Tracked players: 5419 · 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.
587 / 5419Active ranked this season
07:43
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.

2026-09-03 Last update UTC 18:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
jsdbfgjwlkbouqwg
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.
RESTITUTION PAID — +76 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +19 RR on Aug 8, 2026 07:00 UTC. Games poisoned by cheaters can never count against anyone here.
Silver I
Silver loadout fileLoadout signal file

jsdbfgjwlkbouqwg1374 Skill RR

Silver I

Lost SignalLast proven rank saved / live slot released / state file ? 8.8d ago
1374Skill RR
#-Board position
DormantField state
Season peak savedSafety
Loss Won Loss Loss Abandoned Loss Loss Won Loss Loss
Open DBStats Profile ↗
Ranked read

jsdbfgjwlkbouqwg is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. Cleaner trades around the obj would make the round work much harder to stop. This player also has timing around stops, which can save rounds that look almost gone. Keep that pace stable and the obj work and stop pressure can keep carrying useful minutes.

Team value: support value Strongest: support value · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
8 d ago · 16 DBRanked servers · scan fresh
Last serversaved sighting
//Fan´s Tower of Terror\\ - Celebrate lvl 1000
obj_domeredux · Objective · Mid Game
Maplast saved
obj_domeredux
Objective · Mid Game
Last lobby6 ranked players
8/16
players in monitored server
Lobby difficultyGold II
1401
avg Skill RR 1401
Ranked densityrank signal
75%
6 of 8 detected players
Stomp riskbalance signal
73 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 8
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
1374Silver I · Skill RR
Silver III → Silver II85%
7 RR to Silver II40 RR above floor
1909Peak form
1230All-time peak
1127Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Support · Secondary: Objective Stops
Form engine
STABLE+11 last 6
3 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability50%
SWINGY
Peak form gapCobalt I
+535 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftnone
Player DNAStable read
jsdbfgjwlkbouqwg brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. When the fights get cleaner, the team value becomes much easier to see. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 38.9 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 18:52:18 UTC
NEXT SCAN 07:42
CONTACTS 587 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · jsdbfgjwlkbouqwg 1374 RR · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.6 RR/UPDATE · PEAK FORM 1909 ON RECORD · LADDER PRESSURE LOW 20/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
jsdbfgjwlkbouqwg
Silver I · Held-Rank Veteran
BOARD POS
RR 1374PEAK 1909STATE STABLECONF 84
● 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, -9.6 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Form HoldingCLEAR3 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1909Peak form
1230All-time peak
1127Ladder track
+40RR above floor
1374Silver I · Skill RR85% TO SILVER II
Silver III → Silver II85% · 7 RR needed
REACTOR PULSE · FORM LAST 6STABLE +11
Sentinel Confidence
84HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (85 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 6 SESSIONS ANALYSED
+2.7 1st Deployopener
+4.3 2nd Deployholding
3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1823 UTC avg +4.2 RR / update over 5 updates weakest: 0611 UTC (avg -2.3)
Recent Sessions
2026-08-25-21-201 update+1
2026-08-11-09-002 updates+6
2026-08-08-07-002 updates-15
2026-08-05-18-002 updates-14
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+11STABLE
Form Engine
net RR across last 6
+535peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Support
100
Objective Stops
100
KPH
48
Objective
31
Combat
8
77.2season KPH 62.3profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[18:52] > SCAN CYCLE 1852 COMPLETE — 587 contacts indexed
[18:52] > RATING SIGNAL LOCKED: 1374 RR · SILVER I
[18:52] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.6 RR/update
[18:52] > FORM ENGINE: 3/6 positive — band STABLE, stability 50%
Sentinel Read · Player Assessment
jsdbfgjwlkbouqwg brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. When the fights get cleaner, the team value becomes much easier to see. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 38.9 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 14.8 vs 75/h target · weight 20%
-9.6RR / update
Support actionsavg 9.9 vs 18/h target · weight 20%
-5.7RR / update
Kills per houravg 84.6 vs 152/h target · weight 20%
-5.3RR / update
Objective actionsavg 15.6 vs 17/h target · weight 20%
-3.2RR / update
Win resultavg 0.2 vs 1/h target · weight 1%
0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.7RR / update
Objective stops / C4 pressureavg 22.9 vs 13/h target · weight 20%
+2.4RR / update
Fix Simulator · Counterfactual
Average scored update right now+3.3 RR
Hit Combat pressure target — nothing else changes+12.8 RR / update
Hit Combat pressure + Support actions targets+20.1 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+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
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 9%RR
Top 59%Combat
Top 54%Objective
Top 3%Support
Top 44%KPH
Support100/100
Objective Stops100/100
KPH48/100
Objective31/100
Combat8/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+1 impact)
⬢ LEVEL HELD BADGE Silver I TAPE SAYS Elite
Stable. Safe. Stationary. You know what else is stable, safe, and stationary? FURNITURE. Do you want to be furniture?
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. You are ONE good night from Silver II. 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
Objective work▲ High58.1 / 17 objective/h target
Clutch stops▲ High36.7 / 13 clutch/h target
Objective Leaks
Frag pressure▼ Major4.5 / 75 combat/h target
Kill pace▼ Major45 / 152 KPH target
Team support▼ Major9 / 18 support/h target
Field Orders
Frag pressureTARGET4.5 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET45 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Team supportTARGET9 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Good. The useful work came from obj work, and that is something the team can play around. Next game: fight shoulder to shoulder. If the kill does not buy space, a revive, a plant, or a stop, make it happen closer to obj. Coach order: take space the team can actually use.
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 2026-08-25-21:20 / +1 game impact
Coach
LEVEL HELD
Stable. Safe. Stationary. You know what else is stable, safe, and stationary? FURNITURE. Do you want to be furniture?
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver ISilver I
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. You are ONE good night from Silver II. 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
ENGINEERjudged by your class bar
FILE 022 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksNew sweater tonight. Fine. I am freezing the old order until you wear that jersey again - earn THIS role on its own tape.And before you argue with the board: the best COMBAT in this file is 1.56, set by YOU. I do not hold players to my standards. I hold them to their own receipts.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.
COMBAT
Below the bar, above excuses. Fix it.
0.62
CLASS BAR 1.00
The drill // next sessionTwo hands: one builds, one shoots. I am seeing one hand. Fix that.
DOMEREDUXLOST
179 in, 115 out. I watched this part standing up. Not out of respect - I just could not sit through it.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PROXY
IN YOUR SQUAD 4 OF LAST 6
Mines go around corners, on stair tops, behind the objective — never in the open where they read as decoration. And your own mine can be shot as a makeshift grenade.
FILM ROOM // DOME
Dome is a knife fight in a phone booth: soft classes live one room back, tanks take the doorframes. Play your weight class.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Objective work▲ High
58.1 / 17 objective/h target
Clutch stops▲ High
36.7 / 13 clutch/h target
3 positive -7 last 6

Objective leaks

Frag pressure▼ Major
4.5 / 75 combat/h target
Kill pace▼ Major
45 / 152 KPH target
Team support▼ Major
9 / 18 support/h target
2 negative 1.047 vs 1.036

Field orders

Frag pressuretarget
4.5 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
45 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Team supporttarget
9 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
What I expected from your last games
My demands went up because you EARNED that. I expected you disrupting pushes, not spectating them with a gun in your hands.
What your last games gave me
Perfect tape. PERFECT. The other team's coach should retire. I almost retired, and I am on YOUR side — out of pure satisfaction.
How fast this can move you
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 14.8 vs 75/h target · weight 20%
-9.6RR / update
Support actionsavg 9.9 vs 18/h target · weight 20%
-5.7RR / update
Kills per houravg 84.6 vs 152/h target · weight 20%
-5.3RR / update
Objective actionsavg 15.6 vs 17/h target · weight 20%
-3.2RR / update
Win resultavg 0.2 vs 1/h target · weight 1%
-0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.7RR / update
Objective stops / C4 pressureavg 22.9 vs 13/h target · weight 20%
+2.4RR / update
Fix simulator
Average scored update right now+3.3 RR
Hit Combat pressure target — nothing else changes+12.8 RR / update
Hit Combat pressure + Support actions targets+20.1 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+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
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 +4.2 RR / update over 5 updates weakest: 0611 UTC (avg -2.3)
Fatigue signature · avg RR by update # in a session
+2.71st
+4.32nd
3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-08-25-21-201 update+1
2026-08-11-09-002 updates+6
2026-08-08-07-002 updates-15
2026-08-05-18-002 updates-14
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 9%RR
Top 59%Combat
Top 54%Objective
Top 3%Support
Top 44%KPH
Support100/100
Objective Stops100/100
KPH48/100
Objective31/100
Combat8/100
Personal intelligence / weekly compile

Loadout DNA // jsdbfgjwlkbouqwg

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
65completed proof matches
9maps in personal file
Precisiondominant field lane
IMPROVINGlast 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

28 completed matches / 53.6% observed result

Signature 2 VASSILI / MO11 loadout card
VASSILI / MO11Recon

26 completed matches / 53.8% observed result

Signature 3 GUARDIAN / T53 loadout card
GUARDIAN / T53Medic

14 completed matches / 64.3% observed result

Signature 4 AURA / H71 loadout card
AURA / H71Medic

11 completed matches / 54.5% observed result

Role DNA
Combat
38
Objective
11
Support
53
Precision
74
Pressure
43
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 / MO11 loadout card
VASSILI / MO11Recon
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.

26 completed matches / 53.8% 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.

Bridge13 personal / 46.2% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

6 completed matches / 50.0% observed result

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

760 archive carries / 500 players / 49.5% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground12 personal / 50.0% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

9 completed matches / 44.4% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle10 personal / 40.0% observed
VASSILI / MO11 loadout card
Your observed cardVASSILI / MO11

6 completed matches / 50.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel10 personal / 30.0% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

4 completed matches / 50.0% 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

Trainyard8 personal / 50.0% observed
VASSILI / MO11 loadout card
Your observed cardVASSILI / MO11

4 completed matches / 75.0% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux5 personal / 100.0% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

2 completed matches / early read

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% 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.

AURA / H42 loadout card
AURA / H42
FRAGGER / K92 loadout card
FRAGGER / K92
VASSILI / MO11 loadout card
VASSILI / MO11
Signature deck

6 completed matches / 33.3% 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 Accurate x2 / VASSILI / MO11Most Finishes x2 / AURA / H42Most Revives x2 / PHOENIX / CR82Most Objective x1 / SKYHAMMER / M92

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

1374Skill RR
0Skill RR delta
1374Peak Skill RR shown
1Tracked 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 ? 60 valid updates
2026-08-25-21:20+1 performance
Activity: 20 min / 12 K / 7 A / 0 W
Score: actual 1.047 vs expected 1.036 / margin 0.011
Show exact performance breakdown
1.047Actual score
1.036Expected score
0.011Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.62
OBJECTIVE1.12
SUPPORT1.15
PRESSURE1.10
ground truth 1.03 vs legacy read 0.98 · 2 match window · 1.00 = your class target for this lobby
2026-08-11-09:20-8 performance
Activity: 15.1 min / 27 K / 9 A / 0 W
Score: actual 0.895 vs expected 1.019 / margin -0.124
Show exact performance breakdown
0.895Actual score
1.019Expected score
-0.124Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.56
OBJECTIVE0.63
SUPPORT0.01
PRESSURE1.19
ground truth 0.84 vs legacy read 1.06 · 1 match window · 1.00 = your class target for this lobby
2026-08-11-09-00+14 performance
Activity: 12.3 min / 10 K / 6 A / 0 W
Score: actual 1.256 vs expected 1.031 / margin 0.225
Show exact performance breakdown
1.256Actual score
1.031Expected score
0.225Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.91
OBJECTIVE0.10
SUPPORT2.00
PRESSURE1.11
ground truth 1.29 vs legacy read 0.73 · 1 match window · 1.00 = your class target for this lobby
2026-08-08-07:200 performance
Activity: 20.9 min / 26 K / 6 A / 0 W
Score: actual 1.033 vs expected 1.029 / margin 0.004
Show exact performance breakdown
1.033Actual score
1.029Expected score
0.004Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.84
OBJECTIVE1.04
SUPPORT1.38
PRESSURE1.33
ground truth 1.06 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-08-08-07-00-15 performance
Activity: 8.3 min / 7 K / 9 A / 0 W
Score: actual 0.792 vs expected 1.032 / margin -0.24
Show exact performance breakdown
0.792Actual score
1.032Expected score
-0.24Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.95
OBJECTIVE0.44
SUPPORT1.22
PRESSURE0.74
ground truth 0.84 vs legacy read 0.21 · 1 match window · 1.00 = your class target for this lobby
2026-08-05-18:40+1 performance
Activity: 24 min / 27 K / 21 A / 2 W
Score: actual 1.016 vs expected 0.999 / margin 0.017
Show exact performance breakdown
1.016Actual score
0.999Expected score
0.017Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.93
OBJECTIVE1.38
SUPPORT1.01
PRESSURE0.90
ground truth 1.02 vs legacy read 0.77 · 2 match window · 1.00 = your class target for this lobby
2026-08-05-18-00-15 performance
Activity: 13.2 min / 14 K / 10 A / 0 W
Score: actual 0.701 vs expected 0.949 / margin -0.247
Show exact performance breakdown
0.701Actual score
0.949Expected score
-0.247Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.86
OBJECTIVE0.30
SUPPORT0.73
PRESSURE0.89
ground truth 0.72 vs legacy read 0.39 · 1 match window · 1.00 = your class target for this lobby
2026-07-29-17:40+21 performance
Activity: 25.9 min / 25 K / 19 A / 0 W
Score: actual 1.232 vs expected 0.894 / margin 0.339
Show exact performance breakdown
1.232Actual score
0.894Expected score
0.339Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.04
OBJECTIVE0.57
SUPPORT1.79
PRESSURE1.24
ground truth 1.30 vs legacy read 0.49 · 2 match window · 1.00 = your class target for this lobby
2026-07-23-19-00+24 performance
Activity: 8.2 min / 13 K / 7 A / 3 W
Score: actual 1.406 vs expected 1.019 / margin 0.387
Show exact performance breakdown
1.406Actual score
1.019Expected score
0.387Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.42
OBJECTIVE0.69
SUPPORT2.00
PRESSURE0.67
ground truth 1.41 vs legacy read 0.62 · 1 match window · 1.00 = your class target for this lobby
2026-07-23-18:40+10 performance
Activity: 18.1 min / 22 K / 17 A / 1 W
Score: actual 1.181 vs expected 1.013 / margin 0.168
Show exact performance breakdown
1.181Actual score
1.013Expected score
0.168Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.22
OBJECTIVE0.94
SUPPORT1.33
PRESSURE1.14
ground truth 1.19 vs legacy read 0.73 · 2 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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