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
09:59
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
JL
Cobalt I
SEASON I REWARD
Elite
Elite
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

JL1906 Skill RR

Cobalt I

Active SignalLive rank slot held / state file ? 18h ago
☣ Hazard pay2 RR lifetime / the system pays the mercs who endure a quarantined contract
1906Skill RR
#56Board position
Signal heldField state
55 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.
59/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+9 Skill RR
LADDER TRACK BASE1925
PRESSURE BUDGET±48 RR
VISIBLE PREVIEW1934
Pressure Rescue x 1Field Breaker x 1Field Closer x 1

Recent eligible matches are producing slightly more field pressure than expected.

59Current gauge
84Newest 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 Abandoned Won Abandoned Won Won Won Abandoned Loss Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

JL 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 best rounds are the ones where fight pressure also turns into progress on the map. This player also brings pressure when the round needs somebody to take contact. The last scored game moved in the right direction, with support value and stop pressure helping the round.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
18 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
tk-xrelm-euro-server
obj_heist · Stopwatch · Early Game
Maplast saved
obj_heist
Stopwatch · Early Game
Last lobby14 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1479
avg Skill RR 1479
Ranked densityrank signal
87.5%
14 of 16 detected players
Stomp riskbalance signal
63 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#56
Skill rating signal
Cobalt I
1906Cobalt I · Skill RR
Cobalt I → Elite58%
46 RR to Elite55 RR above floor
2150Peak form
1925All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+45 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
35/100
Stability67%
SWINGY
Peak form gapElite
+244 gap
Standing moveSkill scale
+22
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
-1
Player DNAStable read
JL 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. Those second chances can be the difference between a dead push and a round that keeps moving. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 17.1 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 14:50:03 UTC
NEXT SCAN 09:57
CONTACTS 1295 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #56 JL 1906 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -7 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE LOW 35/100 ·
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
JL
Cobalt I · Hot Streak Objective Stopper
#56BOARD POS
RR 1906PEAK 2150STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -7 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR4 of last 6 scored updates positive, +45 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2150Peak form
1925All-time peak
0Ladder track
+55RR above floor
1906Cobalt I · Skill RR58% TO ELITE
Cobalt I → Elite58% · 46 RR needed
REACTOR PULSE · FORM LAST 6HOT +45
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (3131 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
+11.5 1st Deployopener
-13 2nd Deploybleeding
+5 3rd+ Deploylate game
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~9.1 RR per session at current pace.
Strongest Window
1823 UTC avg +9.8 RR / update over 4 updates weakest: 1217 UTC (avg +0.2)
Recent Sessions
2026-10-18-20-201 update+33
2026-10-18-13-404 updates+6
2026-10-17-21-001 update+6
2026-10-17-16-004 updates-5
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
35/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+45HOT
Form Engine
net RR across last 6
+244peak form gap +22standing move -1idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
83
Combat
68
Support
53
Objective
34
193.2season KPH 107.4profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[14:50] > SCAN CYCLE 1450 COMPLETE — 1295 contacts indexed
[14:50] > RATING SIGNAL LOCKED: 1906 RR · COBALT I · BOARD #56
[14:50] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -7 RR/update
[14:50] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
JL 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. Those second chances can be the difference between a dead push and a round that keeps moving. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 17.1 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 13.3 vs 17/h target · weight 20%
-7RR / update
Support actionsavg 20.3 vs 18/h target · weight 20%
-6.6RR / update
Combat pressureavg 96.6 vs 75/h target · weight 20%
-0.7RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.3RR / update
Kills per houravg 199.1 vs 152/h target · weight 20%
+0.8RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.1RR / update
Objective stops / C4 pressureavg 68.8 vs 13/h target · weight 20%
+6.5RR / update
Fix Simulator · Counterfactual
Average scored update right now+3.9 RR
Hit Objective actions target — nothing else changes+10.6 RR / update
Hit Objective actions + Support actions targets+16.8 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+43 net
Your games
+43
Field drift
0
4 scored updates in window
72h+40 net
Your games
+40
Field drift
0
10 scored updates in window
7d+40 net
Your games
+40
Field drift
0
10 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 2%RR
Top 4%Combat
Top 49%Objective
Top 17%Support
Top 7%KPH
Objective Stops100/100
KPH83/100
Combat68/100
Support53/100
Objective34/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+33 impact)
⬢ CHAMPAGNE ROOM BADGE Cobalt I TAPE SAYS Elite
Champagne. Actual champagne. I set a brutal bar and you cleared it with such violence that the bar is now structural debris. 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 pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. 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. Elite 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
▲
Team support▲ High99.4 / 18 support/h target
▲
Clutch stops▲ High23 / 13 clutch/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Frag pressure▼ Major23.7 / 75 combat/h target
▼
Kill pace▼ Medium138.2 / 152 KPH 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 pressureTARGET23.7 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET138.2 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good work. Team support showed up where the round could use it. Next game: stop treating the objective like background scenery. Get close enough that the enemy has to deal with you. Coach order: make the map objective your problem until it becomes their problem.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-10-18-20:20 / +33 game impact
Coach
CHAMPAGNE ROOM
Champagne. Actual champagne. I set a brutal bar and you cleared it with such violence that the bar is now structural debris. 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 pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt ICobalt I
➞
The tape saysEliteElite
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
Fast climb order
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. 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. Elite is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 011 VETERAN UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.And before you argue with the board: the best PRESSURE in this file is 1.34, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Tonight's SUPPORT at 2.00 is a new file record - the old ceiling was 1.37. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.Tomorrow this page is history and the standard it set is not. That is the deal with nights like this: you do not get to visit them, you get to LIVE at that address.
SUPPORT
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 sessionEvery read cleared the bar. The order is one word: AGAIN. Same standard, next shift, no souvenirs from tonight.
HEISTLOST
Dealing 410 a minute and wearing only 314. Keep charging that toll booth.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
MEDIC
YOUR ROLE ON THE FLOOR
One step behind the entry, never one province behind the fight. Close medics change rounds.
▸FILM ROOM // HEIST
Attacking Heist: fake one exit loud, run the other quiet. Two escorts and a lie beat five bodies on the obvious route.
❞Do not let me down by making this a memory. Make it a Tuesday.

Working signals

Team support▲ High
99.4 / 18 support/h target
Clutch stops▲ High
23 / 13 clutch/h target
4 positive +45 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
23.7 / 75 combat/h target
Kill pace▼ Medium
138.2 / 152 KPH target
2 negative 1.709 vs 1.166

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
23.7 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
138.2 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
At Cobalt the enemy does not get to have plans. I expected you to find their plan, set it on fire, and warm your hands on it.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
How fast this can move you
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
Objective actionsavg 13.3 vs 17/h target · weight 20%
-7RR / update
Support actionsavg 20.3 vs 18/h target · weight 20%
-6.6RR / update
Combat pressureavg 96.6 vs 75/h target · weight 20%
-0.7RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.3RR / update
Kills per houravg 199.1 vs 152/h target · weight 20%
+0.8RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.1RR / update
Objective stops / C4 pressureavg 68.8 vs 13/h target · weight 20%
+6.5RR / update
Fix simulator
Average scored update right now+3.9 RR
Hit Objective actions target — nothing else changes+10.6 RR / update
Hit Objective actions + Support actions targets+16.8 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+43 net
Your games+43
Field drift0
4 scored updates in window
72h+40 net
Your games+40
Field drift0
10 scored updates in window
7d+40 net
Your games+40
Field drift0
10 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 +9.8 RR / update over 4 updates weakest: 1217 UTC (avg +0.2)
Fatigue signature · avg RR by update # in a session
+11.51st
-132nd
+53rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-10-18-20-201 update+33
2026-10-18-13-404 updates+6
2026-10-17-21-001 update+6
2026-10-17-16-004 updates-5
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 2%RR
Top 4%Combat
Top 49%Objective
Top 17%Support
Top 7%KPH
Objective Stops100/100
KPH83/100
Combat68/100
Support53/100
Objective34/100
Personal intelligence / weekly compile

Loadout DNA // JL

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
201completed proof matches
11maps in personal file
Combatdominant field lane
THIN SIGNALlast 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 VASSILI / MO22 loadout card
VASSILI / MO22Recon

22 completed matches / 63.6% observed result

Signature 2 STOKER / M55 loadout card
STOKER / M55Fire Support

21 completed matches / 47.6% observed result

Signature 3 AURA / BL83 loadout card
AURA / BL83Medic

18 completed matches / 55.6% observed result

Signature 4 JAVELIN / SH85 loadout card
JAVELIN / SH85Fire Support

17 completed matches / 41.2% observed result

Role DNA
Combat
95
Objective
25
Support
74
Precision
92
Pressure
94
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.

16 completed matches / 37.5% observed result 4,917 completed carries / 646 players Personally confirmed field test
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.

Bridge27 personal / 55.6% observed
FRAGGER / K51 loadout card
Your observed cardFRAGGER / K51

7 completed matches / 57.1% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel21 personal / 52.4% observed
SAWBONEZ / CR42 loadout card
Your observed cardSAWBONEZ / CR42

6 completed matches / 50.0% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle19 personal / 73.7% observed
AURA / BL83 loadout card
Your observed cardAURA / BL83

6 completed matches / 66.7% observed result

AURA / H71 loadout card
Archive same-merc leadAURA / H71

2,892 archive carries / 500 players / 50.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground16 personal / 62.5% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

4 completed matches / 50.0% observed result

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

965 archive carries / 500 players / 52.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard12 personal / 41.7% observed
STOKER / M55 loadout card
Your observed cardSTOKER / M55

4 completed matches / 25.0% observed result

STOKER / S51 loadout card
Archive same-merc leadSTOKER / S51

1,036 archive carries / 500 players / 50.7% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux7 personal / 71.4% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

2 completed matches / early read

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% 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 / BL83 loadout card
AURA / BL83
PHANTOM / C94 loadout card
PHANTOM / C94
STOKER / M55 loadout card
STOKER / M55
Signature deck

7 completed matches / 42.9% 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 Kills x3 / STOKER / M55Most Kills x3 / JAVELIN / SH85Most Kills x2 / VASSILI / MO22Most Finishes x2 / VASSILI / MO22

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

1906Public Skill RR now
+15Recorded season RR change
+40Performance 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: 1856 season RR + +50 public adjustment = 1906 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 · 46 valid updates
2026-10-18-20:20+33 performance
Activity: 11.8 min / 21 K / 24 A / 0 W
Score: actual 1.709 vs expected 1.166 / margin 0.543
Show exact performance breakdown
1.709Actual score
1.166Expected score
0.543Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.96
OBJECTIVE1.36
SUPPORT2.00
PRESSURE0.96
ground truth 1.69 vs legacy read 1.03 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-17-00+19 performance
Activity: 23 min / 57 K / 31 A / 6 W
Score: actual 1.507 vs expected 1.2 / margin 0.307
Show exact performance breakdown
1.507Actual score
1.2Expected score
0.307Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.72
OBJECTIVE1.65
SUPPORT0.72
PRESSURE1.14
ground truth 1.42 vs legacy read 1.77 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-16:40+1 performance
Activity: 32.5 min / 14 K / 8 A / 2 W
Score: actual 1.202 vs expected 1.189 / margin 0.013
Show exact performance breakdown
1.202Actual score
1.189Expected score
0.013Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 77% / RECON 24%engine weight 90%
COMBAT1.84
OBJECTIVE1.46
SUPPORT0.35
PRESSURE1.15
ground truth 1.25 vs legacy read 0.33 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-15-00-10 performance
Activity: 30.5 min / 121 K / 40 A / 3 W
Score: actual 1.105 vs expected 1.273 / margin -0.168
Show exact performance breakdown
1.105Actual score
1.273Expected score
-0.168Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 51% / FIRESUPPORT 49%engine weight 90%
COMBAT1.07
OBJECTIVE1.49
SUPPORT0.57
PRESSURE1.09
ground truth 1.06 vs legacy read 1.47 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-13:40-4 performance
Activity: 10.3 min / 19 K / 3 A / 0 W
Score: actual 1.186 vs expected 1.253 / margin -0.067
Show exact performance breakdown
1.186Actual score
1.253Expected score
-0.067Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.63
OBJECTIVE0.67
SUPPORT0.15
PRESSURE1.58
ground truth 1.18 vs legacy read 1.17 · 2 match window · 1.00 = your class target for this lobby
2026-10-17-21-00+6 performance
Activity: 5.3 min / 12 K / 8 A / 2 W
Score: actual 1.372 vs expected 1.277 / margin 0.095
Show exact performance breakdown
1.372Actual score
1.277Expected score
0.095Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.67
OBJECTIVE2.00
SUPPORT0.56
PRESSURE0.57
ground truth 1.32 vs legacy read 1.22 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-18:40-3 performance
Activity: 10.4 min / 38 K / 18 A / 2 W
Score: actual 1.16 vs expected 1.206 / margin -0.046
Show exact performance breakdown
1.16Actual score
1.206Expected score
-0.046Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT2.00
OBJECTIVE0.47
SUPPORT0.46
PRESSURE1.22
ground truth 1.07 vs legacy read 1.48 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-18:20+3 performance
Activity: 14.1 min / 30 K / 15 A / 2 W
Score: actual 1.304 vs expected 1.257 / margin 0.047
Show exact performance breakdown
1.304Actual score
1.257Expected score
0.047Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 67% / ASSAULT 33%engine weight 90%
COMBAT1.65
OBJECTIVE1.55
SUPPORT0.11
PRESSURE1.23
ground truth 1.21 vs legacy read 1.45 · 2 match window · 1.00 = your class target for this lobby
2026-10-17-17-00-16 performance
Activity: 12.4 min / 23 K / 8 A / 1 W
Score: actual 1.079 vs expected 1.349 / margin -0.269
Show exact performance breakdown
1.079Actual score
1.349Expected score
-0.269Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.17
OBJECTIVE1.99
SUPPORT0.00
PRESSURE0.63
ground truth 1.11 vs legacy read 0.69 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-16-00+11 performance
Activity: 11.6 min / 25 K / 11 A / 2 W
Score: actual 1.438 vs expected 1.26 / margin 0.178
Show exact performance breakdown
1.438Actual score
1.26Expected score
0.178Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.41
OBJECTIVE2.00
SUPPORT1.43
PRESSURE0.87
ground truth 1.42 vs legacy read 1.03 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-14-40
FIELD SHIFT Cobalt I / Skill RR 1856 / -1 RR
Position 77 / Combat / KPH 107.44 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-19-14-20
HELD Cobalt I / Skill RR 1857 / 0 RR
Position 77 / Combat / KPH 107.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-00
HELD Cobalt I / Skill RR 1857 / 0 RR
Position 77 / Combat / KPH 107.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-40
HELD Cobalt I / Skill RR 1857 / 0 RR
Position 77 / Combat / KPH 107.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-20
HELD Cobalt I / Skill RR 1857 / 0 RR
Position 77 / Combat / KPH 107.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-13-00
HELD Cobalt I / Skill RR 1857 / 0 RR
Position 77 / Combat / KPH 107.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-40
HELD Cobalt I / Skill RR 1857 / 0 RR
Position 77 / Combat / KPH 107.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-20
HELD Cobalt I / Skill RR 1857 / 0 RR
Position 77 / Combat / KPH 107.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-00
HELD Cobalt I / Skill RR 1857 / 0 RR
Position 78 / Combat / KPH 107.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-11-40
HELD Cobalt I / Skill RR 1857 / 0 RR
Position 78 / Combat / KPH 107.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

Every season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

Lost Signal means a ranked player has not recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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