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
11:34
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
Billy
Gold II
Gold contract filePressure-band contract

Billy1577 Skill RR

Gold II

Active SignalLive rank slot held / state file ? 17h ago
1577Skill RR
#145Board position
Signal heldField state
20 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
59/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+5 Skill RR
BASE SKILL RR1159
PRESSURE BUDGET±29 RR
VISIBLE PREVIEW1164
Silent Support x 1

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

59Current gauge
54Newest 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 Won Won Loss Loss Won Loss Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Billy 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. The next useful step is simple: stay near the round and turn more minutes into obj progress. There is team value here when the good moments also bring more obj work and support value.

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
17 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
US East | SuperJost Server | Voice Chat enabled
obj_canarywharf · Objective · Early Game
Maplast saved
obj_canarywharf
Objective · Early Game
Last lobby8 ranked players
9/16
players in monitored server
Lobby difficultyGold II
1451
avg Skill RR 1451
Ranked densityrank signal
88.9%
8 of 9 detected players
Stomp riskbalance signal
47 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 9
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Dropping · Skill RR is the rank signal
BOARD POSITION#145
Skill rating signal
Gold II
1577Gold II · Skill RR
Gold II → Gold I36%
43 RR to Gold I20 RR above floor
2087Peak form
1288All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-53 last 6
0 positive · 6 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability100%
LOCKED
Peak form gapElite
+510 gap
Standing moveSkill scale
-16
Rank pressureField opened
Field opened +7 RR
Idle field shiftoffline
+10
Player DNAStable read
Billy 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. The obj side gives the team more than just scoreboard value. Current stop pace sits around 36.9 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:28:26 UTC
NEXT SCAN 11:34
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #145 Billy 1577 RR · FORM COLD — 0/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -13 RR/UPDATE · PEAK FORM 2087 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
Billy
Gold II · Objective Stopper
#145BOARD POS
RR 1577PEAK 2087STATE 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 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -13 RR / update.
Target In ReachINTEL#144 Zessez is 3 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-26 negative in the last 6 updates, -53 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2087Peak form
1288All-time peak
0Ladder track
+20RR above floor
1577Gold II · Skill RR36% TO GOLD I
Gold II → Gold I36% · 43 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 (950 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
0005 UTC avg 0 RR / update over 2 updates
Recent Sessions
2026-07-17-06-202 updates0
2026-07-12-06-403 updates0
2026-07-11-02-401 update0
2026-07-10-07-003 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
100%LOCKED
Stability
rating consistency index
0/6HOT RATIO
Hot Ratio
positive in last 6 updates
-53COLD
Form Engine
net RR across last 6
+510peak form gap -16standing move +10idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
49
Objective
45
Support
35
Combat
22
105.9season KPH 64.3profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:28] > SCAN CYCLE 2328 COMPLETE — 565 contacts indexed
[23:28] > RATING SIGNAL LOCKED: 1577 RR · GOLD II · BOARD #145
[23:28] > LEAK SCAN: COMBAT PRESSURE below target — drain -13 RR/update
[23:28] > FORM ENGINE: 0/6 positive — band COLD, stability 100%
Sentinel Read · Player Assessment
Billy 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. The obj side gives the team more than just scoreboard value. Current stop pace sits around 36.9 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 16.6 vs 75/h target · weight 20%
-13RR / update
Support actionsavg 5.7 vs 18/h target · weight 20%
-12RR / update
Kills per houravg 98 vs 152/h target · weight 20%
-7.1RR / update
Objective actionsavg 15.7 vs 17/h target · weight 20%
-4.7RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.2RR / update
Objective stops / C4 pressureavg 36.2 vs 13/h target · weight 20%
+7.8RR / update
Fix Simulator · Counterfactual
Average scored update right now-5.2 RR
Hit Combat pressure target — nothing else changes+5.7 RR / update
Hit Combat pressure + Support actions targets+16.1 RR / update
Counterfactual on the same games, same K-factor (~72). 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-13 net
Your games
-13
Field drift
0
2 scored updates in window
72h-13 net
Your games
-13
Field drift
0
2 scored updates in window
7d-53 net
Your games
-53
Field drift
0
6 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 7%RR
Top 30%Combat
Top 34%Objective
Top 42%Support
Top 47%KPH
Objective Stops100/100
KPH49/100
Objective45/100
Support35/100
Combat22/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-3 impact)
⬢ LEVEL HELD BADGE Gold II TAPE SAYS Elite
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
⬢ FAST CLIMB ORDER
You are holding ground. Fine. FINE. But nobody ever got carried off the server on shoulders for HOLDING GROUND. Pick a direction. The direction is UP. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. Gold I 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
Clutch stops▲ High67.9 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Major20.4 / 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 pressureTARGET20.4 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
That was close to fine, but close to fine does not climb fast. Put more work near obj next game. Next game: play closer to the obj. Touch EV/C4, escort, plant, defuse, repair, deliver or contest. The round has to feel your presence. Coach order: make the map objective your problem until it becomes their problem.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-17-06:40 / -3 game impact
Coach
LEVEL HELD
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIGold II
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
You are holding ground. Fine. FINE. But nobody ever got carried off the server on shoulders for HOLDING GROUND. Pick a direction. The direction is UP. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. Gold I 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
RECONjudged by your class bar
FILE 013 REGULAR UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 13, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.And before you argue with the board: the best SUPPORT in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Tonight's PRESSURE at 1.39 is a new file record - the old ceiling was 1.16. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
SUPPORT
That is not a dip. A dip implies you were on the road at some point.
0.06
CLASS BAR 1.00
PRESSURE
Franchise-player territory. I said what I said.
1.39
CLASS BAR 1.00
The drill // next sessionRead it twice. Information wins before bullets do. Feed the team everything you see, every life.
CANARYWHARFLOST
326 damage a minute out, 324 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
RECON
YOUR ROLE ON THE FLOOR
Call it, spot it, mark it — your team fights blind without you.
FILM ROOM // CANARY WHARF
The objective windows on Wharf are short and violent. Have the engineer escorted BEFORE the window opens, not summoned after.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ High
67.9 / 13 clutch/h target
0 positive -53 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
20.4 / 75 combat/h target
6 negative 0.968 vs 1.011

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
20.4 / 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 expected dominance with paperwork. Open the lane, hold the lane, NOTARIZE the lane. When you are on the map, the enemy should be filing complaints.
What your last games gave me
Perfect tape. PERFECT. The other team's coach should retire. I almost retired, and I am on YOUR side — out of pure satisfaction.
How fast this can move you
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
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 16.6 vs 75/h target · weight 20%
-13RR / update
Support actionsavg 5.7 vs 18/h target · weight 20%
-12RR / update
Kills per houravg 98 vs 152/h target · weight 20%
-7.1RR / update
Objective actionsavg 15.7 vs 17/h target · weight 20%
-4.7RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.2RR / update
Objective stops / C4 pressureavg 36.2 vs 13/h target · weight 20%
+7.8RR / update
Fix simulator
Average scored update right now-5.2 RR
Hit Combat pressure target — nothing else changes+5.7 RR / update
Hit Combat pressure + Support actions targets+16.1 RR / update
Counterfactual on the same games, same K-factor (~72). 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-13 net
Your games-13
Field drift0
2 scored updates in window
72h-13 net
Your games-13
Field drift0
2 scored updates in window
7d-53 net
Your games-53
Field drift0
6 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
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
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-06-202 updates0
2026-07-12-06-403 updates0
2026-07-11-02-401 update0
2026-07-10-07-003 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 7%RR
Top 30%Combat
Top 34%Objective
Top 42%Support
Top 47%KPH
Objective Stops100/100
KPH49/100
Objective45/100
Support35/100
Combat22/100
Personal intelligence / weekly compile

Loadout DNA // Billy

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
47completed proof matches
10maps in personal file
Precisiondominant field lane
STEADYlast seven days
01 / identity

Signature arsenal

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

Most carried PHOENIX / C83 loadout card
PHOENIX / C83Medic

38 completed matches / 47.4% observed result

Signature 2 FLETCHER / H33 loadout card
FLETCHER / H33Engineer

30 completed matches / 60.0% observed result

Signature 3 VASSILI / MO11 loadout card
VASSILI / MO11Recon

16 completed matches / 50.0% observed result

Signature 4 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

10 completed matches / 20.0% observed result

Role DNA
Combat
75
Objective
70
Support
50
Precision
84
Pressure
74
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 PHOENIX / C83 loadout card
PHOENIX / C83Medic
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.

38 completed matches / 47.4% 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.

Whitechapel7 personal / 42.9% observed
PHOENIX / C83 loadout card
Your observed cardPHOENIX / C83

7 completed matches / 42.9% observed result

PHOENIX / C41 loadout card
Archive same-merc leadPHOENIX / C41

5,530 archive carries / 500 players / 52.2% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground7 personal / 28.6% observed
PHOENIX / C83 loadout card
Your observed cardPHOENIX / C83

7 completed matches / 28.6% observed result

PHOENIX / CR72 loadout card
Archive same-merc leadPHOENIX / CR72

3,174 archive carries / 500 players / 51.5% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge6 personal / 100.0% observed
FLETCHER / H33 loadout card
Your observed cardFLETCHER / H33

6 completed matches / 100.0% observed result

FLETCHER / A62 loadout card
Archive same-merc leadFLETCHER / A62

1,503 archive carries / 500 players / 50.2% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Heist4 personal / 50.0% observed
PHOENIX / C83 loadout card
Your observed cardPHOENIX / C83

4 completed matches / 50.0% observed result

PHOENIX / KE73 loadout card
Archive same-merc leadPHOENIX / KE73

902 archive carries / 500 players / 51.2% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Terminal Redux4 personal / 25.0% observed
FLETCHER / H33 loadout card
Your observed cardFLETCHER / H33

4 completed matches / 25.0% observed result

FLETCHER / BL21 loadout card
Archive same-merc leadFLETCHER / BL21

639 archive carries / 486 players / 53.6% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Castle4 personal / 0.0% observed
PHOENIX / C83 loadout card
Your observed cardPHOENIX / C83

3 completed matches / 0.0% observed result

PHOENIX / CR81 loadout card
Archive same-merc leadPHOENIX / CR81

2,895 archive carries / 500 players / 53.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% 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.

FLETCHER / H33 loadout card
FLETCHER / H33
PHOENIX / C83 loadout card
PHOENIX / C83
VASSILI / MO11 loadout card
VASSILI / MO11
Signature deck

10 completed matches / 60.0% 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 Objective x4 / FLETCHER / H33Most Revives x2 / PHOENIX / C83Most Finishes x1 / FLETCHER / H33Most Headshots x1 / FLETCHER / H33

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

1577Skill RR
-10Skill RR delta
1588Peak 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 ? 31 valid updates
2026-07-17-06:40-3 performance
Activity: 3.5 min / 5 K / 2 A / 0 W
Score: actual 0.968 vs expected 1.011 / margin -0.043
Show exact performance breakdown
0.968Actual score
1.011Expected score
-0.043Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.27
OBJECTIVE0.76
SUPPORT0.06
PRESSURE1.39
ground truth 0.99 vs legacy read 0.58 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-06:20-10 performance
Activity: 28.9 min / 38 K / 0 A / 0 W
Score: actual 0.955 vs expected 1.081 / margin -0.126
Show exact performance breakdown
0.955Actual score
1.081Expected score
-0.126Margin
79K-factor
2026-07-12-07:20-5 performance
Activity: 17.1 min / 40 K / 11 A / 2 W
Score: actual 1.124 vs expected 1.193 / margin -0.069
Show exact performance breakdown
1.124Actual score
1.193Expected score
-0.069Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.56
OBJECTIVE0.90
SUPPORT0.91
PRESSURE1.19
ground truth 1.11 vs legacy read 0.89 · 2 match window · 1.00 = your class target for this lobby
2026-07-12-07-00-21 performance
Activity: 10.7 min / 26 K / 12 A / 0 W
Score: actual 0.851 vs expected 1.202 / margin -0.351
Show exact performance breakdown
0.851Actual score
1.202Expected score
-0.351Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.71
OBJECTIVE0.58
SUPPORT0.02
PRESSURE0.92
ground truth 0.82 vs legacy read 0.75 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-06:40-8 performance
Activity: 8 min / 15 K / 13 A / 0 W
Score: actual 1.076 vs expected 1.203 / margin -0.127
Show exact performance breakdown
1.076Actual score
1.203Expected score
-0.127Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.55
OBJECTIVE1.18
SUPPORT0.01
PRESSURE1.18
ground truth 1.06 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-02:40-6 performance
Activity: 12.1 min / 14 K / 7 A / 3 W
Score: actual 0.963 vs expected 1.067 / margin -0.104
Show exact performance breakdown
0.963Actual score
1.067Expected score
-0.104Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.83
OBJECTIVE0.44
SUPPORT2.00
PRESSURE0.96
ground truth 0.98 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-07:40-4 performance
Activity: 12.7 min / 14 K / 12 A / 2 W
Score: actual 1.137 vs expected 1.206 / margin -0.069
Show exact performance breakdown
1.137Actual score
1.206Expected score
-0.069Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.93
OBJECTIVE2.00
SUPPORT0.19
PRESSURE1.15
ground truth 1.17 vs legacy read 0.59 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-07:20+20 performance
Activity: 8.9 min / 13 K / 9 A / 0 W
Score: actual 1.442 vs expected 1.189 / margin 0.253
Show exact performance breakdown
1.442Actual score
1.189Expected score
0.253Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.95
OBJECTIVE1.94
SUPPORT2.00
PRESSURE1.13
ground truth 1.54 vs legacy read 0.43 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-07-00-13 performance
Activity: 13 min / 22 K / 12 A / 2 W
Score: actual 1.025 vs expected 1.192 / margin -0.167
Show exact performance breakdown
1.025Actual score
1.192Expected score
-0.167Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.20
OBJECTIVE0.70
SUPPORT1.47
PRESSURE0.63
ground truth 1.00 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-07-08-06:40+6 performance
Activity: 17.1 min / 26 K / 22 A / 4 W
Score: actual 1.243 vs expected 1.166 / margin 0.077
Show exact performance breakdown
1.243Actual score
1.166Expected score
0.077Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.50
OBJECTIVE1.20
SUPPORT1.13
PRESSURE0.89
ground truth 1.23 vs legacy read 0.94 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold II / Skill RR 1577 / 0 RR
Position 149 / Objective Stopper / KPH 64.26 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold II / Skill RR 1577 / 0 RR
Position 148 / Objective Stopper / KPH 64.26 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold II / Skill RR 1577 / 0 RR
Position 148 / Objective Stopper / KPH 64.26 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Gold II / Skill RR 1577 / 0 RR
Position 148 / Objective Stopper / KPH 64.26 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold II / Skill RR 1577 / +1 RR
Position 149 / Objective Stopper / KPH 64.26 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold II / Skill RR 1576 / 0 RR
Position 151 / Objective Stopper / KPH 64.26 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold II / Skill RR 1576 / -1 RR
Position 150 / Objective Stopper / KPH 64.26 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold II / Skill RR 1577 / +2 RR
Position 150 / Objective Stopper / KPH 64.26 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold II / Skill RR 1575 / 0 RR
Position 152 / Objective Stopper / KPH 64.26 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold II / Skill RR 1575 / +1 RR
Position 152 / Objective Stopper / KPH 64.26 / Performance 0 / Field shift +2
  • 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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