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
12:52
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
Zessez
Gold II
SEASON I REWARD
Gold III
Gold III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

Zessez1580 Skill RR

Gold II

Active SignalLive rank slot held / state file ? just now
1580Skill RR
#144Board position
Positive impactField state
23 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+2 Skill RR
BASE SKILL RR1510
PRESSURE BUDGET±38 RR
VISIBLE PREVIEW1512
Silent Support x 2Field Closer x 1

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

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

Zessez 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. The most recent scored round gave the team value through support value and stop pressure.

Team value: support value Strongest: support value · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb live scan · current monitored server
Live now
just now · 22 DBRanked servers · scan fresh
Current serverlive scan
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_castle · Stopwatch · Mid Game
Mapcurrent cache
obj_castle
Stopwatch · Mid Game
Same live lobby13 ranked players
13/16
players in monitored server
Lobby difficultyGold II
1429
avg Skill RR 1429
Ranked densityrank signal
100%
13 of 13 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 13
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Medic / Revive Backbone · Hot streak · Skill RR is the rank signal
BOARD POSITION#144
Skill rating signal
Gold II
1580Gold II · Skill RR
Gold II → Gold I38%
40 RR to Gold I23 RR above floor
2100Peak form
1510All-time peak
1510Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Support · Secondary: Objective Stops
Form engine
HOT+60 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability83%
LOCKED
Peak form gapElite
+520 gap
Standing moveSkill scale
+22
Rank pressureField opened
Field opened +8 RR
Idle field shiftoffline
+11
Player DNAStable read
Zessez brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. 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 54.9 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:27:09 UTC
NEXT SCAN 12:51
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #144 Zessez 1580 RR · CONTACT #145 CLOSURE +405/DAY — INTERCEPT ~1D · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -13.8 RR/UPDATE · PEAK FORM 2100 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
Zessez
Gold II · Hot Streak Medic / Revive Backbone
#144BOARD POS
RR 1580PEAK 2100STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
Threat ClosingSEV-1#145 Billy gained +405 RR today, 3 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -13.8 RR / update.
Target In ReachINTEL#142 wakaz1996 is 2 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR5 of last 6 scored updates positive, +60 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2100Peak form
1510All-time peak
1510Ladder track
+23RR above floor
1580Gold II · Skill RR38% TO GOLD I
Gold II → Gold I38% · 40 RR needed
REACTOR PULSE · FORM LAST 6HOT +60
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (481 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
1823 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-23-201 update0
2026-07-17-04-402 updates0
2026-07-16-04-403 updates0
2026-07-12-03-204 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
+60HOT
Form Engine
net RR across last 6
+520peak form gap +22standing move +11idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Support
100
Objective Stops
100
KPH
59
Objective
27
Combat
14
72.4season KPH 76.4profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:27] > SCAN CYCLE 2327 COMPLETE — 565 contacts indexed
[23:27] > RATING SIGNAL LOCKED: 1580 RR · GOLD II · BOARD #144
[23:27] > LEAK SCAN: COMBAT PRESSURE below target — drain -13.8 RR/update
[23:27] > THREAT TRACK: contact #145 closure +405/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Zessez brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. 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 54.9 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 7.5 vs 75/h target · weight 20%
-13.8RR / update
Objective actionsavg 8.4 vs 17/h target · weight 20%
-8RR / update
Kills per houravg 74.6 vs 152/h target · weight 20%
-7.8RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.4RR / update
Objective stops / C4 pressureavg 18.1 vs 13/h target · weight 20%
+1.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Support actionsavg 40.8 vs 18/h target · weight 20%
+7.5RR / update
Fix Simulator · Counterfactual
Average scored update right now+8.2 RR
Hit Combat pressure target — nothing else changes+22 RR / update
Hit Combat pressure + Objective actions targets+30.1 RR / update
Counterfactual on the same games, same K-factor (~79). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h+89 net
Your games
+89
Field drift
0
3 scored updates in window
72h+60 net
Your games
+60
Field drift
0
6 scored updates in window
7d+160 net
Your games
+160
Field drift
0
13 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 7%RR
Top 48%Combat
Top 65%Objective
Top 2%Support
Top 32%KPH
Support100/100
Objective Stops100/100
KPH59/100
Objective27/100
Combat14/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+36 impact)
⬢ CHAMPAGNE ROOM BADGE Gold II TAPE SAYS Elite
I have seen a lot of tape in my life. I wept at this one. Openly. The bench saw. I regret NOTHING. New personal benchmark for the whole campaign. I drew a gold star next to it. Freehand. It is a little wobbly. From EMOTION.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
⬢ FAST CLIMB ORDER
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Gold I 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
Team support▲ High38.8 / 18 support/h target
Clutch stops▲ High29.4 / 13 clutch/h target
Objective Leaks
Frag pressure▼ Major8.8 / 75 combat/h target
Kill pace▼ Medium94 / 152 KPH target
Objective work▼ Medium14.7 / 17 objective/h target
Field Orders
Frag pressureTARGET8.8 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET94 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective workTARGET14.7 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
That is more like it. Team support gave the push a backbone and made the enemy work for space. Next game: trade with the wave. If the enemy falls, the push should move before the body gets cold. Coach order: open the push, then help it walk through.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-07-17-23:20 / +36 game impact
Coach
CHAMPAGNE ROOM
I have seen a lot of tape in my life. I wept at this one. Openly. The bench saw. I regret NOTHING. New personal benchmark for the whole campaign. I drew a gold star next to it. Freehand. It is a little wobbly. From EMOTION.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIGold II
The tape saysEliteElite
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
Fast climb order
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Gold I 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
MEDICjudged by your class bar
FILE 002 VETERAN UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksSession 2, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.The lifetime ledger reads 32,372 kills across 423 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.Between now and next session, one habit changes. Just one. That is how every thick file in my cabinet got written - one stubborn page at a time.
PRESSURE
Inches from the bar - and inches decide gold.
0.90
CLASS BAR 1.00
SUPPORT
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
2.00
CLASS BAR 1.00
The drill // next sessionYou are healing from the parking lot. Step into the fight — a medic who shares the fire earns saves that actually matter.
TERMINALREDUXWON
7 teammates raised on this shift. The tape does not lie about who kept that team breathing.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AURA
IN YOUR SQUAD EVERY RECENT GAME
Aura works closest to the fire of all medics. Station down, defib charged, one step behind the entry — that is the office.
FILM ROOM // TERMINAL
Holding Terminal: defend the gauntlet in layers, not lines. Losing the first choke should cost them the second — trade space for time all the way home.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.

Working signals

Team support▲ High
38.8 / 18 support/h target
Clutch stops▲ High
29.4 / 13 clutch/h target
5 positive +60 last 6

Objective leaks

Frag pressure▼ Major
8.8 / 75 combat/h target
Kill pace▼ Medium
94 / 152 KPH target
Objective work▼ Medium
14.7 / 17 objective/h target
1 negative 1.525 vs 1.075

Field orders

Frag pressuretarget
8.8 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
94 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective worktarget
14.7 / 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 carry weight on my board, so I expected weight on the map. Entries broken. Pushes carried. The EV moving because you personally insisted.
What your last games gave me
That was not a performance, that was an eviction notice served to an entire lobby. Frame it. FRAME 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 7.5 vs 75/h target · weight 20%
-13.8RR / update
Objective actionsavg 8.4 vs 17/h target · weight 20%
-8RR / update
Kills per houravg 74.6 vs 152/h target · weight 20%
-7.8RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.4RR / update
Objective stops / C4 pressureavg 18.1 vs 13/h target · weight 20%
+1.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Support actionsavg 40.8 vs 18/h target · weight 20%
+7.5RR / update
Fix simulator
Average scored update right now+8.2 RR
Hit Combat pressure target — nothing else changes+22 RR / update
Hit Combat pressure + Objective actions targets+30.1 RR / update
Counterfactual on the same games, same K-factor (~79). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h+89 net
Your games+89
Field drift0
3 scored updates in window
72h+60 net
Your games+60
Field drift0
6 scored updates in window
7d+160 net
Your games+160
Field drift0
13 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +0 RR / update over 3 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-23-201 update0
2026-07-17-04-402 updates0
2026-07-16-04-403 updates0
2026-07-12-03-204 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 7%RR
Top 48%Combat
Top 65%Objective
Top 2%Support
Top 32%KPH
Support100/100
Objective Stops100/100
KPH59/100
Objective27/100
Combat14/100
Personal intelligence / weekly compile

Loadout DNA // Zessez

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
90completed proof matches
9maps in personal file
Supportdominant 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 RHINO / A92 loadout card
RHINO / A92Assault

51 completed matches / 43.1% observed result

Signature 2 AURA / R42 loadout card
AURA / R42Medic

50 completed matches / 44.0% observed result

Signature 3 BUSHWHACKER / BL73 loadout card
BUSHWHACKER / BL73Engineer

48 completed matches / 45.8% observed result

Signature 4 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

33 completed matches / 33.3% observed result

Role DNA
Combat
40
Objective
15
Support
68
Precision
38
Pressure
46
Compared with tracked ranked playersSTRONG evidence
02 / controlled test

Next field order

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

Current BUSHWHACKER / BL73 loadout card
BUSHWHACKER / BL73Engineer
Test BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41Engineer
Keep BUSHWHACKER. Change one card.

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

48 completed matches / 45.8% observed result 12,397 completed carries / 4,622 players Field test / not a verdict
03 / map files

Your map dossier

Your observed card stays visible beside archive leads. Archive context explains history; it does not replace the current-build order above.

Trainyard15 personal / 20.0% observed
BUSHWHACKER / BL73 loadout card
Your observed cardBUSHWHACKER / BL73

8 completed matches / 0.0% observed result

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

209 archive carries / 190 players / 49.7% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Castle14 personal / 50.0% observed
AURA / R42 loadout card
Your observed cardAURA / R42

9 completed matches / 44.4% observed result

AURA / H71 loadout card
Archive same-merc leadAURA / H71

2,892 archive carries / 500 players / 50.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel13 personal / 38.5% observed
AURA / R42 loadout card
Your observed cardAURA / R42

7 completed matches / 14.3% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge11 personal / 36.4% observed
BUSHWHACKER / BL73 loadout card
Your observed cardBUSHWHACKER / BL73

8 completed matches / 37.5% observed result

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

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

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Dockyard11 personal / 36.4% observed
BUSHWHACKER / BL73 loadout card
Your observed cardBUSHWHACKER / BL73

7 completed matches / 42.9% observed result

BUSHWHACKER / C83 loadout card
Archive same-merc leadBUSHWHACKER / C83

1,024 archive carries / 500 players / 48.2% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Heist9 personal / 77.8% observed
AURA / R42 loadout card
Your observed cardAURA / R42

6 completed matches / 66.7% observed result

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% 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 / R42 loadout card
AURA / R42
BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72
RHINO / A92 loadout card
RHINO / A92
Signature deck

31 completed matches / 35.5% 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 x10 / AURA / R42Most Revives x6 / AURA / R73Most Accurate x3 / AURA / R42Most Healing x2 / AURA / R42

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

1580Skill RR
+128Skill RR delta
1580Peak 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 ? 12 valid updates
2026-07-17-23:20+36 performance
Activity: 10.2 min / 16 K / 10 A / 1 W
Score: actual 1.525 vs expected 1.075 / margin 0.45
Show exact performance breakdown
1.525Actual score
1.075Expected score
0.45Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.22
OBJECTIVE1.20
SUPPORT2.00
PRESSURE0.90
ground truth 1.51 vs legacy read 1.15 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-05-00+37 performance
Activity: 13.3 min / 18 K / 18 A / 0 W
Score: actual 1.406 vs expected 0.933 / margin 0.473
Show exact performance breakdown
1.406Actual score
0.933Expected score
0.473Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.22
OBJECTIVE0.67
SUPPORT2.00
PRESSURE0.90
ground truth 1.39 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-04:40+16 performance
Activity: 19.3 min / 21 K / 16 A / 1 W
Score: actual 1.146 vs expected 0.941 / margin 0.206
Show exact performance breakdown
1.146Actual score
0.941Expected score
0.206Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.91
OBJECTIVE1.22
SUPPORT1.42
PRESSURE0.77
ground truth 1.17 vs legacy read 0.56 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-05:20+30 performance
Activity: 11.7 min / 14 K / 14 A / 1 W
Score: actual 1.297 vs expected 0.916 / margin 0.381
Show exact performance breakdown
1.297Actual score
0.916Expected score
0.381Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.02
OBJECTIVE0.53
SUPPORT2.00
PRESSURE0.84
ground truth 1.33 vs legacy read 0.67 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-05-00+17 performance
Activity: 9 min / 7 K / 9 A / 0 W
Score: actual 1.117 vs expected 0.896 / margin 0.221
Show exact performance breakdown
1.117Actual score
0.896Expected score
0.221Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.74
OBJECTIVE0.60
SUPPORT1.64
PRESSURE0.85
ground truth 1.13 vs legacy read 0.74 · 3 match window · 1.00 = your class target for this lobby
2026-07-16-04:40-76 performance
Activity: 6.3 min / 6 K / 3 A / 1 W
Score: actual 0.094 vs expected 1.058 / margin -0.963
Show exact performance breakdown
0.094Actual score
1.058Expected score
-0.963Margin
79K-factor
2026-07-12-05:40+5 performance
Activity: 8.6 min / 13 K / 9 A / 1 W
Score: actual 1.113 vs expected 1.046 / margin 0.067
Show exact performance breakdown
1.113Actual score
1.046Expected score
0.067Margin
79K-factor
2026-07-12-04-00+1 performance
Activity: 11.5 min / 15 K / 18 A / 2 W
Score: actual 1.143 vs expected 1.13 / margin 0.014
Show exact performance breakdown
1.143Actual score
1.13Expected score
0.014Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.21
OBJECTIVE0.87
SUPPORT1.53
PRESSURE0.67
ground truth 1.15 vs legacy read 0.88 · 2 match window · 1.00 = your class target for this lobby
2026-07-12-03:40-7 performance
Activity: 10.3 min / 10 K / 6 A / 0 W
Score: actual 0.941 vs expected 1.029 / margin -0.088
Show exact performance breakdown
0.941Actual score
1.029Expected score
-0.088Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.59
OBJECTIVE0.20
SUPPORT2.00
PRESSURE0.82
ground truth 0.96 vs legacy read 0.65 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-03:20+22 performance
Activity: 8.2 min / 14 K / 6 A / 1 W
Score: actual 1.243 vs expected 0.967 / margin 0.275
Show exact performance breakdown
1.243Actual score
0.967Expected score
0.275Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.05
OBJECTIVE0.85
SUPPORT2.00
PRESSURE0.73
ground truth 1.25 vs legacy read 0.72 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
MATCH IMPACT Gold II / Skill RR 1580 / +58 RR
Position 148 / Support / Revive / KPH 76.43 / Performance +36 / Field shift +2 / Ladder track 1510
  • +36 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions, Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Combat pressure, Kills per hour and Objective actions.
Show exact performance breakdown
1.525Actual score
1.075Expected score
0.45Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.22
OBJECTIVE1.20
SUPPORT2.00
PRESSURE0.90
ground truth 1.51 vs legacy read 1.15 · 1 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 1.5 delta / Combat score / hour 8.8
Score: 0.117 / Weight: 19.5% / Impact: -0.187
Support actionsPushed RR up
Measured: 6.6 delta / Support score / hour 38.8
Score: 2 / Weight: 20% / Impact: +0.185
Objective stops / C4 pressurePushed RR up
Measured: 5 delta / Stop score / hour 29.4
Score: 2 / Weight: 20% / Impact: +0.185
Kills per hourPulled RR down
Measured: 16 kills / Kills / hour 94
Score: 0.618 / Weight: 19.5% / Impact: -0.089
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 14.7
Score: 0.864 / Weight: 20% / Impact: -0.042
Verified public data bonusPushed RR up
Measured: soft field faced, carried the lobby (1.49x avg output), measured accuracy 41% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-23-00
FIELD SHIFT Gold III / Skill RR 1522 / 0 RR
Position 187 / Support / Revive / KPH 76.42 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold III / Skill RR 1522 / 0 RR
Position 187 / Support / Revive / KPH 76.42 / 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 III / Skill RR 1522 / 0 RR
Position 187 / Support / Revive / KPH 76.42 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold III / Skill RR 1522 / 0 RR
Position 188 / Support / Revive / KPH 76.42 / 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 III / Skill RR 1522 / +2 RR
Position 189 / Support / Revive / KPH 76.42 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold III / Skill RR 1520 / 0 RR
Position 191 / Support / Revive / KPH 76.42 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold III / Skill RR 1520 / +1 RR
Position 191 / Support / Revive / KPH 76.42 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold III / Skill RR 1519 / 0 RR
Position 193 / Support / Revive / KPH 76.42 / 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 III / Skill RR 1519 / 0 RR
Position 192 / Support / Revive / KPH 76.42 / 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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