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
11:37
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
Atmoist
RESTITUTION PAID — +21 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 11:20 UTC. Games poisoned by cheaters can never count against anyone here.
Gold V
SEASON I REWARD
Gold III
Gold III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

Atmoist1445 Skill RR

Gold V

Active SignalLive rank slot held / state file ? 2h ago
☣ Hazard pay3 RR lifetime / the system pays the mercs who endure a quarantined contract
1445Skill RR
#250Board 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.
46/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-3 Skill RR
BASE SKILL RR1746
PRESSURE BUDGET±44 RR
VISIBLE PREVIEW1743
Silent Support x 2

Recent eligible matches sit slightly below expected field pressure.

46Current gauge
68Newest 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 Loss Loss Loss Loss Won Loss Loss Won Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Atmoist 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. When the obj work rises with the useful minutes, this player becomes easier to trust in close rounds. The most recent scored round gave the team value through support value.

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
2 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
lobby · Objective · Pre Game
Maplast saved
lobby
Objective · Pre Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1540
avg Skill RR 1540
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
71 / 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#250
Skill rating signal
Gold V
1445Gold V · Skill RR
Gold V → Gold IV100%
1 RR to Gold IV41 RR above floor
2150Peak form
1854All-time peak
1746Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
HOT+95 last 6
6 positive · 0 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability100%
LOCKED
Peak form gapElite
+705 gap
Standing moveSkill scale
+22
Rank pressureField opened
Field opened +10 RR
Idle field shiftoffline
+11
Player DNAStable read
Atmoist brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. More fight pressure near the team would make those useful minutes much more dangerous. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 18.2 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:28:24 UTC
NEXT SCAN 11:36
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #250 Atmoist 1445 RR · CONTACT #251 CLOSURE +83/DAY — INTERCEPT ~1D · FORM HOT — 6/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -10.4 RR/UPDATE · PEAK FORM 2150 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
Atmoist
Gold V · Hot Streak Objective Stopper
#250BOARD POS
RR 1445PEAK 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
Threat ClosingSEV-1#251 BananaFencer gained +83 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -10.4 RR / update.
Form SurgingCLEAR6 of last 6 scored updates positive, +95 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2150Peak form
1854All-time peak
1746Ladder track
+41RR above floor
1445Gold V · Skill RRMAX RANK REACHED · 100%
Gold V → Gold IV100% · 41 RR above floor
REACTOR PULSE · FORM LAST 6HOT +95
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1511 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 5 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
1823 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-20-203 updates0
2026-07-17-08-401 update0
2026-07-16-20-402 updates0
2026-07-15-19-003 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
100%LOCKED
Stability
rating consistency index
6/6HOT RATIO
Hot Ratio
positive in last 6 updates
+95HOT
Form Engine
net RR across last 6
+705peak form gap +22standing move +11idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
57
KPH
55
Objective
43
Combat
16
90.9season KPH 71.3profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:28] > SCAN CYCLE 2328 COMPLETE — 565 contacts indexed
[23:28] > RATING SIGNAL LOCKED: 1445 RR · GOLD V · BOARD #250
[23:28] > LEAK SCAN: COMBAT PRESSURE below target — drain -10.4 RR/update
[23:28] > THREAT TRACK: contact #251 closure +83/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Atmoist brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. More fight pressure near the team would make those useful minutes much more dangerous. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 18.2 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 8.3 vs 75/h target · weight 20%
-10.4RR / update
Kills per houravg 82.8 vs 152/h target · weight 20%
-5.2RR / update
Support actionsavg 34.9 vs 18/h target · weight 20%
-2.5RR / update
Objective actionsavg 16.4 vs 17/h target · weight 20%
-1.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Objective stops / C4 pressureavg 33.9 vs 13/h target · weight 20%
+4.6RR / update
Fix Simulator · Counterfactual
Average scored update right now+7.6 RR
Hit Combat pressure target — nothing else changes+18.2 RR / update
Hit Combat pressure + Support actions targets+24.6 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+53 net
Your games
+53
Field drift
0
4 scored updates in window
72h+21 net
Your games
+21
Field drift
0
17 scored updates in window
7d+114 net
Your games
+114
Field drift
0
22 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 11%RR
Top 43%Combat
Top 37%Objective
Top 20%Support
Top 37%KPH
Objective Stops100/100
Support57/100
KPH55/100
Objective43/100
Combat16/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+22 impact)
⬢ CHAMPAGNE ROOM BADGE Gold V TAPE SAYS Elite
I bit my whistle clean in half. From JOY. Do you understand how rare joy-related whistle damage is in this profession?!
Coach blood pressureCHAMPAGNE CALM
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
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. You are keeping everyone alive from the BACK ROW like a nervous parent at a school play. The paddles are great, the packs are great — now get UP THERE. Support from the front line, where the fight can actually FEEL you. Gold III 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▲ High182.8 / 18 support/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Clutch stops▼ Major0 / 13 clutch/h target
Frag pressure▼ Major0 / 75 combat/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.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
That is more like it. Team support gave the push a backbone and made the enemy work for space. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. Coach order: C4, EV, plant, defuse — pick the loudest problem and stand on 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 helped 2026-07-17-21-00 / +22 game impact
Coach
CHAMPAGNE ROOM
I bit my whistle clean in half. From JOY. Do you understand how rare joy-related whistle damage is in this profession?!
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold VGold V
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
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. You are keeping everyone alive from the BACK ROW like a nervous parent at a school play. The paddles are great, the packs are great — now get UP THERE. Support from the front line, where the fight can actually FEEL you. Gold III 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 016 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksPage 16. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.This is your 14th shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 0.96 on COMBAT. Tonight reads 0.69. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.The door is right there and so is the drill. One of them fixes this page. Pick the drill, every time, until my pen agrees with you.
COMBAT
Below the bar, above excuses. Fix it.
0.69
CLASS BAR 1.00
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
2.00
CLASS BAR 1.00
The drill // next sessionYou keep people alive beautifully. Now make the enemy regret it. One clean elimination per save — that is the new rate.
CANARYWHARFLOST
25 get-ups. Somewhere out there, 25 players owe you a drink and do not even know your callsign.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SAWBONEZ
IN YOUR SQUAD EVERY RECENT GAME
Sawbonez carries a real gun for a reason. Between saves, work the flank — the kit forgives aggression.
FILM ROOM // CANARY WHARF
Holding Wharf: own the high glass and make them spend utility just to walk. Every balcony your team holds is a toll booth on their push.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Team support▲ High
182.8 / 18 support/h target
6 positive +95 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
0 negative 1.329 vs 0.971

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
I had you on my board as a real merc. Real mercs change rounds. I expected pressure the other team has to plan around, not pressure they discover by accident.
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
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 8.3 vs 75/h target · weight 20%
-10.4RR / update
Kills per houravg 82.8 vs 152/h target · weight 20%
-5.2RR / update
Support actionsavg 34.9 vs 18/h target · weight 20%
-2.5RR / update
Objective actionsavg 16.4 vs 17/h target · weight 20%
-1.1RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Objective stops / C4 pressureavg 33.9 vs 13/h target · weight 20%
+4.6RR / update
Fix simulator
Average scored update right now+7.6 RR
Hit Combat pressure target — nothing else changes+18.2 RR / update
Hit Combat pressure + Support actions targets+24.6 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+53 net
Your games+53
Field drift0
4 scored updates in window
72h+21 net
Your games+21
Field drift0
17 scored updates in window
7d+114 net
Your games+114
Field drift0
22 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
2026-07-17-20-203 updates0
2026-07-17-08-401 update0
2026-07-16-20-402 updates0
2026-07-15-19-003 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 11%RR
Top 43%Combat
Top 37%Objective
Top 20%Support
Top 37%KPH
Objective Stops100/100
Support57/100
KPH55/100
Objective43/100
Combat16/100
Personal intelligence / weekly compile

Loadout DNA // Atmoist

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
186completed proof matches
10maps in personal file
Supportdominant field lane
IMPROVINGlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried NADER / CR81 loadout card
NADER / CR81Assault

60 completed matches / 51.7% observed result

Signature 2 FRAGGER / M62 loadout card
FRAGGER / M62Assault

59 completed matches / 52.5% observed result

Signature 3 SKYHAMMER / M92 loadout card
SKYHAMMER / M92Fire Support

48 completed matches / 47.9% observed result

Signature 4 SAWBONEZ / SM72 loadout card
SAWBONEZ / SM72Medic

42 completed matches / 42.9% observed result

Role DNA
Combat
54
Objective
68
Support
70
Precision
64
Pressure
47
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 / M62 loadout card
FRAGGER / M62Assault
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.

59 completed matches / 52.5% 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.

Whitechapel37 personal / 45.9% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

17 completed matches / 52.9% observed result

SKYHAMMER / M43 loadout card
Archive same-merc leadSKYHAMMER / M43

394 archive carries / 356 players / 51.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle33 personal / 39.4% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

11 completed matches / 54.5% observed result

SKYHAMMER / B92 loadout card
Archive same-merc leadSKYHAMMER / B92

135 archive carries / 126 players / 46.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge32 personal / 37.5% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

15 completed matches / 40.0% observed result

SKYHAMMER / B92 loadout card
Archive same-merc leadSKYHAMMER / B92

760 archive carries / 500 players / 49.5% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground26 personal / 57.7% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

20 completed matches / 60.0% observed result

NADER / SM43 loadout card
Archive same-merc leadNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

JAVELIN / D46 loadout card
Archive field referenceJAVELIN / D46

965 archive carries / 500 players / 52.8% conservative floor

Terminal Redux13 personal / 30.8% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

6 completed matches / 33.3% observed result

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Dockyard12 personal / 41.7% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

4 completed matches / 50.0% observed result

FRAGGER / K51 loadout card
Archive same-merc leadFRAGGER / K51

3,434 archive carries / 500 players / 51.4% conservative floor

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.

FRAGGER / M62 loadout card
FRAGGER / M62
NADER / CR81 loadout card
NADER / CR81
SAWBONEZ / BL43 loadout card
SAWBONEZ / BL43
Signature deck

3 completed matches / 66.7% 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 Deployables x2 / NADER / CR81Most Ammo x2 / SKYHAMMER / M92Most Revives x2 / SAWBONEZ / SM72Most Accurate x2 / SAWBONEZ / SM72

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

1445Skill RR
+8Skill RR delta
1445Peak 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 ? 96 valid updates
2026-07-17-21-00+22 performance
Activity: 10.9 min / 8 K / 10 A / 0 W
Score: actual 1.329 vs expected 0.971 / margin 0.358
Show exact performance breakdown
1.329Actual score
0.971Expected score
0.358Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.69
OBJECTIVE1.08
SUPPORT2.00
PRESSURE0.86
ground truth 1.36 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:40+4 performance
Activity: 14.2 min / 15 K / 19 A / 1 W
Score: actual 1.024 vs expected 0.962 / margin 0.061
Show exact performance breakdown
1.024Actual score
0.962Expected score
0.061Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 61% / ASSAULT 39%engine weight 90%
COMBAT0.85
OBJECTIVE1.68
SUPPORT0.89
PRESSURE1.02
ground truth 1.04 vs legacy read 0.60 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-20:20+13 performance
Activity: 5.2 min / 12 K / 4 A / 0 W
Score: actual 1.18 vs expected 0.961 / margin 0.219
Show exact performance breakdown
1.18Actual score
0.961Expected score
0.219Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.05
OBJECTIVE2.00
SUPPORT0.49
PRESSURE1.08
ground truth 1.18 vs legacy read 0.98 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-08:40+14 performance
Activity: 17.9 min / 27 K / 20 A / 1 W
Score: actual 1.321 vs expected 1.085 / margin 0.236
Show exact performance breakdown
1.321Actual score
1.085Expected score
0.236Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.07
OBJECTIVE2.00
SUPPORT2.00
PRESSURE0.92
ground truth 1.32 vs legacy read 0.73 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-21:20+14 performance
Activity: 12.6 min / 6 K / 9 A / 0 W
Score: actual 1.171 vs expected 0.945 / margin 0.226
Show exact performance breakdown
1.171Actual score
0.945Expected score
0.226Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.55
OBJECTIVE0.29
SUPPORT1.88
PRESSURE1.40
ground truth 1.20 vs legacy read 0.63 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-20:40+28 performance
Activity: 12.1 min / 13 K / 14 A / 0 W
Score: actual 1.392 vs expected 0.936 / margin 0.456
Show exact performance breakdown
1.392Actual score
0.936Expected score
0.456Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.94
OBJECTIVE0.84
SUPPORT2.00
PRESSURE0.92
ground truth 1.37 vs legacy read 1.13 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-21-00+8 performance
Activity: 7.9 min / 10 K / 12 A / 0 W
Score: actual 1.104 vs expected 0.973 / margin 0.131
Show exact performance breakdown
1.104Actual score
0.973Expected score
0.131Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.99
OBJECTIVE1.66
SUPPORT0.79
PRESSURE1.09
ground truth 1.11 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-20:40+5 performance
Activity: 13.2 min / 31 K / 13 A / 2 W
Score: actual 1.05 vs expected 0.969 / margin 0.082
Show exact performance breakdown
1.05Actual score
0.969Expected score
0.082Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.20
OBJECTIVE1.29
SUPPORT0.04
PRESSURE0.86
ground truth 1.03 vs legacy read 0.79 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-19-00-6 performance
Activity: 11 min / 13 K / 3 A / 2 W
Score: actual 0.916 vs expected 1.016 / margin -0.1
Show exact performance breakdown
0.916Actual score
1.016Expected score
-0.1Margin
61K-factor
2026-07-15-16:20-26 performance
Activity: 7.8 min / 14 K / 0 A / 2 W
Score: actual 0.595 vs expected 1.022 / margin -0.427
Show exact performance breakdown
0.595Actual score
1.022Expected score
-0.427Margin
61K-factor
2026-07-17-23-20
FIELD SHIFT Gold IV / Skill RR 1445 / 0 RR
Position 260 / Objective Stopper / KPH 71.28 / Performance 0 / Field shift +2 / Ladder track 1746
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold IV / Skill RR 1445 / 0 RR
Position 260 / Objective Stopper / KPH 71.28 / Performance 0 / Field shift +2 / Ladder track 1746
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold IV / Skill RR 1445 / +1 RR
Position 261 / Objective Stopper / KPH 71.28 / Performance 0 / Field shift +2 / Ladder track 1746
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Gold IV / Skill RR 1444 / -1 RR
Position 261 / Objective Stopper / KPH 71.28 / Performance 0 / Field shift +1 / Ladder track 1746
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold IV / Skill RR 1445 / 0 RR
Position 262 / Objective Stopper / KPH 71.28 / Performance 0 / Field shift +2 / Ladder track 1746
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold IV / Skill RR 1445 / 0 RR
Position 262 / Objective Stopper / KPH 71.28 / Performance 0 / Field shift +2 / Ladder track 1746
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold IV / Skill RR 1445 / 0 RR
Position 261 / Objective Stopper / KPH 71.28 / Performance 0 / Field shift +2 / Ladder track 1746
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
MATCH IMPACT Gold IV / Skill RR 1445 / +7 RR
Position 262 / Objective Stopper / KPH 71.28 / Performance +22 / Field shift +2 / Ladder track 1746
  • +22 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions and Verified public data bonus. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
1.329Actual score
0.971Expected score
0.358Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.69
OBJECTIVE1.08
SUPPORT2.00
PRESSURE0.86
ground truth 1.36 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 33.2 delta / Support score / hour 182.8
Score: 2 / Weight: 20% / Impact: +0.206
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.194
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.194
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.189
Kills per hourPulled RR down
Measured: 8 kills / Kills / hour 44
Score: 0.29 / Weight: 19.5% / Impact: -0.133
Verified public data bonusPushed RR up
Measured: fought a +80 CMR field, carried the lobby (1.57x avg output), measured accuracy 31% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-07-17-20-40
MATCH IMPACT Gold V / Skill RR 1438 / 0 RR
Position 265 / Objective Stopper / KPH 71.31 / Performance +4 / Field shift +1 / Ladder track 1724
  • +4 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective actions and Verified public data bonus. Weak/low signals: Combat pressure, Kills per hour and Support actions.
Show exact performance breakdown
1.024Actual score
0.962Expected score
0.061Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 61% / ASSAULT 39%engine weight 90%
COMBAT0.85
OBJECTIVE1.68
SUPPORT0.89
PRESSURE1.02
ground truth 1.04 vs legacy read 0.60 · 2 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.188
Kills per hourPulled RR down
Measured: 15 kills / Kills / hour 63.5
Score: 0.417 / Weight: 19.5% / Impact: -0.106
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 8.5
Score: 0.47 / Weight: 20% / Impact: -0.098
Objective actionsPushed RR up
Measured: 5 delta / Objective score / hour 21.2
Score: 1.244 / Weight: 20% / Impact: +0.056
Objective stops / C4 pressurePulled RR down
Measured: 2.5 delta / Stop score / hour 10.6
Score: 0.814 / Weight: 20% / Impact: -0.03
Verified public data bonusPushed RR up
Measured: fought a +92 CMR field, measured accuracy 32% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-07-17-20-20
MATCH IMPACT Gold V / Skill RR 1438 / +2 RR
Position 265 / Objective Stopper / KPH 71.31 / Performance +13 / Field shift +1 / Ladder track 1720
  • +13 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Objective actions and Verified public data bonus. Weak/low signals: Support actions and Combat pressure.
Show exact performance breakdown
1.18Actual score
0.961Expected score
0.219Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.05
OBJECTIVE2.00
SUPPORT0.49
PRESSURE1.08
ground truth 1.18 vs legacy read 0.98 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 6 delta / Stop score / hour 69.9
Score: 2 / Weight: 20% / Impact: +0.208
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.192
Objective actionsPushed RR up
Measured: 2.5 delta / Objective score / hour 29.1
Score: 1.713 / Weight: 20% / Impact: +0.151
Combat pressurePulled RR down
Measured: 1.5 delta / Combat score / hour 17.5
Score: 0.233 / Weight: 19.5% / Impact: -0.142
Verified public data bonusPushed RR up
Measured: fought a +92 CMR field, measured accuracy 28%, heavy measured damage output / Public K/D / win-loss confidence +0.022 score
Score: 0.022 / Weight: bonus% / Impact: +0.022
Kills per hourNeutral
Measured: 12 kills / Kills / hour 139.8
Score: 0.92 / Weight: 19.5% / Impact: -0.008
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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