze I / Skill RR 1127 / 0 RR
Position 1131 / Objective Stopper / KPH 55.52 / Performance 0 / Field shift 0 / Ladder track 1015
  • No new gameplay detected. Skill RR held.
2026-10-19-11-40
HELD Bronze I / Skill RR 1127 / 0 RR
Position 1131 / Objective Stopper / KPH 55.52 / Performance 0 / Field shift 0 / Ladder track 1015
  • 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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