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
14:32
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
mnk enjoyer
WARNING SIGNAL WEAK - REVIVE AVAILABLE
6.9 days since your last scored update. You are still in the live field, but at day 7 the signal flatlines and this rank slot leaves the board.
REVIVE ORDER: play one scored ranked session. A single valid update restores ACTIVE SIGNAL and the countdown resets.
Cobalt III
SEASON I REWARD
Cobalt II
Cobalt II
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

mnk enjoyer1695 Skill RR

Cobalt III

Weak SignalRank live / signal close to expiry / state file ? 6.9d ago
☣ Hazard pay2 RR lifetime / the system pays the mercs who endure a quarantined contract
1695Skill RR
#72Board position
Signal heldField state
19 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.
52/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+1 Skill RR
BASE SKILL RR1459
PRESSURE BUDGET±36 RR
VISIBLE PREVIEW1460
Field Closer x 2

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

52Current gauge
60Newest 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 Loss Won Loss Abandoned Won Won Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want mnk enjoyer 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 revives, assists, and safe team minutes would make the good rounds carry even harder. There is also enough fight pressure to make space when the team needs it. The last scored game showed the good parts clearly, especially through stop pressure and kill pace.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
6 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[BSH] Big Slut House HARDCORE | FF on | 8vs8 | GET HARD | Ping Limit 399 | Min LVL 50 | discord.gg/NmWVWU2mEN
obj_bridge · Stopwatch · Early Game
Veteran signallast saved
Level 619
last saved DBRanked roster level
Maplast saved
obj_bridge
Stopwatch · Early Game
Last lobby13 ranked players
14/16
players in monitored server
Lobby difficultyGold II
1410
avg Skill RR 1410
Ranked densityrank signal
92.9%
13 of 14 detected players
Stomp riskbalance signal
72 / 100
live lobby spread pressure
Rookie pressurerookie signal
1 / 14
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#72
Skill rating signal
Cobalt III
1695Cobalt III · Skill RR
Cobalt III → Cobalt II48%
62 RR to Cobalt II19 RR above floor
2121Peak form
1573All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE+15 last 6
4 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+426 gap
Standing moveSkill scale
-77
Rank pressureField opened
Field opened +34 RR
Idle field shiftoffline
+7
Player DNAStable read
mnk enjoyer is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. More obj touches around those fights would make this player harder to play against. There is also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 34.9 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:25:29 UTC
NEXT SCAN 14:31
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #72 mnk enjoyer 1695 RR · CONTACT #73 CLOSURE +455/DAY — INTERCEPT ~1D · FORM STABLE — 4/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -12.1 RR/UPDATE · PEAK FORM 2121 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
mnk enjoyer
Cobalt III · Objective Stopper
#72BOARD POS
RR 1695PEAK 2121STATE 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#73 DannyWebbie gained +455 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -12.1 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#71 SCIALBAA is 1 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
2121Peak form
1573All-time peak
0Ladder track
+19RR above floor
1695Cobalt III · Skill RR48% TO COBALT II
Cobalt III → Cobalt II48% · 62 RR needed
REACTOR PULSE · FORM LAST 6STABLE +15
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1287 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 5 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 5 updates
Recent Sessions
2026-07-11-00-002 updates0
2026-07-08-23-402 updates0
2026-07-05-22-004 updates0
2026-07-02-23-001 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+15STABLE
Form Engine
net RR across last 6
+426peak form gap -77standing move +7idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
86
Combat
59
Support
36
Objective
16
150.7season KPH 111.3profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:25] > SCAN CYCLE 2325 COMPLETE — 565 contacts indexed
[23:25] > RATING SIGNAL LOCKED: 1695 RR · COBALT III · BOARD #72
[23:25] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -12.1 RR/update
[23:25] > THREAT TRACK: contact #73 closure +455/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
mnk enjoyer is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. More obj touches around those fights would make this player harder to play against. There is also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 34.9 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 0.7 vs 17/h target · weight 20%
-12.1RR / update
Kills per houravg 143.4 vs 152/h target · weight 20%
-2RR / update
Combat pressureavg 77 vs 75/h target · weight 20%
-1.1RR / update
Support actionsavg 27.3 vs 18/h target · weight 20%
-0.8RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.5RR / update
Objective stops / C4 pressureavg 45.4 vs 13/h target · weight 20%
+6.8RR / update
Fix Simulator · Counterfactual
Average scored update right now+1.3 RR
Hit Objective actions target — nothing else changes+12.1 RR / update
Hit Objective actions + Combat pressure targets+15.5 RR / update
Counterfactual on the same games, same K-factor (~56). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d+15 net
Your games
+15
Field drift
0
2 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 4%RR
Top 8%Combat
Top 83%Objective
Top 39%Support
Top 8%KPH
Objective Stops100/100
KPH86/100
Combat59/100
Support36/100
Objective16/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+7 impact)
⬢ GOOD PROOF BADGE Cobalt III TAPE SAYS Elite
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
⬢ FAST CLIMB ORDER
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. Frags for the postcard, nothing for the push. Listen to me: glue that crosshair to the objective lane. Cover your engineer like he owes you money. Make every kill a brick in the round, not a souvenir. Cobalt II 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▲ High67 / 13 clutch/h target
Kill pace▲ Minor176.7 / 152 KPH target
Objective Leaks
Team support▼ Major5.7 / 18 support/h target
Objective work▼ Major7.1 / 17 objective/h target
Field Orders
Team supportTARGET5.7 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Objective workTARGET7.1 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
That one moved in the right direction. Stop pressure gave the round a pulse. Next game: stay near the blue names. A revive five seconds too late is just a funeral with paperwork. 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 2026-07-11-00:40 / +7 game impact
Coach
GOOD PROOF
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IIICobalt III
The tape saysEliteElite
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. Frags for the postcard, nothing for the push. Listen to me: glue that crosshair to the objective lane. Cover your engineer like he owes you money. Make every kill a brick in the round, not a souvenir. Cobalt II 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
ASSAULTjudged by your class bar
FILE 004 VETERAN UNDER ORDER: SUPPORT
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.This is your 4th shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Tonight's COMBAT at 1.84 is a new file record - the old ceiling was 1.76. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.The door is right there and so is the drill. One of them fixes this page. Pick the drill, every time, until my pen agrees with you.
SUPPORT
My clipboard has a dent in it now. We both know whose shift put it there.
0.03
CLASS BAR 1.00
COMBAT
Sit down and watch this back. THAT is your ceiling - and tonight you touched it with both hands.
1.84
CLASS BAR 1.00
The drill // next sessionLone wolves lose Game 7. Trade with your team, share your utility, and watch your own numbers climb.
BRIDGELOST
153 damage a minute out, 362 a minute in. You were the pinata, not the bat.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FRAGGER
IN YOUR SQUAD EVERY RECENT GAME
Your body is team equipment: eat the first peek so the medic behind you never has to. Tanking WITH a plan is support work.
FILM ROOM // BRIDGE
When the EV stalls under focus, reset instead of feeding — a stalled escort is bait for BOTH teams, and the side that regroups first owns the next window.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ High
67 / 13 clutch/h target
Kill pace▲ Minor
176.7 / 152 KPH target
4 positive +15 last 6

Objective leaks

Team support▼ Major
5.7 / 18 support/h target
Objective work▼ Major
7.1 / 17 objective/h target
1 negative 1.178 vs 1.058

Field orders

Team supporttarget
5.7 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Objective worktarget
7.1 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
What I expected from your last games
You wear blue. Blue means when the round gets ugly, you decide HOW ugly, and for WHOM.
What your last games gave me
Perfect tape. PERFECT. The other team's coach should retire. I almost retired, and I am on YOUR side — out of pure satisfaction.
How fast this can move you
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
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 0.7 vs 17/h target · weight 20%
-12.1RR / update
Kills per houravg 143.4 vs 152/h target · weight 20%
-2RR / update
Combat pressureavg 77 vs 75/h target · weight 20%
-1.1RR / update
Support actionsavg 27.3 vs 18/h target · weight 20%
-0.8RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.5RR / update
Objective stops / C4 pressureavg 45.4 vs 13/h target · weight 20%
+6.8RR / update
Fix simulator
Average scored update right now+1.3 RR
Hit Objective actions target — nothing else changes+12.1 RR / update
Hit Objective actions + Combat pressure targets+15.5 RR / update
Counterfactual on the same games, same K-factor (~56). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d+15 net
Your games+15
Field drift0
2 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
0005 UTC avg +0 RR / update over 5 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
2026-07-11-00-002 updates0
2026-07-08-23-402 updates0
2026-07-05-22-004 updates0
2026-07-02-23-001 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 4%RR
Top 8%Combat
Top 83%Objective
Top 39%Support
Top 8%KPH
Objective Stops100/100
KPH86/100
Combat59/100
Support36/100
Objective16/100
Personal intelligence / weekly compile

Loadout DNA // mnk enjoyer

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
182completed proof matches
10maps in personal file
Combatdominant field lane
IMPROVINGlast seven days
01 / identity

Signature arsenal

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

Most carried VASSILI / MO22 loadout card
VASSILI / MO22Recon

133 completed matches / 56.4% observed result

Signature 2 FRAGGER / M62 loadout card
FRAGGER / M62Assault

90 completed matches / 57.8% observed result

Signature 3 PHOENIX / CR81 loadout card
PHOENIX / CR81Medic

90 completed matches / 61.1% observed result

Signature 4 FRAGGER / M91 loadout card
FRAGGER / M91Assault

64 completed matches / 56.2% observed result

Role DNA
Combat
91
Objective
3
Support
60
Precision
82
Pressure
87
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 VASSILI / MO22 loadout card
VASSILI / MO22Recon
Test VASSILI / MO93 loadout card
VASSILI / MO93Recon
Keep VASSILI. Change one card.

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

133 completed matches / 56.4% observed result 6,920 completed carries / 2,498 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.

Bridge37 personal / 64.9% observed
VASSILI / MO22 loadout card
Your observed cardVASSILI / MO22

30 completed matches / 60.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel33 personal / 45.5% observed
VASSILI / MO22 loadout card
Your observed cardVASSILI / MO22

24 completed matches / 54.2% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle24 personal / 75.0% observed
VASSILI / MO22 loadout card
Your observed cardVASSILI / MO22

23 completed matches / 73.9% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground17 personal / 41.2% observed
VASSILI / MO22 loadout card
Your observed cardVASSILI / MO22

16 completed matches / 37.5% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Dockyard14 personal / 57.1% observed
VASSILI / MO22 loadout card
Your observed cardVASSILI / MO22

12 completed matches / 50.0% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard14 personal / 64.3% observed
VASSILI / MO22 loadout card
Your observed cardVASSILI / MO22

10 completed matches / 60.0% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

04 / whole kit

Deck and squad links

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

FRAGGER / M91 loadout card
FRAGGER / M91
PHOENIX / CR81 loadout card
PHOENIX / CR81
VASSILI / MO22 loadout card
VASSILI / MO22
Signature deck

45 completed matches / 57.8% 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.

Most Kills x14 / FRAGGER / M62Most Kills x13 / FRAGGER / M91Most Kills x9 / PHOENIX / CR81Most Revives x5 / PHOENIX / CR81

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

1695Skill RR
-7Skill RR delta
1702Peak 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 ? 11 valid updates
2026-07-11-00:40+7 performance
Activity: 21.1 min / 62 K / 31 A / 1 W
Score: actual 1.178 vs expected 1.058 / margin 0.12
Show exact performance breakdown
1.178Actual score
1.058Expected score
0.12Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.84
OBJECTIVE1.10
SUPPORT0.03
PRESSURE1.02
ground truth 1.18 vs legacy read 1.02 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-00-00+8 performance
Activity: 17.1 min / 34 K / 25 A / 2 W
Score: actual 1.193 vs expected 1.065 / margin 0.128
Show exact performance breakdown
1.193Actual score
1.065Expected score
0.128Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.36
OBJECTIVE0.37
SUPPORT1.99
PRESSURE0.95
ground truth 1.20 vs legacy read 0.79 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-00:200 performance
Activity: 17.7 min / 47 K / 23 A / 1 W
Score: actual 1.203 vs expected 1.2 / margin 0.003
Show exact performance breakdown
1.203Actual score
1.2Expected score
0.003Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.58
OBJECTIVE0.75
SUPPORT0.98
PRESSURE1.06
ground truth 1.19 vs legacy read 1.19 · 2 match window · 1.00 = your class target for this lobby
2026-07-08-23:40+3 performance
Activity: 28.1 min / 77 K / 30 A / 1 W
Score: actual 1.199 vs expected 1.147 / margin 0.052
Show exact performance breakdown
1.199Actual score
1.147Expected score
0.052Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.71
OBJECTIVE0.33
SUPPORT0.93
PRESSURE1.08
ground truth 1.15 vs legacy read 1.33 · 2 match window · 1.00 = your class target for this lobby
2026-07-05-23-00-12 performance
Activity: 13.4 min / 17 K / 20 A / 0 W
Score: actual 0.854 vs expected 1.047 / margin -0.193
Show exact performance breakdown
0.854Actual score
1.047Expected score
-0.193Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.08
OBJECTIVE0.09
SUPPORT1.37
PRESSURE0.85
ground truth 0.89 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-22:40+9 performance
Activity: 19.6 min / 29 K / 40 A / 2 W
Score: actual 1.182 vs expected 1.04 / margin 0.142
Show exact performance breakdown
1.182Actual score
1.04Expected score
0.142Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.43
OBJECTIVE0.57
SUPPORT1.43
PRESSURE1.05
ground truth 1.18 vs legacy read 0.99 · 2 match window · 1.00 = your class target for this lobby
2026-07-05-22:20-7 performance
Activity: 14.6 min / 38 K / 20 A / 3 W
Score: actual 0.994 vs expected 1.11 / margin -0.116
Show exact performance breakdown
0.994Actual score
1.11Expected score
-0.116Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.67
OBJECTIVE0.48
SUPPORT0.05
PRESSURE0.91
ground truth 0.97 vs legacy read 1.05 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-22-00+3 performance
Activity: 9.9 min / 17 K / 15 A / 0 W
Score: actual 1.184 vs expected 1.119 / margin 0.065
Show exact performance breakdown
1.184Actual score
1.119Expected score
0.065Margin
44K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.13
OBJECTIVE0.99
SUPPORT1.68
PRESSURE1.34
ground truth 1.24 vs legacy read 0.58 · 1 match window · 1.00 = your class target for this lobby
2026-07-02-23-00+15 performance
Activity: 15.4 min / 45 K / 26 A / 2 W
Score: actual 1.25 vs expected 0.915 / margin 0.335
Show exact performance breakdown
1.25Actual score
0.915Expected score
0.335Margin
44K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 75%
COMBAT1.76
OBJECTIVE0.82
SUPPORT0.82
PRESSURE0.91
ground truth 1.20 vs legacy read 1.20 · 2 match window · 1.00 = your class target for this lobby
2026-07-01-23-00-13 performance
Activity: 18.5 min / 66 K / 43 A / 0 W
Score: actual 1.229 vs expected 1.524 / margin -0.295
Show exact performance breakdown
1.229Actual score
1.524Expected score
-0.295Margin
44K-factor
2026-07-17-23-20
FIELD SHIFT Cobalt III / Skill RR 1695 / 0 RR
Position 75 / Combat / KPH 111.3 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Cobalt III / Skill RR 1695 / 0 RR
Position 75 / Combat / KPH 111.3 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Cobalt III / Skill RR 1695 / 0 RR
Position 75 / Combat / KPH 111.3 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Cobalt III / Skill RR 1695 / 0 RR
Position 75 / Combat / KPH 111.3 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Cobalt III / Skill RR 1695 / 0 RR
Position 75 / Combat / KPH 111.3 / 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 Cobalt III / Skill RR 1695 / 0 RR
Position 77 / Combat / KPH 111.3 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Cobalt III / Skill RR 1695 / 0 RR
Position 77 / Combat / KPH 111.3 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Cobalt III / Skill RR 1695 / 0 RR
Position 77 / Combat / KPH 111.3 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Cobalt III / Skill RR 1695 / 0 RR
Position 77 / Combat / KPH 111.3 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Cobalt III / Skill RR 1695 / 0 RR
Position 76 / Combat / KPH 111.3 / Performance 0 / Field shift +2
  • 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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