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
12:49
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
TigerStriker
RESTITUTION PAID — +1 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +1 RR on Jul 4, 2026 20:20 UTC. Games poisoned by cheaters can never count against anyone here.
Bronze V
SEASON I REWARD
Bronze II
Bronze II
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

TigerStriker945 Skill RR

Bronze V

Active SignalLive rank slot held / state file ? 2.1d ago
☣ Hazard pay5 RR lifetime / the system pays the mercs who endure a quarantined contract
945Skill RR
#547Board position
Signal heldField state
300 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.
47/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-2 Skill RR
BASE SKILL RR1228
PRESSURE BUDGET±31 RR
VISIBLE PREVIEW1226
Silent Support x 1

Recent eligible matches sit slightly below expected field pressure.

47Current gauge
49Newest 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 Won 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. The next useful step is simple: stay near the round and turn more minutes into obj progress. Recent form is giving the team more to work with; keep it close to the round.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: warming up
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
World Championship - Fight for your country!
obj_whitechapel · Objective · Post Game
Maplast saved
obj_whitechapel
Objective · Post Game
Last lobby15 ranked players
15/16
players in monitored server
Lobby difficultyGold II
1467
avg Skill RR 1467
Ranked densityrank signal
100%
15 of 15 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#547
Skill rating signal
Bronze V
945Bronze V · Skill RR
Bronze V → Bronze IV86%
12 RR to Bronze IV300 RR above floor
1759Peak form
1228All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+72 last 6
5 positive · 0 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability83%
LOCKED
Peak form gapCobalt II
+814 gap
Standing moveSkill scale
+17
Rank pressureField opened
Field opened +4 RR
Idle field shiftoffline
+5
Player DNAStable read
TigerStriker gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. More fight pressure near the team would make those useful minutes much more dangerous. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 17.6 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:27:11 UTC
NEXT SCAN 12:49
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #547 TigerStriker 945 RR · CONTACT #548 CLOSURE +122/DAY — INTERCEPT ~1D · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -7.8 RR/UPDATE · PEAK FORM 1759 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
TigerStriker
Bronze V · Hot Streak Objective Stopper
#547BOARD POS
RR 945PEAK 1759STATE 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 4 SIGNALS
Threat ClosingSEV-1#548 TheGreatGabry gained +122 RR today, 7 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -7.8 RR / update.
Target In ReachINTEL#545 NotSupposedToHitThat is 9 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR5 of last 6 scored updates positive, +72 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1759Peak form
1228All-time peak
0Ladder track
+300RR above floor
945Bronze V · Skill RR86% TO BRONZE IV
Bronze V → Bronze IV86% · 12 RR needed
REACTOR PULSE · FORM LAST 6HOT +72
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1545 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
2026-07-15-18-405 updates0
2026-07-15-07-205 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+72HOT
Form Engine
net RR across last 6
+814peak form gap +17standing move +5idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
43
Objective
31
Support
24
Combat
11
53.4season KPH 55.6profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:27] > SCAN CYCLE 2327 COMPLETE — 565 contacts indexed
[23:27] > RATING SIGNAL LOCKED: 945 RR · BRONZE V · BOARD #547
[23:27] > LEAK SCAN: COMBAT PRESSURE below target — drain -7.8 RR/update
[23:27] > THREAT TRACK: contact #548 closure +122/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
TigerStriker gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. More fight pressure near the team would make those useful minutes much more dangerous. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 17.6 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 0.6 vs 75/h target · weight 20%
-7.8RR / update
Support actionsavg 2.4 vs 18/h target · weight 20%
-6.5RR / update
Kills per houravg 58.8 vs 152/h target · weight 20%
-3.3RR / update
Objective actionsavg 16.9 vs 17/h target · weight 20%
-0.7RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.9RR / update
Objective stops / C4 pressureavg 12.9 vs 13/h target · weight 20%
+1.5RR / update
Fix Simulator · Counterfactual
Average scored update right now+3.6 RR
Hit Combat pressure target — nothing else changes+15.4 RR / update
Hit Combat pressure + Support actions targets+25.9 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+98 net
Your games
+98
Field drift
0
17 scored updates in window
7d+140 net
Your games
+140
Field drift
0
31 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 23%RR
Top 55%Combat
Top 59%Objective
Top 57%Support
Top 59%KPH
Objective Stops100/100
KPH43/100
Objective31/100
Support24/100
Combat11/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game held (0 impact)
⬢ LEVEL HELD BADGE Bronze V TAPE SAYS Gold III
Stable. Safe. Stationary. You know what else is stable, safe, and stationary? FURNITURE. Do you want to be furniture?
Coach blood pressureTAPPING THE DESK
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
The badge is safe and I am BORED. Do you know how dangerous a bored coach is? Break the stalemate before I start innovating. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Bronze IV. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
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▼ Medium4.8 / 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 supportTARGET4.8 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Stable game. Fine, but do not get comfortable. The next game needs more work near the win condition. Next game: make the obj hear footsteps. Escort it, arm it, fix it, steal it, deliver it, contest it — do not let the round happen without you. Coach order: touch the obj before the enemy starts renting it.
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 held 2026-07-15-20-00 / 0 game impact
Coach
LEVEL HELD
Stable. Safe. Stationary. You know what else is stable, safe, and stationary? FURNITURE. Do you want to be furniture?
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze VBronze V
The tape saysGold IIIGold III
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
The badge is safe and I am BORED. Do you know how dangerous a bored coach is? Break the stalemate before I start innovating. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Bronze IV. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
ENGINEERjudged by your class bar
FILE 009 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksYou changed jobs on me. I will not grade the old order in the wrong uniform. New role, new read, same standard.This is your 6th shift in the ENGINEER sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
OBJECTIVE
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.32
CLASS BAR 1.00
PRESSURE
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.64
CLASS BAR 1.00
The drill // next sessionI am not asking. An engineer off the objective is a tourist with a toolkit. Get on the machine and stay there like it owes you money.
WHITECHAPELWON
150 damage a minute out, 172 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FLETCHER
IN YOUR SQUAD EVERY RECENT GAME
Trap the objective before the fight arrives. C4 sites and EV paths with three stickies pre-placed are rounds won in advance.
FILM ROOM // WHITECHAPEL
Chapel with your Fletcher: pre-stick the EV chokes before the vehicle arrives. The escort walks through a corridor you already own.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
I do not raise my voice at hopeless players. Sit with what that means.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
5 positive +72 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
0 / 75 combat/h target
Team support▼ Medium
4.8 / 18 support/h target
0 negative 0.633 vs 0.636

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
4.8 / 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
Baby steps. HONEST baby steps. Stay with the squad, put bullets where the enemy keeps their face, and do not make me learn your name for the wrong reasons.
What your last games gave me
Solid work that built rounds. Constant pressure, smart utility, a crosshair that knew where the job lived. I slept that night. Eight hours. Thank you.
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
Combat pressureavg 0.6 vs 75/h target · weight 20%
-7.8RR / update
Support actionsavg 2.4 vs 18/h target · weight 20%
-6.5RR / update
Kills per houravg 58.8 vs 152/h target · weight 20%
-3.3RR / update
Objective actionsavg 16.9 vs 17/h target · weight 20%
-0.7RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.9RR / update
Objective stops / C4 pressureavg 12.9 vs 13/h target · weight 20%
+1.5RR / update
Fix simulator
Average scored update right now+3.6 RR
Hit Combat pressure target — nothing else changes+15.4 RR / update
Hit Combat pressure + Support actions targets+25.9 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+98 net
Your games+98
Field drift0
17 scored updates in window
7d+140 net
Your games+140
Field drift0
31 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
2026-07-15-18-405 updates0
2026-07-15-07-205 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 23%RR
Top 55%Combat
Top 59%Objective
Top 57%Support
Top 59%KPH
Objective Stops100/100
KPH43/100
Objective31/100
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

1021Skill RR
-5Skill RR delta
1027Peak 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 ? 77 valid updates
2026-07-15-20-000 performance
Activity: 12.5 min / 13 K / 20 A / 2 W
Score: actual 0.633 vs expected 0.636 / margin -0.003
Show exact performance breakdown
0.633Actual score
0.636Expected score
-0.003Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 52% / ASSAULT 49%engine weight 90%
COMBAT0.88
OBJECTIVE0.32
SUPPORT0.68
PRESSURE0.64
ground truth 0.65 vs legacy read 0.28 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-19:40+24 performance
Activity: 11.6 min / 7 K / 8 A / 3 W
Score: actual 1.007 vs expected 0.614 / margin 0.393
Show exact performance breakdown
1.007Actual score
0.614Expected score
0.393Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.58
OBJECTIVE1.54
SUPPORT0.79
PRESSURE0.65
ground truth 1.07 vs legacy read 0.07 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-19:20+2 performance
Activity: 13.8 min / 8 K / 19 A / 2 W
Score: actual 0.691 vs expected 0.661 / margin 0.03
Show exact performance breakdown
0.691Actual score
0.661Expected score
0.03Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.62
OBJECTIVE0.59
SUPPORT1.42
PRESSURE0.77
ground truth 0.72 vs legacy read 0.28 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-19-00+5 performance
Activity: 12.1 min / 9 K / 9 A / 3 W
Score: actual 0.78 vs expected 0.702 / margin 0.078
Show exact performance breakdown
0.78Actual score
0.702Expected score
0.078Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.79
OBJECTIVE0.81
SUPPORT0.46
PRESSURE0.92
ground truth 0.79 vs legacy read 0.67 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-18:40+16 performance
Activity: 10.6 min / 19 K / 6 A / 0 W
Score: actual 0.934 vs expected 0.666 / margin 0.267
Show exact performance breakdown
0.934Actual score
0.666Expected score
0.267Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.06
OBJECTIVE1.02
SUPPORT0.32
PRESSURE0.88
ground truth 0.93 vs legacy read 0.80 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-08:40+25 performance
Activity: 4.8 min / 8 K / 7 A / 1 W
Score: actual 1.084 vs expected 0.681 / margin 0.403
Show exact performance breakdown
1.084Actual score
0.681Expected score
0.403Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.07
OBJECTIVE1.00
SUPPORT1.41
PRESSURE0.63
ground truth 1.01 vs legacy read 0.96 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-08:20-19 performance
Activity: 12.3 min / 11 K / 10 A / 0 W
Score: actual 0.325 vs expected 0.637 / margin -0.312
Show exact performance breakdown
0.325Actual score
0.637Expected score
-0.312Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.22
OBJECTIVE0.51
SUPPORT0.02
PRESSURE0.64
ground truth 0.34 vs legacy read 0.28 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-08-00-4 performance
Activity: 14.9 min / 10 K / 20 A / 0 W
Score: actual 0.563 vs expected 0.631 / margin -0.067
Show exact performance breakdown
0.563Actual score
0.631Expected score
-0.067Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.81
OBJECTIVE0.11
SUPPORT1.39
PRESSURE0.49
ground truth 0.53 vs legacy read 0.44 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-07:40-5 performance
Activity: 13 min / 10 K / 12 A / 0 W
Score: actual 0.613 vs expected 0.693 / margin -0.08
Show exact performance breakdown
0.613Actual score
0.693Expected score
-0.08Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.65
OBJECTIVE0.19
SUPPORT1.25
PRESSURE0.82
ground truth 0.64 vs legacy read 0.12 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-07:20-7 performance
Activity: 7.6 min / 8 K / 11 A / 0 W
Score: actual 0.601 vs expected 0.724 / margin -0.123
Show exact performance breakdown
0.601Actual score
0.724Expected score
-0.123Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.84
OBJECTIVE0.23
SUPPORT0.16
PRESSURE0.90
ground truth 0.65 vs legacy read 0.09 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
HELD Bronze IV / Skill RR 1021 / -1 RR
Position 559 / Objective Stopper / KPH 55.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-23-00
FIELD SHIFT Bronze IV / Skill RR 1022 / 0 RR
Position 558 / Objective Stopper / KPH 55.59 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Bronze IV / Skill RR 1022 / 0 RR
Position 559 / Objective Stopper / KPH 55.59 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Bronze IV / Skill RR 1022 / 0 RR
Position 559 / Objective Stopper / KPH 55.59 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Bronze IV / Skill RR 1022 / 0 RR
Position 560 / Objective Stopper / KPH 55.59 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Bronze IV / Skill RR 1022 / 0 RR
Position 562 / Objective Stopper / KPH 55.59 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
HELD Bronze IV / Skill RR 1022 / 0 RR
Position 561 / Objective Stopper / KPH 55.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-21-00
HELD Bronze IV / Skill RR 1022 / 0 RR
Position 561 / Objective Stopper / KPH 55.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-20-40
HELD Bronze IV / Skill RR 1022 / 0 RR
Position 561 / Objective Stopper / KPH 55.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-17-20-20
HELD Bronze IV / Skill RR 1022 / 0 RR
Position 560 / Objective Stopper / KPH 55.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

Every 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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