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
08:06
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
eulogy_
RANK AT RISK - DEFIB WINDOW OPEN
This rank slot is held outside the live field while the signal is re-proven. The dossier stays tracked and searchable.
REVIVE ORDER: deliver 2+ valid scored updates before the proving window closes - 6 updates finalize instantly. The rank returns with RR correction. Too few, and the signal is lost.
Gold IV
Gold contract filePressure-band contract

eulogy_1451 Skill RR

Gold IV

Rank at RiskReturn proof window open / live slot released / state file ? 1.8d ago
1451Skill RR
#-Board position
Held rankField state
6 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.
47/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-2 Skill RR
BASE SKILL RR1533
PRESSURE BUDGET±38 RR
VISIBLE PREVIEW1531

Recent eligible matches sit slightly below expected field pressure.

47Current gauge
31Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Loss Loss Loss Loss Won Won Won Won Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

eulogy_ 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. The value gets stronger when the push also gets more revives, assists, and second chances. There is also enough fight pressure to make space when the team needs it. There is team value here when the good moments also bring more support value and fight pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
obj_castle · Objective · Post Game
Maplast saved
obj_castle
Objective · Post Game
Last lobby14 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1411
avg Skill RR 1411
Ranked densityrank signal
87.5%
14 of 16 detected players
Stomp riskbalance signal
69 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Gold IV
1451Gold IV · Skill RR
Gold IV → Gold III21%
41 RR to Gold III8 RR above floor
1844Peak form
1658All-time peak
1533Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-54 last 6
1 positive · 5 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability83%
LOCKED
Peak form gapCobalt I
+393 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftnone
Player DNAStable read
eulogy_ 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 best rounds are the ones where fight pressure also turns into progress on the map. There is also enough fight pressure to make space when the team needs it. Current stop pace sits around 43.4 objective stops/hour.
Primary Objective Stops Secondary Combat Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:55 UTC
NEXT SCAN 08:05
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · eulogy_ 1451 RR · CONTACT #? CLOSURE -38/DAY — INTERCEPT ~1D · FORM COLD — 1/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -13.9 RR/UPDATE · PEAK FORM 1844 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
eulogy_
Gold IV · Held-Rank Veteran
BOARD POS
RR 1451PEAK 1844STATE COLDCONF 89
● 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 4 SIGNALS
Threat ClosingSEV-1#? Asylanté gained -38 RR today, 7 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Support actions running below scoring target — worst active leak, -13.9 RR / update.
Target In ReachINTEL#? Norr is 21 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-25 negative in the last 6 updates, -54 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1844Peak form
1658All-time peak
1533Ladder track
+8RR above floor
1451Gold IV · Skill RR21% TO GOLD III
Gold IV → Gold III21% · 41 RR needed
REACTOR PULSE · FORM LAST 6COLD -54
Sentinel Confidence
89HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (112 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 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 4 updates
Recent Sessions
2026-07-16-05-001 update0
2026-07-08-04-006 updates0
2026-07-07-08-003 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
1/6HOT RATIO
Hot Ratio
positive in last 6 updates
-54COLD
Form Engine
net RR across last 6
+393peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
93
Combat
85
Support
26
Objective
19
134.2season KPH 121.3profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1451 RR · GOLD IV
[23:31] > LEAK SCAN: SUPPORT ACTIONS below target — drain -13.9 RR/update
[23:31] > THREAT TRACK: contact #? closure -38/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
eulogy_ 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 best rounds are the ones where fight pressure also turns into progress on the map. There is also enough fight pressure to make space when the team needs it. Current stop pace sits around 43.4 objective stops/hour.
OBJECTIVE STOPSprimary COMBATsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Support actionsavg 3.2 vs 18/h target · weight 20%
-13.9RR / update
Objective actionsavg 6.8 vs 17/h target · weight 20%
-10.4RR / update
Combat pressureavg 52.9 vs 75/h target · weight 20%
-5.4RR / update
Kills per houravg 139.2 vs 152/h target · weight 20%
-2.2RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.3RR / update
Objective stops / C4 pressureavg 46.7 vs 13/h target · weight 20%
+8.9RR / update
Fix Simulator · Counterfactual
Average scored update right now-8.9 RR
Hit Support actions target — nothing else changes+4.1 RR / update
Hit Support actions + Objective actions targets+15.2 RR / update
Counterfactual on the same games, same K-factor (~79). 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-1 net
Your games
-1
Field drift
0
1 scored update in window
72h-1 net
Your games
-1
Field drift
0
1 scored update in window
7d-1 net
Your games
-1
Field drift
0
1 scored update 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 11%RR
Top 4%Combat
Top 79%Objective
Top 53%Support
Top 6%KPH
Objective Stops100/100
KPH93/100
Combat85/100
Support26/100
Objective19/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-1 impact)
⬢ LEVEL HELD 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 pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
Treading water burns the same energy as swimming, so SWIM. Pick one thing next session and make it twice as loud. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Gold III is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
Clutch stops▲ High39 / 13 clutch/h target
Objective work▲ Medium22.7 / 17 objective/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Medium49 / 75 combat/h target
Kill pace▼ Medium108.8 / 152 KPH target
Field Orders
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET49 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET108.8 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Careful. That game left value on the floor, but the fix is clear. Next game: keep teammates in the round. Dead pushes do not plant, defuse, escort, or brag. Coach order: keep the wave moving; dead pushes do not climb.
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 2026-07-16-05-00 / -1 game impact
Coach
LEVEL HELD
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 pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
The tape saysEliteElite
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
Fast climb order
Treading water burns the same energy as swimming, so SWIM. Pick one thing next session and make it twice as loud. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Gold III is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
FIRE SUPPORTjudged by your class bar
FILE 004 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 4. Sit down - the file is open and I have been reading it since before you walked in.The lifetime ledger reads 220,940 kills across 1822 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.Tonight's OBJECTIVE at 1.47 is a new file record - the old ceiling was 0.16. 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
My clipboard has a dent in it now. We both know whose shift put it there.
0.02
CLASS BAR 1.00
OBJECTIVE
Frame it. That is what the standard looks like when someone raises it.
1.47
CLASS BAR 1.00
The drill // next sessionRead it twice. Utility is your love language. Speak it constantly.
CASTLELOST
297 damage a minute out, 292 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
STOKER
IN YOUR SQUAD 3 OF LAST 6
The ammo station plus your flames make you a one-man position. Set up shop where the round is decided.
FILM ROOM // CASTLE
Your Stoker turns Castle's chokes into ovens. Burn the doorway they defend and it stops being a doorway — it becomes a decision.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ High
39 / 13 clutch/h target
Objective work▲ Medium
22.7 / 17 objective/h target
1 positive -54 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Medium
49 / 75 combat/h target
Kill pace▼ Medium
108.8 / 152 KPH target
5 negative 0.930 vs 0.940

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
49 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
108.8 / 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
I expected you to be the problem. THEIR problem. The one they ping, the one they switch mercs for, the one that ruins their evening.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
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 10 stored scored games
Support actionsavg 3.2 vs 18/h target · weight 20%
-13.9RR / update
Objective actionsavg 6.8 vs 17/h target · weight 20%
-10.4RR / update
Combat pressureavg 52.9 vs 75/h target · weight 20%
-5.4RR / update
Kills per houravg 139.2 vs 152/h target · weight 20%
-2.2RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.3RR / update
Objective stops / C4 pressureavg 46.7 vs 13/h target · weight 20%
+8.9RR / update
Fix simulator
Average scored update right now-8.9 RR
Hit Support actions target — nothing else changes+4.1 RR / update
Hit Support actions + Objective actions targets+15.2 RR / update
Counterfactual on the same games, same K-factor (~79). 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-1 net
Your games-1
Field drift0
1 scored update in window
72h-1 net
Your games-1
Field drift0
1 scored update in window
7d-1 net
Your games-1
Field drift0
1 scored update 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 4 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
2026-07-16-05-001 update0
2026-07-08-04-006 updates0
2026-07-07-08-003 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 11%RR
Top 4%Combat
Top 79%Objective
Top 53%Support
Top 6%KPH
Objective Stops100/100
KPH93/100
Combat85/100
Support26/100
Objective19/100
Personal intelligence / weekly compile

Loadout DNA // eulogy_

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
175completed proof matches
11maps in personal file
Combatdominant 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 SKYHAMMER / M92 loadout card
SKYHAMMER / M92Fire Support

25 completed matches / 40.0% observed result

Signature 2 VASSILI / MO22 loadout card
VASSILI / MO22Recon

22 completed matches / 45.5% observed result

Signature 3 VASSILI / MO11 loadout card
VASSILI / MO11Recon

21 completed matches / 47.6% observed result

Signature 4 NADER / CR81 loadout card
NADER / CR81Assault

20 completed matches / 45.0% observed result

Role DNA
Combat
89
Objective
12
Support
45
Precision
78
Pressure
87
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 VASSILI / MO22 loadout card
VASSILI / MO22Recon
Test VASSILI / MO93 loadout card
VASSILI / MO93Recon
Keep VASSILI. Change one card.

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

22 completed matches / 45.5% observed result 6,920 completed carries / 2,498 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.

Castle22 personal / 36.4% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

8 completed matches / 12.5% observed result

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

135 archive carries / 126 players / 46.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge18 personal / 33.3% observed
VASSILI / MO22 loadout card
Your observed cardVASSILI / MO22

7 completed matches / 57.1% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel17 personal / 58.8% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

5 completed matches / 80.0% 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

Underground17 personal / 70.6% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

4 completed matches / 75.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard12 personal / 41.7% observed
AURA / BL72 loadout card
Your observed cardAURA / BL72

3 completed matches / 100.0% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard9 personal / 55.6% observed
VASSILI / MO11 loadout card
Your observed cardVASSILI / MO11

4 completed matches / 50.0% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

04 / whole kit

Deck and squad links

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

NADER / CR81 loadout card
NADER / CR81
SKYHAMMER / M92 loadout card
SKYHAMMER / M92
VASSILI / MO11 loadout card
VASSILI / MO11
Signature deck

5 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 Revives x3 / SPARKS / 333Most Finishes x3 / FRAGGER / K51Most Finishes x3 / NADER / CR81Most Finishes x3 / PROXY / KE21

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

0Skill RR
0Skill RR delta
0Peak Skill RR shown
0Tracked 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 ? 21 valid updates
2026-07-16-05-00-1 performance
Activity: 6.6 min / 12 K / 4 A / 0 W
Score: actual 0.93 vs expected 0.94 / margin -0.01
Show exact performance breakdown
0.93Actual score
0.94Expected score
-0.01Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.14
OBJECTIVE1.47
SUPPORT0.02
PRESSURE1.12
ground truth 0.92 vs legacy read 0.99 · 1 match window · 1.00 = your class target for this lobby
2026-07-08-05:40+16 performance
Activity: 9.5 min / 33 K / 11 A / 1 W
Score: actual 1.241 vs expected 1.037 / margin 0.204
Show exact performance breakdown
1.241Actual score
1.037Expected score
0.204Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT2.00
OBJECTIVE1.20
SUPPORT0.02
PRESSURE0.87
ground truth 1.21 vs legacy read 0.98 · 1 match window · 1.00 = your class target for this lobby
2026-07-08-05:20-28 performance
Activity: 9.7 min / 8 K / 6 A / 2 W
Score: actual 0.624 vs expected 0.984 / margin -0.36
Show exact performance breakdown
0.624Actual score
0.984Expected score
-0.36Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.69
OBJECTIVE0.46
SUPPORT0.99
PRESSURE0.71
ground truth 0.70 vs legacy read 0.15 · 1 match window · 1.00 = your class target for this lobby
2026-07-08-05-00-25 performance
Activity: 16.8 min / 33 K / 4 A / 2 W
Score: actual 0.796 vs expected 1.112 / margin -0.316
Show exact performance breakdown
0.796Actual score
1.112Expected score
-0.316Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.93
OBJECTIVE0.51
SUPPORT0.53
PRESSURE0.99
ground truth 0.79 vs legacy read 0.78 · 2 match window · 1.00 = your class target for this lobby
2026-07-08-04:40-2 performance
Activity: 12 min / 32 K / 15 A / 0 W
Score: actual 0.998 vs expected 1.019 / margin -0.021
Show exact performance breakdown
0.998Actual score
1.019Expected score
-0.021Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.40
OBJECTIVE0.48
SUPPORT0.04
PRESSURE1.11
ground truth 0.99 vs legacy read 0.80 · 2 match window · 1.00 = your class target for this lobby
2026-07-08-04:20-14 performance
Activity: 7.1 min / 20 K / 9 A / 0 W
Score: actual 0.866 vs expected 1.04 / margin -0.173
Show exact performance breakdown
0.866Actual score
1.04Expected score
-0.173Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.51
OBJECTIVE0.06
SUPPORT0.03
PRESSURE0.76
ground truth 0.82 vs legacy read 1.00 · 1 match window · 1.00 = your class target for this lobby
2026-07-08-04-00-16 performance
Activity: 11.4 min / 21 K / 8 A / 0 W
Score: actual 0.853 vs expected 1.055 / margin -0.201
Show exact performance breakdown
0.853Actual score
1.055Expected score
-0.201Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.20
OBJECTIVE0.60
SUPPORT0.77
PRESSURE1.05
ground truth 0.87 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
2026-07-07-08:40+7 performance
Activity: 9.3 min / 21 K / 17 A / 2 W
Score: actual 1.217 vs expected 1.123 / margin 0.094
Show exact performance breakdown
1.217Actual score
1.123Expected score
0.094Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT2.00
OBJECTIVE1.06
SUPPORT0.21
PRESSURE1.17
ground truth 1.20 vs legacy read 0.91 · 1 match window · 1.00 = your class target for this lobby
2026-07-07-08:20-10 performance
Activity: 18.8 min / 57 K / 23 A / 2 W
Score: actual 0.999 vs expected 1.125 / margin -0.126
Show exact performance breakdown
0.999Actual score
1.125Expected score
-0.126Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT2.00
OBJECTIVE0.44
SUPPORT0.29
PRESSURE1.14
ground truth 0.95 vs legacy read 1.12 · 2 match window · 1.00 = your class target for this lobby
2026-07-07-08-00-17 performance
Activity: 14.2 min / 35 K / 23 A / 2 W
Score: actual 0.915 vs expected 1.135 / margin -0.221
Show exact performance breakdown
0.915Actual score
1.135Expected score
-0.221Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.70
OBJECTIVE1.05
SUPPORT0.02
PRESSURE1.10
ground truth 0.88 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
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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