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
08:32
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
Richard and Mortimer
SIGNAL LOST - FLATLINED
Over 7 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
RESTITUTION PAID — +19 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +19 RR on Jul 3, 2026 21:06 UTC. Games poisoned by cheaters can never count against anyone here.
Bronze II
👑 Contract Crown / 1 won
Contract Crown2026-07-02
SEASON I REWARD
Silver II
Silver II
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

Richard and Mortimer1114 Skill RR

Bronze II

Lost SignalLast proven rank saved / live slot released / state file ? 12.2d ago
☣ Hazard pay2 RR lifetime / the system pays the mercs who endure a quarantined contract
1114Skill RR
#-Board position
DormantField state
Season peak savedSafety
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.
37/100
Pressure Deficit
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-8 Skill RR
BASE SKILL RR1191
PRESSURE BUDGET±30 RR
VISIBLE PREVIEW1183

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

37Current gauge
35Newest 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 Won Won Abandoned Won Loss Won Won Loss Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Richard and Mortimer is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More direct round work would make the value easier for any team to feel. The support side gives the team second chances when the push gets messy. Adding more obj work and support value in the next game would make the round value much easier to feel.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
12 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_dockyard · Objective · Late Game
Veteran signallast saved
Level 302
last saved DBRanked roster level
Maplast saved
obj_dockyard
Objective · Late Game
Last lobby10 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1581
avg Skill RR 1581
Ranked densityrank signal
62.5%
10 of 16 detected players
Stomp riskbalance signal
74 / 100
live lobby spread pressure
Rookie pressurerookie signal
5 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Bronze II
1114Bronze II · Skill RR
Bronze III → Bronze II95%
4 RR to Bronze II76 RR above floor
1675Peak form
1374All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
STABLE0 last 6
2 positive · 4 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapCobalt III
+561 gap
Standing moveSkill scale
+5
Rank pressureField opened
Field opened +4 RR
Idle field shiftoffline
+7
Player DNAStable read
Richard and Mortimer is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. 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 support pace sits around 22.3 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:29 UTC
NEXT SCAN 08:31
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Richard and Mortimer 1114 RR · FORM STABLE — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.2 RR/UPDATE · PEAK FORM 1675 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
Richard and Mortimer
Bronze II · Held-Rank Veteran
BOARD POS
RR 1114PEAK 1675STATE 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 4 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.2 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#? DenTRM is 1114 RR ahead and in range — catch in ~2d at today's pace.
Form HoldingCLEAR2 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1675Peak form
1374All-time peak
0Ladder track
+76RR above floor
1114Bronze II · Skill RR95% TO BRONZE II
Bronze III → Bronze II95% · 4 RR needed
REACTOR PULSE · FORM LAST 6STABLE 0
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1338 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
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-05-19-401 update0
2026-07-04-23-003 updates0
2026-07-04-19-202 updates0
2026-07-04-01-003 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
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
0STABLE
Form Engine
net RR across last 6
+561peak form gap +5standing move +7idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
70
KPH
53
Objective
43
Combat
16
61.5season KPH 69profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1114 RR · BRONZE II
[23:31] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.2 RR/update
[23:31] > FORM ENGINE: 2/6 positive — band STABLE, stability 67%
Sentinel Read · Player Assessment
Richard and Mortimer is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. 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 support pace sits around 22.3 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 1.9 vs 75/h target · weight 20%
-9.2RR / update
Kills per houravg 54.7 vs 152/h target · weight 20%
-5.2RR / update
Support actionsavg 27.4 vs 18/h target · weight 20%
-2.5RR / update
Objective actionsavg 13.4 vs 17/h target · weight 20%
-1.5RR / 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%
+0.4RR / update
Objective stops / C4 pressureavg 16.9 vs 13/h target · weight 20%
+4.6RR / update
Fix Simulator · Counterfactual
Average scored update right now-5.6 RR
Hit Combat pressure target — nothing else changes+6 RR / update
Hit Combat pressure + Kills per hour targets+13.6 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
7d-9 net
Your games
-9
Field drift
0
1 scored update 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 21%RR
Top 42%Combat
Top 36%Objective
Top 13%Support
Top 40%KPH
Objective Stops100/100
Support70/100
KPH53/100
Objective43/100
Combat16/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-9 impact)
⬢ NOT ENOUGH BADGE Bronze II TAPE SAYS Gold III
You came in just under the line. JUST under. The worst place to be — too good to bench, too soft to brag about. Fix it.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
Good news: I know exactly what is bleeding your tape. Bad news: so does every opponent you played this week. PATCH IT. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Bronze II. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
No strong booster in the last scored game.
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major2.9 / 18 support/h target
Frag pressure▼ Major11.2 / 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.
Team supportTARGET2.9 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET11.2 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
A few better choices swing that game. Stay with the wave and cash the pressure in. 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 hurt 2026-07-05-19:40 / -9 game impact
Coach
NOT ENOUGH
You came in just under the line. JUST under. The worst place to be — too good to bench, too soft to brag about. Fix it.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IIBronze II
The tape saysGold IIIGold III
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
Good news: I know exactly what is bleeding your tape. Bad news: so does every opponent you played this week. PATCH IT. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Bronze II. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
ENGINEERjudged by your class bar
FILE 002 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksThe order was SUPPORT. It moved from 0.14 to 0.34. Progress is not the destination, but it IS the direction. Keep pulling.The lifetime ledger reads 51,489 kills across 746 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.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
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.34
CLASS BAR 1.00
OBJECTIVE
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.69
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: The quiet work wins wars. Double your utility output and let the frontline feel the difference.
DOCKYARDWON
203 a minute, and they managed 113 back. Somewhere their coach is having MY kind of night.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PROXY
IN YOUR SQUAD EVERY RECENT GAME
Count defenders off the kill feed before you commit the touch. Three down means the objective is briefly free real estate — sprint it NOW.
FILM ROOM // DOCKYARD
Dockyard's over-routes were measured for your Proxy's legs. Run the container lines, arrive early, mine the landing — the third dimension pays double for speed.
37 of 50 across ten fights. The bus does not need another passenger. It needs an engine.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
2 positive 0 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
2.9 / 18 support/h target
Frag pressure▼ Major
11.2 / 75 combat/h target
4 negative 0.645 vs 0.787

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
2.9 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
11.2 / 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
Nothing in these games required a genius. Honest work — clean trades, a body near the EV, zero tourist minutes. That was the entire ask.
What your last games gave me
A professional appearance. Lanes held, entries traded, engineers covered. The kind of tape that does not need excuses stapled to it.
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
Combat pressureavg 1.9 vs 75/h target · weight 20%
-9.2RR / update
Kills per houravg 54.7 vs 152/h target · weight 20%
-5.2RR / update
Support actionsavg 27.4 vs 18/h target · weight 20%
-2.5RR / update
Objective actionsavg 13.4 vs 17/h target · weight 20%
-1.5RR / 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%
+0.4RR / update
Objective stops / C4 pressureavg 16.9 vs 13/h target · weight 20%
+4.6RR / update
Fix simulator
Average scored update right now-5.6 RR
Hit Combat pressure target — nothing else changes+6 RR / update
Hit Combat pressure + Kills per hour targets+13.6 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
7d-9 net
Your games-9
Field drift0
1 scored update 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 +0 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-05-19-401 update0
2026-07-04-23-003 updates0
2026-07-04-19-202 updates0
2026-07-04-01-003 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 21%RR
Top 42%Combat
Top 36%Objective
Top 13%Support
Top 40%KPH
Objective Stops100/100
Support70/100
KPH53/100
Objective43/100
Combat16/100
Personal intelligence / weekly compile

Loadout DNA // Richard and Mortimer

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
152completed proof matches
11maps in personal file
Objectivedominant field lane
NO NEW EVIDENCElast 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 PROXY / KE12 loadout card
PROXY / KE12Engineer

50 completed matches / 42.0% observed result

Signature 2 AURA / R73 loadout card
AURA / R73Medic

38 completed matches / 39.5% observed result

Signature 3 STOKER / T65 loadout card
STOKER / T65Fire Support

17 completed matches / 64.7% observed result

Signature 4 AURA / BL83 loadout card
AURA / BL83Medic

16 completed matches / 43.8% observed result

Role DNA
Combat
21
Objective
39
Support
37
Precision
34
Pressure
36
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 PROXY / KE12 loadout card
PROXY / KE12Engineer
Test PROXY / KE21 loadout card
PROXY / KE21Engineer
Keep PROXY. Change one card.

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

50 completed matches / 42.0% observed result 22,720 completed carries / 4,614 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 / 50.0% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

8 completed matches / 37.5% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge20 personal / 25.0% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

7 completed matches / 14.3% observed result

PROXY / H53 loadout card
Archive same-merc leadPROXY / H53

296 archive carries / 253 players / 51.4% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground17 personal / 47.1% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

7 completed matches / 57.1% observed result

PROXY / H53 loadout card
Archive same-merc leadPROXY / H53

331 archive carries / 286 players / 49.0% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle16 personal / 37.5% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

7 completed matches / 28.6% observed result

PROXY / R51 loadout card
Archive same-merc leadPROXY / R51

1,559 archive carries / 500 players / 53.2% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard14 personal / 35.7% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

7 completed matches / 42.9% observed result

PROXY / R13 loadout card
Archive same-merc leadPROXY / R13

3,176 archive carries / 500 players / 52.6% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard10 personal / 80.0% observed
PROXY / KE12 loadout card
Your observed cardPROXY / KE12

8 completed matches / 75.0% observed result

PROXY / H22 loadout card
Archive same-merc leadPROXY / H22

178 archive carries / 148 players / 52.2% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

04 / whole kit

Deck and squad links

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

AURA / R73 loadout card
AURA / R73
FRAGGER / M62 loadout card
FRAGGER / M62
PROXY / KE12 loadout card
PROXY / KE12
Signature deck

14 completed matches / 42.9% 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 Revives x3 / AURA / R73Match award x2 / PROXY / KE12Most Objective x2 / PROXY / KE12Most Objective x1 / FRAGGER / M62

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

1129Skill RR
+3Skill RR delta
1129Peak 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 ? 16 valid updates
2026-07-05-19:40-9 performance
Activity: 20.4 min / 27 K / 17 A / 2 W
Score: actual 0.645 vs expected 0.787 / margin -0.142
Show exact performance breakdown
0.645Actual score
0.787Expected score
-0.142Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.95
OBJECTIVE0.69
SUPPORT0.34
PRESSURE0.72
ground truth 0.67 vs legacy read 0.30 · 2 match window · 1.00 = your class target for this lobby
2026-07-04-23:40-5 performance
Activity: 6 min / 10 K / 8 A / 1 W
Score: actual 0.646 vs expected 0.732 / margin -0.086
Show exact performance breakdown
0.646Actual score
0.732Expected score
-0.086Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.88
OBJECTIVE0.85
SUPPORT0.02
PRESSURE0.88
ground truth 0.67 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-23:20-2 performance
Activity: 9.7 min / 18 K / 8 A / 2 W
Score: actual 0.708 vs expected 0.748 / margin -0.04
Show exact performance breakdown
0.708Actual score
0.748Expected score
-0.04Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.88
OBJECTIVE0.91
SUPPORT0.04
PRESSURE0.81
ground truth 0.70 vs legacy read 0.82 · 2 match window · 1.00 = your class target for this lobby
2026-07-04-23-00+13 performance
Activity: 5.7 min / 4 K / 10 A / 1 W
Score: actual 0.917 vs expected 0.705 / margin 0.212
Show exact performance breakdown
0.917Actual score
0.705Expected score
0.212Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.64
OBJECTIVE1.06
SUPPORT1.15
PRESSURE0.64
ground truth 0.92 vs legacy read 0.91 · 2 match window · 1.00 = your class target for this lobby
2026-07-04-19:40+7 performance
Activity: 4.5 min / 2 K / 2 A / 1 W
Score: actual 0.861 vs expected 0.741 / margin 0.121
Show exact performance breakdown
0.861Actual score
0.741Expected score
0.121Margin
61K-factor
2026-07-04-19:20-4 performance
Activity: 10.4 min / 10 K / 12 A / 1 W
Score: actual 0.648 vs expected 0.714 / margin -0.066
Show exact performance breakdown
0.648Actual score
0.714Expected score
-0.066Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.88
OBJECTIVE0.97
SUPPORT0.02
PRESSURE0.52
ground truth 0.65 vs legacy read 0.40 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-01:40-38 performance
Activity: 2.3 min / 2 K / 3 A / 0 W
Score: actual 0.256 vs expected 0.877 / margin -0.621
Show exact performance breakdown
0.256Actual score
0.877Expected score
-0.621Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 75%
COMBAT0.37
OBJECTIVE0.46
SUPPORT0.14
PRESSURE0.64
ground truth 0.37 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-01:20-7 performance
Activity: 5.7 min / 2 K / 8 A / 0 W
Score: actual 0.794 vs expected 0.91 / margin -0.116
Show exact performance breakdown
0.794Actual score
0.91Expected score
-0.116Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 75%
COMBAT0.39
OBJECTIVE0.77
SUPPORT2.00
PRESSURE0.59
ground truth 0.89 vs legacy read 0.62 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-01-00+4 performance
Activity: 9.6 min / 8 K / 9 A / 2 W
Score: actual 0.917 vs expected 0.851 / margin 0.067
Show exact performance breakdown
0.917Actual score
0.851Expected score
0.067Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 75%
COMBAT0.48
OBJECTIVE2.00
SUPPORT0.02
PRESSURE0.68
ground truth 0.93 vs legacy read 0.88 · 1 match window · 1.00 = your class target for this lobby
2026-07-02-21:20-15 performance
Activity: 20.2 min / 6 K / 18 A / 1 W
Score: actual 0.65 vs expected 0.902 / margin -0.252
Show exact performance breakdown
0.65Actual score
0.902Expected score
-0.252Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 75%
COMBAT0.20
OBJECTIVE0.37
SUPPORT2.00
PRESSURE0.50
ground truth 0.75 vs legacy read 0.44 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-03-20
FIELD SHIFT Bronze I / Skill RR 1129 / 0 RR
Position 468 / Objective Stopper / KPH 68.99 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-02-00
FIELD SHIFT Bronze I / Skill RR 1129 / +1 RR
Position 469 / Objective Stopper / KPH 68.99 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-12-01-40
FIELD SHIFT Bronze I / Skill RR 1128 / 0 RR
Position 470 / Objective Stopper / KPH 68.99 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-01-20
FIELD SHIFT Bronze I / Skill RR 1128 / 0 RR
Position 471 / Objective Stopper / KPH 68.99 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-01-00
FIELD SHIFT Bronze I / Skill RR 1128 / 0 RR
Position 471 / Objective Stopper / KPH 68.99 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-12-00-40
FIELD SHIFT Bronze I / Skill RR 1128 / 0 RR
Position 470 / Objective Stopper / KPH 68.99 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-00-20
FIELD SHIFT Bronze I / Skill RR 1128 / +1 RR
Position 469 / Objective Stopper / KPH 68.99 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-12-00-00
FIELD SHIFT Bronze I / Skill RR 1127 / 0 RR
Position 469 / Objective Stopper / KPH 68.99 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-11-23-40
HELD Bronze I / Skill RR 1127 / -1 RR
Position 469 / Objective Stopper / KPH 68.99 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-11-23-20
FIELD SHIFT Bronze I / Skill RR 1128 / +1 RR
Position 469 / Objective Stopper / KPH 68.99 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 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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