Tracked players: 7385 · 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 / 7385Active ranked this season
02:52
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 18:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Ummm...
RESTITUTION PAID — +19 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +19 RR on Jul 28, 2026 11:00 UTC. Games poisoned by cheaters can never count against anyone here.
Gold I
SEASON I REWARD
Cobalt III
Cobalt III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

Ummm...1657 Skill RR

Gold I

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay +3 RR active5 RR lifetime / the system pays the mercs who endure a quarantined contract
1657Skill RR
#228Board position
Signal heldField state
30 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
55/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+3 Skill RR
LADDER TRACK BASE1343
PRESSURE BUDGET±34 RR
VISIBLE PREVIEW1346
Field Closer x 3

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

55Current gauge
48Newest 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 Abandoned Won Loss Won Abandoned Loss Loss Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Ummm... is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. The value gets stronger when the push also gets more revives, assists, and second chances. There is also enough fight pressure to make space when the team needs it. There is team value here when the good moments also bring more support value and fight pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[BSH] Big Slut House HARDCORE | FF on | 8vs8 | GET HARD | Ping Limit 399 | Min LVL 50 | discord.gg/NmWVWU2mEN
obj_bridge · Stopwatch · Late Game
Maplast saved
obj_bridge
Stopwatch · Late Game
Last lobby14 ranked players
14/16
players in monitored server
Lobby difficultyGold II
1477
avg Skill RR 1477
Ranked densityrank signal
100%
14 of 14 detected players
Stomp riskbalance signal
61 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 14
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Dropping · Skill RR is the rank signal
BOARD POSITION#228
Skill rating signal
Gold I
1657Gold I · Skill RR
Gold I → Cobalt III58%
23 RR to Cobalt III30 RR above floor
2102Peak form
1680All-time peak
1343Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-91 last 6
0 positive · 4 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapElite
+445 gap
Standing moveSkill scale
-8
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
You do not want DOn.t PeEk near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. Stops are not always loud, but this player can flip the whole map when this player land at the right time. This player also helps the wave stay alive when trades get ugly. Current stop pace sits around 36.5 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 18:57:09 UTC
NEXT SCAN 02:51
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #228 Ummm... 1657 RR · FORM COLD — 0/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -11.9 RR/UPDATE · PEAK FORM 2102 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
Ummm...
Gold I · Objective Stopper
#228BOARD POS
RR 1657PEAK 2102STATE COLDCONF 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-2Support actions running below scoring target — worst active leak, -11.9 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
▼
Cold StreakSEV-24 negative in the last 6 updates, -91 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2102Peak form
1680All-time peak
1343Ladder track
+30RR above floor
1657Gold I · Skill RR58% TO COBALT III
Gold I → Cobalt III58% · 23 RR needed
REACTOR PULSE · FORM LAST 6COLD -91
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4152 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
-17.2 1st Deploybleeding
-6.3 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 -13.5 RR / update over 4 updates weakest: 1823 UTC (avg -14.4)
Recent Sessions
2026-10-19-16-202 updates-41
2026-10-17-20-002 updates-50
2026-10-15-19-402 updates-20
2026-10-13-20-401 update-2
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
0/6HOT RATIO
Hot Ratio
positive in last 6 updates
-91COLD
Form Engine
net RR across last 6
+445peak form gap -8standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
83
Combat
48
Support
35
Objective
23
145.6season KPH 107.8profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[18:57] > SCAN CYCLE 1857 COMPLETE — 1296 contacts indexed
[18:57] > RATING SIGNAL LOCKED: 1657 RR · GOLD I · BOARD #228
[18:57] > LEAK SCAN: SUPPORT ACTIONS below target — drain -11.9 RR/update
[18:57] > FORM ENGINE: 0/6 positive — band COLD, stability 67%
Sentinel Read · Player Assessment
You do not want DOn.t PeEk near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. Stops are not always loud, but this player can flip the whole map when this player land at the right time. This player also helps the wave stay alive when trades get ugly. Current stop pace sits around 36.5 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Support actionsavg 3.5 vs 18/h target · weight 20%
-11.9RR / update
Objective actionsavg 6.2 vs 17/h target · weight 20%
-9.8RR / update
Combat pressureavg 57.6 vs 75/h target · weight 20%
-4.8RR / update
Kills per houravg 143.9 vs 152/h target · weight 20%
-2.6RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Objective stops / C4 pressureavg 37 vs 13/h target · weight 20%
+5.1RR / update
Fix Simulator · Counterfactual
Average scored update right now-13 RR
Hit Support actions target — nothing else changes-3.1 RR / update
Hit Support actions + Objective actions targets+5.1 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-41 net
Your games
-41
Field drift
0
2 scored updates in window
72h-91 net
Your games
-91
Field drift
0
4 scored updates in window
7d-113 net
Your games
-113
Field drift
0
7 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 4%RR
Top 8%Combat
Top 68%Objective
Top 34%Support
Top 7%KPH
Objective Stops100/100
KPH83/100
Combat48/100
Support35/100
Objective23/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-22 impact)
⬢ WHAT WAS THAT?! BADGE Gold I TAPE SAYS Gold III
I have no medals, no notes, and no remaining whistles. That tape did not belong within a postcode of your file, and yet HERE WE ARE.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge on the left cost you months. The badge on the right cost you one lazy session. Think about the exchange rate.
⬢ FAST CLIMB ORDER
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Cobalt III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
▲
Clutch stops▲ High46.1 / 13 clutch/h target
Objective Leaks
▼
Team support▼ Major2.6 / 18 support/h target
▼
Frag pressure▼ Major30.8 / 75 combat/h target
▼
Objective work▼ Medium13 / 17 objective/h target
Field Orders
◎
Team supportTARGET2.6 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Frag pressureTARGET30.8 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Objective workTARGET13 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
No. That game was not enough for this rank. The team needed more team support, not busy work away from the push. Next game: play close enough to save the mess. Health, ammo, revives, assists, trades — the team should feel you nearby. Coach order: make teammates harder to delete.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-10-19-17:40 / -22 game impact
Coach
WHAT WAS THAT?!
I have no medals, no notes, and no remaining whistles. That tape did not belong within a postcode of your file, and yet HERE WE ARE.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IGold I
➞
The tape saysGold IIIGold III
The badge on the left cost you months. The badge on the right cost you one lazy session. Think about the exchange rate.
Fast climb order
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Cobalt III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
RECONjudged by your class bar
FILE 027 PROJECT UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksSession 27 between us. By now I know your habits better than you do, which is exactly the problem I intend to fix.This is your 13th shift in the RECON sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
OBJECTIVE
That is not a dip. A dip implies you were on the road at some point.
0.15
CLASS BAR 1.00
SUPPORT
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.35
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Rotate with the fight. A perfect angle on an empty lane is a photograph.
HEISTLOST
309 a minute, and they managed 233 back. Somewhere their coach is having MY kind of night.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
VASSILI
IN YOUR SQUAD EVERY RECENT GAME
Sensor ON the objective before the window opens — every defender in the room is pre-marked. Information first, then the shot.
▸FILM ROOM // HEIST
Heist is close-quarters larceny: the vault fight rewards shotguns, mines and nerve. Pre-trap the room before the objective goes hot.
❞I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ High
46.1 / 13 clutch/h target
1 positive -111 last 6

Objective leaks

Team support▼ Major
2.6 / 18 support/h target
Frag pressure▼ Major
30.8 / 75 combat/h target
Objective work▼ Medium
13 / 17 objective/h target
5 negative 0.743 vs 1.103

Field orders

Team supporttarget
2.6 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
30.8 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Objective worktarget
13 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
What I expected from your last games
I expected the other lobby to know your name by round two and hate it by round four. That is the job at this height.
What your last games gave me
By mortal standards, that tape was fine. You are not graded by mortal standards. At your altitude, fine is what the OTHER team brings.
How fast this can move you
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Support actionsavg 3.5 vs 18/h target · weight 20%
-11.9RR / update
Objective actionsavg 6.2 vs 17/h target · weight 20%
-9.8RR / update
Combat pressureavg 57.6 vs 75/h target · weight 20%
-4.8RR / update
Kills per houravg 143.9 vs 152/h target · weight 20%
-2.6RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Objective stops / C4 pressureavg 37 vs 13/h target · weight 20%
+5.1RR / update
Fix simulator
Average scored update right now-13 RR
Hit Support actions target — nothing else changes-3.1 RR / update
Hit Support actions + Objective actions targets+5.1 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-41 net
Your games-41
Field drift0
2 scored updates in window
72h-91 net
Your games-91
Field drift0
4 scored updates in window
7d-113 net
Your games-113
Field drift0
7 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1217 UTC avg -13.5 RR / update over 4 updates weakest: 1823 UTC (avg -14.4)
Fatigue signature · avg RR by update # in a session
-17.21st
-6.32nd
—3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-10-19-16-202 updates-41
2026-10-17-20-002 updates-50
2026-10-15-19-402 updates-20
2026-10-13-20-401 update-2
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 4%RR
Top 8%Combat
Top 68%Objective
Top 34%Support
Top 7%KPH
Objective Stops100/100
KPH83/100
Combat48/100
Support35/100
Objective23/100
Personal intelligence / weekly compile

Loadout DNA // DOn.t PeEk

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
174completed proof matches
9maps in personal file
Combatdominant 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 AIMEE / F51 loadout card
AIMEE / F51Recon

92 completed matches / 55.4% observed result

Signature 2 FRAGGER / M91 loadout card
FRAGGER / M91Assault

74 completed matches / 60.8% observed result

Signature 3 JAVELIN / SH61 loadout card
JAVELIN / SH61Fire Support

51 completed matches / 54.9% observed result

Signature 4 JAVELIN / SH85 loadout card
JAVELIN / SH85Fire Support

34 completed matches / 52.9% observed result

Role DNA
Combat
93
Objective
11
Support
53
Precision
89
Pressure
92
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 FRAGGER / M91 loadout card
FRAGGER / M91Assault
Test FRAGGER / M93 loadout card
FRAGGER / M93Assault
Keep FRAGGER. Change one card.

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

74 completed matches / 60.8% observed result 4,917 completed carries / 646 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.

Whitechapel36 personal / 55.6% observed
AIMEE / F51 loadout card
Your observed cardAIMEE / F51

21 completed matches / 66.7% observed result

AIMEE / G85 loadout card
Archive same-merc leadAIMEE / G85

1,126 archive carries / 500 players / 51.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle31 personal / 45.2% observed
AIMEE / F51 loadout card
Your observed cardAIMEE / F51

18 completed matches / 33.3% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground30 personal / 56.7% observed
AIMEE / F51 loadout card
Your observed cardAIMEE / F51

15 completed matches / 60.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge26 personal / 69.2% observed
FRAGGER / M91 loadout card
Your observed cardFRAGGER / M91

11 completed matches / 72.7% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Dockyard15 personal / 60.0% observed
FRAGGER / M91 loadout card
Your observed cardFRAGGER / M91

6 completed matches / 66.7% observed result

FRAGGER / K51 loadout card
Archive same-merc leadFRAGGER / K51

3,434 archive carries / 500 players / 51.4% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard13 personal / 61.5% observed
AIMEE / F51 loadout card
Your observed cardAIMEE / F51

8 completed matches / 50.0% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

04 / whole kit

Deck and squad links

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

AIMEE / F51 loadout card
AIMEE / F51
JAVELIN / SH61 loadout card
JAVELIN / SH61
PHANTOM / C64 loadout card
PHANTOM / C64
Signature deck

12 completed matches / 58.3% 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 Finishes x13 / AIMEE / F51Most Kills x7 / JAVELIN / SH61Match award x5 / AIMEE / F51Most Accurate x4 / AIMEE / F51

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

1657Public Skill RR now
-11Recorded season RR change
-128Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

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

Current accounting: 1652 season RR + +5 public adjustment = 1657 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 162 valid updates
2026-10-19-17:40-22 performance
Activity: 23.2 min / 50 K / 14 A / 0 W
Score: actual 0.743 vs expected 1.103 / margin -0.361
Show exact performance breakdown
0.743Actual score
1.103Expected score
-0.361Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.08
OBJECTIVE0.15
SUPPORT0.35
PRESSURE0.91
ground truth 0.73 vs legacy read 0.85 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-16:20-19 performance
Activity: 9.9 min / 20 K / 8 A / 0 W
Score: actual 0.839 vs expected 1.157 / margin -0.318
Show exact performance breakdown
0.839Actual score
1.157Expected score
-0.318Margin
61K-factor
2026-10-17-20:20-5 performance
Activity: 32 min / 41 K / 15 A / 2 W
Score: actual 1.031 vs expected 1.115 / margin -0.084
Show exact performance breakdown
1.031Actual score
1.115Expected score
-0.084Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 68% / RECON 33%engine weight 90%
COMBAT1.31
OBJECTIVE0.52
SUPPORT1.07
PRESSURE0.87
ground truth 1.02 vs legacy read 0.72 · 2 match window · 1.00 = your class target for this lobby
2026-10-17-20-00-45 performance
Activity: 11.9 min / 33 K / 11 A / 1 W
Score: actual 0.42 vs expected 1.165 / margin -0.746
Show exact performance breakdown
0.42Actual score
1.165Expected score
-0.746Margin
61K-factor
2026-10-15-20-00+9 performance
Activity: 11.9 min / 24 K / 10 A / 1 W
Score: actual 1.414 vs expected 1.264 / margin 0.15
Show exact performance breakdown
1.414Actual score
1.264Expected score
0.15Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.67
OBJECTIVE1.17
SUPPORT1.41
PRESSURE0.74
ground truth 1.35 vs legacy read 1.46 · 2 match window · 1.00 = your class target for this lobby
2026-10-15-19:40-29 performance
Activity: 5 min / 5 K / 6 A / 0 W
Score: actual 0.739 vs expected 1.217 / margin -0.479
Show exact performance breakdown
0.739Actual score
1.217Expected score
-0.479Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.01
OBJECTIVE0.83
SUPPORT0.45
PRESSURE0.72
ground truth 0.81 vs legacy read 0.15 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-20:40-2 performance
Activity: 30.4 min / 69 K / 38 A / 1 W
Score: actual 1.101 vs expected 1.138 / margin -0.036
Show exact performance breakdown
1.101Actual score
1.138Expected score
-0.036Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.31
OBJECTIVE1.00
SUPPORT1.01
PRESSURE0.66
ground truth 1.06 vs legacy read 0.99 · 1 match window · 1.00 = your class target for this lobby
2026-10-11-17:20-7 performance
Activity: 22.5 min / 45 K / 23 A / 3 W
Score: actual 1.007 vs expected 1.116 / margin -0.109
Show exact performance breakdown
1.007Actual score
1.116Expected score
-0.109Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.45
OBJECTIVE0.44
SUPPORT0.82
PRESSURE0.79
ground truth 1.00 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
2026-10-11-16:20-6 performance
Activity: 26.2 min / 43 K / 30 A / 3 W
Score: actual 1.01 vs expected 1.114 / margin -0.104
Show exact performance breakdown
1.01Actual score
1.114Expected score
-0.104Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.24
OBJECTIVE0.57
SUPPORT1.21
PRESSURE0.86
ground truth 1.02 vs legacy read 0.73 · 2 match window · 1.00 = your class target for this lobby
2026-10-04-09-00-2 performance
Activity: 20.9 min / 60 K / 17 A / 1 W
Score: actual 1.247 vs expected 1.288 / margin -0.041
Show exact performance breakdown
1.247Actual score
1.288Expected score
-0.041Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.70
OBJECTIVE0.55
SUPPORT1.61
PRESSURE0.51
ground truth 1.21 vs legacy read 1.01 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-18-40
HELD Gold I / Skill RR 1652 / 0 RR
Position 236 / Combat / KPH 107.84 / Performance 0 / Field shift 0 / Ladder track 1343
  • No new gameplay detected. Skill RR held.
2026-10-19-18-20
HELD Gold I / Skill RR 1652 / 0 RR
Position 236 / Combat / KPH 107.84 / Performance 0 / Field shift 0 / Ladder track 1343
  • No new gameplay detected. Skill RR held.
2026-10-19-18-00
HELD Gold I / Skill RR 1652 / 0 RR
Position 235 / Combat / KPH 107.84 / Performance 0 / Field shift 0 / Ladder track 1343
  • No new gameplay detected. Skill RR held.
2026-10-19-17-40
MATCH IMPACT Gold I / Skill RR 1652 / -3 RR
Position 236 / Combat / KPH 107.84 / Performance -22 / Field shift 0 / Ladder track 1343
  • -22 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 and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.743Actual score
1.103Expected score
-0.361Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.08
OBJECTIVE0.15
SUPPORT0.35
PRESSURE0.91
ground truth 0.73 vs legacy read 0.85 · 1 match window · 1.00 = your class target for this lobby
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 2.6
Score: 0.144 / Weight: 20% / Impact: -0.192
Objective stops / C4 pressurePushed RR up
Measured: 17.8 delta / Stop score / hour 46.1
Score: 2 / Weight: 20% / Impact: +0.179
Combat pressurePulled RR down
Measured: 11.9 delta / Combat score / hour 30.8
Score: 0.411 / Weight: 19.5% / Impact: -0.135
Objective actionsPulled RR down
Measured: 5 delta / Objective score / hour 13
Score: 0.762 / Weight: 20% / Impact: -0.068
Kills per hourPulled RR down
Measured: 50 kills / Kills / hour 129.6
Score: 0.853 / Weight: 19.5% / Impact: -0.049
Verified public data bonusPushed RR up
Measured: fought a +64 CMR field, measured accuracy 33% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-10-19-17-20
HELD Gold I / Skill RR 1655 / 0 RR
Position 232 / Combat / KPH 107.83 / Performance 0 / Field shift 0 / Ladder track 1365
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-17-00
MATCH IMPACT Gold I / Skill RR 1655 / 0 RR
Position 232 / Combat / KPH 107.83 / Performance 0 / Field shift 0 / Ladder track 1365
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Objective stops / C4 pressure and Verified public data bonus. Low signals: Combat pressure, Support actions and Objective actions.
Show exact performance breakdown
0.804Actual score
1.155Expected score
-0.351Margin
61K-factor
Combat pressurePulled RR down
Measured: 6.4 delta / Combat score / hour 18.6
Score: 0.248 / Weight: 19.5% / Impact: -0.177
Objective stops / C4 pressurePushed RR up
Measured: 26 delta / Stop score / hour 75.5
Score: 2 / Weight: 20% / Impact: +0.169
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 5.8
Score: 0.323 / Weight: 20% / Impact: -0.166
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 7.3
Score: 0.427 / Weight: 20% / Impact: -0.145
Kills per hourPulled RR down
Measured: 48 kills / Kills / hour 139.5
Score: 0.918 / Weight: 19.5% / Impact: -0.046
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public deaths + losses available / Public K/D / win-loss confidence +0.017 score
Score: 0.017 / Weight: bonus% / Impact: +0.017
2026-10-19-16-40
MATCH IMPACT Gold I / Skill RR 1655 / 0 RR
Position 234 / Combat / KPH 107.8 / Performance 0 / Field shift 0 / Ladder track 1365
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Verified public data bonus. Low signals: Objective actions, Combat pressure and Support actions.
Show exact performance breakdown
0.653Actual score
1.155Expected score
-0.501Margin
61K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.231
Combat pressurePulled RR down
Measured: 5.1 delta / Combat score / hour 34.3
Score: 0.458 / Weight: 19.5% / Impact: -0.136
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 13.5
Score: 0.748 / Weight: 20% / Impact: -0.081
Kills per hourPulled RR down
Measured: 21 kills / Kills / hour 141.3
Score: 0.93 / Weight: 19.5% / Impact: -0.044
Objective stops / C4 pressurePulled RR down
Measured: 2 delta / Stop score / hour 13.5
Score: 1.035 / Weight: 20% / Impact: -0.024
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public deaths + losses available / Public K/D / win-loss confidence +0.017 score
Score: 0.017 / Weight: bonus% / Impact: +0.017
2026-10-19-16-20
MATCH IMPACT Gold I / Skill RR 1655 / -1 RR
Position 235 / Combat / KPH 107.79 / Performance -19 / Field shift 0 / Ladder track 1365
  • -19 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Support actions, Combat pressure and Kills per hour. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.839Actual score
1.157Expected score
-0.318Margin
61K-factor
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.231
Objective stops / C4 pressurePushed RR up
Measured: 7 delta / Stop score / hour 42.6
Score: 2 / Weight: 20% / Impact: +0.169
Combat pressurePulled RR down
Measured: 4.9 delta / Combat score / hour 29.8
Score: 0.397 / Weight: 19.5% / Impact: -0.148
Kills per hourPulled RR down
Measured: 20 kills / Kills / hour 121.6
Score: 0.8 / Weight: 19.5% / Impact: -0.07
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 15.2
Score: 0.894 / Weight: 20% / Impact: -0.052
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public deaths + losses available / Public K/D / win-loss confidence +0.017 score
Score: 0.017 / Weight: bonus% / Impact: +0.017
2026-10-19-16-00
HELD Gold I / Skill RR 1656 / 0 RR
Position 233 / Combat / KPH 107.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-40
HELD Gold I / Skill RR 1656 / 0 RR
Position 233 / Combat / KPH 107.78 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

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

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

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

When does this season end?

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

When will Hunt the Witch return?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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