Tracked players: 7368 · 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 through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1304 / 7368Active ranked this season
13:11
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.

2026-10-19 Last update UTC 06:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
monolith.blue
RESTITUTION PAID — +69 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +30 RR on Oct 5, 2026 02:20 UTC. Games poisoned by cheaters can never count against anyone here.
Gold I
👑 Contract Crown / 1 won
Contract Crown2026-06-25
SEASON I REWARD
Gold II
Gold II
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

monolith.blue1629 Skill RR

👑 Contract reward active - included in your Skill RR

Gold I

Active SignalLive rank slot held / state file ? 2h ago
☣ Hazard pay18 RR lifetime / the system pays the mercs who endure a quarantined contract
1629Skill RR
#270Board position
Signal heldField state
3 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.
40/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-11 Skill RR
LADDER TRACK BASE2100
PRESSURE BUDGET±53 RR
VISIBLE PREVIEW2089
Pressure Rescue x 1

Recent eligible matches sit slightly below expected field pressure.

40Current gauge
40Newest 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 Won Won Loss Won Loss Won Loss Loss Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

monolith.blue gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. 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. Adding more fight pressure and support value in the next game would make the round value much easier to feel.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
obj_heist · Objective · Late Game
Maplast saved
obj_heist
Objective · Late Game
Last lobby4 ranked players
4/16
players in monitored server
Lobby difficultyGold I
1523
avg Skill RR 1523
Ranked densityrank signal
100%
4 of 4 detected players
Stomp riskbalance signal
62 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 4
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#270
Skill rating signal
Gold I
1629Gold I · Skill RR
Gold I → Cobalt III5%
51 RR to Cobalt III3 RR above floor
2131Peak form
2318All-time peak
2100Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
COLD-37 last 6
1 positive · 5 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability83%
LOCKED
Peak form gapElite
+502 gap
Standing moveSkill scale
-1
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
monolith.blue is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 27 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 06:26:50 UTC
NEXT SCAN 13:10
CONTACTS 1304 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #270 monolith.blue 1629 RR · FORM COLD — 1/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -10.9 RR/UPDATE · PEAK FORM 2131 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
monolith.blue
Gold I · Objective Stopper
#270BOARD POS
RR 1629PEAK 2131STATE COLDCONF 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 2 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -10.9 RR / update.
▼
Cold StreakSEV-25 negative in the last 6 updates, -37 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2131Peak form
2318All-time peak
2100Ladder track
+3RR above floor
1629Gold I · Skill RR5% TO COBALT III
Gold I → Cobalt III5% · 51 RR needed
REACTOR PULSE · FORM LAST 6COLD -37
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4522 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
+2.5 1st Deployopener
+7 2nd Deployholding
-2.2 3rd+ Deploybleeding
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~6.5 RR per session at current pace.
Strongest Window
0005 UTC avg +0.6 RR / update over 10 updates
Recent Sessions
2026-10-19-02-203 updates-23
2026-10-18-01-407 updates+29
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
1/6HOT RATIO
Hot Ratio
positive in last 6 updates
-37COLD
Form Engine
net RR across last 6
+502peak form gap -1standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
96
KPH
59
Support
35
Combat
19
80.5season KPH 76.1profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[06:26] > SCAN CYCLE 0626 COMPLETE — 1304 contacts indexed
[06:26] > RATING SIGNAL LOCKED: 1629 RR · GOLD I · BOARD #270
[06:26] > LEAK SCAN: COMBAT PRESSURE below target — drain -10.9 RR/update
[06:26] > FORM ENGINE: 1/6 positive — band COLD, stability 83%
Sentinel Read · Player Assessment
monolith.blue is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 27 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 13.6 vs 75/h target · weight 20%
-10.9RR / update
Support actionsavg 4.8 vs 18/h target · weight 20%
-10.2RR / update
Kills per houravg 80 vs 152/h target · weight 20%
-6.9RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.5RR / update
Objective actionsavg 44.9 vs 17/h target · weight 20%
+5.6RR / update
Objective stops / C4 pressureavg 35.8 vs 13/h target · weight 20%
+6.1RR / update
Fix Simulator · Counterfactual
Average scored update right now+0.7 RR
Hit Combat pressure target — nothing else changes+10.4 RR / update
Hit Combat pressure + Support actions targets+19.4 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h-23 net
Your games
-23
Field drift
0
3 scored updates in window
72h+6 net
Your games
+6
Field drift
0
10 scored updates in window
7d-96 net
Your games
-96
Field drift
0
31 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 5%RR
Top 28%Combat
Top 10%Objective
Top 33%Support
Top 25%KPH
Objective Stops100/100
Objective96/100
KPH59/100
Support35/100
Combat19/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-15 impact)
⬢ COACH WARNING BADGE Gold I TAPE SAYS Elite
I had you on the GOOD board. The board I point at when I am proud! And you handed me tape that belongs on the OTHER board. The one by the bins!
Coach blood pressureCLIPBOARD DOWN
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
There is a leak in the boat and we are NOT redecorating until it is plugged. One leak. I can see it from the bench. Next session we fix THAT and only that. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. Cobalt III 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
▲
Clutch stops▲ High45.6 / 13 clutch/h target
▲
Objective work▲ Medium26.1 / 17 objective/h target
Objective Leaks
▼
Frag pressure▼ Major8 / 75 combat/h target
▼
Team support▼ Major3.5 / 18 support/h target
▼
Kill pace▼ Major97.5 / 152 KPH target
Field Orders
◎
Frag pressureTARGET8 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Team supportTARGET3.5 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Kill paceTARGET97.5 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
No. That game was not enough for this rank. The team needed more fight pressure, not busy work away from the push. Next game: be the entry, not the tourist. Force the trade where the team can actually walk through the door you opened. Coach order: take space the team can actually use.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-10-19-04:40 / -15 game impact
Coach
COACH WARNING
I had you on the GOOD board. The board I point at when I am proud! And you handed me tape that belongs on the OTHER board. The one by the bins!
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IGold 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
There is a leak in the boat and we are NOT redecorating until it is plugged. One leak. I can see it from the bench. Next session we fix THAT and only that. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. Cobalt III 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
ASSAULTjudged by your class bar
FILE 106 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 106. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.This is your 23rd shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
SUPPORT
Below the bar, above excuses. Fix it.
0.53
CLASS BAR 1.00
OBJECTIVE
So close it hurts. One more honest shift and it is over the line.
0.88
CLASS BAR 1.00
The drill // next sessionLone wolves lose Game 7. Trade with your team, share your utility, and watch your own numbers climb.
HEISTWON
290 a minute, and they managed 93 back. Somewhere their coach is having MY kind of night.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
ASSAULT
YOUR ROLE ON THE FLOOR
One touch of teamwork per life. Lone wolves lose the matches that matter.
▸FILM ROOM // HEIST
Holding Heist: do not crowd the vault floor — hold the exits. The package has to LEAVE; the doorway is where deliveries go to die.
40 of 50 across ten fights. The bus does not need another passenger. It needs an engine.
❞Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Clutch stops▲ High
45.6 / 13 clutch/h target
Objective work▲ Medium
26.1 / 17 objective/h target
1 positive -37 last 6

Objective leaks

Frag pressure▼ Major
8 / 75 combat/h target
Team support▼ Major
3.5 / 18 support/h target
Kill pace▼ Major
97.5 / 152 KPH target
5 negative 0.940 vs 1.189

Field orders

Frag pressuretarget
8 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
3.5 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill pacetarget
97.5 / 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
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 13.6 vs 75/h target · weight 20%
-10.9RR / update
Support actionsavg 4.8 vs 18/h target · weight 20%
-10.2RR / update
Kills per houravg 80 vs 152/h target · weight 20%
-6.9RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.5RR / update
Objective actionsavg 44.9 vs 17/h target · weight 20%
+5.6RR / update
Objective stops / C4 pressureavg 35.8 vs 13/h target · weight 20%
+6.1RR / update
Fix simulator
Average scored update right now+0.7 RR
Hit Combat pressure target — nothing else changes+10.4 RR / update
Hit Combat pressure + Support actions targets+19.4 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h-23 net
Your games-23
Field drift0
3 scored updates in window
72h+6 net
Your games+6
Field drift0
10 scored updates in window
7d-96 net
Your games-96
Field drift0
31 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 +0.6 RR / update over 10 updates
Fatigue signature · avg RR by update # in a session
+2.51st
+72nd
-2.23rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-10-19-02-203 updates-23
2026-10-18-01-407 updates+29
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 5%RR
Top 28%Combat
Top 10%Objective
Top 33%Support
Top 25%KPH
Objective Stops100/100
Objective96/100
KPH59/100
Support35/100
Combat19/100
Personal intelligence / weekly compile

Loadout DNA // monolith.blue

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
562completed proof matches
11maps in personal file
Objectivedominant field lane
IMPROVINGlast 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 / BL81 loadout card
BUSHWHACKER / BL81Engineer

411 completed matches / 52.3% observed result

Signature 2 STOKER / T65 loadout card
STOKER / T65Fire Support

410 completed matches / 52.7% observed result

Signature 3 NADER / SM41 loadout card
NADER / SM41Assault

124 completed matches / 58.9% observed result

Signature 4 JAVELIN / SH56 loadout card
JAVELIN / SH56Fire Support

84 completed matches / 42.9% observed result

Role DNA
Combat
56
Objective
99
Support
37
Precision
24
Pressure
44
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 STOKER / T65 loadout card
STOKER / T65Fire Support
Test STOKER / M55 loadout card
STOKER / M55Fire Support
Keep STOKER. Change one card.

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

410 completed matches / 52.7% observed result 11,568 completed carries / 2,875 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.

Whitechapel73 personal / 43.8% observed
STOKER / T65 loadout card
Your observed cardSTOKER / T65

73 completed matches / 43.8% observed result

STOKER / M63 loadout card
Archive same-merc leadSTOKER / M63

109 archive carries / 72 players / 50.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground69 personal / 42.0% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

69 completed matches / 42.0% observed result

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

Castle68 personal / 52.9% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

68 completed matches / 52.9% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge55 personal / 52.7% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

55 completed matches / 52.7% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Dockyard35 personal / 60.0% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

35 completed matches / 60.0% observed result

BUSHWHACKER / BL73 loadout card
Archive same-merc leadBUSHWHACKER / BL73

1,017 archive carries / 500 players / 49.3% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Trainyard34 personal / 52.9% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

34 completed matches / 52.9% 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

04 / whole kit

Deck and squad links

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

BUSHWHACKER / BL81 loadout card
BUSHWHACKER / BL81
NADER / SM41 loadout card
NADER / SM41
STOKER / T65 loadout card
STOKER / T65
Signature deck

123 completed matches / 59.3% 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 x92 / BUSHWHACKER / BL81Most Objective x21 / STOKER / T65Match award x20 / BUSHWHACKER / BL81Match award x11 / STOKER / T65

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

1629Public Skill RR now
+1Recorded season RR change
+6Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

Line = season RR before public adjustments. Bars match the last ten scored updates below, filtered by the selected range. Performance is a different unit—not direct public RR gains.

Current accounting: 1609 season RR + +20 public adjustment = 1629 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 602 valid updates
2026-10-19-04:40-15 performance
Activity: 17.2 min / 28 K / 18 A / 1 W
Score: actual 0.94 vs expected 1.189 / margin -0.25
Show exact performance breakdown
0.94Actual score
1.189Expected score
-0.25Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.99
OBJECTIVE0.88
SUPPORT0.53
PRESSURE1.13
ground truth 0.94 vs legacy read 0.91 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-02:40-1 performance
Activity: 9.4 min / 8 K / 11 A / 2 W
Score: actual 1.088 vs expected 1.109 / margin -0.02
Show exact performance breakdown
1.088Actual score
1.109Expected score
-0.02Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 56% / FIRESUPPORT 44%engine weight 90%
COMBAT0.95
OBJECTIVE1.32
SUPPORT0.59
PRESSURE0.91
ground truth 1.09 vs legacy read 0.90 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-02:20-7 performance
Activity: 20.9 min / 26 K / 16 A / 2 W
Score: actual 1.009 vs expected 1.116 / margin -0.107
Show exact performance breakdown
1.009Actual score
1.116Expected score
-0.107Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.07
OBJECTIVE1.42
SUPPORT0.46
PRESSURE1.23
ground truth 1.03 vs legacy read 0.93 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-04:40+25 performance
Activity: 10.3 min / 23 K / 13 A / 1 W
Score: actual 1.621 vs expected 1.204 / margin 0.417
Show exact performance breakdown
1.621Actual score
1.204Expected score
0.417Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.56
OBJECTIVE1.77
SUPPORT1.02
PRESSURE1.85
ground truth 1.59 vs legacy read 1.23 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-04:20-4 performance
Activity: 25.4 min / 40 K / 16 A / 5 W
Score: actual 1.068 vs expected 1.128 / margin -0.061
Show exact performance breakdown
1.068Actual score
1.128Expected score
-0.061Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.18
OBJECTIVE1.48
SUPPORT0.40
PRESSURE1.14
ground truth 1.05 vs legacy read 1.22 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-04-00-35 performance
Activity: 7.3 min / 6 K / 7 A / 0 W
Score: actual 0.602 vs expected 1.176 / margin -0.574
Show exact performance breakdown
0.602Actual score
1.176Expected score
-0.574Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.81
OBJECTIVE0.66
SUPPORT0.28
PRESSURE1.19
ground truth 0.69 vs legacy read 0.10 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-03:40+8 performance
Activity: 4.8 min / 3 K / 4 A / 0 W
Score: actual 1.185 vs expected 1.051 / margin 0.135
Show exact performance breakdown
1.185Actual score
1.051Expected score
0.135Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.85
OBJECTIVE1.53
SUPPORT0.44
PRESSURE1.60
ground truth 1.23 vs legacy read 0.88 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-02:20+8 performance
Activity: 15 min / 14 K / 23 A / 3 W
Score: actual 1.162 vs expected 1.026 / margin 0.136
Show exact performance breakdown
1.162Actual score
1.026Expected score
0.136Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.02
OBJECTIVE2.00
SUPPORT0.66
PRESSURE1.23
ground truth 1.22 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-02-00+15 performance
Activity: 14 min / 16 K / 9 A / 0 W
Score: actual 1.263 vs expected 1.022 / margin 0.24
Show exact performance breakdown
1.263Actual score
1.022Expected score
0.24Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.96
OBJECTIVE1.63
SUPPORT0.61
PRESSURE1.40
ground truth 1.30 vs legacy read 0.89 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-01:40+12 performance
Activity: 15 min / 4 K / 4 A / 0 W
Score: actual 1.201 vs expected 1.002 / margin 0.199
Show exact performance breakdown
1.201Actual score
1.002Expected score
0.199Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.38
OBJECTIVE2.00
SUPPORT0.50
PRESSURE0.80
ground truth 1.21 vs legacy read 0.85 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-06-20
HELD Gold I / Skill RR 1609 / 0 RR
Position 274 / Objective Stopper / KPH 76.13 / Performance 0 / Field shift 0 / Ladder track 2100
  • No new gameplay detected. Skill RR held.
2026-10-19-06-00
HELD Gold I / Skill RR 1609 / 0 RR
Position 274 / Objective Stopper / KPH 76.13 / Performance 0 / Field shift 0 / Ladder track 2100
  • No new gameplay detected. Skill RR held.
2026-10-19-05-40
HELD Gold I / Skill RR 1609 / 0 RR
Position 274 / Objective Stopper / KPH 76.13 / Performance 0 / Field shift 0 / Ladder track 2100
  • No new gameplay detected. Skill RR held.
2026-10-19-05-20
HELD Gold I / Skill RR 1609 / 0 RR
Position 274 / Objective Stopper / KPH 76.13 / Performance 0 / Field shift 0 / Ladder track 2100
  • No new gameplay detected. Skill RR held.
2026-10-19-05-00
HELD Gold I / Skill RR 1609 / 0 RR
Position 274 / Objective Stopper / KPH 76.13 / Performance 0 / Field shift 0 / Ladder track 2100
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-04-40
MATCH IMPACT Gold I / Skill RR 1609 / 0 RR
Position 274 / Objective Stopper / KPH 76.13 / Performance -15 / Field shift 0 / Ladder track 2100
  • -15 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Combat pressure, Support actions and Kills per hour. Positive signals from Objective stops / C4 pressure, Objective actions and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.94Actual score
1.189Expected score
-0.25Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.99
OBJECTIVE0.88
SUPPORT0.53
PRESSURE1.13
ground truth 0.94 vs legacy read 0.91 · 1 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 2.3 delta / Combat score / hour 8
Score: 0.107 / Weight: 19.5% / Impact: -0.211
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 3.5
Score: 0.193 / Weight: 20% / Impact: -0.199
Objective stops / C4 pressurePushed RR up
Measured: 13.1 delta / Stop score / hour 45.6
Score: 2 / Weight: 20% / Impact: +0.162
Kills per hourPulled RR down
Measured: 28 kills / Kills / hour 97.5
Score: 0.641 / Weight: 19.5% / Impact: -0.107
Objective actionsPushed RR up
Measured: 7.5 delta / Objective score / hour 26.1
Score: 1.536 / Weight: 20% / Impact: +0.069
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 27% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-10-19-04-20
HELD Gold I / Skill RR 1609 / 0 RR
Position 274 / Objective Stopper / KPH 76.13 / Performance 0 / Field shift 0 / Ladder track 2115
  • No new gameplay detected. Skill RR held.
2026-10-19-04-00
HELD Gold I / Skill RR 1609 / 0 RR
Position 274 / Objective Stopper / KPH 76.13 / Performance 0 / Field shift 0 / Ladder track 2115
  • No new gameplay detected. Skill RR held.
2026-10-19-03-40
HELD Gold I / Skill RR 1609 / 0 RR
Position 274 / Objective Stopper / KPH 76.13 / Performance 0 / Field shift 0 / Ladder track 2115
  • No new gameplay detected. Skill RR held.
2026-10-19-03-20
HELD Gold I / Skill RR 1609 / 0 RR
Position 274 / Objective Stopper / KPH 76.13 / Performance 0 / Field shift 0 / Ladder track 2115
  • No new gameplay detected. Skill RR held.
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 season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

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 recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

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.

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

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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