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
08:47
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
cw
Gold II
👑 Contract Crown / 1 won
Contract Crown2026-06-12
SEASON I REWARD
Gold IV
Gold IV
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

cw1590 Skill RR

👑 Contract reward active - included in your Skill RR

Gold II

Active SignalLive rank slot held / state file ? 21h ago
☣ Hazard pay2 RR lifetime / the system pays the mercs who endure a quarantined contract
1590Skill RR
#136Board position
Signal heldField state
33 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.
54/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+4 Skill RR
BASE SKILL RR1799
PRESSURE BUDGET±45 RR
VISIBLE PREVIEW1803
Silent Support x 1

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

54Current gauge
53Newest 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 Loss Won Abandoned Loss Won Won Won Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

cw 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 revives, assists, and safe team minutes would make the good rounds carry even harder. This player also puts enough time into the round to make the team pressure matter. The next good update comes from adding more support value and kill pace to the useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb live scan · current monitored server
Live now
just now · 22 DBRanked servers · scan fresh
Current serverlive scan
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
obj_castle · Objective · Mid Game
Mapcurrent cache
obj_castle
Objective · Mid Game
Same live lobby1 ranked player
3/16
players in monitored server
Lobby difficultythin sample
1590
avg Skill RR 1590
Ranked densityrank signal
33.3%
1 of 3 detected players
Stomp riskbalance signal
7 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 3
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#136
Skill rating signal
Gold II
1590Gold II · Skill RR
Gold II → Gold I59%
30 RR to Gold I33 RR above floor
2137Peak form
1816All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
HOT+29 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapElite
+547 gap
Standing moveSkill scale
+12
Rank pressureField opened
Field opened +12 RR
Idle field shiftoffline
+12
Player DNAStable read
cw is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Cleaner trades around the obj would make the round work much harder to stop. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 22 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:14 UTC
NEXT SCAN 08:46
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #136 cw 1590 RR · CONTACT #138 CLOSURE +309/DAY — INTERCEPT ~1D · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11.2 RR/UPDATE · PEAK FORM 2137 ON RECORD · LADDER PRESSURE LOW 20/100 ·
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
cw
Gold II · Objective Stopper
#136BOARD POS
RR 1590PEAK 2137STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 5 SIGNALS
Threat ClosingSEV-1#138 hacıyatmaz gained +309 RR today, 6 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -11.2 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#135 ILBA is 2 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR4 of last 6 scored updates positive, +29 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2137Peak form
1816All-time peak
0Ladder track
+33RR above floor
1590Gold II · Skill RR59% TO GOLD I
Gold II → Gold I59% · 30 RR needed
REACTOR PULSE · FORM LAST 6HOT +29
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1733 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-17-01-203 updates0
2026-07-15-11-402 updates0
2026-07-14-22-402 updates0
2026-07-13-23-403 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+29HOT
Form Engine
net RR across last 6
+547peak form gap +12standing move +12idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
77
Support
69
KPH
64
Combat
21
70.2season KPH 83.7profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1590 RR · GOLD II · BOARD #136
[23:31] > LEAK SCAN: COMBAT PRESSURE below target — drain -11.2 RR/update
[23:31] > THREAT TRACK: contact #138 closure +309/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
cw is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Cleaner trades around the obj would make the round work much harder to stop. There is also obj work behind the pressure, which makes the good minutes count more. Current support pace sits around 22 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 13.3 vs 75/h target · weight 20%
-11.2RR / update
Kills per houravg 84.6 vs 152/h target · weight 20%
-6.7RR / update
Objective actionsavg 13.5 vs 17/h target · weight 20%
-6.1RR / update
Support actionsavg 23.3 vs 18/h target · weight 20%
-1.7RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.5RR / update
Objective stops / C4 pressureavg 32.3 vs 13/h target · weight 20%
+6.1RR / update
Fix Simulator · Counterfactual
Average scored update right now+7.1 RR
Hit Combat pressure target — nothing else changes+16.8 RR / update
Hit Combat pressure + Objective actions targets+23.4 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+8 net
Your games
+8
Field drift
0
3 scored updates in window
72h+14 net
Your games
+14
Field drift
0
5 scored updates in window
7d+80 net
Your games
+80
Field drift
0
38 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 6%RR
Top 32%Combat
Top 11%Objective
Top 13%Support
Top 24%KPH
Objective Stops100/100
Objective77/100
Support69/100
KPH64/100
Combat21/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-11 impact)
⬢ COACH WARNING BADGE Gold II TAPE SAYS Cobalt II
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressureCLIPBOARD DOWN
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
Your climb is stalled by ONE bad habit, and that habit is now my personal enemy. We hunt it together, next match, no mercy. 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. You are ONE good night from Gold I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
Objective work▲ Minor19.4 / 17 objective/h target
Objective Leaks
Team support▼ Major5.6 / 18 support/h target
Kill pace▼ Major72.2 / 152 KPH target
Frag pressure▼ Medium47.2 / 75 combat/h target
Field Orders
Team supportTARGET5.6 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill paceTARGET72.2 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Frag pressureTARGET47.2 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Not good enough. Team support has to show up closer to the push next game. Next game: stay closer to teammates. Keep revives, assists and safe trades flowing so the push gets a second life. Coach order: make teammates harder to delete.
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 2026-07-17-02-00 / -11 game impact
Coach
COACH WARNING
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIGold II
The tape saysCobalt IICobalt II
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
Your climb is stalled by ONE bad habit, and that habit is now my personal enemy. We hunt it together, next match, no mercy. 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. You are ONE good night from Gold I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
FIRE SUPPORTjudged by your class bar
FILE 006 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 6. Sit down - the file is open and I have been reading it since before you walked in.And before you argue with the board: the best SUPPORT in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.The door is right there and so is the drill. One of them fixes this page. Pick the drill, every time, until my pen agrees with you.
SUPPORT
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.45
CLASS BAR 1.00
OBJECTIVE
Franchise-player territory. I said what I said.
1.40
CLASS BAR 1.00
The drill // next sessionRead it twice. Your ammo packs win fights you never see. Rain them on the frontline like it is payday.
WHITECHAPELWON
269 a minute, and they managed 116 back. Somewhere their coach is having MY kind of night.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
JAVELIN
IN YOUR SQUAD 3 OF LAST 6
Your ammo keeps the line loud. Feed the team between rockets and the team feeds you targets.
FILM ROOM // WHITECHAPEL
On defense, disable the vehicle and then HOLD the repair angle — the EV is bait; the repairman is the round.
The file carries a Silent Support stamp - the shift only teammates notice. I noticed.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Objective work▲ Minor
19.4 / 17 objective/h target
4 positive +29 last 6

Objective leaks

Team support▼ Major
5.6 / 18 support/h target
Kill pace▼ Major
72.2 / 152 KPH target
Frag pressure▼ Medium
47.2 / 75 combat/h target
2 negative 0.874 vs 1.061

Field orders

Team supporttarget
5.6 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill pacetarget
72.2 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Frag pressuretarget
47.2 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
At your level, decent is an insult you do to yourself. I expected you to grab rounds by the collar. The lane you stand in should become a no-fly zone.
What your last games gave me
Solid tape, wrong owner. If a Silver handed me this, parade. From you, it reads like a champion jogging the final and calling it a race.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 13.3 vs 75/h target · weight 20%
-11.2RR / update
Kills per houravg 84.6 vs 152/h target · weight 20%
-6.7RR / update
Objective actionsavg 13.5 vs 17/h target · weight 20%
-6.1RR / update
Support actionsavg 23.3 vs 18/h target · weight 20%
-1.7RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.5RR / update
Objective stops / C4 pressureavg 32.3 vs 13/h target · weight 20%
+6.1RR / update
Fix simulator
Average scored update right now+7.1 RR
Hit Combat pressure target — nothing else changes+16.8 RR / update
Hit Combat pressure + Objective actions targets+23.4 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+8 net
Your games+8
Field drift0
3 scored updates in window
72h+14 net
Your games+14
Field drift0
5 scored updates in window
7d+80 net
Your games+80
Field drift0
38 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 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
2026-07-17-01-203 updates0
2026-07-15-11-402 updates0
2026-07-14-22-402 updates0
2026-07-13-23-403 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 6%RR
Top 32%Combat
Top 11%Objective
Top 13%Support
Top 24%KPH
Objective Stops100/100
Objective77/100
Support69/100
KPH64/100
Combat21/100
Personal intelligence / weekly compile

Loadout DNA // cw

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
411completed proof matches
10maps in personal file
Objectivedominant 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 BUSHWHACKER / BL81 loadout card
BUSHWHACKER / BL81Engineer

320 completed matches / 49.4% observed result

Signature 2 SPARKS / 383 loadout card
SPARKS / 383Medic

212 completed matches / 50.0% observed result

Signature 3 AURA / BL41 loadout card
AURA / BL41Medic

118 completed matches / 51.7% observed result

Signature 4 JAVELIN / SH56 loadout card
JAVELIN / SH56Fire Support

104 completed matches / 57.7% observed result

Role DNA
Combat
56
Objective
77
Support
61
Precision
56
Pressure
68
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 JAVELIN / SH56 loadout card
JAVELIN / SH56Fire Support
Test JAVELIN / SH85 loadout card
JAVELIN / SH85Fire Support
Keep JAVELIN. Change one card.

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

104 completed matches / 57.7% observed result 11,244 completed carries / 2,545 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.

Whitechapel81 personal / 48.1% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

75 completed matches / 46.7% observed result

BUSHWHACKER / SM82 loadout card
Archive same-merc leadBUSHWHACKER / SM82

4,700 archive carries / 500 players / 50.6% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground49 personal / 61.2% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

48 completed matches / 60.4% 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

Castle46 personal / 56.5% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

44 completed matches / 54.5% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge44 personal / 54.5% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

43 completed matches / 53.5% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Trainyard26 personal / 42.3% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

22 completed matches / 40.9% 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

Terminal Redux25 personal / 60.0% observed
BUSHWHACKER / BL81 loadout card
Your observed cardBUSHWHACKER / BL81

24 completed matches / 58.3% observed result

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

642 archive carries / 500 players / 48.8% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% 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
JAVELIN / SH56 loadout card
JAVELIN / SH56
SPARKS / 383 loadout card
SPARKS / 383
Signature deck

64 completed matches / 53.1% 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 Revives x26 / SPARKS / 383Most Objective x20 / BUSHWHACKER / BL81Most Objective x11 / STOKER / T52Most Finishes x9 / JAVELIN / SH56

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

1570Skill RR
+2Skill RR delta
1574Peak 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 ? 91 valid updates
2026-07-17-02-00-11 performance
Activity: 10.8 min / 13 K / 11 A / 2 W
Score: actual 0.874 vs expected 1.061 / margin -0.187
Show exact performance breakdown
0.874Actual score
1.061Expected score
-0.187Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.01
OBJECTIVE1.40
SUPPORT0.45
PRESSURE0.45
ground truth 0.88 vs legacy read 0.75 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-01:40+11 performance
Activity: 8.4 min / 6 K / 8 A / 1 W
Score: actual 1.358 vs expected 1.181 / margin 0.177
Show exact performance breakdown
1.358Actual score
1.181Expected score
0.177Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.78
OBJECTIVE1.32
SUPPORT2.00
PRESSURE0.59
ground truth 1.40 vs legacy read 0.89 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-01:20+8 performance
Activity: 10.9 min / 15 K / 8 A / 3 W
Score: actual 1.189 vs expected 1.058 / margin 0.131
Show exact performance breakdown
1.189Actual score
1.058Expected score
0.131Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 54% / MEDIC 46%engine weight 90%
COMBAT0.88
OBJECTIVE1.48
SUPPORT1.19
PRESSURE0.75
ground truth 1.22 vs legacy read 0.66 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-12-00+8 performance
Activity: 11.8 min / 12 K / 7 A / 2 W
Score: actual 1.215 vs expected 1.079 / margin 0.135
Show exact performance breakdown
1.215Actual score
1.079Expected score
0.135Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.79
OBJECTIVE0.48
SUPPORT2.00
PRESSURE0.85
ground truth 1.27 vs legacy read 0.71 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-11:40-2 performance
Activity: 7.7 min / 13 K / 10 A / 0 W
Score: actual 1.168 vs expected 1.198 / margin -0.03
Show exact performance breakdown
1.168Actual score
1.198Expected score
-0.03Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.30
OBJECTIVE1.41
SUPPORT0.82
PRESSURE1.31
ground truth 1.19 vs legacy read 0.77 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-23-00+15 performance
Activity: 7.5 min / 13 K / 2 A / 2 W
Score: actual 1.444 vs expected 1.192 / margin 0.251
Show exact performance breakdown
1.444Actual score
1.192Expected score
0.251Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.25
OBJECTIVE1.00
SUPPORT2.00
PRESSURE0.90
ground truth 1.52 vs legacy read 0.70 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-22:40+18 performance
Activity: 13.7 min / 10 K / 6 A / 0 W
Score: actual 1.43 vs expected 1.138 / margin 0.292
Show exact performance breakdown
1.43Actual score
1.138Expected score
0.292Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.73
OBJECTIVE1.39
SUPPORT2.00
PRESSURE0.93
ground truth 1.48 vs legacy read 0.93 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-00:20+3 performance
Activity: 9.4 min / 22 K / 19 A / 0 W
Score: actual 1.146 vs expected 1.093 / margin 0.053
Show exact performance breakdown
1.146Actual score
1.093Expected score
0.053Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.60
OBJECTIVE1.23
SUPPORT0.45
PRESSURE1.33
ground truth 1.15 vs legacy read 1.00 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-00-00+2 performance
Activity: 17.7 min / 35 K / 21 A / 2 W
Score: actual 1.216 vs expected 1.184 / margin 0.032
Show exact performance breakdown
1.216Actual score
1.184Expected score
0.032Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.45
OBJECTIVE2.00
SUPPORT0.44
PRESSURE0.79
ground truth 1.22 vs legacy read 0.83 · 1 match window · 1.00 = your class target for this lobby
2026-07-13-23:40+19 performance
Activity: 20 min / 26 K / 10 A / 3 W
Score: actual 1.335 vs expected 1.032 / margin 0.304
Show exact performance breakdown
1.335Actual score
1.032Expected score
0.304Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT2.00
OBJECTIVE1.27
SUPPORT0.87
PRESSURE0.80
ground truth 1.32 vs legacy read 0.93 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold II / Skill RR 1570 / -1 RR
Position 140 / Objective Stopper / KPH 83.72 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold II / Skill RR 1571 / 0 RR
Position 140 / Objective Stopper / KPH 83.72 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold II / Skill RR 1571 / 0 RR
Position 140 / Objective Stopper / KPH 83.72 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Gold II / Skill RR 1571 / 0 RR
Position 140 / Objective Stopper / KPH 83.72 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold II / Skill RR 1571 / +1 RR
Position 141 / Objective Stopper / KPH 83.72 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold II / Skill RR 1570 / 0 RR
Position 143 / Objective Stopper / KPH 83.72 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold II / Skill RR 1570 / 0 RR
Position 142 / Objective Stopper / KPH 83.72 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold II / Skill RR 1570 / +1 RR
Position 142 / Objective Stopper / KPH 83.72 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold II / Skill RR 1569 / +1 RR
Position 143 / Objective Stopper / KPH 83.72 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold II / Skill RR 1568 / 0 RR
Position 142 / Objective Stopper / KPH 83.72 / Performance 0 / Field shift +2
  • 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.

ONLINE NOW 0 · LAST 24H 706 · LAST 30 DAYS 8811