Tracked players: 5373 · 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.
575 / 5373Active ranked this season
09:26
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.

2026-09-02 Last update UTC 16:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
jemil
SIGNAL LOST - FLATLINED
Over 7 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
Silver I
👑 Contract Crown / 2 won
Contract Crown2026-08-10 Contract Crown2026-08-05
Silver loadout fileLoadout signal file

jemil1389 Skill RR

Silver I

Lost SignalLast proven rank saved / live slot released / state file ? 17.4d ago
☣ Hazard pay3 RR lifetime / the system pays the mercs who endure a quarantined contract
1389Skill RR
#-Board position
DormantField state
Season peak savedSafety
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.
45/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-2 Skill RR
LADDER TRACK BASE848
PRESSURE BUDGET±21 RR
VISIBLE PREVIEW846
Silent Support x 1

Recent eligible matches sit slightly below expected field pressure.

45Current gauge
40Newest 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 Loss Loss Loss Loss Abandoned Loss Abandoned
Open DBStats Profile ↗
Ranked read

jemil gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. More plants, stops, escort work, and direct obj touches would make the good minutes count even harder. The last scored game moved in the right direction, with support value helping the round.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
17 d ago · 17 DBRanked servers · scan fresh
Last serversaved sighting
Nitrado New York - TK's Dirty Bomb Server
obj_trainyard · Stopwatch · Late Game
Maplast saved
obj_trainyard
Stopwatch · Late Game
Last lobby5 ranked players
11/16
players in monitored server
Lobby difficultyGold III
1382
avg Skill RR 1382
Ranked densityrank signal
45.5%
5 of 11 detected players
Stomp riskbalance signal
38 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 11
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
Silver I
1389Silver I · Skill RR
Silver II → Silver I33%
20 RR to Silver I10 RR above floor
2051Peak form
1317All-time peak
848Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE+16 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+662 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftoffline
+4
Player DNAStable read
jemil 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 also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 26.4 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 16:10:35 UTC
NEXT SCAN 09:25
CONTACTS 575 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · jemil 1389 RR · FORM STABLE — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -10.6 RR/UPDATE · PEAK FORM 2051 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
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
jemil
Silver I · Held-Rank Veteran
BOARD POS
RR 1389PEAK 2051STATE STABLECONF 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, -10.6 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Form HoldingCLEAR4 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2051Peak form
1317All-time peak
848Ladder track
+10RR above floor
1389Silver I · Skill RR33% TO SILVER I
Silver II → Silver I33% · 20 RR needed
REACTOR PULSE · FORM LAST 6STABLE +16
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (725 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
+13 1st Deployopener
-0.5 2nd Deploybleeding
+6.3 3rd+ Deploylate game
⬢ 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 ~9.5 RR per session at current pace.
Strongest Window
1823 UTC avg +15.7 RR / update over 3 updates weakest: 0005 UTC (avg +1.2)
Recent Sessions
2026-08-16-06-201 update+8
2026-08-15-17-001 update+15
2026-08-15-03-405 updates+6
2026-08-14-19-003 updates+47
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+16STABLE
Form Engine
net RR across last 6
+662peak form gap 0standing move +4idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
49
Support
43
Objective
35
Combat
24
64.4season KPH 63.4profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[16:10] > SCAN CYCLE 1610 COMPLETE — 575 contacts indexed
[16:10] > RATING SIGNAL LOCKED: 1389 RR · SILVER I
[16:10] > LEAK SCAN: COMBAT PRESSURE below target — drain -10.6 RR/update
[16:10] > FORM ENGINE: 4/6 positive — band STABLE, stability 67%
Sentinel Read · Player Assessment
jemil 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 also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 26.4 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 5.6 vs 75/h target · weight 20%
-10.6RR / update
Objective actionsavg 6 vs 17/h target · weight 20%
-7.9RR / update
Kills per houravg 57.9 vs 152/h target · weight 20%
-7RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Objective stops / C4 pressureavg 17.8 vs 13/h target · weight 20%
+0.6RR / update
Support actionsavg 27.8 vs 18/h target · weight 20%
+0.7RR / update
Fix Simulator · Counterfactual
Average scored update right now+7.5 RR
Hit Combat pressure target — nothing else changes+18.5 RR / update
Hit Combat pressure + Objective actions targets+28.3 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h+23 net
Your games
+23
Field drift
0
2 scored updates in window
72h+41 net
Your games
+41
Field drift
0
14 scored updates in window
7d-319 net
Your games
-319
Field drift
0
75 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 8%RR
Top 22%Combat
Top 47%Objective
Top 27%Support
Top 43%KPH
Objective Stops100/100
KPH49/100
Support43/100
Objective35/100
Combat24/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+8 impact)
⬢ GOOD PROOF BADGE Silver I TAPE SAYS Elite
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureNODDING
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
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. Sawbonez does not heal from another postcode, and neither should you. Your team is fighting four against five while you curate a small wellness retreat behind a crate. Move up, trade shots, revive INTO the push — be the reason it survives, not the witness who describes how it died. You are ONE good night from Silver I. 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
Team support▲ High47.8 / 18 support/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Major45.5 / 152 KPH target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET45.5 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good game. Team support did the useful work, and the team had something to build from. Next game: make the obj hear footsteps. Escort it, arm it, fix it, steal it, deliver it, contest it — do not let the round happen without you. Coach order: C4, EV, plant, defuse — pick the loudest problem and stand on it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-08-16-06:20 / +8 game impact
Coach
GOOD PROOF
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver ISilver I
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
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. Sawbonez does not heal from another postcode, and neither should you. Your team is fighting four against five while you curate a small wellness retreat behind a crate. Move up, trade shots, revive INTO the push — be the reason it survives, not the witness who describes how it died. You are ONE good night from Silver I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 013 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.And before you argue with the board: the best OBJECTIVE in this file is 1.64, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Your last pages average 0.89 on OBJECTIVE. Tonight reads 0.37. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
OBJECTIVE
I screamed at a laminated sheet for four minutes. The sheet apologized before you did.
0.37
CLASS BAR 1.00
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
2.00
CLASS BAR 1.00
The drill // next sessionHealing a team that is not on the point is palliative care. Anchor to the objective and make your saves count where the round is decided.
TRAINYARDLOST
20 teammates raised on this shift. The tape does not lie about who kept that team breathing.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SPARKS
IN YOUR SQUAD 4 OF LAST 6
Charged shots heal the living too — put health into the entry man as he swings the corner. A healed peek is a won peek.
FILM ROOM // TRAINYARD
Holding Trainyard: rotate the long-angle rifle between lanes every wave. A sniper with a schedule is furniture; a sniper without one is weather.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Team support▲ High
47.8 / 18 support/h target
4 positive +16 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
45.5 / 152 KPH target
2 negative 1.081 vs 0.948

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
45.5 / 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 tier does not forgive background actors. Front and center — trade entries, cover your engineer, make the enemy say your name in comms with disgust.
What your last games gave me
That was not a performance, that was an eviction notice served to an entire lobby. Frame it. FRAME IT.
How fast this can move you
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
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 5.6 vs 75/h target · weight 20%
-10.6RR / update
Objective actionsavg 6 vs 17/h target · weight 20%
-7.9RR / update
Kills per houravg 57.9 vs 152/h target · weight 20%
-7RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Objective stops / C4 pressureavg 17.8 vs 13/h target · weight 20%
+0.6RR / update
Support actionsavg 27.8 vs 18/h target · weight 20%
+0.7RR / update
Fix simulator
Average scored update right now+7.5 RR
Hit Combat pressure target — nothing else changes+18.5 RR / update
Hit Combat pressure + Objective actions targets+28.3 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h+23 net
Your games+23
Field drift0
2 scored updates in window
72h+41 net
Your games+41
Field drift0
14 scored updates in window
7d-319 net
Your games-319
Field drift0
75 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +15.7 RR / update over 3 updates weakest: 0005 UTC (avg +1.2)
Fatigue signature · avg RR by update # in a session
+131st
-0.52nd
+6.33rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-08-16-06-201 update+8
2026-08-15-17-001 update+15
2026-08-15-03-405 updates+6
2026-08-14-19-003 updates+47
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 22%Combat
Top 47%Objective
Top 27%Support
Top 43%KPH
Objective Stops100/100
KPH49/100
Support43/100
Objective35/100
Combat24/100
Personal intelligence / weekly compile

Loadout DNA // jemil

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

Weekly compile pending
0completed proof matches
0maps in personal file
Unresolveddominant field lane
COMPILE PENDINGlast seven days

Weekly loadout compile queued

This player ranked after the latest weekly build. The public Field Manual works now; the personal dossier will appear after the next compile.

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 Field Manual

Skill movement + performance history

1389Skill RR
-63Skill RR delta
1454Peak 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 ? 104 valid updates
2026-08-16-06:20+8 performance
Activity: 21.4 min / 8 K / 2 A / 0 W
Score: actual 1.081 vs expected 0.948 / margin 0.133
Show exact performance breakdown
1.081Actual score
0.948Expected score
0.133Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.49
OBJECTIVE0.37
SUPPORT2.00
PRESSURE0.46
ground truth 1.13 vs legacy read 0.63 · 1 match window · 1.00 = your class target for this lobby
2026-08-15-17-00+15 performance
Activity: 11.7 min / 5 K / 4 A / 0 W
Score: actual 1.151 vs expected 0.901 / margin 0.25
Show exact performance breakdown
1.151Actual score
0.901Expected score
0.25Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.40
OBJECTIVE0.56
SUPPORT2.00
PRESSURE1.01
ground truth 1.22 vs legacy read 0.71 · 1 match window · 1.00 = your class target for this lobby
2026-08-15-05-00-20 performance
Activity: 17.9 min / 6 K / 3 A / 0 W
Score: actual 0.593 vs expected 0.929 / margin -0.336
Show exact performance breakdown
0.593Actual score
0.929Expected score
-0.336Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 61% / ASSAULT 39%engine weight 90%
COMBAT0.61
OBJECTIVE0.41
SUPPORT0.56
PRESSURE0.86
ground truth 0.61 vs legacy read 0.50 · 2 match window · 1.00 = your class target for this lobby
2026-08-15-04:40+8 performance
Activity: 21.5 min / 16 K / 5 A / 0 W
Score: actual 1.077 vs expected 0.944 / margin 0.132
Show exact performance breakdown
1.077Actual score
0.944Expected score
0.132Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.81
OBJECTIVE0.78
SUPPORT1.58
PRESSURE0.82
ground truth 1.14 vs legacy read 0.58 · 2 match window · 1.00 = your class target for this lobby
2026-08-15-04:20+19 performance
Activity: 12.9 min / 13 K / 10 A / 0 W
Score: actual 1.249 vs expected 0.945 / margin 0.304
Show exact performance breakdown
1.249Actual score
0.945Expected score
0.304Margin
61K-factor
2026-08-15-04-00-14 performance
Activity: 15 min / 17 K / 10 A / 0 W
Score: actual 0.824 vs expected 1.046 / margin -0.222
Show exact performance breakdown
0.824Actual score
1.046Expected score
-0.222Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.89
OBJECTIVE0.53
SUPPORT1.22
PRESSURE0.95
ground truth 0.87 vs legacy read 0.21 · 1 match window · 1.00 = your class target for this lobby
2026-08-15-03:40+13 performance
Activity: 15 min / 6 K / 8 A / 1 W
Score: actual 1.252 vs expected 1.042 / margin 0.21
Show exact performance breakdown
1.252Actual score
1.042Expected score
0.21Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.44
OBJECTIVE1.27
SUPPORT2.00
PRESSURE0.67
ground truth 1.33 vs legacy read 0.19 · 1 match window · 1.00 = your class target for this lobby
2026-08-14-19:40+18 performance
Activity: 19.4 min / 9 K / 17 A / 5 W
Score: actual 1.325 vs expected 1.038 / margin 0.287
Show exact performance breakdown
1.325Actual score
1.038Expected score
0.287Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.90
OBJECTIVE0.80
SUPPORT2.00
PRESSURE1.11
ground truth 1.40 vs legacy read 0.64 · 1 match window · 1.00 = your class target for this lobby
2026-08-14-19:20+13 performance
Activity: 13.9 min / 5 K / 2 A / 0 W
Score: actual 1.179 vs expected 0.974 / margin 0.205
Show exact performance breakdown
1.179Actual score
0.974Expected score
0.205Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.28
OBJECTIVE0.89
SUPPORT2.00
PRESSURE0.73
ground truth 1.26 vs legacy read 0.45 · 1 match window · 1.00 = your class target for this lobby
2026-08-14-19-00+16 performance
Activity: 30 min / 23 K / 29 A / 0 W
Score: actual 1.136 vs expected 0.869 / margin 0.267
Show exact performance breakdown
1.136Actual score
0.869Expected score
0.267Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.88
OBJECTIVE1.49
SUPPORT0.86
PRESSURE0.85
ground truth 1.18 vs legacy read 0.65 · 1 match window · 1.00 = your class target for this lobby
2026-08-12-07-40
FIELD SHIFT Gold V / Skill RR 1370 / -37 RR
Position 287 / Objective Stopper / KPH 63.39 / Performance 0 / Field shift +1 / Ladder track 818
  • No new gameplay detected. Skill RR moved -37 from ranked-field movement.
2026-08-11-12-00
MATCH IMPACT Gold III / Skill RR 1407 / +1 RR
Position 226 / Objective Stopper / KPH 63.35 / Performance +1 / Field shift +2 / Ladder track 943
  • +1 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Objective actions, Support actions and Combat pressure.
Show exact performance breakdown
1.011Actual score
0.995Expected score
0.017Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.26
OBJECTIVE0.41
SUPPORT0.27
PRESSURE1.61
ground truth 1.06 vs legacy read 0.65 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 5.5 delta / Stop score / hour 58.1
Score: 2 / Weight: 20% / Impact: +0.201
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.199
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.199
Combat pressurePulled RR down
Measured: 2.6 delta / Combat score / hour 27.4
Score: 0.366 / Weight: 19.5% / Impact: -0.123
Kills per hourPulled RR down
Measured: 11 kills / Kills / hour 116.1
Score: 0.764 / Weight: 19.5% / Impact: -0.045
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 29% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-08-11-11-40
MATCH IMPACT Gold III / Skill RR 1406 / +4 RR
Position 227 / Objective Stopper / KPH 63.35 / Performance +8 / Field shift +2 / Ladder track 942
  • +8 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Support actions.
Show exact performance breakdown
1.069Actual score
0.945Expected score
0.124Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.44
OBJECTIVE0.43
SUPPORT0.05
PRESSURE1.64
ground truth 1.13 vs legacy read 0.51 · 2 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.189
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.184
Objective stops / C4 pressurePushed RR up
Measured: 6.5 delta / Stop score / hour 20.1
Score: 1.548 / Weight: 20% / Impact: +0.121
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 6.2
Score: 0.344 / Weight: 20% / Impact: -0.12
Kills per hourPulled RR down
Measured: 27 kills / Kills / hour 83.6
Score: 0.55 / Weight: 19.5% / Impact: -0.077
Verified public data bonusPushed RR up
Measured: measured accuracy 27% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-08-11-11-20
FIELD SHIFT Gold III / Skill RR 1402 / 0 RR
Position 230 / Objective Stopper / KPH 63.35 / Performance 0 / Field shift +1 / Ladder track 934
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-11-00
FIELD SHIFT Gold III / Skill RR 1402 / 0 RR
Position 230 / Objective Stopper / KPH 63.35 / Performance 0 / Field shift +1 / Ladder track 934
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-08-11-10-40
FIELD SHIFT Gold III / Skill RR 1402 / 0 RR
Position 229 / Objective Stopper / KPH 63.35 / Performance 0 / Field shift +1 / Ladder track 934
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-09-40
FIELD SHIFT Gold III / Skill RR 1402 / 0 RR
Position 229 / Objective Stopper / KPH 63.35 / Performance 0 / Field shift +2 / Ladder track 934
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-09-20
MATCH IMPACT Gold III / Skill RR 1402 / -2 RR
Position 227 / Objective Stopper / KPH 63.35 / Performance -8 / Field shift +1 / Ladder track 934
  • -8 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Combat pressure. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.907Actual score
1.042Expected score
-0.135Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.19
OBJECTIVE0.19
SUPPORT1.33
PRESSURE0.96
ground truth 0.94 vs legacy read 0.57 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.208
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.208
Objective stops / C4 pressurePushed RR up
Measured: 16 delta / Stop score / hour 72.9
Score: 2 / Weight: 20% / Impact: +0.192
Combat pressurePulled RR down
Measured: 2.3 delta / Combat score / hour 10.5
Score: 0.14 / Weight: 19.5% / Impact: -0.176
Kills per hourPulled RR down
Measured: 21 kills / Kills / hour 95.7
Score: 0.63 / Weight: 19.5% / Impact: -0.08
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 28% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-08-11-09-00
MATCH IMPACT Gold III / Skill RR 1404 / +3 RR
Position 226 / Objective Stopper / KPH 63.34 / Performance -1 / Field shift +2 / Ladder track 942
  • -1 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Support actions, Combat pressure and Objective actions. Positive signals from Objective stops / C4 pressure reduced the loss.
Show exact performance breakdown
1.038Actual score
1.059Expected score
-0.022Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.17
OBJECTIVE0.34
SUPPORT1.79
PRESSURE1.14
ground truth 1.09 vs legacy read 0.73 · 1 match window · 1.00 = your class target for this lobby
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.212
Objective stops / C4 pressurePushed RR up
Measured: 5.8 delta / Stop score / hour 26.9
Score: 2 / Weight: 20% / Impact: +0.188
Combat pressurePulled RR down
Measured: 7.5 delta / Combat score / hour 34.7
Score: 0.463 / Weight: 19.5% / Impact: -0.116
Objective actionsPulled RR down
Measured: 2 delta / Objective score / hour 9.3
Score: 0.545 / Weight: 20% / Impact: -0.103
Kills per hourPulled RR down
Measured: 19 kills / Kills / hour 88
Score: 0.579 / Weight: 19.5% / Impact: -0.094
Win resultNeutral
Measured: 0-3 / Win ratio 0%
Score: 0 / Weight: 1% / Impact: -0.002
2026-08-11-08-40
MATCH IMPACT Gold III / Skill RR 1401 / +9 RR
Position 229 / Objective Stopper / KPH 63.34 / Performance +10 / Field shift +2 / Ladder track 943
  • +10 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
1.216Actual score
1.054Expected score
0.162Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.60
OBJECTIVE0.84
SUPPORT2.00
PRESSURE0.62
ground truth 1.31 vs legacy read 0.50 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.211
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.211
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.205
Support actionsPushed RR up
Measured: 4.7 delta / Support score / hour 57.4
Score: 2 / Weight: 20% / Impact: +0.189
Kills per hourPulled RR down
Measured: 4 kills / Kills / hour 48.8
Score: 0.321 / Weight: 19.5% / Impact: -0.143
Win resultNeutral
Measured: 2-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.01
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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