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
11:37
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
Capital
Bronze I
Bronze spawn fileEntry-band file

Capital1169 Skill RR

Bronze I

Active SignalLive rank slot held / state file ? just now
1169Skill RR
#464Board position
Positive impactField state
17 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 9/10
?
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.
41/100
Low Pressure
Preview only · provisional 9/10 matches
PROJECTED RR IF ENABLED-6 Skill RR
BASE SKILL RR1369
PRESSURE BUDGET±34 RR
VISIBLE PREVIEW1363

Recent eligible matches sit slightly below expected field pressure.

41Current gauge
39Newest match
50Expected pressure
9/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Loss Loss Won Abandoned Won Loss Loss Loss Won
Open DBStats Profile ↗
Ranked read

Capital 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 fight pressure near the team would make those useful minutes much more dangerous. The most recent scored round gave the team value through support value.

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
14 min ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_terminalredux · Stopwatch · Late Game
Maplast saved
obj_terminalredux
Stopwatch · Late Game
Last lobby14 ranked players
15/16
players in monitored server
Lobby difficultyGold III
1355
avg Skill RR 1355
Ranked densityrank signal
93.3%
14 of 15 detected players
Stomp riskbalance signal
71 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#464
Skill rating signal
Bronze I
1169Bronze I · Skill RR
Bronze I → Silver V50%
15 RR to Silver V17 RR above floor
1754Peak form
1369All-time peak
1369Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+77 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapCobalt II
+585 gap
Standing moveSkill scale
+63
Rank pressureField opened
Field opened +3 RR
Idle field shiftoffline
+3
Player DNAStable read
Capital is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More fight pressure near the team would make those useful minutes much more dangerous. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 26.2 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:28:24 UTC
NEXT SCAN 11:36
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #464 Capital 1169 RR · CONTACT #465 CLOSURE +342/DAY — INTERCEPT ~1D · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11.7 RR/UPDATE · PEAK FORM 1754 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
Capital
Bronze I · Hot Streak Objective Stopper
#464BOARD POS
RR 1169PEAK 1754STATE 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#465 Shakespeare ₊˚⊹ gained +342 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -11.7 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Form SurgingCLEAR4 of last 6 scored updates positive, +77 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1754Peak form
1369All-time peak
1369Ladder track
+17RR above floor
1169Bronze I · Skill RR50% TO SILVER V
Bronze I → Silver V50% · 15 RR needed
REACTOR PULSE · FORM LAST 6HOT +77
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (472 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
0005 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-22-204 updates0
2026-07-17-00-002 updates0
2026-07-15-22-201 update0
2026-07-12-18-003 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+77HOT
Form Engine
net RR across last 6
+585peak form gap +63standing move +3idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
56
Objective
43
Support
30
Combat
21
35.2season KPH 73.3profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:28] > SCAN CYCLE 2328 COMPLETE — 565 contacts indexed
[23:28] > RATING SIGNAL LOCKED: 1169 RR · BRONZE I · BOARD #464
[23:28] > LEAK SCAN: COMBAT PRESSURE below target — drain -11.7 RR/update
[23:28] > THREAT TRACK: contact #465 closure +342/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Capital is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More fight pressure near the team would make those useful minutes much more dangerous. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 26.2 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 1.9 vs 75/h target · weight 20%
-11.7RR / update
Kills per houravg 38.8 vs 152/h target · weight 20%
-7.7RR / update
Objective actionsavg 10.7 vs 17/h target · weight 20%
-1.2RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Objective stops / C4 pressureavg 11.1 vs 13/h target · weight 20%
+1RR / update
Support actionsavg 20.9 vs 18/h target · weight 20%
+3RR / update
Fix Simulator · Counterfactual
Average scored update right now+13.5 RR
Hit Combat pressure target — nothing else changes+30.5 RR / update
Hit Combat pressure + Kills per hour targets+43.5 RR / update
Counterfactual on the same games, same K-factor (~89). 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+77 net
Your games
+77
Field drift
0
6 scored updates in window
72h+80 net
Your games
+80
Field drift
0
7 scored updates in window
7d+164 net
Your games
+164
Field drift
0
12 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 19%RR
Top 32%Combat
Top 37%Objective
Top 48%Support
Top 35%KPH
Objective Stops100/100
KPH56/100
Objective43/100
Support30/100
Combat21/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+15 impact)
⬢ COMMAND APPROVED BADGE Bronze I TAPE SAYS Elite
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. You are keeping everyone alive from the BACK ROW like a nervous parent at a school play. The paddles are great, the packs are great — now get UP THERE. Support from the front line, where the fight can actually FEEL you. You are ONE good night from Silver V. 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▲ High31.9 / 18 support/h target
Objective Leaks
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Major24.3 / 152 KPH target
Objective work▼ Medium8.7 / 17 objective/h target
Field Orders
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET24.3 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective workTARGET8.7 / 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: first contact is good; useful first contact is better.
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 / +15 game impact
Coach
COMMAND APPROVED
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IBronze I
The tape saysEliteElite
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
Fast climb order
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. You are keeping everyone alive from the BACK ROW like a nervous parent at a school play. The paddles are great, the packs are great — now get UP THERE. Support from the front line, where the fight can actually FEEL you. You are ONE good night from Silver V. 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 006 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksNew sweater tonight. Fine. I am freezing the old order until you wear that jersey again - earn THIS role on its own tape.The lifetime ledger reads 34,096 kills across 464 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.The door is right there and so is the drill. One of them fixes this page. Pick the drill, every time, until my pen agrees with you.
COMBAT
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.54
CLASS BAR 1.00
SUPPORT
The bar looked up at you tonight. Bars do not do that for free.
1.37
CLASS BAR 1.00
The drill // next sessionYou keep people alive beautifully. Now make the enemy regret it. One clean elimination per save — that is the new rate.
TERMINALREDUXWON
10 teammates raised on this shift. The tape does not lie about who kept that team breathing.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
MEDIC
YOUR ROLE ON THE FLOOR
Pick your fights like a surgeon picks incisions: only the ones that keep your patients alive.
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.
Ten-fight share: 41 of 50. Four other people carried weight with your name on it. Go take it back.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Team support▲ High
31.9 / 18 support/h target
4 positive +77 last 6

Objective leaks

Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
24.3 / 152 KPH target
Objective work▼ Medium
8.7 / 17 objective/h target
2 negative 0.967 vs 0.781

Field orders

Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
24.3 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective worktarget
8.7 / 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
I drew the play in crayon. Big arrows. Stand here. Shoot there. Touch objective. If you can hand Sawbonez a health pack, you can manage this.
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 10 stored scored games
Combat pressureavg 1.9 vs 75/h target · weight 20%
-11.7RR / update
Kills per houravg 38.8 vs 152/h target · weight 20%
-7.7RR / update
Objective actionsavg 10.7 vs 17/h target · weight 20%
-1.2RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Objective stops / C4 pressureavg 11.1 vs 13/h target · weight 20%
+1RR / update
Support actionsavg 20.9 vs 18/h target · weight 20%
+3RR / update
Fix simulator
Average scored update right now+13.5 RR
Hit Combat pressure target — nothing else changes+30.5 RR / update
Hit Combat pressure + Kills per hour targets+43.5 RR / update
Counterfactual on the same games, same K-factor (~89). 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+77 net
Your games+77
Field drift0
6 scored updates in window
72h+80 net
Your games+80
Field drift0
7 scored updates in window
7d+164 net
Your games+164
Field drift0
12 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
0005 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
2026-07-17-22-204 updates0
2026-07-17-00-002 updates0
2026-07-15-22-201 update0
2026-07-12-18-003 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 19%RR
Top 32%Combat
Top 37%Objective
Top 48%Support
Top 35%KPH
Objective Stops100/100
KPH56/100
Objective43/100
Support30/100
Combat21/100
Personal intelligence / weekly compile

Loadout DNA // Capital

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
53completed proof matches
10maps in personal file
Objectivedominant 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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

8 completed matches / 37.5% observed result

Signature 2 PHOENIX / KE81 loadout card
PHOENIX / KE81Medic

5 completed matches / 20.0% observed result

Signature 3 AURA / R72 loadout card
AURA / R72Medic

3 completed matches / 33.3% observed result

Signature 4 PROXY / H23 loadout card
PROXY / H23Engineer

3 completed matches / 33.3% observed result

Role DNA
Combat
3
Objective
32
Support
32
Precision
28
Pressure
6
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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer
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.

8 completed matches / 37.5% 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.

Bridge3 personal / 33.3% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

2 completed matches / early read

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

Trainyard2 personal / early read
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

2 completed matches / early read

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

Whitechapel2 personal / early read
AURA / R72 loadout card
Your observed cardAURA / R72

1 completed match / early read

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground2 personal / early read
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

2 completed matches / early read

BUSHWHACKER / SM43 loadout card
Archive same-merc leadBUSHWHACKER / SM43

5,025 archive carries / 500 players / 50.9% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Castle1 personal / early read
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

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.

BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72
PHOENIX / KE81 loadout card
PHOENIX / KE81
PROXY / R22 loadout card
PROXY / R22
Signature deck

3 completed matches / 33.3% 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 Objective x1 / BUSHWHACKER / C72Most Revives x1 / SPARKS / 241Match award x1 / PHOENIX / KE81Most Objective x1 / AURA / H82

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

1169Skill RR
+60Skill RR delta
1169Peak Skill RR shown
72Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 10 scored games ? 16 valid updates
2026-07-17-23:20+15 performance
Activity: 17.3 min / 7 K / 19 A / 2 W
Score: actual 0.967 vs expected 0.781 / margin 0.187
Show exact performance breakdown
0.967Actual score
0.781Expected score
0.187Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.54
OBJECTIVE0.78
SUPPORT1.37
PRESSURE0.94
ground truth 1.01 vs legacy read 0.63 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-00+39 performance
Activity: 6.9 min / 3 K / 2 A / 0 W
Score: actual 1.232 vs expected 0.733 / margin 0.499
Show exact performance breakdown
1.232Actual score
0.733Expected score
0.499Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.79
OBJECTIVE0.50
SUPPORT2.00
PRESSURE0.97
ground truth 1.28 vs legacy read 0.50 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22:40+13 performance
Activity: 18.9 min / 18 K / 18 A / 0 W
Score: actual 0.888 vs expected 0.723 / margin 0.165
Show exact performance breakdown
0.888Actual score
0.723Expected score
0.165Margin
79K-factor
2026-07-17-22:20-43 performance
Activity: 10.5 min / 10 K / 6 A / 3 W
Score: actual 0.226 vs expected 0.765 / margin -0.539
Show exact performance breakdown
0.226Actual score
0.765Expected score
-0.539Margin
79K-factor
2026-07-17-00:20-7 performance
Activity: 19.3 min / 14 K / 17 A / 2 W
Score: actual 0.625 vs expected 0.715 / margin -0.089
Show exact performance breakdown
0.625Actual score
0.715Expected score
-0.089Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 64% / MEDIC 36%engine weight 90%
COMBAT0.55
OBJECTIVE0.34
SUPPORT0.79
PRESSURE0.87
ground truth 0.64 vs legacy read 0.52 · 3 match window · 1.00 = your class target for this lobby
2026-07-17-00-00+60 performance
Activity: 22.9 min / 11 K / 16 A / 2 W
Score: actual 1.411 vs expected 0.653 / margin 0.758
Show exact performance breakdown
1.411Actual score
0.653Expected score
0.758Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.64
OBJECTIVE2.00
SUPPORT1.71
PRESSURE0.97
ground truth 1.44 vs legacy read 0.71 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-22:20+3 performance
Activity: 12.7 min / 13 K / 2 A / 0 W
Score: actual 0.742 vs expected 0.711 / margin 0.031
Show exact performance breakdown
0.742Actual score
0.711Expected score
0.031Margin
105K-factor
2026-07-12-19:40+37 performance
Activity: 9.5 min / 6 K / 6 A / 0 W
Score: actual 0.995 vs expected 0.644 / margin 0.35
Show exact performance breakdown
0.995Actual score
0.644Expected score
0.35Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.44
OBJECTIVE1.67
SUPPORT0.95
PRESSURE0.73
ground truth 1.08 vs legacy read 0.08 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-18:40+15 performance
Activity: 33.8 min / 5 K / 15 A / 2 W
Score: actual 0.741 vs expected 0.597 / margin 0.144
Show exact performance breakdown
0.741Actual score
0.597Expected score
0.144Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.18
OBJECTIVE0.48
SUPPORT2.00
PRESSURE0.68
ground truth 0.73 vs legacy read 0.65 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-18-00+1 performance
Activity: 15.7 min / 11 K / 7 A / 0 W
Score: actual 0.633 vs expected 0.625 / margin 0.008
Show exact performance breakdown
0.633Actual score
0.625Expected score
0.008Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.56
OBJECTIVE0.97
SUPPORT0.05
PRESSURE0.78
ground truth 0.65 vs legacy read 0.22 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
MATCH IMPACT Bronze I / Skill RR 1169 / +19 RR
Position 491 / Objective Stopper / KPH 73.31 / Performance +15 / Field shift 0 / Ladder track 1369
  • +15 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions. Weak/low signals: Combat pressure, Kills per hour and Objective actions.
Show exact performance breakdown
0.967Actual score
0.781Expected score
0.187Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.54
OBJECTIVE0.78
SUPPORT1.37
PRESSURE0.94
ground truth 1.01 vs legacy read 0.63 · 2 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 9.2 delta / Support score / hour 31.9
Score: 1.774 / Weight: 20% / Impact: +0.199
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.152
Kills per hourPulled RR down
Measured: 7 kills / Kills / hour 24.3
Score: 0.16 / Weight: 19.5% / Impact: -0.121
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 8.7
Score: 0.511 / Weight: 20% / Impact: -0.054
Objective stops / C4 pressurePulled RR down
Measured: 2.5 delta / Stop score / hour 8.7
Score: 0.668 / Weight: 20% / Impact: -0.023
Win resultNeutral
Measured: 2-3 / Win ratio 40%
Score: 0.667 / Weight: 1% / Impact: 0
2026-07-17-23-00
MATCH IMPACT Bronze II / Skill RR 1150 / +27 RR
Position 505 / Objective Stopper / KPH 73.34 / Performance +39 / Field shift +1 / Ladder track 1354
  • +39 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.232Actual score
0.733Expected score
0.499Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.79
OBJECTIVE0.50
SUPPORT2.00
PRESSURE0.97
ground truth 1.28 vs legacy read 0.50 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 2.5 delta / Stop score / hour 21.8
Score: 1.68 / Weight: 20.2% / Impact: +0.191
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20.2% / Impact: -0.148
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.7% / Impact: -0.144
Kills per hourPulled RR down
Measured: 3 kills / Kills / hour 26.2
Score: 0.172 / Weight: 19.7% / Impact: -0.11
Support actionsPulled RR down
Measured: 1.2 delta / Support score / hour 10.5
Score: 0.583 / Weight: 20.2% / Impact: -0.03
Verified public data bonusPushed RR up
Measured: measured accuracy 27% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-07-17-22-40
MATCH IMPACT Bronze II / Skill RR 1123 / +11 RR
Position 520 / Objective Stopper / KPH 73.36 / Performance +13 / Field shift 0 / Ladder track 1315
  • +13 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 and Kills per hour.
Show exact performance breakdown
0.888Actual score
0.723Expected score
0.165Margin
79K-factor
Support actionsPushed RR up
Measured: 28.2 delta / Support score / hour 89.5
Score: 2 / Weight: 20% / Impact: +0.255
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.141
Objective stops / C4 pressurePushed RR up
Measured: 5.6 delta / Stop score / hour 17.8
Score: 1.368 / Weight: 20% / Impact: +0.129
Kills per hourPulled RR down
Measured: 18 kills / Kills / hour 57.1
Score: 0.376 / Weight: 19.5% / Impact: -0.068
Objective actionsNeutral
Measured: 3.5 delta / Objective score / hour 11.1
Score: 0.654 / Weight: 20% / Impact: -0.014
Verified public data bonusPushed RR up
Measured: public deaths + losses available / Public K/D / win-loss confidence +0.005 score
Score: 0.005 / Weight: bonus% / Impact: +0.005
2026-07-17-22-20
MATCH IMPACT Bronze III / Skill RR 1112 / -35 RR
Position 531 / Objective Stopper / KPH 73.37 / Performance -43 / Field shift +1 / Ladder track 1302
  • -43 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Combat pressure. Positive signals from Verified public data bonus reduced the loss.
Show exact performance breakdown
0.226Actual score
0.765Expected score
-0.539Margin
79K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.153
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.153
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.149
Kills per hourPulled RR down
Measured: 10 kills / Kills / hour 57.2
Score: 0.377 / Weight: 19.5% / Impact: -0.076
Objective stops / C4 pressurePulled RR down
Measured: 1.5 delta / Stop score / hour 8.6
Score: 0.66 / Weight: 20% / Impact: -0.021
Win resultNeutral
Measured: 3-1 / Win ratio 75%
Score: 1.25 / Weight: 1% / Impact: +0.008
2026-07-17-22-00
FIELD SHIFT Bronze II / Skill RR 1147 / +1 RR
Position 508 / Objective Stopper / KPH 73.37 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Bronze II / Skill RR 1146 / 0 RR
Position 510 / Objective Stopper / KPH 73.37 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
HELD Bronze II / Skill RR 1146 / -1 RR
Position 509 / Objective Stopper / KPH 73.37 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-21-00
FIELD SHIFT Bronze II / Skill RR 1147 / 0 RR
Position 509 / Objective Stopper / KPH 73.37 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Bronze II / Skill RR 1147 / 0 RR
Position 509 / Objective Stopper / KPH 73.37 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
HELD Bronze II / Skill RR 1147 / -1 RR
Position 507 / Objective Stopper / KPH 73.37 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
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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