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
10:48
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
Yuniac
WARNING SIGNAL WEAK - REVIVE AVAILABLE
7 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.
Gold V
Gold contract filePressure-band contract

Yuniac1418 Skill RR

Gold V

Weak SignalRank live / signal close to expiry / state file ? 7d ago
1418Skill RR
#273Board position
Signal heldField state
14 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATING 1/10
?
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.
/100
Calibrating
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLEDCALIBRATING
BASE SKILL RR1456
PRESSURE BUDGET±36 RR
VISIBLE PREVIEW1456

More eligible live-server matches are needed before the signed pressure signal is released.

Current gauge
57Newest match
50Expected pressure
1/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Loss Loss Won Loss Won Loss Loss Won
Open DBStats Profile ↗
Ranked read

Yuniac 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. Cleaner trades around the obj would make the round work much harder to stop. This player also brings pressure when the round needs somebody to take contact. The most recent scored round gave the team value through support value and stop pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights 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 · Late Game
Veteran signallast saved
Level 566
last saved DBRanked roster level
Maplast saved
obj_bridge
Stopwatch · Late Game
Last lobby14 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1453
avg Skill RR 1453
Ranked densityrank signal
87.5%
14 of 16 detected players
Stomp riskbalance signal
71 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#273
Skill rating signal
Gold V
1418Gold V · Skill RR
Gold V → Gold IV30%
28 RR to Gold IV14 RR above floor
1747Peak form
1464All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+71 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability83%
LOCKED
Peak form gapCobalt II
+329 gap
Standing moveSkill scale
-105
Rank pressureField opened
Field opened +10 RR
Idle field shiftoffline
+10
Player DNAStable read
Yuniac is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. More fight pressure near the team would make those useful minutes much more dangerous. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 19.4 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:13 UTC
NEXT SCAN 10:47
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #273 Yuniac 1418 RR · CONTACT #274 CLOSURE -7/DAY — INTERCEPT ~1D · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11.8 RR/UPDATE · PEAK FORM 1747 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
Yuniac
Gold V · Hot Streak Objective Stopper
#273BOARD POS
RR 1418PEAK 1747STATE HOTCONF 87
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
Threat ClosingSEV-1#274 Longinus gained -7 RR today, 2 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -11.8 RR / update.
Target In ReachINTEL#271 Napizz is 2 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR5 of last 6 scored updates positive, +71 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1747Peak form
1464All-time peak
0Ladder track
+14RR above floor
1418Gold V · Skill RR30% TO GOLD IV
Gold V → Gold IV30% · 28 RR needed
REACTOR PULSE · FORM LAST 6HOT +71
Sentinel Confidence
87HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (319 rows), stored scored breakdowns (8) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 1 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
2026-07-10-20-208 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+71HOT
Form Engine
net RR across last 6
+329peak form gap -105standing move +10idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
63
Support
60
Combat
36
Objective
31
96.5season KPH 82.3profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1418 RR · GOLD V · BOARD #273
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -11.8 RR/update
[23:29] > THREAT TRACK: contact #274 closure -7/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Yuniac is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. More fight pressure near the team would make those useful minutes much more dangerous. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 19.4 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 8 stored scored games
Combat pressureavg 20.9 vs 75/h target · weight 20%
-11.8RR / update
Kills per houravg 95.8 vs 152/h target · weight 20%
-4.9RR / update
Objective actionsavg 13.7 vs 17/h target · weight 20%
-2.4RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Support actionsavg 19.7 vs 18/h target · weight 20%
+4.2RR / update
Objective stops / C4 pressureavg 27.6 vs 13/h target · weight 20%
+15.2RR / update
Fix Simulator · Counterfactual
Average scored update right now+8.1 RR
Hit Combat pressure target — nothing else changes+22.1 RR / update
Hit Combat pressure + Objective actions targets+30.1 RR / update
Counterfactual on the same games, same K-factor (~100). 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+26 net
Your games
+26
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 12%RR
Top 17%Combat
Top 57%Objective
Top 17%Support
Top 25%KPH
Objective Stops100/100
KPH63/100
Support60/100
Combat36/100
Objective31/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+17 impact)
⬢ COMMAND APPROVED BADGE Gold V TAPE SAYS Elite
Now we are TALKING. You cleared my bar with room to spare and did not even have the decency to look tired. Excellent.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ FAST CLIMB ORDER
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Gold IV. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Team support▲ Medium23.8 / 18 support/h target
Clutch stops▲ Minor12.6 / 13 clutch/h target
Objective Leaks
Frag pressure▼ Major7 / 75 combat/h target
Kill pace▼ Medium69.9 / 152 KPH target
Objective work▼ Medium11 / 17 objective/h target
Field Orders
Frag pressureTARGET7 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET69.9 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective workTARGET11 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
That game had bite. Team support was not just noise; it helped the team move. Next game: take cleaner fights with the wave. Do not isolate yourself; trade where the team can use the kill. Coach order: take space the team can actually use.
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 2026-07-11-00-00 / +17 game impact
Coach
COMMAND APPROVED
Now we are TALKING. You cleared my bar with room to spare and did not even have the decency to look tired. Excellent.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold VGold V
The tape saysEliteElite
Two badges, one truth: the ladder owes you money. Collect it next session.
Fast climb order
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Gold IV. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 001 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksThe account goes back to 2016 and my file on you opened today. Level 566, thousands of fights before we ever met. Show me the version of you that survived all of them.The lifetime ledger reads 122,455 kills across 1487 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.Everything after tonight gets measured against tonight. That is how files work - the first page never stops talking.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.
OBJECTIVE
I circled this one in silence. The silence should worry you more than the circle.
0.50
CLASS BAR 1.00
The drill // next sessionThe point is the patient, doctor. Next session your feet live where the round is won and everything else is a house call.
BRIDGEWON
4 pulled off the floor - 1.9 saves every ten minutes. Keep the defib hot.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SPARKS
IN YOUR SQUAD EVERY RECENT GAME
Hold the revive angle ONTO the objective, not the objective floor itself. Sparks wins points by making every friendly death near it temporary.
FILM ROOM // BRIDGE
Veteran read on Bridge: the barrier generator falls faster to sustained heavy fire than to a babysat plant. If the room is a fortress, shoot the objective instead.
I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Team support▲ Medium
23.8 / 18 support/h target
Clutch stops▲ Minor
12.6 / 13 clutch/h target
5 positive +71 last 6

Objective leaks

Frag pressure▼ Major
7 / 75 combat/h target
Kill pace▼ Medium
69.9 / 152 KPH target
Objective work▼ Medium
11 / 17 objective/h target
1 negative 1.053 vs 0.890

Field orders

Frag pressuretarget
7 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
69.9 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective worktarget
11 / 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
This bracket eats passengers. I expected a driver. Take the fight, take the space, take the round — in that order, every shift.
What your last games gave me
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
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
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 8 stored scored games
Combat pressureavg 20.9 vs 75/h target · weight 20%
-11.8RR / update
Kills per houravg 95.8 vs 152/h target · weight 20%
-4.9RR / update
Objective actionsavg 13.7 vs 17/h target · weight 20%
-2.4RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Support actionsavg 19.7 vs 18/h target · weight 20%
+4.2RR / update
Objective stops / C4 pressureavg 27.6 vs 13/h target · weight 20%
+15.2RR / update
Fix simulator
Average scored update right now+8.1 RR
Hit Combat pressure target — nothing else changes+22.1 RR / update
Hit Combat pressure + Objective actions targets+30.1 RR / update
Counterfactual on the same games, same K-factor (~100). 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+26 net
Your games+26
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
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
2026-07-10-20-208 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 12%RR
Top 17%Combat
Top 57%Objective
Top 17%Support
Top 25%KPH
Objective Stops100/100
KPH63/100
Support60/100
Combat36/100
Objective31/100
Personal intelligence / weekly compile

Loadout DNA // Yuniac

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

Stable personal record
122completed proof matches
8maps in personal file
Precisiondominant field lane
NEW SIGNALlast 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 SPARKS / 282 loadout card
SPARKS / 282Medic

18 completed matches / 66.7% observed result

Signature 2 FRAGGER / M62 loadout card
FRAGGER / M62Assault

11 completed matches / 54.5% observed result

Signature 3 SKYHAMMER / M92 loadout card
SKYHAMMER / M92Fire Support

6 completed matches / 50.0% observed result

Signature 4 SAWBONEZ / CR42 loadout card
SAWBONEZ / CR42Medic

4 completed matches / 50.0% observed result

Role DNA
Combat
79
Objective
32
Support
78
Precision
82
Pressure
67
Compared with tracked ranked playersSTABLE evidence
02 / controlled test

Next field order

One change at a time. No random merc swap and no claim that an association guarantees a win.

Current SPARKS / 282 loadout card
SPARKS / 282Medic
Test SPARKS / 383 loadout card
SPARKS / 383Medic
Keep SPARKS. Change one card.

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

18 completed matches / 66.7% observed result 13,057 completed carries / 3,215 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.

Whitechapel7 personal / 71.4% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

5 completed matches / 60.0% observed result

FRAGGER / M42 loadout card
Archive same-merc leadFRAGGER / M42

195 archive carries / 141 players / 57.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground5 personal / 60.0% observed
SPARKS / 282 loadout card
Your observed cardSPARKS / 282

3 completed matches / 66.7% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge4 personal / 50.0% observed
SPARKS / 282 loadout card
Your observed cardSPARKS / 282

4 completed matches / 50.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Dockyard3 personal / 66.7% observed
SPARKS / 282 loadout card
Your observed cardSPARKS / 282

3 completed matches / 66.7% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard3 personal / 33.3% observed
REDEYE / G41 loadout card
Your observed cardREDEYE / G41

2 completed matches / early read

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Castle1 personal / early read
SAWBONEZ / CR42 loadout card
Your observed cardSAWBONEZ / CR42

1 completed match / early read

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% 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 / M62 loadout card
FRAGGER / M62
SPARKS / 282 loadout card
SPARKS / 282
STOKER / M61 loadout card
STOKER / M61
Signature deck

3 completed matches / 66.7% 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 / SPARKS / 282Match award x1 / SAWBONEZ / CR42Match award x1 / STOKER / T52Match award x1 / ARTY / S83

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

1418Skill RR
-10Skill RR delta
1428Peak 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 8 scored games ? 8 valid updates
2026-07-11-00-00+17 performance
Activity: 30 min / 35 K / 36 A / 2 W
Score: actual 1.053 vs expected 0.89 / margin 0.164
Show exact performance breakdown
1.053Actual score
0.89Expected score
0.164Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.17
OBJECTIVE0.50
SUPPORT1.24
PRESSURE1.18
ground truth 1.05 vs legacy read 0.72 · 2 match window · 1.00 = your class target for this lobby
2026-07-10-23:20+9 performance
Activity: 32.2 min / 58 K / 39 A / 0 W
Score: actual 0.943 vs expected 0.855 / margin 0.087
Show exact performance breakdown
0.943Actual score
0.855Expected score
0.087Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.36
OBJECTIVE0.90
SUPPORT0.39
PRESSURE1.37
ground truth 0.91 vs legacy read 1.00 · 2 match window · 1.00 = your class target for this lobby
2026-07-10-22:20+20 performance
Activity: 27.1 min / 45 K / 32 A / 1 W
Score: actual 1.052 vs expected 0.859 / margin 0.192
Show exact performance breakdown
1.052Actual score
0.859Expected score
0.192Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.42
OBJECTIVE1.45
SUPPORT0.50
PRESSURE1.20
ground truth 1.03 vs legacy read 0.82 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-22-00-54 performance
Activity: 7.4 min / 10 K / 11 A / 0 W
Score: actual 0.523 vs expected 1.04 / margin -0.517
Show exact performance breakdown
0.523Actual score
1.04Expected score
-0.517Margin
105K-factor
2026-07-10-21:40+44 performance
Activity: 22.7 min / 52 K / 31 A / 2 W
Score: actual 1.354 vs expected 0.935 / margin 0.419
Show exact performance breakdown
1.354Actual score
0.935Expected score
0.419Margin
105K-factor
2026-07-10-21:20+35 performance
Activity: 25.4 min / 35 K / 47 A / 0 W
Score: actual 1.16 vs expected 0.823 / margin 0.337
Show exact performance breakdown
1.16Actual score
0.823Expected score
0.337Margin
105K-factor
2026-07-10-20:40-35 performance
Activity: 24 min / 36 K / 30 A / 0 W
Score: actual 0.535 vs expected 1.111 / margin -0.576
Show exact performance breakdown
0.535Actual score
1.111Expected score
-0.576Margin
61K-factor
2026-07-10-20:20+57 performance
Activity: 12.2 min / 20 K / 19 A / 0 W
Score: actual 1.111 vs expected 0.566 / margin 0.545
Show exact performance breakdown
1.111Actual score
0.566Expected score
0.545Margin
105K-factor
2026-07-17-23-20
FIELD SHIFT Gold V / Skill RR 1418 / 0 RR
Position 284 / Combat / KPH 82.31 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold V / Skill RR 1418 / 0 RR
Position 284 / Combat / KPH 82.31 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold V / Skill RR 1418 / 0 RR
Position 285 / Combat / KPH 82.31 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Gold V / Skill RR 1418 / 0 RR
Position 285 / Combat / KPH 82.31 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold V / Skill RR 1418 / 0 RR
Position 286 / Combat / KPH 82.31 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold V / Skill RR 1418 / -1 RR
Position 288 / Combat / KPH 82.31 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold V / Skill RR 1419 / 0 RR
Position 286 / Combat / KPH 82.31 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold V / Skill RR 1419 / -1 RR
Position 286 / Combat / KPH 82.31 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold V / Skill RR 1420 / 0 RR
Position 285 / Combat / KPH 82.31 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold V / Skill RR 1420 / 0 RR
Position 284 / Combat / KPH 82.31 / 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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