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
10:47
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
daggoth1408
Silver I
SEASON I REWARD
Silver I
Silver I
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

daggoth14081378 Skill RR

Silver I

Active SignalLive rank slot held / state file ? just now
1378Skill RR
#299Board position
Signal heldField state
19 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.
53/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+2 Skill RR
BASE SKILL RR1300
PRESSURE BUDGET±33 RR
VISIBLE PREVIEW1302
Field Closer x 2

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

53Current 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 Won Won Won Abandoned Loss Abandoned Won Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

daggoth1408 is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also brings pressure when the round needs somebody to take contact. The last scored game moved in the right direction, with stop pressure and support value helping the round.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
37 min ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_castle · Objective · Late Game
Maplast saved
obj_castle
Objective · Late Game
Last lobby13 ranked players
13/16
players in monitored server
Lobby difficultyGold II
1493
avg Skill RR 1493
Ranked densityrank signal
100%
13 of 13 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 13
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Dropping · Skill RR is the rank signal
BOARD POSITION#299
Skill rating signal
Silver I
1378Silver I · Skill RR
Silver I → Gold V55%
27 RR to Gold V19 RR above floor
2121Peak form
1572All-time peak
1300Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-53 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapElite
+743 gap
Standing moveSkill scale
-75
Rank pressureField opened
Field opened +13 RR
Idle field shiftoffline
+8
Player DNAStable read
daggoth1408 is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More fight pressure near the team would make those useful minutes much more dangerous. This player also helps the wave stay alive when trades get ugly. Current stop pace sits around 24.7 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:14 UTC
NEXT SCAN 10:46
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #299 daggoth1408 1378 RR · CONTACT #301 CLOSURE +160/DAY — INTERCEPT ~1D · FORM COLD — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -8.9 RR/UPDATE · PEAK FORM 2121 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
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
daggoth1408
Silver I · Objective Stopper
#299BOARD POS
RR 1378PEAK 2121STATE COLDCONF 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 5 SIGNALS
Threat ClosingSEV-1#301 Bluewaffle gained +160 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -8.9 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#298 marofa is 3 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-23 negative in the last 6 updates, -53 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2121Peak form
1572All-time peak
1300Ladder track
+19RR above floor
1378Silver I · Skill RR55% TO GOLD V
Silver I → Gold V55% · 27 RR needed
REACTOR PULSE · FORM LAST 6COLD -53
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1479 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 6 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
0005 UTC avg 0 RR / update over 5 updates
Recent Sessions
2026-07-17-23-001 update0
2026-07-16-09-001 update0
2026-07-10-01-201 update0
2026-07-09-02-203 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-53COLD
Form Engine
net RR across last 6
+743peak form gap -75standing move +8idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
67
Support
41
Objective
39
Combat
25
106.6season KPH 86.6profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1378 RR · SILVER I · BOARD #299
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -8.9 RR/update
[23:29] > THREAT TRACK: contact #301 closure +160/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
daggoth1408 is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More fight pressure near the team would make those useful minutes much more dangerous. This player also helps the wave stay alive when trades get ugly. Current stop pace sits around 24.7 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 16 vs 75/h target · weight 20%
-8.9RR / update
Objective actionsavg 35 vs 17/h target · weight 20%
-5.7RR / update
Support actionsavg 12.5 vs 18/h target · weight 20%
-4.1RR / update
Objective stops / C4 pressureavg 19.2 vs 13/h target · weight 20%
-3.9RR / update
Kills per houravg 102.1 vs 152/h target · weight 20%
-3.5RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.1RR / update
Fix Simulator · Counterfactual
Average scored update right now-9.1 RR
Hit Combat pressure target — nothing else changes+0.3 RR / update
Hit Combat pressure + Support actions targets+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+19 net
Your games
+19
Field drift
0
1 scored update in window
72h+42 net
Your games
+42
Field drift
0
2 scored updates in window
7d+42 net
Your games
+42
Field drift
0
2 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 13%RR
Top 26%Combat
Top 43%Objective
Top 35%Support
Top 21%KPH
Objective Stops100/100
KPH67/100
Support41/100
Objective39/100
Combat25/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+19 impact)
⬢ FIELD MONSTER BADGE Silver I TAPE SAYS Elite
That is a man auditioning for a better badge and ACING it. Whatever you ate before those games — eat it forever. That run just out-performed every other entry in your season file. The file has a new king, and the old entries are FURIOUS.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
⬢ FAST CLIMB ORDER
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. You are ONE good night from Gold V. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Clutch stops▲ High30.1 / 13 clutch/h target
Team support▲ High27.8 / 18 support/h target
Objective Leaks
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Major46.3 / 152 KPH target
Objective work▼ Medium9.3 / 17 objective/h target
Field Orders
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET46.3 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective workTARGET9.3 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Clean enough to build on. Stop pressure did the heavy lifting and gave the next game a clear plan. Next game: keep the gun hot, but keep it near the round. The team needs useful pressure, not a private duel in another postcode. Coach order: open the push, then help it walk through.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-07-17-23-00 / +19 game impact
Coach
FIELD MONSTER
That is a man auditioning for a better badge and ACING it. Whatever you ate before those games — eat it forever. That run just out-performed every other entry in your season file. The file has a new king, and the old entries are FURIOUS.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver ISilver I
The tape saysEliteElite
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. You are ONE good night from Gold V. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 009 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksPage 9. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.And before you argue with the board: the best COMBAT in this file is 1.79, set by YOU. I do not hold players to my standards. I hold them to their own receipts.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
COMBAT
I circled this one in silence. The silence should worry you more than the circle.
0.73
CLASS BAR 1.00
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 sessionYour gun is part of the kit. Next session: every revive gets a follow-up elimination — pick your side of the fight and shoot it.
CASTLELOST
13 teammates raised on this shift. The tape does not lie about who kept that team breathing.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
MEDIC
YOUR ROLE ON THE FLOOR
Pick your fights like a surgeon picks incisions: only the ones that keep your patients alive.
FILM ROOM // CASTLE
Attacking Castle: never re-enter the same choke twice in a row. Stone remembers — and so does the crossfire they built after your first visit.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ High
30.1 / 13 clutch/h target
Team support▲ High
27.8 / 18 support/h target
3 positive -53 last 6

Objective leaks

Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
46.3 / 152 KPH target
Objective work▼ Medium
9.3 / 17 objective/h target
3 negative 1.287 vs 0.982

Field orders

Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
46.3 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective worktarget
9.3 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
What I expected from your last games
This tier does not forgive background actors. Front and center — trade entries, cover your engineer, make the enemy say your name in comms with disgust.
What your last games gave me
You dismantled their whole structure in round one and then spent the rest of the match charging them rent on the ruins.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 16 vs 75/h target · weight 20%
-8.9RR / update
Objective actionsavg 35 vs 17/h target · weight 20%
-5.7RR / update
Support actionsavg 12.5 vs 18/h target · weight 20%
-4.1RR / update
Objective stops / C4 pressureavg 19.2 vs 13/h target · weight 20%
-3.9RR / update
Kills per houravg 102.1 vs 152/h target · weight 20%
-3.5RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.1RR / update
Fix simulator
Average scored update right now-9.1 RR
Hit Combat pressure target — nothing else changes+0.3 RR / update
Hit Combat pressure + Support actions targets+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+19 net
Your games+19
Field drift0
1 scored update in window
72h+42 net
Your games+42
Field drift0
2 scored updates in window
7d+42 net
Your games+42
Field drift0
2 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
0005 UTC avg +0 RR / update over 5 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
2026-07-17-23-001 update0
2026-07-16-09-001 update0
2026-07-10-01-201 update0
2026-07-09-02-203 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 13%RR
Top 26%Combat
Top 43%Objective
Top 35%Support
Top 21%KPH
Objective Stops100/100
KPH67/100
Support41/100
Objective39/100
Combat25/100
Personal intelligence / weekly compile

Loadout DNA // daggoth1408

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
341completed proof matches
11maps in personal file
Pressuredominant 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 FRAGGER / M62 loadout card
FRAGGER / M62Assault

128 completed matches / 64.8% observed result

Signature 2 FRAGGER / M91 loadout card
FRAGGER / M91Assault

81 completed matches / 60.5% observed result

Signature 3 SPARKS / 282 loadout card
SPARKS / 282Medic

75 completed matches / 64.0% observed result

Signature 4 AIMEE / F82 loadout card
AIMEE / F82Recon

72 completed matches / 54.2% observed result

Role DNA
Combat
69
Objective
47
Support
47
Precision
73
Pressure
82
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 AIMEE / F82 loadout card
AIMEE / F82Recon
Test AIMEE / F51 loadout card
AIMEE / F51Recon
Keep AIMEE. Change one card.

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

72 completed matches / 54.2% observed result 8,759 completed carries / 2,531 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.

Whitechapel56 personal / 53.6% observed
AIMEE / F82 loadout card
Your observed cardAIMEE / F82

33 completed matches / 57.6% observed result

AIMEE / G85 loadout card
Archive same-merc leadAIMEE / G85

1,126 archive carries / 500 players / 51.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle50 personal / 60.0% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

23 completed matches / 69.6% 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

Underground47 personal / 68.1% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

24 completed matches / 75.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge46 personal / 63.0% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

25 completed matches / 64.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Terminal Redux23 personal / 65.2% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

12 completed matches / 75.0% observed result

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Trainyard21 personal / 52.4% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

11 completed matches / 45.5% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

04 / whole kit

Deck and squad links

The complete three-card deck is descriptive. Squad links are repeated associations, not a winner prediction.

FRAGGER / M91 loadout card
FRAGGER / M91
SPARKS / 282 loadout card
SPARKS / 282
VASSILI / MO22 loadout card
VASSILI / MO22
Signature deck

11 completed matches / 54.5% 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 Revives x7 / SPARKS / 383Most Accurate x5 / AIMEE / F82Most Revives x4 / SPARKS / 281Most Finishes x4 / SKYHAMMER / M92

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

1378Skill RR
+20Skill RR delta
1378Peak 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 ? 23 valid updates
2026-07-17-23-00+19 performance
Activity: 13 min / 10 K / 9 A / 0 W
Score: actual 1.287 vs expected 0.982 / margin 0.305
Show exact performance breakdown
1.287Actual score
0.982Expected score
0.305Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.73
OBJECTIVE0.89
SUPPORT2.00
PRESSURE0.95
ground truth 1.35 vs legacy read 0.91 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-09-00+23 performance
Activity: 3 min / 9 K / 2 A / 1 W
Score: actual 1.226 vs expected 0.854 / margin 0.373
Show exact performance breakdown
1.226Actual score
0.854Expected score
0.373Margin
61K-factor
2026-07-10-01:20-30 performance
Activity: 3 min / 3 K / 2 A / 0 W
Score: actual 0.397 vs expected 0.892 / margin -0.495
Show exact performance breakdown
0.397Actual score
0.892Expected score
-0.495Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.58
OBJECTIVE0.08
SUPPORT0.00
PRESSURE0.84
ground truth 0.44 vs legacy read 0.11 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-03-00-34 performance
Activity: 9.8 min / 24 K / 6 A / 1 W
Score: actual 0.404 vs expected 0.956 / margin -0.552
Show exact performance breakdown
0.404Actual score
0.956Expected score
-0.552Margin
61K-factor
2026-07-09-02:40+5 performance
Activity: 7.9 min / 18 K / 7 A / 1 W
Score: actual 1.031 vs expected 0.952 / margin 0.08
Show exact performance breakdown
1.031Actual score
0.952Expected score
0.08Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.29
OBJECTIVE1.40
SUPPORT0.27
PRESSURE0.82
ground truth 1.04 vs legacy read 0.52 · 2 match window · 1.00 = your class target for this lobby
2026-07-09-02:20-36 performance
Activity: 3 min / 7 K / 3 A / 1 W
Score: actual 0.398 vs expected 0.993 / margin -0.596
Show exact performance breakdown
0.398Actual score
0.993Expected score
-0.596Margin
61K-factor
2026-07-08-06:40-19 performance
Activity: 6.1 min / 6 K / 1 A / 1 W
Score: actual 0.796 vs expected 1.1 / margin -0.304
Show exact performance breakdown
0.796Actual score
1.1Expected score
-0.304Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.52
OBJECTIVE0.67
SUPPORT2.00
PRESSURE0.75
ground truth 0.85 vs legacy read 0.52 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-21-00-8 performance
Activity: 12.2 min / 14 K / 16 A / 0 W
Score: actual 0.847 vs expected 0.979 / margin -0.132
Show exact performance breakdown
0.847Actual score
0.979Expected score
-0.132Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.99
OBJECTIVE1.18
SUPPORT0.30
PRESSURE0.94
ground truth 0.89 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-20:20+3 performance
Activity: 6.2 min / 7 K / 3 A / 0 W
Score: actual 0.989 vs expected 0.942 / margin 0.047
Show exact performance breakdown
0.989Actual score
0.942Expected score
0.047Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.64
OBJECTIVE1.24
SUPPORT2.00
PRESSURE0.66
ground truth 1.03 vs legacy read 0.55 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-20-00-13 performance
Activity: 7.7 min / 15 K / 11 A / 0 W
Score: actual 0.769 vs expected 0.984 / margin -0.215
Show exact performance breakdown
0.769Actual score
0.984Expected score
-0.215Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.28
OBJECTIVE0.19
SUPPORT0.08
PRESSURE1.12
ground truth 0.77 vs legacy read 0.59 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Silver I / Skill RR 1378 / 0 RR
Position 316 / Objective Stopper / KPH 86.61 / Performance 0 / Field shift +2 / Ladder track 1300
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
MATCH IMPACT Silver I / Skill RR 1378 / +25 RR
Position 316 / Objective Stopper / KPH 86.61 / Performance +19 / Field shift +2 / Ladder track 1300
  • +19 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Support actions. Weak/low signals: Combat pressure, Kills per hour and Objective actions.
Show exact performance breakdown
1.287Actual score
0.982Expected score
0.305Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.73
OBJECTIVE0.89
SUPPORT2.00
PRESSURE0.95
ground truth 1.35 vs legacy read 0.91 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 6.5 delta / Stop score / hour 30.1
Score: 2 / Weight: 20% / Impact: +0.204
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.192
Kills per hourPulled RR down
Measured: 10 kills / Kills / hour 46.3
Score: 0.305 / Weight: 19.5% / Impact: -0.132
Support actionsPushed RR up
Measured: 6 delta / Support score / hour 27.8
Score: 1.544 / Weight: 20% / Impact: +0.112
Objective actionsPulled RR down
Measured: 2 delta / Objective score / hour 9.3
Score: 0.545 / Weight: 20% / Impact: -0.087
Win resultNeutral
Measured: 0-2 / Win ratio 0%
Score: 0 / Weight: 1% / Impact: -0.002
2026-07-17-22-40
FIELD SHIFT Silver II / Skill RR 1353 / 0 RR
Position 342 / Objective Stopper / KPH 86.61 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Silver II / Skill RR 1353 / 0 RR
Position 342 / Objective Stopper / KPH 86.61 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Silver II / Skill RR 1353 / 0 RR
Position 343 / Objective Stopper / KPH 86.61 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Silver II / Skill RR 1353 / 0 RR
Position 345 / Objective Stopper / KPH 86.61 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
HELD Silver II / Skill RR 1353 / -1 RR
Position 343 / Objective Stopper / KPH 86.61 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-21-00
FIELD SHIFT Silver II / Skill RR 1354 / 0 RR
Position 342 / Objective Stopper / KPH 86.61 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Silver II / Skill RR 1354 / -1 RR
Position 342 / Objective Stopper / KPH 86.61 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Silver II / Skill RR 1355 / -1 RR
Position 340 / Objective Stopper / KPH 86.61 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
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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