Tracked players: 7378 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1296 / 7378Active ranked this season
15:34
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.

2026-10-19 Last update UTC 15:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
PINK EYE
Gold IV
👑 Contract Crown / 1 won
Contract Crown2026-06-15
SEASON I REWARD
Gold III
Gold III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

PINK EYE1511 Skill RR

👑 Contract reward active - included in your Skill RR

Gold IV

Active SignalLive rank slot held / state file ? 24.7d ago
☣ Hazard pay8 RR lifetime / the system pays the mercs who endure a quarantined contract
1511Skill RR
#479Board position
Signal heldField state
53 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
LADDER TRACK BASE1584
PRESSURE BUDGET±40 RR
VISIBLE PREVIEW1586

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

53Current gauge
52Newest 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 Abandoned Abandoned Loss Won Loss Won Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

PINK EYE is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. Cleaner trades around the obj would make the round work much harder to stop. There is team value here when the good moments also bring more fight pressure and support value.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
24 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
tk-xrelm-euro-server
obj_whitechapel · Stopwatch · Late Game
Maplast saved
obj_whitechapel
Stopwatch · Late Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1577
avg Skill RR 1577
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#479
Skill rating signal
Gold IV
1511Gold IV · Skill RR
Gold IV → Gold III89%
8 RR to Gold III53 RR above floor
1485Peak form
1604All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
STABLE0 last 6
0 positive · 0 negative · 0 active in the last 6 updates
Pressure meterLOW
0/100
Stability0%
VOLATILE
Peak form gapGold III
-26 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftoffline
0
Player DNAStable read
PINK EYE is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Cleaner trades around the obj would make the round work much harder to stop. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 15.2 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 15:44:27 UTC
NEXT SCAN 15:33
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #479 PINK EYE 1511 RR · FORM STABLE — 0/1 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11.1 RR/UPDATE · PEAK FORM 1485 ON RECORD · LADDER PRESSURE LOW 0/100 ·
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
PINK EYE
Gold IV · Objective Stopper
#479BOARD POS
RR 1511PEAK 1485STATE STABLECONF 83
● 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 2 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -11.1 RR / update.
◌
Signal IdleSEV-3No scored activity in the recent window. The rank slot is held until the next game.
Personal Reactor · Skill RR Core
1485Peak form
1604All-time peak
0Ladder track
+53RR above floor
1511Gold IV · Skill RR89% TO GOLD III
Gold IV → Gold III89% · 8 RR needed
REACTOR PULSE · FORM LAST 6STABLE 0
Sentinel Confidence
83HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4550 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
+5 1st Deployopener
+8 2nd Deployholding
-2 3rd+ Deploybleeding
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~9.8 RR per session at current pace.
Strongest Window
1217 UTC avg +20.5 RR / update over 2 updates weakest: 1823 UTC (avg -0.8)
Recent Sessions
2026-09-24-23-201 update-4
2026-09-20-21-005 updates0
2026-09-19-19-401 update-11
2026-09-13-16-402 updates+41
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
0/100LOW
Rank Pressure
pressure on current standing
0%VOLATILE
Stability
rating consistency index
0/1HOT RATIO
Hot Ratio
positive in last 6 updates
0STABLE
Form Engine
net RR across last 6
-26peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
47
KPH
46
Objective
42
Combat
14
73.2season KPH 60.4profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[15:44] > SCAN CYCLE 1544 COMPLETE — 1296 contacts indexed
[15:44] > RATING SIGNAL LOCKED: 1511 RR · GOLD IV · BOARD #479
[15:44] > LEAK SCAN: COMBAT PRESSURE below target — drain -11.1 RR/update
[15:44] > FORM ENGINE: 0/1 positive — band STABLE, stability 0%
Sentinel Read · Player Assessment
PINK EYE is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Cleaner trades around the obj would make the round work much harder to stop. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 15.2 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 6.1 vs 75/h target · weight 20%
-11.1RR / update
Kills per houravg 68.9 vs 152/h target · weight 20%
-6.7RR / update
Objective actionsavg 20.5 vs 17/h target · weight 20%
-1.6RR / update
Support actionsavg 22.2 vs 18/h target · weight 20%
-1.3RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Objective stops / C4 pressureavg 20.3 vs 13/h target · weight 20%
+4.9RR / update
Fix Simulator · Counterfactual
Average scored update right now+3.3 RR
Hit Combat pressure target — nothing else changes+14.3 RR / update
Hit Combat pressure + Kills per hour targets+20.8 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
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
7d0 net
Your games
0
Field drift
0
0 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 8%RR
Top 38%Combat
Top 37%Objective
Top 21%Support
Top 45%KPH
Objective Stops100/100
Support47/100
KPH46/100
Objective42/100
Combat14/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-4 impact)
⬢ NOT ENOUGH BADGE Gold IV TAPE SAYS Elite
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ 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 job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. 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▲ Medium16 / 13 clutch/h target
▲
Objective work▲ Minor19.7 / 17 objective/h target
Objective Leaks
▼
Frag pressure▼ Major3.2 / 75 combat/h target
▼
Team support▼ Major7.4 / 18 support/h target
▼
Kill pace▼ Major61.4 / 152 KPH target
Field Orders
◎
Frag pressureTARGET3.2 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Team supportTARGET7.4 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Kill paceTARGET61.4 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
A few better choices swing that game. Stay with the wave and cash the pressure in. Next game: be the entry, not the tourist. Force the trade where the team can actually walk through the door you opened. Coach order: first contact is good; useful first contact is better.
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 2026-09-24-23:20 / -4 game impact
Coach
NOT ENOUGH
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
➞
The tape saysEliteElite
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
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 job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. 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
RECONjudged by your class bar
FILE 016 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 16 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.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.I am not asking you to be great tomorrow. I am ordering you to be HONEST tomorrow - drill done, feet where the round lives. Greatness is just honesty with repetitions.
SUPPORT
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.51
CLASS BAR 1.00
OBJECTIVE
Franchise-player territory. I said what I said.
1.43
CLASS BAR 1.00
The drill // next sessionThe quiet assist is still an assist. Rack them up.
WHITECHAPELWON
274 damage a minute out, 231 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
VASSILI
IN YOUR SQUAD 5 OF LAST 6
Sensor at THEIR spawn exit reads the whole rotation before it happens. Call what you see — the wallhack is a team sport.
▸FILM ROOM // WHITECHAPEL
Holding Chapel: spend a body on the constructibles early. Every side door that stays closed is a whole flank your team never has to fight.
❞Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Clutch stops▲ Medium
16 / 13 clutch/h target
Objective work▲ Minor
19.7 / 17 objective/h target
2 positive -4 last 6

Objective leaks

Frag pressure▼ Major
3.2 / 75 combat/h target
Team support▼ Major
7.4 / 18 support/h target
Kill pace▼ Major
61.4 / 152 KPH target
4 negative 0.927 vs 0.999

Field orders

Frag pressuretarget
3.2 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
7.4 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill pacetarget
61.4 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
This bracket eats passengers. I expected a driver. Take the fight, take the space, take the round — in that order, every shift.
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 badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
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 6.1 vs 75/h target · weight 20%
-11.1RR / update
Kills per houravg 68.9 vs 152/h target · weight 20%
-6.7RR / update
Objective actionsavg 20.5 vs 17/h target · weight 20%
-1.6RR / update
Support actionsavg 22.2 vs 18/h target · weight 20%
-1.3RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Objective stops / C4 pressureavg 20.3 vs 13/h target · weight 20%
+4.9RR / update
Fix simulator
Average scored update right now+3.3 RR
Hit Combat pressure target — nothing else changes+14.3 RR / update
Hit Combat pressure + Kills per hour targets+20.8 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d0 net
Your games0
Field drift0
0 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
1217 UTC avg +20.5 RR / update over 2 updates weakest: 1823 UTC (avg -0.8)
Fatigue signature · avg RR by update # in a session
+51st
+82nd
-23rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-09-24-23-201 update-4
2026-09-20-21-005 updates0
2026-09-19-19-401 update-11
2026-09-13-16-402 updates+41
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 38%Combat
Top 37%Objective
Top 21%Support
Top 45%KPH
Objective Stops100/100
Support47/100
KPH46/100
Objective42/100
Combat14/100
Personal intelligence / weekly compile

Loadout DNA // PINK EYE

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
42completed proof matches
10maps in personal file
Objectivedominant field lane
NO NEW EVIDENCElast 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 STOKER / T91 loadout card
STOKER / T91Fire Support

30 completed matches / 53.3% observed result

Signature 2 SKYHAMMER / M51 loadout card
SKYHAMMER / M51Fire Support

28 completed matches / 57.1% observed result

Signature 3 NADER / CR81 loadout card
NADER / CR81Assault

7 completed matches / 42.9% observed result

Signature 4 PHOENIX / CR81 loadout card
PHOENIX / CR81Medic

5 completed matches / 20.0% observed result

Role DNA
Combat
54
Objective
88
Support
57
Precision
26
Pressure
67
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 STOKER / T91 loadout card
STOKER / T91Fire Support
Test STOKER / M55 loadout card
STOKER / M55Fire Support
Keep STOKER. Change one card.

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

30 completed matches / 53.3% observed result 11,568 completed carries / 2,875 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.

Underground9 personal / 55.6% observed
SKYHAMMER / M51 loadout card
Your observed cardSKYHAMMER / M51

8 completed matches / 62.5% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge7 personal / 57.1% observed
STOKER / T91 loadout card
Your observed cardSTOKER / T91

7 completed matches / 57.1% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle5 personal / 40.0% observed
SKYHAMMER / M51 loadout card
Your observed cardSKYHAMMER / M51

3 completed matches / 33.3% observed result

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

135 archive carries / 126 players / 46.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel4 personal / 25.0% observed
SKYHAMMER / M51 loadout card
Your observed cardSKYHAMMER / M51

4 completed matches / 25.0% observed result

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

394 archive carries / 356 players / 51.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Dockyard2 personal / early read
SKYHAMMER / M51 loadout card
Your observed cardSKYHAMMER / M51

2 completed matches / early read

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard2 personal / early read
SKYHAMMER / M51 loadout card
Your observed cardSKYHAMMER / M51

2 completed matches / early read

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.

NADER / CR81 loadout card
NADER / CR81
SKYHAMMER / M51 loadout card
SKYHAMMER / M51
STOKER / T91 loadout card
STOKER / T91
Signature deck

7 completed matches / 42.9% observed result

These three cards were carried in the same completed match. It describes the kit; it does not claim every card caused the result.

Most Deployables x4 / STOKER / T91Most Deployables x2 / NADER / CR81Most Ammo x2 / STOKER / T91Most Objective x1 / PROXY / R51

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

1511Public Skill RR now
+13Recorded season RR change
+35Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

Line = season RR before public adjustments. Bars match the last ten scored updates below, filtered by the selected range. Performance is a different unit—not direct public RR gains.

Current accounting: 1487 season RR + +24 public adjustment = 1511 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 52 valid updates
2026-09-24-23:20-4 performance
Activity: 26.8 min / 25 K / 27 A / 2 W
Score: actual 0.927 vs expected 0.999 / margin -0.072
Show exact performance breakdown
0.927Actual score
0.999Expected score
-0.072Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.92
OBJECTIVE1.43
SUPPORT0.51
PRESSURE0.90
ground truth 0.96 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-09-20-22:40-6 performance
Activity: 20.6 min / 4 K / 2 A / 0 W
Score: actual 0.882 vs expected 0.982 / margin -0.1
Show exact performance breakdown
0.882Actual score
0.982Expected score
-0.1Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.62
OBJECTIVE0.98
SUPPORT1.86
PRESSURE1.02
ground truth 0.97 vs legacy read 0.08 · 1 match window · 1.00 = your class target for this lobby
2026-09-20-22-00-10 performance
Activity: 30 min / 29 K / 27 A / 0 W
Score: actual 0.814 vs expected 0.973 / margin -0.159
Show exact performance breakdown
0.814Actual score
0.973Expected score
-0.159Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.90
OBJECTIVE0.72
SUPPORT0.75
PRESSURE0.92
ground truth 0.84 vs legacy read 0.45 · 1 match window · 1.00 = your class target for this lobby
2026-09-20-21:40+10 performance
Activity: 23.1 min / 12 K / 8 A / 0 W
Score: actual 1.146 vs expected 0.978 / margin 0.168
Show exact performance breakdown
1.146Actual score
0.978Expected score
0.168Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.08
OBJECTIVE1.57
SUPPORT0.94
PRESSURE0.93
ground truth 1.15 vs legacy read 0.91 · 1 match window · 1.00 = your class target for this lobby
2026-09-20-21:20-8 performance
Activity: 20.6 min / 24 K / 26 A / 2 W
Score: actual 0.923 vs expected 1.054 / margin -0.13
Show exact performance breakdown
0.923Actual score
1.054Expected score
-0.13Margin
61K-factor
2026-09-20-21-00+14 performance
Activity: 12.9 min / 15 K / 14 A / 0 W
Score: actual 1.129 vs expected 0.942 / margin 0.187
Show exact performance breakdown
1.129Actual score
0.942Expected score
0.187Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 100%
COMBAT1.18
OBJECTIVE1.44
SUPPORT0.94
PRESSURE0.89
ground truth 1.13 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-09-19-19:40-11 performance
Activity: 19.3 min / 18 K / 11 A / 0 W
Score: actual 0.85 vs expected 1.027 / margin -0.177
Show exact performance breakdown
0.85Actual score
1.027Expected score
-0.177Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.80
OBJECTIVE0.74
SUPPORT1.01
PRESSURE1.16
ground truth 0.89 vs legacy read 0.65 · 1 match window · 1.00 = your class target for this lobby
2026-09-13-17-00+24 performance
Activity: 11.2 min / 5 K / 11 A / 0 W
Score: actual 1.465 vs expected 1.066 / margin 0.398
Show exact performance breakdown
1.465Actual score
1.066Expected score
0.398Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.16
OBJECTIVE1.73
SUPPORT1.99
PRESSURE0.71
ground truth 1.45 vs legacy read 1.30 · 1 match window · 1.00 = your class target for this lobby
2026-09-13-16:40+17 performance
Activity: 18.5 min / 23 K / 13 A / 3 W
Score: actual 1.299 vs expected 1.012 / margin 0.287
Show exact performance breakdown
1.299Actual score
1.012Expected score
0.287Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.00
OBJECTIVE2.00
SUPPORT1.17
PRESSURE0.91
ground truth 1.29 vs legacy read 1.10 · 1 match window · 1.00 = your class target for this lobby
2026-09-11-23-00+9 performance
Activity: 14.2 min / 19 K / 5 A / 1 W
Score: actual 1.217 vs expected 1.077 / margin 0.14
Show exact performance breakdown
1.217Actual score
1.077Expected score
0.14Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 70% / ENGINEER 30%engine weight 90%
COMBAT0.93
OBJECTIVE1.23
SUPPORT1.59
PRESSURE0.88
ground truth 1.20 vs legacy read 0.92 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-15-40
HELD Gold IV / Skill RR 1487 / 0 RR
Position 491 / Objective Stopper / KPH 60.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-20
HELD Gold IV / Skill RR 1487 / 0 RR
Position 490 / Objective Stopper / KPH 60.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-00
HELD Gold IV / Skill RR 1487 / 0 RR
Position 489 / Objective Stopper / KPH 60.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-40
HELD Gold IV / Skill RR 1487 / 0 RR
Position 487 / Objective Stopper / KPH 60.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-20
HELD Gold IV / Skill RR 1487 / 0 RR
Position 488 / Objective Stopper / KPH 60.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-14-00
HELD Gold IV / Skill RR 1487 / 0 RR
Position 488 / Objective Stopper / KPH 60.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-40
HELD Gold IV / Skill RR 1487 / 0 RR
Position 488 / Objective Stopper / KPH 60.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-20
HELD Gold IV / Skill RR 1487 / 0 RR
Position 488 / Objective Stopper / KPH 60.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-00
HELD Gold IV / Skill RR 1487 / 0 RR
Position 488 / Objective Stopper / KPH 60.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-40
HELD Gold IV / Skill RR 1487 / 0 RR
Position 488 / Objective Stopper / KPH 60.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

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

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

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

When does this season end?

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

When will Hunt the Witch return?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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