Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
12:03
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
Max Power
Silver IV
SEASON I REWARD
Silver III
Silver III
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

Max Power1285 Skill RR

Silver IV

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay3 RR lifetime / the system pays the mercs who endure a quarantined contract
1285Skill RR
#386Board position
Signal heldField state
0 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.
46/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-2 Skill RR
BASE SKILL RR1173
PRESSURE BUDGET±29 RR
VISIBLE PREVIEW1171

Recent eligible matches sit slightly below expected field pressure.

46Current gauge
42Newest 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
Loss Loss Loss Won Won Loss Loss Abandoned Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Max Power 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. This player also brings pressure when the round needs somebody to take contact. Keep that pace stable and the stop pressure and support value can keep carrying useful minutes.

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
1 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_bridge · Stopwatch · Late Game
Maplast saved
obj_bridge
Stopwatch · Late Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1427
avg Skill RR 1427
Ranked densityrank signal
100%
16 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 · Under pressure · Skill RR is the rank signal
BOARD POSITION#386
Skill rating signal
Silver IV
1285Silver IV · Skill RR
Silver IV → Silver III100%
1 RR to Silver III58 RR above floor
2067Peak form
1391All-time peak
1173Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-15 last 6
3 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability50%
SWINGY
Peak form gapElite
+782 gap
Standing moveSkill scale
-1
Rank pressureField opened
Field opened +5 RR
Idle field shiftoffline
+2
Player DNAStable read
Fette Boese Sau is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. Cleaner trades around the obj would make the round work much harder to stop. The support side gives the team second chances when the push gets messy. Current stop pace sits around 21.5 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:27:57 UTC
NEXT SCAN 12:03
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #386 Max Power 1285 RR · CONTACT #389 CLOSURE +372/DAY — INTERCEPT ~1D · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -8.9 RR/UPDATE · PEAK FORM 2067 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
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
Max Power
Silver IV · Objective Stopper
#386BOARD POS
RR 1285PEAK 2067STATE STABLECONF 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#389 PRiNCE vs EVIL gained +372 RR today, 4 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -8.9 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Form HoldingCLEAR3 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2067Peak form
1391All-time peak
1173Ladder track
+58RR above floor
1285Silver IV · Skill RRMAX RANK REACHED · 100%
Silver IV → Silver III100% · 58 RR above floor
REACTOR PULSE · FORM LAST 6STABLE -15
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1447 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
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 4 updates
Recent Sessions
2026-07-17-19-405 updates0
2026-07-16-22-405 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-15STABLE
Form Engine
net RR across last 6
+782peak form gap -1standing move +2idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
62
Support
46
Objective
34
Combat
18
82.2season KPH 80.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:27] > SCAN CYCLE 2327 COMPLETE — 565 contacts indexed
[23:27] > RATING SIGNAL LOCKED: 1285 RR · SILVER IV · BOARD #386
[23:27] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -8.9 RR/update
[23:27] > THREAT TRACK: contact #389 closure +372/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Fette Boese Sau is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. Cleaner trades around the obj would make the round work much harder to stop. The support side gives the team second chances when the push gets messy. Current stop pace sits around 21.5 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 2 vs 17/h target · weight 20%
-8.9RR / update
Combat pressureavg 21.5 vs 75/h target · weight 20%
-6.6RR / update
Kills per houravg 80.8 vs 152/h target · weight 20%
-3.7RR / update
Support actionsavg 13.4 vs 18/h target · weight 20%
-2.3RR / update
Win resultavg 0.2 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Objective stops / C4 pressureavg 22 vs 13/h target · weight 20%
+3.8RR / update
Fix Simulator · Counterfactual
Average scored update right now-4 RR
Hit Objective actions target — nothing else changes+6.8 RR / update
Hit Objective actions + Combat pressure targets+15.9 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-39 net
Your games
-39
Field drift
0
7 scored updates in window
72h-212 net
Your games
-212
Field drift
0
21 scored updates in window
7d-149 net
Your games
-149
Field drift
0
35 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 16%RR
Top 37%Combat
Top 51%Objective
Top 29%Support
Top 27%KPH
Objective Stops100/100
KPH62/100
Support46/100
Objective34/100
Combat18/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+6 impact)
⬢ GOOD PROOF BADGE Silver IV TAPE SAYS Cobalt II
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
The door is open. The DOOR. IS. OPEN. We do not admire open doors on this bench, we RUN through them screaming. 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. Silver II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
Clutch stops▲ High39.1 / 13 clutch/h target
Team support▲ High27.1 / 18 support/h target
Objective Leaks
Frag pressure▼ Major17.4 / 75 combat/h target
Objective work▼ Medium9.1 / 17 objective/h target
Kill pace▼ Minor108.5 / 152 KPH target
Field Orders
Frag pressureTARGET17.4 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Objective workTARGET9.1 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Kill paceTARGET108.5 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good game. Stop pressure gave the team a way in; now keep that value pointed at the obj. Next game: be the entry, not the tourist. Force the trade where the team can actually walk through the door you opened. Coach order: fight with the team, not from a different postcode.
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 2026-07-17-22:40 / +6 game impact
Coach
GOOD PROOF
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IVSilver IV
The tape saysCobalt IICobalt II
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
The door is open. The DOOR. IS. OPEN. We do not admire open doors on this bench, we RUN through them screaming. 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. Silver II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 004 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksSession 4, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.The lifetime ledger reads 173,717 kills across 2158 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.Tonight's PRESSURE at 1.38 is a new file record - the old ceiling was 1.33. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
OBJECTIVE
Below the bar, above excuses. Fix it.
0.52
CLASS BAR 1.00
PRESSURE
Franchise-player territory. I said what I said.
1.38
CLASS BAR 1.00
The drill // next sessionYou clear rooms beautifully and then leave the round on the table. Convert: kill, plant, push, repeat.
BRIDGELOST
313 damage a minute out, 378 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
RHINO
IN YOUR SQUAD 4 OF LAST 6
Manage the heat like a clip: spin down BEFORE red, duck, repeat. A Rhino who never overheats is a lane that never opens.
FILM ROOM // BRIDGE
Your Rhino was built for this map: the minigun chews the barrier generator AND the EV lanes. Walk the escort with the spin ready and be the convoy's armor.
I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Clutch stops▲ High
39.1 / 13 clutch/h target
Team support▲ High
27.1 / 18 support/h target
3 positive -15 last 6

Objective leaks

Frag pressure▼ Major
17.4 / 75 combat/h target
Objective work▼ Medium
9.1 / 17 objective/h target
Kill pace▼ Minor
108.5 / 152 KPH target
2 negative 0.911 vs 0.818

Field orders

Frag pressuretarget
17.4 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Objective worktarget
9.1 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Kill pacetarget
108.5 / 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
Easy lobby, easy homework. Hold a corner, feed your fragger, touch the point. I have seen Proxy's mines complete this checklist unattended.
What your last games gave me
Clinical. Surgical. RUDE, even. You took contested rounds and converted them into clean wins like it was a hobby.
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
Objective actionsavg 2 vs 17/h target · weight 20%
-8.9RR / update
Combat pressureavg 21.5 vs 75/h target · weight 20%
-6.6RR / update
Kills per houravg 80.8 vs 152/h target · weight 20%
-3.7RR / update
Support actionsavg 13.4 vs 18/h target · weight 20%
-2.3RR / update
Win resultavg 0.2 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Objective stops / C4 pressureavg 22 vs 13/h target · weight 20%
+3.8RR / update
Fix simulator
Average scored update right now-4 RR
Hit Objective actions target — nothing else changes+6.8 RR / update
Hit Objective actions + Combat pressure targets+15.9 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-39 net
Your games-39
Field drift0
7 scored updates in window
72h-212 net
Your games-212
Field drift0
21 scored updates in window
7d-149 net
Your games-149
Field drift0
35 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 4 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
2026-07-17-19-405 updates0
2026-07-16-22-405 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 16%RR
Top 37%Combat
Top 51%Objective
Top 29%Support
Top 27%KPH
Objective Stops100/100
KPH62/100
Support46/100
Objective34/100
Combat18/100
Personal intelligence / weekly compile

Loadout DNA // Fette Boese Sau

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
209completed proof matches
9maps in personal file
Combatdominant field lane
NO NEW EVIDENCElast 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 PHANTOM / CR94 loadout card
PHANTOM / CR94Recon

47 completed matches / 57.4% observed result

Signature 2 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

37 completed matches / 45.9% observed result

Signature 3 RHINO / A61 loadout card
RHINO / A61Assault

35 completed matches / 48.6% observed result

Signature 4 ARTY / D43 loadout card
ARTY / D43Fire Support

32 completed matches / 68.8% observed result

Role DNA
Combat
59
Objective
54
Support
31
Precision
11
Pressure
47
Compared with tracked ranked playersSTRONG evidence
02 / controlled test

Next field order

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

Current BUSHWHACKER / 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.

37 completed matches / 45.9% 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.

Bridge37 personal / 51.4% observed
PHANTOM / CR94 loadout card
Your observed cardPHANTOM / CR94

14 completed matches / 57.1% observed result

PHANTOM / CR51 loadout card
Archive same-merc leadPHANTOM / CR51

177 archive carries / 157 players / 52.0% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle33 personal / 48.5% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

15 completed matches / 40.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel26 personal / 57.7% observed
ARTY / D43 loadout card
Your observed cardARTY / D43

17 completed matches / 58.8% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground24 personal / 62.5% observed
RHINO / A61 loadout card
Your observed cardRHINO / A61

14 completed matches / 35.7% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Terminal Redux14 personal / 42.9% observed
HUNTER / 1116 loadout card
Your observed cardHUNTER / 1116

13 completed matches / 46.2% observed result

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Trainyard8 personal / 62.5% observed
ARTY / D43 loadout card
Your observed cardARTY / D43

4 completed matches / 50.0% observed result

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.

JAVELIN / SH85 loadout card
JAVELIN / SH85
NADER / SM41 loadout card
NADER / SM41
RHINO / A61 loadout card
RHINO / A61
Signature deck

5 completed matches / 20.0% 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.

Match award x3 / ARTY / D43Most Objective x3 / ARTY / D43Match award x2 / PHANTOM / CR94Most Deployables x2 / NADER / KE72

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

1215Skill RR
-12Skill RR delta
1235Peak 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 ? 44 valid updates
2026-07-17-22:40+6 performance
Activity: 16.6 min / 30 K / 10 A / 0 W
Score: actual 0.911 vs expected 0.818 / margin 0.094
Show exact performance breakdown
0.911Actual score
0.818Expected score
0.094Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.90
OBJECTIVE0.52
SUPPORT0.81
PRESSURE1.38
ground truth 0.90 vs legacy read 1.00 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22-00+8 performance
Activity: 14 min / 14 K / 21 A / 0 W
Score: actual 0.934 vs expected 0.799 / margin 0.136
Show exact performance breakdown
0.934Actual score
0.799Expected score
0.136Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.76
OBJECTIVE0.98
SUPPORT1.29
PRESSURE1.28
ground truth 0.96 vs legacy read 0.69 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:40-28 performance
Activity: 10.3 min / 17 K / 11 A / 0 W
Score: actual 0.421 vs expected 0.879 / margin -0.458
Show exact performance breakdown
0.421Actual score
0.879Expected score
-0.458Margin
61K-factor
2026-07-17-20-00-13 performance
Activity: 17.5 min / 12 K / 16 A / 0 W
Score: actual 0.643 vs expected 0.85 / margin -0.207
Show exact performance breakdown
0.643Actual score
0.85Expected score
-0.207Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.70
OBJECTIVE0.51
SUPPORT0.58
PRESSURE1.33
ground truth 0.70 vs legacy read 0.25 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-19:400 performance
Activity: 12.9 min / 20 K / 10 A / 0 W
Score: actual 0.856 vs expected 0.853 / margin 0.003
Show exact performance breakdown
0.856Actual score
0.853Expected score
0.003Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.83
OBJECTIVE1.06
SUPPORT0.08
PRESSURE1.28
ground truth 0.88 vs legacy read 0.65 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-00-00+12 performance
Activity: 11.3 min / 18 K / 10 A / 2 W
Score: actual 1.012 vs expected 0.808 / margin 0.203
Show exact performance breakdown
1.012Actual score
0.808Expected score
0.203Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.90
OBJECTIVE0.61
SUPPORT1.79
PRESSURE1.25
ground truth 1.00 vs legacy read 0.98 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-23:40-23 performance
Activity: 10.5 min / 11 K / 5 A / 3 W
Score: actual 0.518 vs expected 0.894 / margin -0.376
Show exact performance breakdown
0.518Actual score
0.894Expected score
-0.376Margin
61K-factor
2026-07-16-23:20-1 performance
Activity: 4.8 min / 5 K / 4 A / 0 W
Score: actual 0.782 vs expected 0.806 / margin -0.024
Show exact performance breakdown
0.782Actual score
0.806Expected score
-0.024Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 66% / ASSAULT 34%engine weight 90%
COMBAT0.67
OBJECTIVE1.00
SUPPORT0.75
PRESSURE1.06
ground truth 0.86 vs legacy read 0.09 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-23-00+11 performance
Activity: 12.1 min / 17 K / 19 A / 0 W
Score: actual 1.011 vs expected 0.835 / margin 0.177
Show exact performance breakdown
1.011Actual score
0.835Expected score
0.177Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.03
OBJECTIVE1.30
SUPPORT0.59
PRESSURE1.08
ground truth 1.04 vs legacy read 0.55 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-22:40-12 performance
Activity: 4.2 min / 7 K / 4 A / 0 W
Score: actual 0.675 vs expected 0.877 / margin -0.201
Show exact performance breakdown
0.675Actual score
0.877Expected score
-0.201Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.00
OBJECTIVE0.06
SUPPORT0.71
PRESSURE0.53
ground truth 0.68 vs legacy read 0.44 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Silver V / Skill RR 1215 / 0 RR
Position 455 / Objective Stopper / KPH 80.5 / Performance 0 / Field shift +1 / Ladder track 1173
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
HELD Silver V / Skill RR 1215 / -1 RR
Position 456 / Objective Stopper / KPH 80.5 / Performance 0 / Field shift 0 / Ladder track 1173
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-40
MATCH IMPACT Silver V / Skill RR 1216 / +1 RR
Position 455 / Objective Stopper / KPH 80.5 / Performance +6 / Field shift 0 / Ladder track 1173
  • +6 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Support actions. Weak/low signals: Combat pressure, Objective actions and Kills per hour.
Show exact performance breakdown
0.911Actual score
0.818Expected score
0.094Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.90
OBJECTIVE0.52
SUPPORT0.81
PRESSURE1.38
ground truth 0.90 vs legacy read 1.00 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 10.8 delta / Stop score / hour 39.1
Score: 2 / Weight: 20% / Impact: +0.236
Support actionsPushed RR up
Measured: 7.5 delta / Support score / hour 27.1
Score: 1.508 / Weight: 20% / Impact: +0.138
Combat pressurePulled RR down
Measured: 4.8 delta / Combat score / hour 17.4
Score: 0.232 / Weight: 19.5% / Impact: -0.114
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 9
Score: 0.532 / Weight: 20% / Impact: -0.057
Kills per hourPulled RR down
Measured: 30 kills / Kills / hour 108.5
Score: 0.714 / Weight: 19.5% / Impact: -0.02
Win resultNeutral
Measured: 0-3 / Win ratio 0%
Score: 0 / Weight: 1% / Impact: -0.002
2026-07-17-22-20
HELD Silver V / Skill RR 1215 / -1 RR
Position 457 / Objective Stopper / KPH 80.5 / Performance 0 / Field shift 0 / Ladder track 1167
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-00
MATCH IMPACT Silver V / Skill RR 1216 / +5 RR
Position 457 / Objective Stopper / KPH 80.5 / Performance +8 / Field shift +1 / Ladder track 1167
  • +8 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: Combat pressure, Support actions and Kills per hour.
Show exact performance breakdown
0.934Actual score
0.799Expected score
0.136Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.76
OBJECTIVE0.98
SUPPORT1.29
PRESSURE1.28
ground truth 0.96 vs legacy read 0.69 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 7.5 delta / Stop score / hour 32.1
Score: 2 / Weight: 20% / Impact: +0.24
Combat pressurePulled RR down
Measured: 2.5 delta / Combat score / hour 10.7
Score: 0.143 / Weight: 19.5% / Impact: -0.128
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 4.3
Score: 0.238 / Weight: 20% / Impact: -0.112
Kills per hourPulled RR down
Measured: 14 kills / Kills / hour 60
Score: 0.395 / Weight: 19.5% / Impact: -0.079
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 10.7
Score: 0.63 / Weight: 20% / Impact: -0.034
Verified public data bonusPushed RR up
Measured: fought a +112 CMR field, measured accuracy 28% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Silver V / Skill RR 1211 / 0 RR
Position 464 / Objective Stopper / KPH 80.5 / Performance 0 / Field shift +1 / Ladder track 1159
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Silver V / Skill RR 1211 / 0 RR
Position 462 / Objective Stopper / KPH 80.5 / Performance 0 / Field shift +1 / Ladder track 1159
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Silver V / Skill RR 1211 / 0 RR
Position 464 / Objective Stopper / KPH 80.5 / Performance 0 / Field shift +1 / Ladder track 1159
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
MATCH IMPACT Silver V / Skill RR 1211 / -11 RR
Position 464 / Objective Stopper / KPH 80.5 / Performance -28 / Field shift +1 / Ladder track 1159
  • -28 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Combat pressure and Support actions. Positive signals from Verified public data bonus reduced the loss.
Show exact performance breakdown
0.421Actual score
0.879Expected score
-0.458Margin
61K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20.2% / Impact: -0.178
Combat pressurePulled RR down
Measured: 3.8 delta / Combat score / hour 22.2
Score: 0.296 / Weight: 19.7% / Impact: -0.115
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 5.8
Score: 0.325 / Weight: 20.2% / Impact: -0.112
Kills per hourPulled RR down
Measured: 17 kills / Kills / hour 99.4
Score: 0.654 / Weight: 19.7% / Impact: -0.044
Objective stops / C4 pressureNeutral
Measured: 1.8 delta / Stop score / hour 10.5
Score: 0.809 / Weight: 20.2% / 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
2026-07-17-20-20
FIELD SHIFT Silver V / Skill RR 1222 / 0 RR
Position 451 / Objective Stopper / KPH 80.5 / Performance 0 / Field shift +1 / Ladder track 1187
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

DBRanked is an independent, fan-built competitive ladder for Dirty Bomb — built, run, and funded by one merc from the community. It is not affiliated with Splash Damage. The game stopped being maintained; the field didn't. This board exists so the mercs still fighting have a ladder worth fighting on.

Do I need to install anything?

No. Nothing to install, nothing to run, nothing to connect. DBRanked never touches your machine, your game, or your account — it reads publicly available match telemetry and nothing else. If a site claiming to be us ever asks you to install something, it isn't us.

Does DBRanked affect my in-game stats or account?

Never. The system is read-only by design. It cannot modify, touch, or interfere with anything in the game — it only watches and ranks.

How is this different from DBStats?

DBStats shows lifetime raw numbers. DBRanked is the competitive layer built on top of the living field: monthly seasons, placement, ranks, signal rules, a board that responds every 20 minutes. One is an archive. This is a ladder.

How do I get on the ladder?

Play. There is no signup, no registration, no application. The engine discovers active mercs on its own and opens a dossier automatically. Fight scored games and the system finds you.

Is Dirty Bomb even still alive?

Alive enough to fight on. Quieter than the old days — but the mercs still here are the ones who never stopped loving this game, and now there's a live ladder under them. The board fills with one kind of player: the ones who came back. Be one of them.

The ladder just opened. Does being early matter?

More than it will again. Right now the top of the board is being claimed for the first time, by whoever shows up and fights for it. Give it a season and those slots are defended by mercs with the deepest proven records on the field. Founding names are remembered — and there's exactly one window to become one.

I haven't played in years. Do I grind up from the bottom?

No. The first time the system scores you, it reads your full lifetime field record and places you from it — you don't start at the floor, you start where your history says you stand, then prove it from there. The years you already put in aren't gone. They're your opening position.

Can someone take my place on the board?

Always. The board shows the mercs directly above and below you — the ones hunting your slot and the ones you're hunting. They don't wait. Every 20-minute update you sit out is another window someone else spends proving into your space. Rank here is held, not owned.

Does any of this last, or does it reset?

Ranks reset each season. The record doesn't. What you do is written into your dossier permanently, and the rare command citations the system issues for exceptional records never expire, can't be bought, and can't be requested. Seasons end. What you proved on the field stays on file.

What stops cheaters from ruining it?

The system watches for play that doesn't add up, and command reviews the evidence before anything is final. Confirmed cheaters aren't quietly deleted — they're quarantined and left on the board as a marked warning. The field remembers who fought fair. It remembers who didn't, too.

Why chase a rank in a game this old?

Because nobody hands it to you. No clan to carry you, no queue luck to thank, no shop to buy your way up. Every point on this board is something a merc earned with their own hands, in a game the rest of the world wrote off. That's exactly what makes it worth holding.

I changed my in-game name — do I lose my rank?

No. Your dossier follows your contract, not your name. Rename as often as you like; the system already knows who you are.

Can a fresh account just smurf to the top?

Fresh contracts are profiled like everyone else — and the engine pays particular attention to accounts whose play doesn't match their age. Placement gates visibility, and the field has long memory. Climb honestly; it's faster.

Can rank be bought, requested, or gifted?

No. Nothing on DBRanked is purchasable — not rank, not RR, not honors. The rare command citations that exist are written by the system and signed by command. They cannot be requested, and asking for one is the most reliable way to never receive it.

Who decides the rules? Can they change?

Command does, and yes — the ladder is alive and its laws evolve with the field. Every rule change ships publicly in System Updates. What never changes: the base RR formula isn't for sale, isn't negotiable, and applies to everyone equally.

Can I remove my profile from DBRanked?

Yes. The ladder ranks the public field, but the field is made of people. If you want your dossier removed, write to command at info@dbranked.com and it will be handled — no forms, no fight.

How season rank works

Every monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

Skill RR is the player's live season rank score. It decides the public tier, promotion distance, danger zone, and leaderboard order. Higher Skill RR means the player is holding a stronger place in the active season field.

How do I climb?

Climbing means your games create more useful team value than the players fighting for the same rank space. Useful value is not only kills. Dirty Bomb rewards rounds: combat pressure, obj work, support, stops, wins, trades, revives, plants, defuses, EV/C4 work, and pressure that helps the team move or hold the objective. Every match is weighed on its own now - a hard push for the team lifts you, and a game spent coasting or padding stats without helping the round pulls you down just as plainly. Play for the win, not the scoreboard.

What is Impact?

Impact is what your own latest scored game did for the rank. Positive impact means your game gave the rank useful value. Negative impact means the game left value on the table. A zero impact row usually means the player did not create a new personal scored movement in that 20-minute update.

Why can Skill RR move when I did not play?

The board is live. Other players are fighting for the same rank space. If they move around you, your Skill RR can open slightly or get pushed slightly even while your own game stats stay the same. This is field movement, not your own valid scored update.

What is Last 6 games?

Last 6 games is short recent form from the player's last active scored games. Idle update windows do not count. It shows whether the player is heating up, holding, or under pressure in real play.

What is Rank pressure?

Rank pressure is the fight for space on the ladder. "Others pushed -12 RR" means nearby players made the rank space harder during the recent active window. "Field opened +8 RR" means the ranked field moved in the player's favor.

What is Idle field shift?

Idle field shift is movement that happened while the player had no new scored game. It is not the player's own performance. It does not keep Active Signal alive, does not start Rank at Risk, and does not count as proof.

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

Rank at Risk starts when a Lost Signal player returns with a valid scored update. A 7-day proof window opens. The player needs at least 2 valid scored updates, but can play more. If they reach 6 valid scored updates, proof can finish early. The new live rank is based on last proven RR corrected by fresh proof, not automatically restored from the old rank.

Do I become Unranked if I stop playing?

No. Unranked means you have not completed placement yet. If you already earned rank and later lose signal, the correct state is Lost Signal: your last proven rank stays saved, but your live rank slot is released after full activation.

Do I start from Bronze when I return?

No. You do not restart from Bronze automatically. When you return after Lost Signal, Rank at Risk begins. Your next live rank is based on your last proven RR corrected by fresh proof-window performance.

What are Climb meter and Danger meter?

Climb meter shows how close the player is to the next rank band. Danger meter shows how close the player is to the lower edge of the current band. Promotion push means close to moving up. Danger zone means close to slipping down.

What are the engine stats?

Combat engine means fight pressure: kills, trades, damage pressure, and fights that make space. Obj pressure means direct round work around EV, C4, plants, defuses, delivery, repair, escort, and contests. Team support means revives, assists, and team actions that keep the wave alive. Clutch stops mean late stops around plants, defuses, EV fights, and round-saving moments.

What is Playstyle?

Playstyle is the strongest match role currently visible from the player's stats. Combat players create fight pressure. Objective players move the round. Support players keep the team alive. Clutch players show up around stops and swing moments. Balanced players bring value in several lanes.

What is Ranked Read?

Ranked Read is the positive player bio on the profile. It describes how the player helps a team win rounds. It is made to be readable and shareable, while still being based on the player's real signals.

What is Coach Read?

Coach Read is the practical game plan for the next game. It looks at what helped and what needs more attention, then turns it into Dirty Bomb advice: play closer to obj, keep the wave alive, trade cleaner, protect plants, stop defuses, revive, contest, or turn pressure into space the team can use.

What is Ladder track?

Ladder track is a secondary running track shown for context. Skill RR is the public season rank number. Ladder track is not the player bio, not the player's potential, and not the number used for the public tier display.

What is Peak form?

Peak form shows the best recent season level the player has already demonstrated on the ranked view. It is there to show what the player has reached when their strongest games came together.

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

History is the player's ranked trail. It shows Skill RR movement, personal impact, field movement, and available exact breakdowns for scored games. Use it to see why the profile moved, not just where it landed.

I have low rank, now what?

Low rank does not mean you are a bad player. It means your recent games show places where you can create more team value. Open your profile, read Coach Read, and focus the next game on the clearest path: obj, revives, trades, stops, plants, defuses, or cleaner fights with the team.

What happens when a cheater is caught?

When verified evidence confirms unfair play, the contract is placed under Integrity Quarantine: the dossier is stripped, the rating is locked by command, and the player stops occupying any rank slot — the field closes around them as if they were never there, and everyone they were ranked above moves up automatically. The quarantine label on their profile is permanent unless overturned by command.

And the mercs who had to share a server with them? The system sees those sessions and credits Hazard Pay — an automatic Skill RR compensation, marked on your profile. You never need to report anything or claim anything; it simply arrives. The amounts, timing, and detection rules are deliberately not published, and seeking out contaminated lobbies earns nothing extra. Fight your normal games — the system has the rest.

How does DBRanked detect cheaters?

The engine flags. Command convicts. The system continuously profiles every tracked contract's field signature, and play that doesn't belong to honest hands raises its own file — silently. Statistical anomalies alone never quarantine anyone: a verdict is only stamped after the flagged play has been verified against evidence at command level.

That's also your protection — an unusual stat line, a hot streak, a smurf-level month will never get an honest merc quarantined. Evidence convicts, nothing else. And the methods themselves stay sealed: every detection rule we publish is a rule someone learns to play around. If you fight clean, none of this concerns you.

What should I play more?

Your profile tells you. If Obj pressure is low, play closer to EV/C4, plants, defuses, repair, delivery, escort, and contests. If Team support is low, stay closer to teammates and add revives, assists, ammo, health, and trades. If Combat engine is low, take cleaner fights with the wave. If Clutch stops are low, respect late-round moments and stay alive near the win condition.

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