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
11:57
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
Bungus
WARNING SIGNAL WEAK - REVIVE AVAILABLE
6.7 days since your last scored update. You are still in the live field, but at day 7 the signal flatlines and this rank slot leaves the board.
REVIVE ORDER: play one scored ranked session. A single valid update restores ACTIVE SIGNAL and the countdown resets.
Gold IV
Gold contract filePressure-band contract

Bungus1483 Skill RR

Gold IV

Weak SignalRank live / signal close to expiry / state file ? 6.7d ago
1483Skill RR
#216Board position
Signal heldField state
38 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATING 2/10
?
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.
/100
Calibrating
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLEDCALIBRATING
BASE SKILL RR1199
PRESSURE BUDGET±30 RR
VISIBLE PREVIEW1199
Field Closer x 1

More eligible live-server matches are needed before the signed pressure signal is released.

Current gauge
82Newest match
50Expected pressure
2/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Won Won Won Loss
Open DBStats Profile ↗
Ranked read

Bungus gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. More direct round work would make the value easier for any team to feel. The next good update comes from adding more obj work and support value to the useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
6 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
lobby · Objective · Pre Game
Veteran signallast saved
Level 33
last saved DBRanked roster level
Maplast saved
lobby
Objective · Pre Game
Last lobby5 ranked players
7/16
players in monitored server
Lobby difficultyGold II
1410
avg Skill RR 1410
Ranked densityrank signal
71.4%
5 of 7 detected players
Stomp riskbalance signal
52 / 100
live lobby spread pressure
Rookie pressurerookie signal
2 / 7
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#216
Skill rating signal
Gold IV
1483Gold IV · Skill RR
Gold IV → Gold III75%
12 RR to Gold III38 RR above floor
1566Peak form
1217All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+59 last 6
2 positive · 2 negative · 5 active in the last 6 updates
Pressure meterLOW
20/100
Stability40%
VOLATILE
Peak form gapGold II
+83 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftoffline
+7
Player DNAStable read
You do not want Bungus near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. Cleaner trades around the obj would make the round work much harder to stop. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 27 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:28:03 UTC
NEXT SCAN 11:57
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #216 Bungus 1483 RR · FORM HOT — 2/5 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -15.7 RR/UPDATE · PEAK FORM 1566 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
Bungus
Gold IV · Hot Streak Objective Stopper
#216BOARD POS
RR 1483PEAK 1566STATE HOTCONF 71
● 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-2Support actions running below scoring target — worst active leak, -15.7 RR / update.
σ
Volatility AlertSEV-2Stability 40% — rating is volatile. Swings will be large in both directions.
Form SurgingCLEAR2 of last 6 scored updates positive, +59 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1566Peak form
1217All-time peak
0Ladder track
+38RR above floor
1483Gold IV · Skill RR75% TO GOLD III
Gold IV → Gold III75% · 12 RR needed
REACTOR PULSE · FORM LAST 6HOT +59
Sentinel Confidence
71MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (312 rows), stored scored breakdowns (4) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
0005 UTC avg 0 RR / update over 2 updates
Recent Sessions
2026-07-11-06-402 updates0
2026-07-06-02-402 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
40%VOLATILE
Stability
rating consistency index
2/5HOT RATIO
Hot Ratio
positive in last 6 updates
+59HOT
Form Engine
net RR across last 6
+83peak form gap 0standing move +7idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
48
Objective
30
Support
25
Combat
20
141season KPH 61.8profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:28] > SCAN CYCLE 2328 COMPLETE — 565 contacts indexed
[23:28] > RATING SIGNAL LOCKED: 1483 RR · GOLD IV · BOARD #216
[23:28] > LEAK SCAN: SUPPORT ACTIONS below target — drain -15.7 RR/update
[23:28] > FORM ENGINE: 2/5 positive — band HOT, stability 40%
Sentinel Read · Player Assessment
You do not want Bungus near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. Cleaner trades around the obj would make the round work much harder to stop. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 27 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 4 stored scored games
Support actionsavg 1.2 vs 18/h target · weight 20%
-15.7RR / update
Objective actionsavg 4.5 vs 17/h target · weight 20%
-12RR / update
Combat pressureavg 67.5 vs 75/h target · weight 20%
0RR / update
Kills per houravg 137 vs 152/h target · weight 20%
0RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 48.1 vs 13/h target · weight 20%
+17.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+10.3 RR
Hit Support actions target — nothing else changes+27.9 RR / update
Hit Support actions + Objective actions targets+42 RR / update
Counterfactual on the same games, same K-factor (~94). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d+5 net
Your games
+5
Field drift
0
2 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 9%RR
Top 34%Combat
Top 59%Objective
Top 55%Support
Top 50%KPH
Objective Stops100/100
KPH48/100
Objective30/100
Support25/100
Combat20/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-18 impact)
⬢ COACH WARNING BADGE Gold IV TAPE SAYS Cobalt II
Below the line — clearly, visibly, all over the tape. I expected a statement and got a shrug with a gun attached.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
The path up is blocked by a problem with YOUR name on it. Next session we clear the road. Then, and only then, we talk badges. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Gold III. 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▲ High37.7 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Major15 / 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.
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET15 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
No. That game was not enough for this rank. The team needed more obj work, not busy work away from the push. Next game: stop treating the objective like background scenery. Get close enough that the enemy has to deal with you. Coach order: touch the obj before the enemy starts renting it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-11-07-00 / -18 game impact
Coach
COACH WARNING
Below the line — clearly, visibly, all over the tape. I expected a statement and got a shrug with a gun attached.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
The tape saysCobalt IICobalt II
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
The path up is blocked by a problem with YOUR name on it. Next session we clear the road. Then, and only then, we talk badges. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Gold III. 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 002 STUDENT UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 2 between us. By now I know your habits better than you do, which is exactly the problem I intend to fix.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
SUPPORT
The bar does not negotiate. I have tried. It hung up on me.
0.54
CLASS BAR 1.00
OBJECTIVE
I circled this one in silence. The silence should worry you more than the circle.
0.60
CLASS BAR 1.00
The drill // next sessionA medic below the support bar is a rifleman with a nicer backpack. Next deploy: revives first, heals second, ego last.
DOCKYARDLOST
306 damage a minute out, 284 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHOENIX
IN YOUR SQUAD EVERY RECENT GAME
Count the enemies who saw you drop. Self-revive into the gap they left, not the crosshair they kept — patience turns the second life into two answers.
FILM ROOM // DOCKYARD
Deliveries here get intercepted in the middle third. Escort ahead of the carrier, not behind — clear the road before the package is on it.
Field share 90 of 50 across the last ten. You have been carrying, and carrying shows.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ High
37.7 / 13 clutch/h target
2 positive +59 last 4

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
15 / 75 combat/h target
2 negative 0.839 vs 1.014

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
15 / 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
My file says you know what you are doing. So I expected it: smart angles, paddles out before the body hits the floor, a gun that shows up to work on time.
What your last games gave me
Top-shelf tape. You dictated the pace, owned your lane, and made very good players look like they wandered in from the parking lot.
How fast this can move you
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 4 stored scored games
Support actionsavg 1.2 vs 18/h target · weight 20%
-15.7RR / update
Objective actionsavg 4.5 vs 17/h target · weight 20%
-12RR / update
Combat pressureavg 67.5 vs 75/h target · weight 20%
-0RR / update
Kills per houravg 137 vs 152/h target · weight 20%
-0RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 48.1 vs 13/h target · weight 20%
+17.7RR / update
Fix simulator
Average scored update right now+10.3 RR
Hit Support actions target — nothing else changes+27.9 RR / update
Hit Support actions + Objective actions targets+42 RR / update
Counterfactual on the same games, same K-factor (~94). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d+5 net
Your games+5
Field drift0
2 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 2 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-07-11-06-402 updates0
2026-07-06-02-402 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 9%RR
Top 34%Combat
Top 59%Objective
Top 55%Support
Top 50%KPH
Objective Stops100/100
KPH48/100
Objective30/100
Support25/100
Combat20/100
Personal intelligence / weekly compile

Loadout DNA // Bungus

Signature mercs, exact functional cards, map habits and the smallest useful next test. Personal history stays personal; field options use separate completed-match evidence.

Building personal record
8completed proof matches
7maps 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 PHOENIX / CR72 loadout card
PHOENIX / CR72Medic

4 completed matches / 50.0% observed result

Signature 2 RHINO / R62 loadout card
RHINO / R62Assault

3 completed matches / 66.7% observed result

Signature 3 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

2 completed matches / early read

Signature 4 PHANTOM / BL64 loadout card
PHANTOM / BL64Recon

1 completed match / early read

Role DNA
Combat
94
Objective
27
Support
10
Precision
38
Pressure
81
Compared with tracked ranked playersBUILDING 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 PHOENIX / CR72 loadout card
PHOENIX / CR72Medic
Test PHOENIX / CR81 loadout card
PHOENIX / CR81Medic
Keep PHOENIX. Change one card.

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

4 completed matches / 50.0% observed result 13,973 completed carries / 3,402 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.

Whitechapel1 personal / early read
PHANTOM / BL64 loadout card
Your observed cardPHANTOM / BL64

1 completed match / early read

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge1 personal / early read
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

1 completed match / early read

BUSHWHACKER / BL81 loadout card
Archive same-merc leadBUSHWHACKER / BL81

7,178 archive carries / 500 players / 52.3% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Heist1 personal / early read
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

1 completed match / early read

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Dockyard1 personal / early read
PHOENIX / CR72 loadout card
Your observed cardPHOENIX / CR72

1 completed match / early read

PHOENIX / CR71 loadout card
Archive same-merc leadPHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

THUNDER / T45 loadout card
Archive field referenceTHUNDER / T45

463 archive carries / 420 players / 53.3% 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.

BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72
PHOENIX / CR72 loadout card
PHOENIX / CR72
RHINO / R62 loadout card
RHINO / R62
Signature deck

1 completed match / early read

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 x1 / RHINO / R62Most Finishes x1 / BUSHWHACKER / C72Most Finishes x1 / PROXY / H23Match award x1 / AURA / R73

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

1483Skill RR
-6Skill RR delta
1490Peak 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 4 scored games ? 4 valid updates
2026-07-11-07-00-18 performance
Activity: 10 min / 15 K / 5 A / 0 W
Score: actual 0.839 vs expected 1.014 / margin -0.174
Show exact performance breakdown
0.839Actual score
1.014Expected score
-0.174Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.22
OBJECTIVE0.60
SUPPORT0.54
PRESSURE1.20
ground truth 0.87 vs legacy read 0.57 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-06:40+23 performance
Activity: 15.5 min / 38 K / 17 A / 4 W
Score: actual 1.217 vs expected 1 / margin 0.217
Show exact performance breakdown
1.217Actual score
1Expected score
0.217Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.76
OBJECTIVE0.80
SUPPORT1.16
PRESSURE1.13
ground truth 1.23 vs legacy read 0.93 · 2 match window · 1.00 = your class target for this lobby
2026-07-06-03-00-16 performance
Activity: 12.9 min / 39 K / 13 A / 3 W
Score: actual 0.89 vs expected 1.157 / margin -0.267
Show exact performance breakdown
0.89Actual score
1.157Expected score
-0.267Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.67
OBJECTIVE0.87
SUPPORT0.01
PRESSURE1.12
ground truth 0.87 vs legacy read 1.05 · 2 match window · 1.00 = your class target for this lobby
2026-07-06-02:40+70 performance
Activity: 8.4 min / 18 K / 3 A / 0 W
Score: actual 1.096 vs expected 0.432 / margin 0.664
Show exact performance breakdown
1.096Actual score
0.432Expected score
0.664Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.53
OBJECTIVE0.45
SUPPORT1.02
PRESSURE1.25
ground truth 1.02 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold IV / Skill RR 1483 / 0 RR
Position 224 / Objective Stopper / KPH 61.83 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
HELD Gold IV / Skill RR 1483 / -1 RR
Position 224 / Objective Stopper / KPH 61.83 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-40
FIELD SHIFT Gold IV / Skill RR 1484 / -1 RR
Position 224 / Objective Stopper / KPH 61.83 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Gold IV / Skill RR 1485 / 0 RR
Position 223 / Objective Stopper / KPH 61.83 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold IV / Skill RR 1485 / 0 RR
Position 223 / Objective Stopper / KPH 61.83 / 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 Gold IV / Skill RR 1485 / +1 RR
Position 225 / Objective Stopper / KPH 61.83 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold IV / Skill RR 1484 / 0 RR
Position 224 / Objective Stopper / KPH 61.83 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold IV / Skill RR 1484 / 0 RR
Position 225 / Objective Stopper / KPH 61.83 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold IV / Skill RR 1484 / +1 RR
Position 225 / Objective Stopper / KPH 61.83 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold IV / Skill RR 1483 / 0 RR
Position 225 / Objective Stopper / KPH 61.83 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 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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