Tracked players: 7374 · 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.
1295 / 7374Active ranked this season
04:13
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 14:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
arc warthem (it/its)
RESTITUTION PAID — +13 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +13 RR on Sep 25, 2026 19:40 UTC. Games poisoned by cheaters can never count against anyone here.
Cobalt II
BRUTAL WEEK SURVIVOR
43-13 survivor
👑 Contract Crown / 1 won
Contract Crown2026-07-02
SEASON I REWARD
Elite
Elite
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

arc warthem (it/its)1803 Skill RR

👑 Contract reward active - included in your Skill RR

Cobalt II

Active SignalLive rank slot held / state file ? 23.8d ago
☣ Hazard pay1 RR lifetime / the system pays the mercs who endure a quarantined contract
1803Skill RR
#100Board position
Signal heldField state
44 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.
59/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+12 Skill RR
LADDER TRACK BASE2736
PRESSURE BUDGET±68 RR
VISIBLE PREVIEW2748
Pressure Rescue x 2Field Closer x 1

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

59Current gauge
64Newest 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 Loss Won Loss Loss Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

arc warthem is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. Stops are not always loud, but this player can flip the whole map when this player land at the right time. This player also brings pressure when the round needs somebody to take contact. Keep that pace stable and the stop pressure and fight pressure can keep carrying useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
23 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
tk-xrelm-euro-server
obj_whitechapel · Stopwatch · Late Game
Maplast saved
obj_whitechapel
Stopwatch · Late Game
Last lobby14 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1598
avg Skill RR 1598
Ranked densityrank signal
87.5%
14 of 16 detected players
Stomp riskbalance signal
59 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#100
Skill rating signal
Cobalt II
1803Cobalt II · Skill RR
Cobalt II → Cobalt I59%
49 RR to Cobalt I44 RR above floor
1763Peak form
2736All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE0 last 6
0 positive · 0 negative · 0 active in the last 6 updates
Pressure meterLOW
15/100
Stability0%
VOLATILE
Peak form gapCobalt II
-40 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftoffline
-1
Player DNAStable read
arc warthem gives the team something in more than one part of the match. This player brings fight pressure, team value, and enough round presence to fit different situations. Keep those useful minutes close to the push and the rank has room to move. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 21.5 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 14:55:49 UTC
NEXT SCAN 04:11
CONTACTS 1295 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #100 arc warthem (it/its) 1803 RR · FORM STABLE — 0/1 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -4.9 RR/UPDATE · PEAK FORM 1763 ON RECORD · LADDER PRESSURE LOW 15/100 ·
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
arc warthem (it/its)
Cobalt II · Objective Stopper
#100BOARD POS
RR 1803PEAK 1763STATE STABLECONF 83
● 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-2Support actions running below scoring target — worst active leak, -4.9 RR / update.
◌
Signal IdleSEV-3No scored activity in the recent window. The rank slot is held until the next game.
Personal Reactor · Skill RR Core
1763Peak form
2736All-time peak
0Ladder track
+44RR above floor
1803Cobalt II · Skill RR59% TO COBALT I
Cobalt II → Cobalt I59% · 49 RR needed
REACTOR PULSE · FORM LAST 6STABLE 0
Sentinel Confidence
83HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (3714 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 SESSIONS ANALYSED
-4.7 1st Deploybleeding
+13.3 2nd Deployholding
+2.8 3rd+ Deploylate game
⬢ Standing Order
Warm up before scored time.
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Strongest Window
1217 UTC avg +7 RR / update over 2 updates weakest: 1823 UTC (avg +2.9)
Recent Sessions
2026-09-25-19-404 updates+13
2026-07-25-22-204 updates+10
2026-07-25-13-202 updates+14
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
15/100LOW
Rank Pressure
pressure on current standing
0%VOLATILE
Stability
rating consistency index
0/1HOT RATIO
Hot Ratio
positive in last 6 updates
0STABLE
Form Engine
net RR across last 6
-40peak form gap 0standing move -1idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
98
Combat
93
Support
67
Objective
52
156.3season KPH 128profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[14:55] > SCAN CYCLE 1455 COMPLETE — 1295 contacts indexed
[14:55] > RATING SIGNAL LOCKED: 1803 RR · COBALT II · BOARD #100
[14:55] > LEAK SCAN: SUPPORT ACTIONS below target — drain -4.9 RR/update
[14:55] > FORM ENGINE: 0/1 positive — band STABLE, stability 0%
Sentinel Read · Player Assessment
arc warthem gives the team something in more than one part of the match. This player brings fight pressure, team value, and enough round presence to fit different situations. Keep those useful minutes close to the push and the rank has room to move. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 21.5 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Support actionsavg 16.4 vs 18/h target · weight 20%
-4.9RR / update
Objective actionsavg 16.1 vs 17/h target · weight 20%
-4.6RR / update
Kills per houravg 165.7 vs 152/h target · weight 20%
-1.8RR / update
Combat pressureavg 95.3 vs 75/h target · weight 20%
-1.6RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.2RR / update
Objective stops / C4 pressureavg 59.4 vs 13/h target · weight 20%
+6.1RR / update
Fix Simulator · Counterfactual
Average scored update right now+3.7 RR
Hit Objective actions target — nothing else changes+8.4 RR / update
Hit Objective actions + Support actions targets+13 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
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d0 net
Your games
0
Field drift
0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 2%RR
Top 2%Combat
Top 26%Objective
Top 11%Support
Top 3%KPH
Objective Stops100/100
KPH98/100
Combat93/100
Support67/100
Objective52/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+10 impact)
⬢ COMMAND APPROVED BADGE Cobalt II TAPE SAYS Elite
Real proof, real pressure, real climb. I underlined your name twice on the board. TWO underlines. That is coach currency.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. Cobalt I is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
▲
Clutch stops▲ High38.6 / 13 clutch/h target
▲
Frag pressure▲ Minor97.2 / 75 combat/h target
Objective Leaks
▼
Team support▼ Major12.3 / 18 support/h target
▼
Objective work▼ Medium15.4 / 17 objective/h target
▼
Kill pace▼ Minor160.4 / 152 KPH target
Field Orders
◎
Team supportTARGET12.3 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Objective workTARGET15.4 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Kill paceTARGET160.4 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good. The useful work came from stop pressure, and that is something the team can play around. Next game: keep teammates in the round. Dead pushes do not plant, defuse, escort, or brag. Coach order: keep the wave moving; dead pushes do not climb.
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 2026-09-25-20:40 / +10 game impact
Coach
COMMAND APPROVED
Real proof, real pressure, real climb. I underlined your name twice on the board. TWO underlines. That is coach currency.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IICobalt II
➞
The tape saysEliteElite
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
Fast climb order
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. Cobalt I is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 022 FAVORITE UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksThe file went cold for 61 days. It is open again now. Shake the rust off and give me something to write down.This is your 4th shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 0.79 on PRESSURE. Tonight reads 0.64. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.I am not asking you to be great tomorrow. I am ordering you to be HONEST tomorrow - drill done, feet where the round lives. Greatness is just honesty with repetitions.
PRESSURE
Below the bar, above excuses. Fix it.
0.64
CLASS BAR 1.00
COMBAT
Frame it. That is what the standard looks like when someone raises it.
1.53
CLASS BAR 1.00
The drill // next sessionFront foot. Always front foot.
WHITECHAPELWON
Dealing 520 a minute and wearing only 176. Keep charging that toll booth.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FRAGGER
IN YOUR SQUAD 4 OF LAST 6
Highest health on the roster — you are the door-opener. First through, every time, and make the trade expensive.
▸FILM ROOM // WHITECHAPEL
Attacking Chapel: rotate your push between the main lane and the opened side route every wave. A defense that must guard two doors guards neither well.
❞Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Clutch stops▲ High
38.6 / 13 clutch/h target
Frag pressure▲ Minor
97.2 / 75 combat/h target
3 positive +3 last 6

Objective leaks

Team support▼ Major
12.3 / 18 support/h target
Objective work▼ Medium
15.4 / 17 objective/h target
Kill pace▼ Minor
160.4 / 152 KPH target
3 negative 1.353 vs 1.193

Field orders

Team supporttarget
12.3 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Objective worktarget
15.4 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Kill pacetarget
160.4 / 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
My demands at this tier come with a heart-rate warning. Total lane authority. Clinical trades. The EV moves like it is scared of disappointing you.
What your last games gave me
You dismantled their whole structure in round one and then spent the rest of the match charging them rent on the ruins.
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
Support actionsavg 16.4 vs 18/h target · weight 20%
-4.9RR / update
Objective actionsavg 16.1 vs 17/h target · weight 20%
-4.6RR / update
Kills per houravg 165.7 vs 152/h target · weight 20%
-1.8RR / update
Combat pressureavg 95.3 vs 75/h target · weight 20%
-1.6RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.2RR / update
Objective stops / C4 pressureavg 59.4 vs 13/h target · weight 20%
+6.1RR / update
Fix simulator
Average scored update right now+3.7 RR
Hit Objective actions target — nothing else changes+8.4 RR / update
Hit Objective actions + Support actions targets+13 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d0 net
Your games0
Field drift0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1217 UTC avg +7 RR / update over 2 updates weakest: 1823 UTC (avg +2.9)
Fatigue signature · avg RR by update # in a session
-4.71st
+13.32nd
+2.83rd+
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Recent sessions
2026-09-25-19-404 updates+13
2026-07-25-22-204 updates+10
2026-07-25-13-202 updates+14
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 2%RR
Top 2%Combat
Top 26%Objective
Top 11%Support
Top 3%KPH
Objective Stops100/100
KPH98/100
Combat93/100
Support67/100
Objective52/100
Personal intelligence / weekly compile

Loadout DNA // arc warthem (it/its)

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
408completed proof matches
11maps in personal file
Combatdominant field lane
STEADYlast 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 KIRA / D71 loadout card
KIRA / D71Fire Support

144 completed matches / 66.0% observed result

Signature 2 RHINO / A92 loadout card
RHINO / A92Assault

75 completed matches / 65.3% observed result

Signature 3 KIRA / B72 loadout card
KIRA / B72Fire Support

67 completed matches / 64.2% observed result

Signature 4 FRAGGER / K51 loadout card
FRAGGER / K51Assault

64 completed matches / 65.6% observed result

Role DNA
Combat
96
Objective
61
Support
66
Precision
70
Pressure
96
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 KIRA / D71 loadout card
KIRA / D71Fire Support
Test KIRA / S74 loadout card
KIRA / S74Fire Support
Keep KIRA. Change one card.

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

144 completed matches / 66.0% observed result 3,930 completed carries / 1,568 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.

Whitechapel61 personal / 73.8% observed
KIRA / D71 loadout card
Your observed cardKIRA / D71

27 completed matches / 74.1% observed result

KIRA / D41 loadout card
Archive same-merc leadKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

SKYHAMMER / M43 loadout card
Archive field referenceSKYHAMMER / M43

394 archive carries / 356 players / 51.7% conservative floor

Castle57 personal / 59.6% observed
KIRA / D71 loadout card
Your observed cardKIRA / D71

31 completed matches / 64.5% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground46 personal / 63.0% observed
KIRA / D71 loadout card
Your observed cardKIRA / D71

23 completed matches / 65.2% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge45 personal / 62.2% observed
KIRA / D71 loadout card
Your observed cardKIRA / D71

25 completed matches / 64.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Dockyard19 personal / 63.2% observed
KIRA / B72 loadout card
Your observed cardKIRA / B72

9 completed matches / 66.7% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Heist18 personal / 66.7% observed
KIRA / D71 loadout card
Your observed cardKIRA / D71

11 completed matches / 63.6% observed result

KIRA / D44 loadout card
Archive same-merc leadKIRA / D44

1,243 archive carries / 500 players / 53.2% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

04 / whole kit

Deck and squad links

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

FRAGGER / K51 loadout card
FRAGGER / K51
KIRA / D71 loadout card
KIRA / D71
PHOENIX / C41 loadout card
PHOENIX / C41
Signature deck

12 completed matches / 58.3% 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 Finishes x22 / KIRA / D71Most Finishes x21 / KIRA / B72Most Finishes x11 / RHINO / A92Most Finishes x10 / KIRA / D44

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

1803Public Skill RR now
+24Recorded season RR change
+37Performance 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: 1770 season RR + +33 public adjustment = 1803 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 · 94 valid updates
2026-09-25-20:40+10 performance
Activity: 22.8 min / 52 K / 16 A / 3 W
Score: actual 1.353 vs expected 1.193 / margin 0.161
Show exact performance breakdown
1.353Actual score
1.193Expected score
0.161Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.53
OBJECTIVE1.36
SUPPORT1.41
PRESSURE0.64
ground truth 1.30 vs legacy read 1.24 · 1 match window · 1.00 = your class target for this lobby
2026-09-25-20:20+11 performance
Activity: 42.8 min / 21 K / 14 A / 1 W
Score: actual 1.404 vs expected 1.224 / margin 0.18
Show exact performance breakdown
1.404Actual score
1.224Expected score
0.18Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.37
OBJECTIVE1.61
SUPPORT1.64
PRESSURE0.96
ground truth 1.36 vs legacy read 1.62 · 2 match window · 1.00 = your class target for this lobby
2026-09-25-20-00+3 performance
Activity: 21.7 min / 31 K / 15 A / 0 W
Score: actual 1.22 vs expected 1.17 / margin 0.05
Show exact performance breakdown
1.22Actual score
1.17Expected score
0.05Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.37
OBJECTIVE1.08
SUPPORT1.61
PRESSURE0.72
ground truth 1.19 vs legacy read 0.80 · 1 match window · 1.00 = your class target for this lobby
2026-09-25-19:40-11 performance
Activity: 36.5 min / 87 K / 30 A / 0 W
Score: actual 1.026 vs expected 1.205 / margin -0.179
Show exact performance breakdown
1.026Actual score
1.205Expected score
-0.179Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.31
OBJECTIVE0.81
SUPPORT0.60
PRESSURE0.94
ground truth 1.01 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
2026-07-25-23:20-6 performance
Activity: 24.8 min / 77 K / 17 A / 2 W
Score: actual 1.279 vs expected 1.379 / margin -0.1
Show exact performance breakdown
1.279Actual score
1.379Expected score
-0.1Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.69
OBJECTIVE0.80
SUPPORT0.39
PRESSURE1.00
ground truth 1.24 vs legacy read 1.22 · 1 match window · 1.00 = your class target for this lobby
2026-07-25-23-00-4 performance
Activity: 32 min / 43 K / 18 A / 0 W
Score: actual 1.301 vs expected 1.368 / margin -0.067
Show exact performance breakdown
1.301Actual score
1.368Expected score
-0.067Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.71
OBJECTIVE0.46
SUPPORT1.22
PRESSURE1.02
ground truth 1.26 vs legacy read 1.01 · 2 match window · 1.00 = your class target for this lobby
2026-07-25-22:40+18 performance
Activity: 6 min / 17 K / 5 A / 1 W
Score: actual 1.671 vs expected 1.372 / margin 0.299
Show exact performance breakdown
1.671Actual score
1.372Expected score
0.299Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.85
OBJECTIVE1.85
SUPPORT2.00
PRESSURE0.77
ground truth 1.64 vs legacy read 1.26 · 1 match window · 1.00 = your class target for this lobby
2026-07-25-22:20+2 performance
Activity: 20.7 min / 8 K / 6 A / 1 W
Score: actual 1.253 vs expected 1.213 / margin 0.04
Show exact performance breakdown
1.253Actual score
1.213Expected score
0.04Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.46
OBJECTIVE1.08
SUPPORT1.58
PRESSURE0.66
ground truth 1.23 vs legacy read 0.94 · 1 match window · 1.00 = your class target for this lobby
2026-07-25-14-00+19 performance
Activity: 13.2 min / 41 K / 14 A / 3 W
Score: actual 1.486 vs expected 1.177 / margin 0.309
Show exact performance breakdown
1.486Actual score
1.177Expected score
0.309Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.96
OBJECTIVE1.27
SUPPORT0.77
PRESSURE0.60
ground truth 1.42 vs legacy read 1.51 · 1 match window · 1.00 = your class target for this lobby
2026-07-25-13:20-5 performance
Activity: 29.6 min / 73 K / 40 A / 1 W
Score: actual 1.025 vs expected 1.115 / margin -0.09
Show exact performance breakdown
1.025Actual score
1.115Expected score
-0.09Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.81
OBJECTIVE0.47
SUPPORT0.70
PRESSURE1.36
ground truth 0.97 vs legacy read 1.22 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-14-40
FIELD SHIFT Cobalt II / Skill RR 1770 / -1 RR
Position 111 / Combat / KPH 127.97 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-19-14-20
HELD Cobalt II / Skill RR 1771 / 0 RR
Position 111 / Combat / KPH 127.97 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-00
HELD Cobalt II / Skill RR 1771 / 0 RR
Position 111 / Combat / KPH 127.97 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-40
HELD Cobalt II / Skill RR 1771 / 0 RR
Position 111 / Combat / KPH 127.97 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-20
HELD Cobalt II / Skill RR 1771 / 0 RR
Position 111 / Combat / KPH 127.97 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-13-00
HELD Cobalt II / Skill RR 1771 / 0 RR
Position 111 / Combat / KPH 127.97 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-40
HELD Cobalt II / Skill RR 1771 / 0 RR
Position 111 / Combat / KPH 127.97 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-20
HELD Cobalt II / Skill RR 1771 / 0 RR
Position 111 / Combat / KPH 127.97 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-00
HELD Cobalt II / Skill RR 1771 / 0 RR
Position 112 / Combat / KPH 127.97 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-11-40
HELD Cobalt II / Skill RR 1771 / 0 RR
Position 112 / Combat / KPH 127.97 / Performance 0 / Field shift 0
  • 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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