Tracked players: 7384 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1296 / 7384Active ranked this season
07:39
Next rank update
Same player search as the ladder
How ranks move

Rank is not account level. Rank is not just time played. It reacts to match impact: combat, objectives, support, EV/C4, defuses, objective stops and win pressure.

2026-10-19 Last update UTC 17:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
КАРЛ КРИП
SIGNAL LOST - FLATLINED
Over 30 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.
Bronze III
Bronze spawn fileEntry-band file

КАРЛ КРИП986 Skill RR

Bronze III

Lost SignalLast proven rank saved / live slot released / state file ? 83.1d ago
986Skill RR
#-Board position
DormantField state
Season peak savedSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 6/10
?
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.
35/100
Pressure Deficit
Preview only · provisional 6/10 matches
PROJECTED RR IF ENABLED-3 Skill RR
LADDER TRACK BASE396
PRESSURE BUDGET±10 RR
VISIBLE PREVIEW393

Recent eligible matches show field pressure below the player's expected share.

35Current gauge
61Newest match
50Expected pressure
6/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Abandoned Loss Abandoned Abandoned Abandoned Abandoned Loss Won
Open DBStats Profile ↗
Ranked read

КАРЛ КРИП is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. More revives, assists, and safe team minutes would make the good rounds carry even harder. The late-round stop value gives the team another way to break enemy momentum. Keep that pace stable and the stop pressure and obj work can keep carrying useful minutes.

Team value: obj work Strongest: obj work · top-end Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
83 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[AuZ] | 8vs8 | SW | FF on! | pinglimit 100
obj_heist · Stopwatch · Post Game
Maplast saved
obj_heist
Stopwatch · Post Game
Last lobby1 ranked player
1/16
players in monitored server
Lobby difficultythin sample
948
avg Skill RR 948
Ranked densityrank signal
100%
1 of 1 detected players
Stomp riskbalance signal
0 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 1
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
Bronze III
986Bronze III · Skill RR
Bronze IV → Bronze III62%
40 RR to Bronze III66 RR above floor
1267Peak form
511All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective · Secondary: Objective Stops
Form engine
COLD-62 last 6
2 positive · 4 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapSilver I
+281 gap
Standing moveSkill scale
+21
Rank pressurelocked
—
Idle field shiftnone
—
Player DNAStable read
КАРЛ КРИП gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. More fight pressure near the team would make those useful minutes much more dangerous. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 35.6 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 17:12:22 UTC
NEXT SCAN 07:38
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · КАРЛ КРИП 986 RR · FORM COLD — 2/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -13.7 RR/UPDATE · PEAK FORM 1267 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
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
КАРЛ КРИП
Bronze III · Held-Rank Veteran
—BOARD POS
RR 986PEAK 1267STATE COLDCONF 75
● 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-2Support actions running below scoring target — worst active leak, -13.7 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
▼
Cold StreakSEV-24 negative in the last 6 updates, -62 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1267Peak form
511All-time peak
0Ladder track
+66RR above floor
986Bronze III · Skill RR62% TO BRONZE III
Bronze IV → Bronze III62% · 40 RR needed
REACTOR PULSE · FORM LAST 6COLD -62
Sentinel Confidence
75MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (621 rows), stored scored breakdowns (5) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 SESSIONS ANALYSED
+9.7 1st Deployopener
-29 2nd Deploybleeding
— 3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1217 UTC avg +4 RR / update over 3 updates
Recent Sessions
2026-07-28-14-401 update+11
2026-07-27-05-402 updates-41
2026-07-26-16-202 updates+1
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-62COLD
Form Engine
net RR across last 6
+281peak form gap +21standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective
100
Objective Stops
60
KPH
10
Combat
0
Support
0
20.3season KPH 13.3profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[17:12] > SCAN CYCLE 1712 COMPLETE — 1296 contacts indexed
[17:12] > RATING SIGNAL LOCKED: 986 RR · BRONZE III
[17:12] > LEAK SCAN: SUPPORT ACTIONS below target — drain -13.7 RR/update
[17:12] > FORM ENGINE: 2/6 positive — band COLD, stability 67%
Sentinel Read · Player Assessment
КАРЛ КРИП gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. More fight pressure near the team would make those useful minutes much more dangerous. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 35.6 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 5 stored scored games
Support actionsavg 0 vs 18/h target · weight 20%
-13.7RR / update
Combat pressureavg 0 vs 75/h target · weight 20%
-13.3RR / update
Kills per houravg 21.9 vs 152/h target · weight 20%
-10.4RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.9RR / update
Objective stops / C4 pressureavg 10.1 vs 13/h target · weight 20%
+1.4RR / update
Objective actionsavg 34.7 vs 17/h target · weight 20%
+12.9RR / update
Fix Simulator · Counterfactual
Average scored update right now-5.8 RR
Hit Support actions target — nothing else changes+15.2 RR / update
Hit Support actions + Combat pressure targets+35.7 RR / update
Counterfactual on the same games, same K-factor (~105). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d+11 net
Your games
+11
Field drift
0
1 scored update in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 18%RR
Top 89%Combat
Top 8%Objective
Top 87%Support
Top 95%KPH
Objective100/100
Objective Stops60/100
KPH10/100
Combat0/100
Support0/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+11 impact)
⬢ GOOD PROOF BADGE Bronze III TAPE SAYS Gold III
Above the line, every shift. Not by a mile — by a gap a coach can TRUST. Trust builds badges. Keep stacking.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ FAST CLIMB ORDER
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. Bronze 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▲ High29.5 / 13 clutch/h target
▲
Objective work▲ High29.5 / 17 objective/h target
Objective Leaks
▼
Team support▼ Major0 / 18 support/h target
▼
Frag pressure▼ Major0 / 75 combat/h target
▼
Kill pace▼ Medium29.5 / 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 pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET29.5 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That one moved in the right direction. Stop pressure gave the round a pulse. Next game: if the push starts falling apart, be the glue. Pick people up, cover the revive, and make the second fight better than the first. 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 helped 2026-07-28-14:40 / +11 game impact
Coach
GOOD PROOF
Above the line, every shift. Not by a mile — by a gap a coach can TRUST. Trust builds badges. Keep stacking.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IIIBronze III
➞
The tape saysGold IIIGold III
Two badges, one truth: the ladder owes you money. Collect it next session.
Fast climb order
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. Bronze 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 002 ROOKIE UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksLesson two, fire support: we have a real read on you now. This shift, nobody near you runs dry, and every strike lands where the round is decided - not where the noise is.Tonight's PRESSURE at 1.11 is a new file record - the old ceiling was 0.68. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.Bring me movement. I do not care if it is loud or pretty - the pen only respects direction. Show me direction.
OBJECTIVE
I screamed at a laminated sheet for four minutes. The sheet apologized before you did.
0.20
CLASS BAR 1.00
COMBAT
The bar does not negotiate. I have tried. It hung up on me.
0.59
CLASS BAR 1.00
The drill // next sessionYour job is denial: deny the choke, deny the plant, deny the retake. Next session the objective lives inside your blast radius.
Squad read
SKYHAMMER
IN YOUR SQUAD 5 OF LAST 6
The airstrike is an objective weapon: on the EV, on the plant, on the choke that feeds them. Indoors, the marker itself is a cheap grenade.
▸FILM ROOM // HEIST
Holding Heist: do not crowd the vault floor — hold the exits. The package has to LEAVE; the doorway is where deliveries go to die.
Ten-fight share: 35 of 50. Four other people carried weight with your name on it. Go take it back.

Working signals

Clutch stops▲ High
29.5 / 13 clutch/h target
Objective work▲ High
29.5 / 17 objective/h target
2 positive -29 last 5

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Medium
29.5 / 152 KPH target
3 negative 0.681 vs 0.573

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
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
29.5 / 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
You are in tryouts, kid. I was not asking for Cobalt plays. I was asking: can you hold a lane without bursting into tears? That is the whole exam.
What your last games gave me
Good shifts. Honest shifts. You held your sectors, traded like a professional, and the objective moved with your fingerprints on it.
How fast this can move you
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
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 5 stored scored games
Support actionsavg 0 vs 18/h target · weight 20%
-13.7RR / update
Combat pressureavg 0 vs 75/h target · weight 20%
-13.3RR / update
Kills per houravg 21.9 vs 152/h target · weight 20%
-10.4RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.9RR / update
Objective stops / C4 pressureavg 10.1 vs 13/h target · weight 20%
+1.4RR / update
Objective actionsavg 34.7 vs 17/h target · weight 20%
+12.9RR / update
Fix simulator
Average scored update right now-5.8 RR
Hit Support actions target — nothing else changes+15.2 RR / update
Hit Support actions + Combat pressure targets+35.7 RR / update
Counterfactual on the same games, same K-factor (~105). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d+11 net
Your games+11
Field drift0
1 scored update in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1217 UTC avg +4 RR / update over 3 updates
Fatigue signature · avg RR by update # in a session
+9.71st
-292nd
—3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-07-28-14-401 update+11
2026-07-27-05-402 updates-41
2026-07-26-16-202 updates+1
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 18%RR
Top 89%Combat
Top 8%Objective
Top 87%Support
Top 95%KPH
Objective100/100
Objective Stops60/100
KPH10/100
Combat0/100
Support0/100
Personal intelligence / weekly compile

Loadout DNA // КАРЛ КРИП

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

986Public Skill RR now
+41Recorded season RR change
-29Performance sum in view
5Scored updates in view

Recent scored updates. Choose a range above.

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

Current accounting: 986 season RR + 0 public adjustment = 986 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 5 scored updates · 5 valid updates
2026-07-28-14:40+11 performance
Activity: 11.2 min / 3 K / 0 A / 1 W
Score: actual 0.681 vs expected 0.573 / margin 0.108
Show exact performance breakdown
0.681Actual score
0.573Expected score
0.108Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.59
OBJECTIVE0.20
SUPPORT0.96
PRESSURE1.11
ground truth 0.67 vs legacy read 0.80 · 1 match window · 1.00 = your class target for this lobby
2026-07-27-06:20-23 performance
Activity: 16 min / 4 K / 5 A / 0 W
Score: actual 0.422 vs expected 0.643 / margin -0.221
Show exact performance breakdown
0.422Actual score
0.643Expected score
-0.221Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.27
OBJECTIVE0.01
SUPPORT0.78
PRESSURE0.68
ground truth 0.50 vs legacy read 0.04 · 2 match window · 1.00 = your class target for this lobby
2026-07-27-05:40-18 performance
Activity: 16.5 min / 3 K / 3 A / 1 W
Score: actual 0.554 vs expected 0.727 / margin -0.172
Show exact performance breakdown
0.554Actual score
0.727Expected score
-0.172Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.29
OBJECTIVE0.87
SUPPORT0.47
PRESSURE0.89
ground truth 0.58 vs legacy read 0.59 · 1 match window · 1.00 = your class target for this lobby
2026-07-26-16:40-35 performance
Activity: 17.6 min / 6 K / 10 A / 1 W
Score: actual 0.532 vs expected 0.865 / margin -0.333
Show exact performance breakdown
0.532Actual score
0.865Expected score
-0.333Margin
105K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 60% / ENGINEER 40%engine weight 90%
COMBAT0.57
OBJECTIVE0.15
SUPPORT1.26
PRESSURE0.70
ground truth 0.58 vs legacy read 0.31 · 2 match window · 1.00 = your class target for this lobby
2026-07-26-16:20+36 performance
Activity: 10.3 min / 4 K / 2 A / 2 W
Score: actual 0.783 vs expected 0.442 / margin 0.341
Show exact performance breakdown
0.783Actual score
0.442Expected score
0.341Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.40
OBJECTIVE1.05
SUPPORT0.31
PRESSURE0.75
ground truth 0.77 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
2026-08-04-14-20
HELD Bronze IV / Skill RR 965 / 0 RR
Position 581 / Objective Stopper / KPH 13.34 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-04-14-00
HELD Bronze IV / Skill RR 965 / 0 RR
Position 581 / Objective Stopper / KPH 13.34 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-04-13-40
HELD Bronze IV / Skill RR 965 / 0 RR
Position 581 / Objective Stopper / KPH 13.34 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-04-13-20
HELD Bronze IV / Skill RR 965 / 0 RR
Position 581 / Objective Stopper / KPH 13.34 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-04-13-00
HELD Bronze IV / Skill RR 965 / 0 RR
Position 581 / Objective Stopper / KPH 13.34 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
Show older movement history / 5
2026-08-04-12-40
HELD Bronze IV / Skill RR 965 / 0 RR
Position 581 / Objective Stopper / KPH 13.34 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-04-12-20
HELD Bronze IV / Skill RR 965 / 0 RR
Position 579 / Objective Stopper / KPH 13.34 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-04-12-00
HELD Bronze IV / Skill RR 965 / 0 RR
Position 579 / Objective Stopper / KPH 13.34 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-04-11-40
HELD Bronze IV / Skill RR 965 / -1 RR
Position 579 / Objective Stopper / KPH 13.34 / Performance 0 / Field shift -
  • Stored season RR movement: -1. Historical own/field RR attribution is unavailable.
2026-08-04-11-20
HELD Bronze IV / Skill RR 966 / 0 RR
Position 578 / Objective Stopper / KPH 13.34 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

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

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

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

When does this season end?

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

When will Hunt the Witch return?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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