Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
12:30
Next rank update
Same player search as the ladder
How ranks move

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

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Sekekama
Silver III
SEASON I REWARD
Silver IV
Silver IV
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

Sekekama1308 Skill RR

Silver III

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay2 RR lifetime / the system pays the mercs who endure a quarantined contract
1308Skill RR
#368Board position
Signal heldField state
23 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.
42/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-7 Skill RR
BASE SKILL RR1699
PRESSURE BUDGET±42 RR
VISIBLE PREVIEW1692

Recent eligible matches sit slightly below expected field pressure.

42Current gauge
29Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Loss Won Won Won Loss Loss Loss Abandoned Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want Sekekama near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More plants, stops, escort work, and direct obj touches would make the good minutes count even harder. The fight side gives the team a way to open pushes instead of only reacting. The last scored game moved in the right direction, with support value helping the round.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
41 min ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_canarywharf · Stopwatch · Early Game
Maplast saved
obj_canarywharf
Stopwatch · Early Game
Last lobby13 ranked players
13/16
players in monitored server
Lobby difficultyGold IV
1276
avg Skill RR 1276
Ranked densityrank signal
100%
13 of 13 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 13
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#368
Skill rating signal
Silver III
1308Silver III · Skill RR
Silver III → Silver II52%
16 RR to Silver II23 RR above floor
1991Peak form
1707All-time peak
1699Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+21 last 6
3 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability50%
SWINGY
Peak form gapElite
+683 gap
Standing moveSkill scale
-1
Rank pressureField opened
Field opened +6 RR
Idle field shiftoffline
+4
Player DNAStable read
Sekekama is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. More fight pressure near the team would make those useful minutes much more dangerous. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 16.2 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:27:31 UTC
NEXT SCAN 12:29
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #368 Sekekama 1308 RR · CONTACT #369 CLOSURE +377/DAY — INTERCEPT ~1D · FORM HOT — 3/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -9.8 RR/UPDATE · PEAK FORM 1991 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
Sekekama
Silver III · Objective Stopper
#368BOARD POS
RR 1308PEAK 1991STATE HOTCONF 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 4 SIGNALS
Threat ClosingSEV-1#369 MODUDISWAG gained +377 RR today, 2 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -9.8 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Form SurgingCLEAR3 of last 6 scored updates positive, +21 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1991Peak form
1707All-time peak
1699Ladder track
+23RR above floor
1308Silver III · Skill RR52% TO SILVER II
Silver III → Silver II52% · 16 RR needed
REACTOR PULSE · FORM LAST 6HOT +21
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1575 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-17-18-408 updates0
2026-07-16-20-402 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+21HOT
Form Engine
net RR across last 6
+683peak form gap -1standing move +4idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
63
Support
51
Objective
34
Combat
19
99.4season KPH 82.4profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:27] > SCAN CYCLE 2327 COMPLETE — 565 contacts indexed
[23:27] > RATING SIGNAL LOCKED: 1308 RR · SILVER III · BOARD #368
[23:27] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -9.8 RR/update
[23:27] > THREAT TRACK: contact #369 closure +377/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Sekekama is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. More fight pressure near the team would make those useful minutes much more dangerous. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 16.2 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 0.8 vs 17/h target · weight 20%
-9.8RR / update
Combat pressureavg 30.8 vs 75/h target · weight 20%
-5.2RR / update
Kills per houravg 97.9 vs 152/h target · weight 20%
-2.4RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1RR / update
Support actionsavg 26.6 vs 18/h target · weight 20%
+5RR / update
Objective stops / C4 pressureavg 31.5 vs 13/h target · weight 20%
+6.1RR / update
Fix Simulator · Counterfactual
Average scored update right now+6.9 RR
Hit Objective actions target — nothing else changes+18.6 RR / update
Hit Objective actions + Combat pressure targets+25.8 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+47 net
Your games
+47
Field drift
0
7 scored updates in window
72h+143 net
Your games
+143
Field drift
0
22 scored updates in window
7d+229 net
Your games
+229
Field drift
0
41 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 16%RR
Top 36%Combat
Top 52%Objective
Top 24%Support
Top 25%KPH
Objective Stops100/100
KPH63/100
Support51/100
Objective34/100
Combat19/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+1 impact)
⬢ LEVEL HELD BADGE Silver III TAPE SAYS Cobalt II
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ 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 are keeping everyone alive from the BACK ROW like a nervous parent at a school play. The paddles are great, the packs are great — now get UP THERE. Support from the front line, where the fight can actually FEEL you. 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
Team support▲ High41.8 / 18 support/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Clutch stops▼ Major0 / 13 clutch/h target
Frag pressure▼ Major9.4 / 75 combat/h target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressureTARGET9.4 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Good game. Team support gave the team a way in; now keep that value pointed at the obj. Next game: play closer to the obj. Touch EV/C4, escort, plant, defuse, repair, deliver or contest. The round has to feel your presence. Coach order: the obj should know your name by halftime.
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 2026-07-17-23-00 / +1 game impact
Coach
LEVEL HELD
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IIISilver III
The tape saysCobalt IICobalt II
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
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 are keeping everyone alive from the BACK ROW like a nervous parent at a school play. The paddles are great, the packs are great — now get UP THERE. Support from the front line, where the fight can actually FEEL you. 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
ASSAULTjudged by your class bar
FILE 013 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.And before you argue with the board: the best OBJECTIVE in this file is 1.86, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Tonight's SUPPORT at 1.44 is a new file record - the old ceiling was 0.93. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
OBJECTIVE
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.60
CLASS BAR 1.00
SUPPORT
The bar looked up at you tonight. Bars do not do that for free.
1.44
CLASS BAR 1.00
The drill // next sessionYou clear rooms beautifully and then leave the round on the table. Convert: kill, plant, push, repeat.
CANARYWHARFLOST
363 in, 125 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
FRAGGER
IN YOUR SQUAD EVERY RECENT GAME
Frag the site, then STAND on the site. Kills that do not buy ground bought nothing.
FILM ROOM // CANARY WHARF
Wharf punishes floor-watchers: crosshair at railing height when you cross the open. The first look decides most of these fights.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Team support▲ High
41.8 / 18 support/h target
3 positive +21 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
9.4 / 75 combat/h target
2 negative 0.900 vs 0.889

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressuretarget
9.4 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
At this point in your file I expect intent. INTENT. When you walk into a lane, I want a reason. When you die, I want a receipt.
What your last games gave me
Clinical. Surgical. RUDE, even. You took contested rounds and converted them into clean wins like it was a hobby.
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 10 stored scored games
Objective actionsavg 0.8 vs 17/h target · weight 20%
-9.8RR / update
Combat pressureavg 30.8 vs 75/h target · weight 20%
-5.2RR / update
Kills per houravg 97.9 vs 152/h target · weight 20%
-2.4RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1RR / update
Support actionsavg 26.6 vs 18/h target · weight 20%
+5RR / update
Objective stops / C4 pressureavg 31.5 vs 13/h target · weight 20%
+6.1RR / update
Fix simulator
Average scored update right now+6.9 RR
Hit Objective actions target — nothing else changes+18.6 RR / update
Hit Objective actions + Combat pressure targets+25.8 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+47 net
Your games+47
Field drift0
7 scored updates in window
72h+143 net
Your games+143
Field drift0
22 scored updates in window
7d+229 net
Your games+229
Field drift0
41 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-18-408 updates0
2026-07-16-20-402 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 16%RR
Top 36%Combat
Top 52%Objective
Top 24%Support
Top 25%KPH
Objective Stops100/100
KPH63/100
Support51/100
Objective34/100
Combat19/100
Personal intelligence / weekly compile

Loadout DNA // Sekekama

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
178completed proof matches
9maps in personal file
Combatdominant field lane
STEADYlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried SKYHAMMER / M92 loadout card
SKYHAMMER / M92Fire Support

137 completed matches / 48.2% observed result

Signature 2 STOKER / T52 loadout card
STOKER / T52Fire Support

135 completed matches / 48.1% observed result

Signature 3 FRAGGER / K51 loadout card
FRAGGER / K51Assault

129 completed matches / 47.3% observed result

Signature 4 JAVELIN / SH41 loadout card
JAVELIN / SH41Fire Support

24 completed matches / 37.5% observed result

Role DNA
Combat
49
Objective
31
Support
29
Precision
35
Pressure
28
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 STOKER / T52 loadout card
STOKER / T52Fire Support
Test STOKER / M55 loadout card
STOKER / M55Fire Support
Keep STOKER. Change one card.

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

135 completed matches / 48.1% observed result 11,568 completed carries / 2,875 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.

Bridge40 personal / 42.5% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

30 completed matches / 46.7% 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

Whitechapel30 personal / 36.7% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

24 completed matches / 33.3% 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

Castle30 personal / 43.3% observed
STOKER / T52 loadout card
Your observed cardSTOKER / T52

26 completed matches / 50.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground28 personal / 67.9% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

25 completed matches / 68.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard15 personal / 46.7% observed
SKYHAMMER / M92 loadout card
Your observed cardSKYHAMMER / M92

9 completed matches / 33.3% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard11 personal / 27.3% observed
FRAGGER / K51 loadout card
Your observed cardFRAGGER / K51

7 completed matches / 42.9% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

04 / whole kit

Deck and squad links

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

FRAGGER / K51 loadout card
FRAGGER / K51
SKYHAMMER / M92 loadout card
SKYHAMMER / M92
STOKER / T52 loadout card
STOKER / T52
Signature deck

129 completed matches / 47.3% 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.

Match award x9 / SKYHAMMER / M92Match award x5 / FRAGGER / K51Most Deployables x5 / SKYHAMMER / M92Most Ammo x4 / 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

1308Skill RR
-4Skill RR delta
1313Peak Skill RR shown
72Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 10 scored games ? 91 valid updates
2026-07-17-23-00+1 performance
Activity: 8.3 min / 12 K / 12 A / 0 W
Score: actual 0.9 vs expected 0.889 / margin 0.012
Show exact performance breakdown
0.9Actual score
0.889Expected score
0.012Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.95
OBJECTIVE0.60
SUPPORT1.44
PRESSURE0.99
ground truth 0.93 vs legacy read 0.55 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:40-1 performance
Activity: 0.5 min / 2 K / 0 A / 0 W
Score: actual 0.848 vs expected 0.859 / margin -0.011
Show exact performance breakdown
0.848Actual score
0.859Expected score
-0.011Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.96
OBJECTIVE0.10
SUPPORT1.14
PRESSURE1.58
ground truth 0.92 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21:20-8 performance
Activity: 13.2 min / 13 K / 16 A / 0 W
Score: actual 0.713 vs expected 0.842 / margin -0.129
Show exact performance breakdown
0.713Actual score
0.842Expected score
-0.129Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.38
OBJECTIVE0.85
SUPPORT0.72
PRESSURE1.58
ground truth 0.74 vs legacy read 0.54 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21-000 performance
Activity: 19.3 min / 38 K / 23 A / 5 W
Score: actual 0.877 vs expected 0.879 / margin -0.001
Show exact performance breakdown
0.877Actual score
0.879Expected score
-0.001Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.78
OBJECTIVE1.29
SUPPORT0.64
PRESSURE0.68
ground truth 0.85 vs legacy read 1.22 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-19:40+21 performance
Activity: 12.7 min / 24 K / 18 A / 2 W
Score: actual 1.185 vs expected 0.836 / margin 0.349
Show exact performance breakdown
1.185Actual score
0.836Expected score
0.349Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.10
OBJECTIVE1.69
SUPPORT0.71
PRESSURE1.18
ground truth 1.20 vs legacy read 0.86 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-19:20+8 performance
Activity: 2.9 min / 4 K / 3 A / 0 W
Score: actual 0.971 vs expected 0.844 / margin 0.127
Show exact performance breakdown
0.971Actual score
0.844Expected score
0.127Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.75
OBJECTIVE1.19
SUPPORT0.98
PRESSURE1.52
ground truth 1.01 vs legacy read 0.74 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-19-00+14 performance
Activity: 11 min / 29 K / 26 A / 5 W
Score: actual 1.151 vs expected 0.928 / margin 0.223
Show exact performance breakdown
1.151Actual score
0.928Expected score
0.223Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.77
OBJECTIVE0.72
SUPPORT0.59
PRESSURE1.29
ground truth 1.10 vs legacy read 1.22 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-18:40+12 performance
Activity: 18.1 min / 47 K / 32 A / 0 W
Score: actual 0.986 vs expected 0.795 / margin 0.191
Show exact performance breakdown
0.986Actual score
0.795Expected score
0.191Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.33
OBJECTIVE0.37
SUPPORT1.04
PRESSURE1.12
ground truth 0.96 vs legacy read 1.13 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-21-00+21 performance
Activity: 9.4 min / 20 K / 19 A / 2 W
Score: actual 1.126 vs expected 0.789 / margin 0.337
Show exact performance breakdown
1.126Actual score
0.789Expected score
0.337Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.57
OBJECTIVE0.68
SUPPORT0.85
PRESSURE1.14
ground truth 1.08 vs legacy read 1.17 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-20:40+3 performance
Activity: 2.6 min / 2 K / 4 A / 1 W
Score: actual 0.849 vs expected 0.808 / margin 0.041
Show exact performance breakdown
0.849Actual score
0.808Expected score
0.041Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.59
OBJECTIVE2.00
SUPPORT0.19
PRESSURE0.90
ground truth 0.91 vs legacy read 0.08 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Silver III / Skill RR 1308 / 0 RR
Position 387 / Objective Stopper / KPH 82.4 / Performance 0 / Field shift +1 / Ladder track 1699
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
MATCH IMPACT Silver III / Skill RR 1308 / 0 RR
Position 386 / Objective Stopper / KPH 82.4 / Performance +1 / Field shift +1 / Ladder track 1699
  • +1 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions and Verified public data bonus. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
0.9Actual score
0.889Expected score
0.012Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.95
OBJECTIVE0.60
SUPPORT1.44
PRESSURE0.99
ground truth 0.93 vs legacy read 0.55 · 1 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 5.8 delta / Support score / hour 41.8
Score: 2 / Weight: 20% / Impact: +0.222
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.178
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.178
Combat pressurePulled RR down
Measured: 1.3 delta / Combat score / hour 9.4
Score: 0.125 / Weight: 19.5% / Impact: -0.149
Kills per hourPulled RR down
Measured: 12 kills / Kills / hour 86.6
Score: 0.57 / Weight: 19.5% / Impact: -0.062
Verified public data bonusPushed RR up
Measured: measured accuracy 34% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-07-17-22-40
MATCH IMPACT Silver III / Skill RR 1308 / -1 RR
Position 387 / Objective Stopper / KPH 82.4 / Performance -1 / Field shift +1 / Ladder track 1698
  • -1 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Objective stops / C4 pressure. Positive signals from Verified public data bonus reduced the loss.
Show exact performance breakdown
0.848Actual score
0.859Expected score
-0.011Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.96
OBJECTIVE0.10
SUPPORT1.14
PRESSURE1.58
ground truth 0.92 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20.2% / Impact: -0.174
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20.2% / Impact: -0.174
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20.2% / Impact: -0.174
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.7% / Impact: -0.169
Kills per hourPulled RR down
Measured: 2 kills / Kills / hour 40
Score: 0.263 / Weight: 19.7% / Impact: -0.117
Verified public data bonusPushed RR up
Measured: fought a +52 CMR field, measured accuracy 36% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-22-20
HELD Silver III / Skill RR 1309 / -2 RR
Position 387 / Objective Stopper / KPH 82.39 / Performance 0 / Field shift 0 / Ladder track 1699
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-00
FIELD SHIFT Silver III / Skill RR 1311 / +2 RR
Position 385 / Objective Stopper / KPH 82.39 / Performance 0 / Field shift +3 / Ladder track 1699
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
HELD Silver III / Skill RR 1309 / -1 RR
Position 389 / Objective Stopper / KPH 82.39 / Performance 0 / Field shift 0 / Ladder track 1699
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-21-20
MATCH IMPACT Silver III / Skill RR 1310 / -3 RR
Position 385 / Objective Stopper / KPH 82.39 / Performance -8 / Field shift +1 / Ladder track 1699
  • -8 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective 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
0.713Actual score
0.842Expected score
-0.129Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.38
OBJECTIVE0.85
SUPPORT0.72
PRESSURE1.58
ground truth 0.74 vs legacy read 0.54 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.168
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.164
Objective stops / C4 pressurePushed RR up
Measured: 4.3 delta / Stop score / hour 19.5
Score: 1.503 / Weight: 20% / Impact: +0.132
Kills per hourPulled RR down
Measured: 13 kills / Kills / hour 59.1
Score: 0.389 / Weight: 19.5% / Impact: -0.088
Support actionsPulled RR down
Measured: 3 delta / Support score / hour 13.6
Score: 0.758 / Weight: 20% / Impact: -0.017
Verified public data bonusPushed RR up
Measured: fought a +83 CMR field, measured accuracy 27% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-07-17-21-00
MATCH IMPACT Silver III / Skill RR 1313 / 0 RR
Position 383 / Objective Stopper / KPH 82.4 / Performance 0 / Field shift +1 / Ladder track 1707
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Objective stops / C4 pressure and Support actions. Low signals: Objective actions and Kills per hour.
Show exact performance breakdown
0.877Actual score
0.879Expected score
-0.001Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.78
OBJECTIVE1.29
SUPPORT0.64
PRESSURE0.68
ground truth 0.85 vs legacy read 1.22 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 8.8 delta / Stop score / hour 27.3
Score: 2 / Weight: 20% / Impact: +0.224
Support actionsPushed RR up
Measured: 10.7 delta / Support score / hour 33.2
Score: 1.845 / Weight: 20% / Impact: +0.193
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 7.8
Score: 0.456 / Weight: 20% / Impact: -0.084
Kills per hourPulled RR down
Measured: 38 kills / Kills / hour 117.9
Score: 0.776 / Weight: 19.5% / Impact: -0.02
Win resultNeutral
Measured: 5-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.013
Combat pressureNeutral
Measured: 21.9 delta / Combat score / hour 68
Score: 0.906 / Weight: 19.5% / Impact: +0.005
2026-07-17-20-40
FIELD SHIFT Silver III / Skill RR 1313 / +1 RR
Position 382 / Objective Stopper / KPH 82.38 / Performance 0 / Field shift +2 / Ladder track 1707
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Silver III / Skill RR 1312 / 0 RR
Position 383 / Objective Stopper / KPH 82.38 / Performance 0 / Field shift +1 / Ladder track 1707
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
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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