Tracked players: 7389 · 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 / 7389Active ranked this season
12:39
Next rank update
Same player search as the ladder
How ranks move

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

2026-10-19 Last update UTC 20:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
TwinkMolester
RESTITUTION PAID — +25 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +25 RR on Aug 19, 2026 12:20 UTC. Games poisoned by cheaters can never count against anyone here.
Gold V
BRUTAL WEEK SURVIVOR
5-3 survivor
SEASON I REWARD
Bronze III
Bronze III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

TwinkMolester1428 Skill RR

Gold V

Active SignalLive rank slot held / state file ? 17.8d ago
☣ Hazard pay3 RR lifetime / the system pays the mercs who endure a quarantined contract
1428Skill RR
#645Board position
Signal heldField state
3 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.
47/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-2 Skill RR
LADDER TRACK BASE1516
PRESSURE BUDGET±38 RR
VISIBLE PREVIEW1514
Field Closer x 1

Recent eligible matches sit slightly below expected field pressure.

47Current gauge
50Newest 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
Loss Abandoned Loss Abandoned Loss Loss Won Won Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

TwinkMolester gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. The next useful step is simple: stay near the round and turn more minutes into obj progress. Keep that pace stable and the support value can keep carrying useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
17 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_heist · Objective · Late Game
Maplast saved
obj_heist
Objective · Late Game
Last lobby13 ranked players
14/16
players in monitored server
Lobby difficultyGold II
1445
avg Skill RR 1445
Ranked densityrank signal
92.9%
13 of 14 detected players
Stomp riskbalance signal
57 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 14
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#645
Skill rating signal
Gold V
1428Gold V · Skill RR
Gold V → Gold IV4%
31 RR to Gold IV3 RR above floor
1899Peak form
1516All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
HOT+66 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability83%
LOCKED
Peak form gapCobalt I
+471 gap
Standing moveSkill scale
+13
Rank pressureField opened
Field opened +1 RR
Idle field shiftoffline
+1
Player DNAStable read
TwinkMolester gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. Cleaner trades around the obj would make the round work much harder to stop. The support side gives the team second chances when the push gets messy. Current stop pace sits around 13.8 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 20:07:22 UTC
NEXT SCAN 12:38
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #645 TwinkMolester 1428 RR · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11.5 RR/UPDATE · PEAK FORM 1899 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
TwinkMolester
Gold V · Hot Streak Objective Stopper
#645BOARD POS
RR 1428PEAK 1899STATE 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 2 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -11.5 RR / update.
✓
Form SurgingCLEAR5 of last 6 scored updates positive, +66 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1899Peak form
1516All-time peak
0Ladder track
+3RR above floor
1428Gold V · Skill RR4% TO GOLD IV
Gold V → Gold IV4% · 31 RR needed
REACTOR PULSE · FORM LAST 6HOT +66
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4563 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 SESSIONS ANALYSED
-1.3 1st Deploybleeding
+14.3 2nd Deployholding
+6.5 3rd+ Deploylate game
⬢ Standing Order
Warm up before scored time.
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Strongest Window
1823 UTC avg +6.5 RR / update over 10 updates
Recent Sessions
2026-10-01-22-404 updates+38
2026-09-30-22-003 updates+11
2026-09-30-18-203 updates+16
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+66HOT
Form Engine
net RR across last 6
+471peak form gap +13standing move +1idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
98
Objective
43
Support
43
KPH
38
Combat
4
53.9season KPH 49.4profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[20:07] > SCAN CYCLE 2007 COMPLETE — 1296 contacts indexed
[20:07] > RATING SIGNAL LOCKED: 1428 RR · GOLD V · BOARD #645
[20:07] > LEAK SCAN: COMBAT PRESSURE below target — drain -11.5 RR/update
[20:07] > FORM ENGINE: 5/6 positive — band HOT, stability 83%
Sentinel Read · Player Assessment
TwinkMolester gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. Cleaner trades around the obj would make the round work much harder to stop. The support side gives the team second chances when the push gets messy. Current stop pace sits around 13.8 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 1.6 vs 75/h target · weight 20%
-11.5RR / update
Kills per houravg 39 vs 152/h target · weight 20%
-8.7RR / update
Objective actionsavg 6.7 vs 17/h target · weight 20%
-7.3RR / update
Objective stops / C4 pressureavg 8.9 vs 13/h target · weight 20%
-4.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.2RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Support actionsavg 38.9 vs 18/h target · weight 20%
+4.6RR / update
Fix Simulator · Counterfactual
Average scored update right now+6.6 RR
Hit Combat pressure target — nothing else changes+18.3 RR / update
Hit Combat pressure + Kills per hour targets+27.1 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
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d0 net
Your games
0
Field drift
0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 10%RR
Top 75%Combat
Top 36%Objective
Top 25%Support
Top 62%KPH
Objective Stops98/100
Objective43/100
Support43/100
KPH38/100
Combat4/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+28 impact)
⬢ CHAMPAGNE ROOM BADGE Gold V TAPE SAYS Elite
I have seen a lot of tape in my life. I wept at this one. Openly. The bench saw. I regret NOTHING. AND ANOTHER THING — that is your best tape of the ENTIRE SEASON. The vault is open, the good glasses are out, and I am telling everyone whether they ask or not.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. Sawbonez does not heal from another postcode, and neither should you. Your team is fighting four against five while you curate a small wellness retreat behind a crate. Move up, trade shots, revive INTO the push — be the reason it survives, not the witness who describes how it died. You are ONE good night from Gold IV. 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▲ High62.7 / 18 support/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Clutch stops▼ Major0 / 13 clutch/h target
▼
Frag pressure▼ Major0 / 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 pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Good work. Team support showed up where the round could use it. 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: make the map objective your problem until it becomes their problem.
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 2026-10-01-23:40 / +28 game impact
Coach
CHAMPAGNE ROOM
I have seen a lot of tape in my life. I wept at this one. Openly. The bench saw. I regret NOTHING. AND ANOTHER THING — that is your best tape of the ENTIRE SEASON. The vault is open, the good glasses are out, and I am telling everyone whether they ask or not.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold VGold V
➞
The tape saysEliteElite
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
Fast climb order
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. Sawbonez does not heal from another postcode, and neither should you. Your team is fighting four against five while you curate a small wellness retreat behind a crate. Move up, trade shots, revive INTO the push — be the reason it survives, not the witness who describes how it died. You are ONE good night from Gold IV. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 029 REGULAR UNDER ORDER: COMBAT
Coach
From your file · the coach speaksSession 29, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.And before you argue with the board: the best COMBAT in this file is 1.42, set by YOU. I do not hold players to my standards. I hold them to their own receipts.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.
COMBAT
I am not angry. Angry costs energy. This is just me reading a number out loud so we never see it again.
0.62
CLASS BAR 1.00
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
2.00
CLASS BAR 1.00
The drill // next sessionSaints get statues, medics with teeth get championships. Next shift I want your crosshair working as hard as your defib.
TRAINYARDWON
9 teammates raised on this shift. The tape does not lie about who kept that team breathing.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHOENIX
IN YOUR SQUAD 3 OF LAST 6
Self-revive is a second life — spend it like one. Go down forward, get up behind them, make them pay for celebrating.
▸FILM ROOM // TRAINYARD
Trainyard is long-lane country — snipers tax every open crossing. Move through the cars, not beside them, and smoke what cannot be flanked.
❞Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Team support▲ High
62.7 / 18 support/h target
5 positive +66 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
1 negative 1.457 vs 0.998

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
0 / 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
This bracket eats passengers. I expected a driver. Take the fight, take the space, take the round — in that order, every shift.
What your last games gave me
You dismantled their whole structure in round one and then spent the rest of the match charging them rent on the ruins.
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
Combat pressureavg 1.6 vs 75/h target · weight 20%
-11.5RR / update
Kills per houravg 39 vs 152/h target · weight 20%
-8.7RR / update
Objective actionsavg 6.7 vs 17/h target · weight 20%
-7.3RR / update
Objective stops / C4 pressureavg 8.9 vs 13/h target · weight 20%
-4.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.2RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Support actionsavg 38.9 vs 18/h target · weight 20%
+4.6RR / update
Fix simulator
Average scored update right now+6.6 RR
Hit Combat pressure target — nothing else changes+18.3 RR / update
Hit Combat pressure + Kills per hour targets+27.1 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d0 net
Your games0
Field drift0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +6.5 RR / update over 10 updates
Fatigue signature · avg RR by update # in a session
-1.31st
+14.32nd
+6.53rd+
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Recent sessions
2026-10-01-22-404 updates+38
2026-09-30-22-003 updates+11
2026-09-30-18-203 updates+16
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 10%RR
Top 75%Combat
Top 36%Objective
Top 25%Support
Top 62%KPH
Objective Stops98/100
Objective43/100
Support43/100
KPH38/100
Combat4/100
Personal intelligence / weekly compile

Loadout DNA // TwinkMolester

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

Stable personal record
26completed proof matches
8maps in personal file
Objectivedominant 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 FLETCHER / H33 loadout card
FLETCHER / H33Engineer

12 completed matches / 33.3% observed result

Signature 2 TURTLE / KE61 loadout card
TURTLE / KE61Engineer

10 completed matches / 40.0% observed result

Signature 3 PHOENIX / CR72 loadout card
PHOENIX / CR72Medic

7 completed matches / 57.1% observed result

Signature 4 VASSILI / MO93 loadout card
VASSILI / MO93Recon

6 completed matches / 50.0% observed result

Role DNA
Combat
19
Objective
67
Support
40
Precision
12
Pressure
18
Compared with tracked ranked playersSTABLE 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 FLETCHER / H33 loadout card
FLETCHER / H33Engineer
Test FLETCHER / BL32 loadout card
FLETCHER / BL32Engineer
Keep FLETCHER. Change one card.

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

12 completed matches / 33.3% observed result 5,769 completed carries / 1,801 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.

Castle8 personal / 37.5% observed
FLETCHER / H33 loadout card
Your observed cardFLETCHER / H33

3 completed matches / 0.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel5 personal / 100.0% observed
FLETCHER / H33 loadout card
Your observed cardFLETCHER / H33

2 completed matches / early read

FLETCHER / BL32 loadout card
Archive same-merc leadFLETCHER / BL32

5,138 archive carries / 500 players / 53.1% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Heist5 personal / 40.0% observed
TURTLE / KE61 loadout card
Your observed cardTURTLE / KE61

3 completed matches / 33.3% observed result

TURTLE / KE92 loadout card
Archive same-merc leadTURTLE / KE92

609 archive carries / 500 players / 50.2% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Dockyard2 personal / early read
AIMEE / P72 loadout card
Your observed cardAIMEE / P72

2 completed matches / early read

AIMEE / F82 loadout card
Archive same-merc leadAIMEE / F82

1,521 archive carries / 500 players / 51.1% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard2 personal / early read
FLETCHER / H33 loadout card
Your observed cardFLETCHER / H33

2 completed matches / early read

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux2 personal / early read
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

2 completed matches / early read

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

04 / whole kit

Deck and squad links

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

AIMEE / P72 loadout card
AIMEE / P72
FLETCHER / H33 loadout card
FLETCHER / H33
GUARDIAN / M56 loadout card
GUARDIAN / M56
Signature deck

2 completed matches / early read

These three cards were carried in the same completed match. It describes the kit; it does not claim every card caused the result.

Most Assists x1 / AIMEE / P72Most Objective x1 / FLETCHER / A23Most Healing x1 / PHOENIX / CR72Most Objective x1 / PHOENIX / CR72

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

1428Public Skill RR now
+14Recorded season RR change
+65Performance 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: 1397 season RR + +31 public adjustment = 1428 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 · 138 valid updates
2026-10-01-23:40+28 performance
Activity: 9.3 min / 2 K / 10 A / 1 W
Score: actual 1.457 vs expected 0.998 / margin 0.459
Show exact performance breakdown
1.457Actual score
0.998Expected score
0.459Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.62
OBJECTIVE1.93
SUPPORT2.00
PRESSURE0.93
ground truth 1.54 vs legacy read 0.45 · 1 match window · 1.00 = your class target for this lobby
2026-10-01-23:20-5 performance
Activity: 15 min / 10 K / 15 A / 3 W
Score: actual 0.92 vs expected 1.001 / margin -0.081
Show exact performance breakdown
0.92Actual score
1.001Expected score
-0.081Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.87
OBJECTIVE1.34
SUPPORT0.83
PRESSURE0.94
ground truth 0.96 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
2026-10-01-23-00+7 performance
Activity: 19.5 min / 12 K / 18 A / 6 W
Score: actual 1.148 vs expected 1.029 / margin 0.119
Show exact performance breakdown
1.148Actual score
1.029Expected score
0.119Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.81
OBJECTIVE1.15
SUPPORT1.39
PRESSURE1.26
ground truth 1.20 vs legacy read 0.80 · 2 match window · 1.00 = your class target for this lobby
2026-10-01-22:40+8 performance
Activity: 18.4 min / 19 K / 22 A / 0 W
Score: actual 1.189 vs expected 1.056 / margin 0.133
Show exact performance breakdown
1.189Actual score
1.056Expected score
0.133Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.10
OBJECTIVE0.81
SUPPORT1.45
PRESSURE1.22
ground truth 1.20 vs legacy read 1.17 · 2 match window · 1.00 = your class target for this lobby
2026-09-30-22:40+9 performance
Activity: 15 min / 6 K / 16 A / 0 W
Score: actual 1.109 vs expected 0.954 / margin 0.155
Show exact performance breakdown
1.109Actual score
0.954Expected score
0.155Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.70
OBJECTIVE0.62
SUPPORT1.63
PRESSURE1.14
ground truth 1.16 vs legacy read 0.63 · 1 match window · 1.00 = your class target for this lobby
2026-09-30-22:20+19 performance
Activity: 27.3 min / 8 K / 18 A / 0 W
Score: actual 1.241 vs expected 0.929 / margin 0.312
Show exact performance breakdown
1.241Actual score
0.929Expected score
0.312Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.74
OBJECTIVE0.84
SUPPORT1.98
PRESSURE0.91
ground truth 1.32 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
2026-09-30-22-00-17 performance
Activity: 10.5 min / 6 K / 7 A / 0 W
Score: actual 0.675 vs expected 0.954 / margin -0.279
Show exact performance breakdown
0.675Actual score
0.954Expected score
-0.279Margin
61K-factor
2026-09-30-19-00-6 performance
Activity: 6.1 min / 2 K / 1 A / 0 W
Score: actual 0.927 vs expected 1.019 / margin -0.092
Show exact performance breakdown
0.927Actual score
1.019Expected score
-0.092Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.32
OBJECTIVE0.02
SUPPORT1.91
PRESSURE0.95
ground truth 1.05 vs legacy read 0.05 · 1 match window · 1.00 = your class target for this lobby
2026-09-30-18:40+17 performance
Activity: 13.5 min / 5 K / 11 A / 5 W
Score: actual 1.217 vs expected 0.937 / margin 0.28
Show exact performance breakdown
1.217Actual score
0.937Expected score
0.28Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 52% / ENGINEER 48%engine weight 90%
COMBAT0.56
OBJECTIVE1.33
SUPPORT1.51
PRESSURE0.72
ground truth 1.29 vs legacy read 0.32 · 2 match window · 1.00 = your class target for this lobby
2026-09-30-18:20+5 performance
Activity: 22.7 min / 19 K / 30 A / 5 W
Score: actual 1.074 vs expected 0.996 / margin 0.078
Show exact performance breakdown
1.074Actual score
0.996Expected score
0.078Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.02
OBJECTIVE1.13
SUPPORT1.22
PRESSURE1.02
ground truth 1.13 vs legacy read 0.46 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-20-00
FIELD SHIFT Silver I / Skill RR 1397 / +1 RR
Position 717 / Objective Stopper / KPH 49.39 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-10-19-19-40
FIELD SHIFT Silver I / Skill RR 1396 / -1 RR
Position 720 / Objective Stopper / KPH 49.39 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-19-19-20
FIELD SHIFT Silver I / Skill RR 1397 / +1 RR
Position 718 / Objective Stopper / KPH 49.39 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-10-19-19-00
FIELD SHIFT Silver I / Skill RR 1396 / -1 RR
Position 721 / Objective Stopper / KPH 49.39 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-19-18-40
HELD Silver I / Skill RR 1397 / 0 RR
Position 718 / Objective Stopper / KPH 49.39 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-18-20
FIELD SHIFT Silver I / Skill RR 1397 / +1 RR
Position 719 / Objective Stopper / KPH 49.39 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-10-19-18-00
FIELD SHIFT Silver I / Skill RR 1396 / -1 RR
Position 722 / Objective Stopper / KPH 49.39 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-19-17-40
FIELD SHIFT Silver I / Skill RR 1397 / +1 RR
Position 722 / Objective Stopper / KPH 49.39 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-10-19-17-20
HELD Silver I / Skill RR 1396 / 0 RR
Position 724 / Objective Stopper / KPH 49.39 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-17-00
HELD Silver I / Skill RR 1396 / 0 RR
Position 725 / Objective Stopper / KPH 49.39 / 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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