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
08:47
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
starlog
Bronze V
SEASON I REWARD
Bronze V
Bronze V
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

starlog915 Skill RR

Bronze V

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay2 RR lifetime / the system pays the mercs who endure a quarantined contract
915Skill RR
#553Board position
Positive impactField state
270 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.
23/100
Pressure Deficit
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-9 Skill RR
BASE SKILL RR701
PRESSURE BUDGET±18 RR
VISIBLE PREVIEW692

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

23Current gauge
24Newest 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 Loss Loss Loss Won Won Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

starlog 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. More revives, assists, and safe team minutes would make the good rounds carry even harder. The most recent scored round gave the team value through stop pressure and obj work.

Team value: stop pressure Strongest: stop pressure · strong Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb live scan · current monitored server
Live now
just now · 22 DBRanked servers · scan fresh
Current serverlive scan
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_castle · Stopwatch · Mid Game
Mapcurrent cache
obj_castle
Stopwatch · Mid Game
Same live lobby13 ranked players
13/16
players in monitored server
Lobby difficultyGold II
1429
avg Skill RR 1429
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 · Stable · Skill RR is the rank signal
BOARD POSITION#553
Skill rating signal
Bronze V
915Bronze V · Skill RR
Bronze V → Bronze IV57%
42 RR to Bronze IV270 RR above floor
1321Peak form
914All-time peak
701Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
STABLE+10 last 6
4 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapGold V
+406 gap
Standing moveSkill scale
+7
Rank pressureField opened
Field opened +4 RR
Idle field shiftoffline
+4
Player DNAStable read
starlog brings value by touching the round where it actually gets won. This player gives the team direct round value through plants, escort work, repairs, deliveries, or obj pressure. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 15.1 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:14 UTC
NEXT SCAN 08:46
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #553 starlog 915 RR · CONTACT #555 CLOSURE +235/DAY — INTERCEPT ~1D · FORM STABLE — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -6.2 RR/UPDATE · PEAK FORM 1321 ON RECORD · LADDER PRESSURE LOW 20/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
starlog
Bronze V · Objective Stopper
#553BOARD POS
RR 915PEAK 1321STATE STABLECONF 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 5 SIGNALS
Threat ClosingSEV-1#555 huntercowboy gained +235 RR today, 20 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -6.2 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#552 Mr.camo pants is 9 RR ahead and in range — catch in ~1d at today's pace.
Form HoldingCLEAR4 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1321Peak form
914All-time peak
701Ladder track
+270RR above floor
915Bronze V · Skill RR57% TO BRONZE IV
Bronze V → Bronze IV57% · 42 RR needed
REACTOR PULSE · FORM LAST 6STABLE +10
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1173 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
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
1823 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-23-002 updates0
2026-07-16-20-405 updates0
2026-07-15-22-203 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+10STABLE
Form Engine
net RR across last 6
+406peak form gap +7standing move +4idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
87
Objective
54
KPH
27
Support
6
Combat
4
24.3season KPH 35.4profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 915 RR · BRONZE V · BOARD #553
[23:31] > LEAK SCAN: COMBAT PRESSURE below target — drain -6.2 RR/update
[23:31] > THREAT TRACK: contact #555 closure +235/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
starlog brings value by touching the round where it actually gets won. This player gives the team direct round value through plants, escort work, repairs, deliveries, or obj pressure. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 15.1 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 0 vs 75/h target · weight 20%
-6.2RR / update
Support actionsavg 0.6 vs 18/h target · weight 20%
-6RR / update
Kills per houravg 25.2 vs 152/h target · weight 20%
-4.2RR / update
Objective stops / C4 pressureavg 3.6 vs 13/h target · weight 20%
-2.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
0RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.2RR / update
Objective actionsavg 19.8 vs 17/h target · weight 20%
+3RR / update
Fix Simulator · Counterfactual
Average scored update right now+1.6 RR
Hit Combat pressure target — nothing else changes+13.5 RR / update
Hit Combat pressure + Support actions targets+25.3 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+4 net
Your games
+4
Field drift
0
4 scored updates in window
72h+20 net
Your games
+20
Field drift
0
11 scored updates in window
7d-38 net
Your games
-38
Field drift
0
25 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 23%RR
Top 82%Combat
Top 24%Objective
Top 84%Support
Top 84%KPH
Objective Stops87/100
Objective54/100
KPH27/100
Support6/100
Combat4/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+10 impact)
⬢ COMMAND APPROVED BADGE Bronze V TAPE SAYS Gold III
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 pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Bronze IV is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
Clutch stops▲ High17 / 13 clutch/h target
Objective work▲ Medium13.6 / 17 objective/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Medium34 / 152 KPH target
Field Orders
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET34 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good game. Stop pressure gave the team a way in; now keep that value pointed at the obj. 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 helped 2026-07-17-23:20 / +10 game impact
Coach
COMMAND APPROVED
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 pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze VBronze V
The tape saysGold IIIGold III
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Bronze IV is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
ENGINEERjudged by your class bar
FILE 009 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 9, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.The lifetime ledger reads 16,392 kills across 461 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.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.
SUPPORT
My clipboard has a dent in it now. We both know whose shift put it there.
0.30
CLASS BAR 1.00
PRESSURE
Frame it. That is what the standard looks like when someone raises it.
1.30
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Support the push like the push depends on it — because it does.
TERMINALREDUXLOST
346 in, 66 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
BUSHWHACKER
IN YOUR SQUAD EVERY RECENT GAME
A well-placed turret is covering fire for the whole team. Re-seat it every time the front line moves.
FILM ROOM // TERMINAL
Terminal punishes teams that forget the forward spawn mid-round. Recheck it after every wipe — the flag flips quietly and the walk gets long.
23 of 50 across ten fights. The bus does not need another passenger. It needs an engine.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ High
17 / 13 clutch/h target
Objective work▲ Medium
13.6 / 17 objective/h target
5 positive +12 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Medium
34 / 152 KPH target
1 negative 0.708 vs 0.539

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
34 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
I have no file on you yet, so my demands are simple: show up, shoot something, touch the EV. A trained pigeon could do it. Show me you beat the pigeon.
What your last games gave me
I watched that and only stood up to yell twice — and once was at the OTHER team. That is a good day for both of us.
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
Combat pressureavg 0 vs 75/h target · weight 20%
-6.2RR / update
Support actionsavg 0.6 vs 18/h target · weight 20%
-6RR / update
Kills per houravg 25.2 vs 152/h target · weight 20%
-4.2RR / update
Objective stops / C4 pressureavg 3.6 vs 13/h target · weight 20%
-2.9RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.2RR / update
Objective actionsavg 19.8 vs 17/h target · weight 20%
+3RR / update
Fix simulator
Average scored update right now+1.6 RR
Hit Combat pressure target — nothing else changes+13.5 RR / update
Hit Combat pressure + Support actions targets+25.3 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+4 net
Your games+4
Field drift0
4 scored updates in window
72h+20 net
Your games+20
Field drift0
11 scored updates in window
7d-38 net
Your games-38
Field drift0
25 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
1823 UTC avg +0 RR / update over 3 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
2026-07-17-23-002 updates0
2026-07-16-20-405 updates0
2026-07-15-22-203 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 23%RR
Top 82%Combat
Top 24%Objective
Top 84%Support
Top 84%KPH
Objective Stops87/100
Objective54/100
KPH27/100
Support6/100
Combat4/100
Personal intelligence / weekly compile

Loadout DNA // starlog

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
105completed proof matches
9maps 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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

91 completed matches / 35.2% observed result

Signature 2 SKYHAMMER / T61 loadout card
SKYHAMMER / T61Fire Support

87 completed matches / 41.4% observed result

Signature 3 NADER / KE81 loadout card
NADER / KE81Assault

40 completed matches / 37.5% observed result

Signature 4 SKYHAMMER / M92 loadout card
SKYHAMMER / M92Fire Support

18 completed matches / 27.8% observed result

Role DNA
Combat
3
Objective
43
Support
7
Precision
8
Pressure
2
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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer
Test BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41Engineer
Keep BUSHWHACKER. Change one card.

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

91 completed matches / 35.2% observed result 12,397 completed carries / 4,622 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.

Whitechapel20 personal / 40.0% observed
SKYHAMMER / T61 loadout card
Your observed cardSKYHAMMER / T61

19 completed matches / 42.1% 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

Underground17 personal / 11.8% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

15 completed matches / 6.7% observed result

BUSHWHACKER / SM43 loadout card
Archive same-merc leadBUSHWHACKER / SM43

5,025 archive carries / 500 players / 50.9% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle15 personal / 60.0% observed
SKYHAMMER / T61 loadout card
Your observed cardSKYHAMMER / T61

14 completed matches / 64.3% observed result

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

135 archive carries / 126 players / 46.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge14 personal / 42.9% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

14 completed matches / 42.9% observed result

BUSHWHACKER / BL81 loadout card
Archive same-merc leadBUSHWHACKER / BL81

7,178 archive carries / 500 players / 52.3% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Dockyard10 personal / 40.0% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

10 completed matches / 40.0% observed result

BUSHWHACKER / BL73 loadout card
Archive same-merc leadBUSHWHACKER / BL73

1,017 archive carries / 500 players / 49.3% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard9 personal / 44.4% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

9 completed matches / 44.4% observed result

BUSHWHACKER / BL71 loadout card
Archive same-merc leadBUSHWHACKER / BL71

209 archive carries / 190 players / 49.7% conservative floor

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.

BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72
NADER / KE81 loadout card
NADER / KE81
SKYHAMMER / T61 loadout card
SKYHAMMER / T61
Signature deck

38 completed matches / 36.8% 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 x3 / BUSHWHACKER / C72Most Objective x2 / BUSHWHACKER / C72Most Assists x2 / BUSHWHACKER / C72Match award x1 / NADER / KE81

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

915Skill RR
-11Skill RR delta
926Peak 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 ? 49 valid updates
2026-07-17-23:20+10 performance
Activity: 8.8 min / 5 K / 6 A / 0 W
Score: actual 0.708 vs expected 0.539 / margin 0.169
Show exact performance breakdown
0.708Actual score
0.539Expected score
0.169Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.37
OBJECTIVE0.89
SUPPORT0.30
PRESSURE1.30
ground truth 0.74 vs legacy read 0.48 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-00-31 performance
Activity: 11 min / 4 K / 5 A / 0 W
Score: actual 0.037 vs expected 0.544 / margin -0.506
Show exact performance breakdown
0.037Actual score
0.544Expected score
-0.506Margin
61K-factor
2026-07-16-23:40+19 performance
Activity: 10.9 min / 2 K / 6 A / 2 W
Score: actual 0.903 vs expected 0.592 / margin 0.312
Show exact performance breakdown
0.903Actual score
0.592Expected score
0.312Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.33
OBJECTIVE1.27
SUPPORT1.03
PRESSURE0.70
ground truth 0.91 vs legacy read 0.74 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-23:20+6 performance
Activity: 22.5 min / 9 K / 10 A / 2 W
Score: actual 0.602 vs expected 0.499 / margin 0.103
Show exact performance breakdown
0.602Actual score
0.499Expected score
0.103Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 65% / FIRESUPPORT 35%engine weight 90%
COMBAT0.43
OBJECTIVE0.12
SUPPORT0.48
PRESSURE1.98
ground truth 0.66 vs legacy read 0.21 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-23-00+6 performance
Activity: 9.9 min / 6 K / 3 A / 0 W
Score: actual 0.643 vs expected 0.548 / margin 0.096
Show exact performance breakdown
0.643Actual score
0.548Expected score
0.096Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.48
OBJECTIVE0.59
SUPPORT1.52
PRESSURE0.97
ground truth 0.70 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-21-00+2 performance
Activity: 10.8 min / 6 K / 10 A / 0 W
Score: actual 0.556 vs expected 0.52 / margin 0.036
Show exact performance breakdown
0.556Actual score
0.52Expected score
0.036Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 73% / FIRESUPPORT 27%engine weight 90%
COMBAT0.40
OBJECTIVE1.16
SUPPORT0.19
PRESSURE0.86
ground truth 0.62 vs legacy read 0.11 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-20:40+2 performance
Activity: 2.4 min / 2 K / 1 A / 0 W
Score: actual 0.513 vs expected 0.475 / margin 0.038
Show exact performance breakdown
0.513Actual score
0.475Expected score
0.038Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.23
OBJECTIVE0.87
SUPPORT0.15
PRESSURE0.42
ground truth 0.52 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-23-000 performance
Activity: 5.9 min / 2 K / 3 A / 0 W
Score: actual 0.482 vs expected 0.486 / margin -0.003
Show exact performance breakdown
0.482Actual score
0.486Expected score
-0.003Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.26
OBJECTIVE0.58
SUPPORT0.46
PRESSURE1.25
ground truth 0.54 vs legacy read 0.04 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-22:40-3 performance
Activity: 4.9 min / 2 K / 7 A / 3 W
Score: actual 0.447 vs expected 0.488 / margin -0.042
Show exact performance breakdown
0.447Actual score
0.488Expected score
-0.042Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.26
OBJECTIVE0.62
SUPPORT0.07
PRESSURE1.19
ground truth 0.51 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-22:20+3 performance
Activity: 9.8 min / 1 K / 4 A / 3 W
Score: actual 0.554 vs expected 0.502 / margin 0.052
Show exact performance breakdown
0.554Actual score
0.502Expected score
0.052Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 55% / ENGINEER 45%engine weight 90%
COMBAT0.19
OBJECTIVE0.65
SUPPORT0.44
PRESSURE1.17
ground truth 0.58 vs legacy read 0.42 · 3 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
MATCH IMPACT Bronze V / Skill RR 915 / +7 RR
Position 585 / Objective Stopper / KPH 35.39 / Performance +10 / Field shift +2 / Ladder track 701
  • +10 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Objective actions. Weak/low signals: Support actions, Combat pressure and Kills per hour.
Show exact performance breakdown
0.708Actual score
0.539Expected score
0.169Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.37
OBJECTIVE0.89
SUPPORT0.30
PRESSURE1.30
ground truth 0.74 vs legacy read 0.48 · 2 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 2.5 delta / Stop score / hour 17
Score: 1.309 / Weight: 20% / Impact: +0.154
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.108
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.105
Kills per hourPulled RR down
Measured: 5 kills / Kills / hour 34
Score: 0.224 / Weight: 19.5% / Impact: -0.062
Objective actionsPushed RR up
Measured: 2 delta / Objective score / hour 13.6
Score: 0.801 / Weight: 20% / Impact: +0.052
Win resultNeutral
Measured: 0-2 / Win ratio 0%
Score: 0 / Weight: 1% / Impact: -0.001
2026-07-17-23-00
MATCH IMPACT Bronze V / Skill RR 908 / -14 RR
Position 585 / Objective Stopper / KPH 35.39 / Performance -31 / Field shift +1 / Ladder track 691
  • -31 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
0.037Actual score
0.544Expected score
-0.506Margin
61K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.109
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.109
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.109
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.106
Kills per hourPulled RR down
Measured: 4 kills / Kills / hour 21.9
Score: 0.144 / Weight: 19.5% / Impact: -0.078
Verified public data bonusPushed RR up
Measured: public deaths + losses available / Public K/D / win-loss confidence +0.005 score
Score: 0.005 / Weight: bonus% / Impact: +0.005
2026-07-17-22-40
FIELD SHIFT Bronze V / Skill RR 922 / 0 RR
Position 586 / Objective Stopper / KPH 35.4 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Bronze V / Skill RR 922 / 0 RR
Position 586 / Objective Stopper / KPH 35.4 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Bronze V / Skill RR 922 / 0 RR
Position 587 / Objective Stopper / KPH 35.4 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Bronze V / Skill RR 922 / 0 RR
Position 589 / Objective Stopper / KPH 35.4 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Bronze V / Skill RR 922 / 0 RR
Position 588 / Objective Stopper / KPH 35.4 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Bronze V / Skill RR 922 / 0 RR
Position 588 / Objective Stopper / KPH 35.4 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Bronze V / Skill RR 922 / 0 RR
Position 588 / Objective Stopper / KPH 35.4 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Bronze V / Skill RR 922 / 0 RR
Position 587 / Objective Stopper / KPH 35.4 / Performance 0 / Field shift +1
  • 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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