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
10:34
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
Autistisch
Gold III
Gold contract filePressure-band contract

Autistisch1519 Skill RR

Gold III

Active SignalLive rank slot held / state file ? 8h ago
1519Skill RR
#183Board position
Signal heldField state
25 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 6/10
?
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.
58/100
Positive Pressure
Preview only · provisional 6/10 matches
PROJECTED RR IF ENABLED+6 Skill RR
BASE SKILL RR1428
PRESSURE BUDGET±36 RR
VISIBLE PREVIEW1434
Silent Support x 2

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

58Current gauge
47Newest match
50Expected pressure
6/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Abandoned Won Abandoned Won Abandoned Won Loss Won Abandoned
Open DBStats Profile ↗
Ranked read

Autistisch is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. More direct round work would make the value easier for any team to feel. This player also helps the wave stay alive when trades get ugly. The last scored game showed the good parts clearly, especially through support value and stop pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
8 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
5v5 peace and love <3
obj_trainyard · Objective · Mid Game
Maplast saved
obj_trainyard
Objective · Mid Game
Last lobby7 ranked players
10/10
players in monitored server
Lobby difficultyGold IV
1219
avg Skill RR 1219
Ranked densityrank signal
70%
7 of 10 detected players
Stomp riskbalance signal
58 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 10
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#183
Skill rating signal
Gold III
1519Gold III · Skill RR
Gold III → Gold II48%
39 RR to Gold II25 RR above floor
2137Peak form
1492All-time peak
1428Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
COLD-26 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapElite
+618 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftnone
Player DNAStable read
Autistisch is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 22.5 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:27 UTC
NEXT SCAN 10:33
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #183 Autistisch 1519 RR · CONTACT #186 CLOSURE +190/DAY — INTERCEPT ~1D · FORM COLD — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -13.3 RR/UPDATE · PEAK FORM 2137 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
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
Autistisch
Gold III · Objective Stopper
#183BOARD POS
RR 1519PEAK 2137STATE COLDCONF 66
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 5 SIGNALS
Threat ClosingSEV-1#186 [FR] Ben gained +190 RR today, 5 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -13.3 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#182 Scream Aim Fire is 2 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-23 negative in the last 6 updates, -26 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2137Peak form
1492All-time peak
1428Ladder track
+25RR above floor
1519Gold III · Skill RR48% TO GOLD II
Gold III → Gold II48% · 39 RR needed
REACTOR PULSE · FORM LAST 6COLD -26
Sentinel Confidence
66MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (76 rows), stored scored breakdowns (6) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 6 SESSIONS ANALYSED
0 1st Deployopener
2nd Deployholding
3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
0005 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-15-001 update0
2026-07-14-18-201 update0
2026-07-13-18-001 update0
2026-07-12-18-001 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-26COLD
Form Engine
net RR across last 6
+618peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
70
KPH
61
Objective
54
Combat
30
83.3season KPH 78.7profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1519 RR · GOLD III · BOARD #183
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -13.3 RR/update
[23:29] > THREAT TRACK: contact #186 closure +190/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Autistisch is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 22.5 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 6 stored scored games
Combat pressureavg 16.5 vs 75/h target · weight 20%
-13.3RR / update
Kills per houravg 83.7 vs 152/h target · weight 20%
-7RR / update
Support actionsavg 16.5 vs 18/h target · weight 20%
-0.5RR / update
Win resultavg 0.9 vs 1/h target · weight 1%
+0.6RR / update
Objective actionsavg 27.6 vs 17/h target · weight 20%
+1.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+3.3RR / update
Objective stops / C4 pressureavg 39.4 vs 13/h target · weight 20%
+11.3RR / update
Fix Simulator · Counterfactual
Average scored update right now+15.9 RR
Hit Combat pressure target — nothing else changes+30.8 RR / update
Hit Combat pressure + Kills per hour targets+39.4 RR / update
Counterfactual on the same games, same K-factor (~98). 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+58 net
Your games
+58
Field drift
0
1 scored update in window
72h-15 net
Your games
-15
Field drift
0
2 scored updates in window
7d+42 net
Your games
+42
Field drift
0
4 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 8%RR
Top 22%Combat
Top 24%Objective
Top 12%Support
Top 29%KPH
Objective Stops100/100
Support70/100
KPH61/100
Objective54/100
Combat30/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+58 impact)
⬢ CHAMPAGNE ROOM BADGE Gold III TAPE SAYS Elite
I RAN INTO THE PARKING LOT AND SCREAMED AT THE SKY. The neighbors called someone. I do not care. That tape goes in the vault — the GOOD vault, the one with the lock. 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
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ FAST CLIMB ORDER
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. 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. Gold II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
Team support▲ High39 / 18 support/h target
Clutch stops▲ High29.6 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Frag pressure▼ Major13.6 / 75 combat/h target
Kill pace▼ Medium100.5 / 152 KPH target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressureTARGET13.6 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET100.5 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That is more like it. Team support gave the push a backbone and made the enemy work for space. Next game: if C4 is involved, be rude about it. Arm, disarm, protect, contest. Standing nearby and admiring it is not a strategy. 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 helped 2026-07-17-15-00 / +58 game impact
Coach
CHAMPAGNE ROOM
I RAN INTO THE PARKING LOT AND SCREAMED AT THE SKY. The neighbors called someone. I do not care. That tape goes in the vault — the GOOD vault, the one with the lock. 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 IIIGold III
The tape saysEliteElite
Two badges, one truth: the ladder owes you money. Collect it next session.
Fast climb order
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. 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. Gold II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 004 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.And before you argue with the board: the best OBJECTIVE in this file is 1.55, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Your last pages average 1.31 on OBJECTIVE. Tonight reads 0.83. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.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.
OBJECTIVE
Inches from the bar - and inches decide gold.
0.83
CLASS BAR 1.00
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
2.00
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.
TRAINYARDLOST
3 pulled off the floor - 3.0 saves every ten minutes. Keep the defib hot.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AURA
IN YOUR SQUAD 5 OF LAST 6
Plant the station where the objective lives, not where it is safe. A station healing nobody is furniture.
FILM ROOM // TRAINYARD
Holding Trainyard: rotate the long-angle rifle between lanes every wave. A sniper with a schedule is furniture; a sniper without one is weather.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.

Working signals

Team support▲ High
39 / 18 support/h target
Clutch stops▲ High
29.6 / 13 clutch/h target
4 positive +156 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
13.6 / 75 combat/h target
Kill pace▼ Medium
100.5 / 152 KPH target
2 negative 1.555 vs 1.001

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
13.6 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
100.5 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
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
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
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 6 stored scored games
Combat pressureavg 16.5 vs 75/h target · weight 20%
-13.3RR / update
Kills per houravg 83.7 vs 152/h target · weight 20%
-7RR / update
Support actionsavg 16.5 vs 18/h target · weight 20%
-0.5RR / update
Win resultavg 0.9 vs 1/h target · weight 1%
+0.6RR / update
Objective actionsavg 27.6 vs 17/h target · weight 20%
+1.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+3.3RR / update
Objective stops / C4 pressureavg 39.4 vs 13/h target · weight 20%
+11.3RR / update
Fix simulator
Average scored update right now+15.9 RR
Hit Combat pressure target — nothing else changes+30.8 RR / update
Hit Combat pressure + Kills per hour targets+39.4 RR / update
Counterfactual on the same games, same K-factor (~98). 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+58 net
Your games+58
Field drift0
1 scored update in window
72h-15 net
Your games-15
Field drift0
2 scored updates in window
7d+42 net
Your games+42
Field drift0
4 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 3 updates
Fatigue signature · avg RR by update # in a session
+01st
2nd
3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-07-17-15-001 update0
2026-07-14-18-201 update0
2026-07-13-18-001 update0
2026-07-12-18-001 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 22%Combat
Top 24%Objective
Top 12%Support
Top 29%KPH
Objective Stops100/100
Support70/100
KPH61/100
Objective54/100
Combat30/100
Personal intelligence / weekly compile

Loadout DNA // Autistisch

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

Weekly compile pending
0completed proof matches
0maps in personal file
Unresolveddominant field lane
COMPILE PENDINGlast seven days

Weekly loadout compile queued

This player ranked after the latest weekly build. The public Field Manual works now; the personal dossier will appear after the next compile.

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 Field Manual

Skill movement + performance history

0Skill RR
0Skill RR delta
0Peak Skill RR shown
0Tracked 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 6 scored games ? 5 valid updates
2026-07-17-15-00+58 performance
Activity: 10.2 min / 17 K / 10 A / 2 W
Score: actual 1.555 vs expected 1.001 / margin 0.554
Show exact performance breakdown
1.555Actual score
1.001Expected score
0.554Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.58
OBJECTIVE0.83
SUPPORT2.00
PRESSURE0.89
ground truth 1.55 vs legacy read 1.00 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-18:20-73 performance
Activity: 1.8 min / 1 K / 3 A / 3 W
Score: actual 0.058 vs expected 1.258 / margin -1.2
Show exact performance breakdown
0.058Actual score
1.258Expected score
-1.2Margin
61K-factor
2026-07-13-18-00+61 performance
Activity: 25.3 min / 31 K / 33 A / 3 W
Score: actual 1.531 vs expected 0.952 / margin 0.579
Show exact performance breakdown
1.531Actual score
0.952Expected score
0.579Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.14
OBJECTIVE1.33
SUPPORT2.00
PRESSURE0.81
ground truth 1.51 vs legacy read 1.14 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-18-00-4 performance
Activity: 19.2 min / 29 K / 21 A / 3 W
Score: actual 1.003 vs expected 1.042 / margin -0.038
Show exact performance breakdown
1.003Actual score
1.042Expected score
-0.038Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.89
OBJECTIVE1.85
SUPPORT0.33
PRESSURE1.00
ground truth 0.98 vs legacy read 0.87 · 1 match window · 1.00 = your class target for this lobby
2026-07-07-18:40+38 performance
Activity: 14.1 min / 20 K / 22 A / 1 W
Score: actual 1.031 vs expected 0.669 / margin 0.363
Show exact performance breakdown
1.031Actual score
0.669Expected score
0.363Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.09
OBJECTIVE1.05
SUPPORT0.82
PRESSURE1.16
ground truth 1.00 vs legacy read 0.83 · 2 match window · 1.00 = your class target for this lobby
2026-07-04-19:40+76 performance
Activity: 13.1 min / 29 K / 9 A / 0 W
Score: actual 1.299 vs expected 0.579 / margin 0.72
Show exact performance breakdown
1.299Actual score
0.579Expected score
0.72Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.92
OBJECTIVE1.55
SUPPORT0.69
PRESSURE0.71
ground truth 1.22 vs legacy read 1.21 · 1 match window · 1.00 = your class target for this lobby
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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