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
02:04
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 14:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Grognours
RESTITUTION PAID — +223 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +31 RR on Oct 5, 2026 11:00 UTC. Games poisoned by cheaters can never count against anyone here.
Silver IV
👑 Contract Crown / 1 won
Contract Crown2026-09-19
SEASON I REWARD
Gold V
Gold V
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

Grognours1295 Skill RR

👑 Contract reward active - included in your Skill RR

Silver IV

Active SignalLive rank slot held / state file ? 3h ago
☣ Hazard pay +1 RR active31 RR lifetime / the system pays the mercs who endure a quarantined contract
1295Skill RR
#884Board position
Signal heldField state
48 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.
47/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-5 Skill RR
LADDER TRACK BASE3239
PRESSURE BUDGET±81 RR
VISIBLE PREVIEW3234

Recent eligible matches sit slightly below expected field pressure.

47Current gauge
30Newest 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 Won Won Abandoned Won Won Won Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Grognours is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. The next jump comes when more of those fights turn into plants, stops, or cleaner round control. There is also enough fight pressure to make space when the team needs it. There is team value here when the good moments also bring more obj work and support value.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
3 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_bridge · Objective · Late Game
Maplast saved
obj_bridge
Objective · Late Game
Last lobby7 ranked players
8/16
players in monitored server
Lobby difficultyGold II
1412
avg Skill RR 1412
Ranked densityrank signal
87.5%
7 of 8 detected players
Stomp riskbalance signal
35 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 8
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#884
Skill rating signal
Silver IV
1295Silver IV · Skill RR
Silver IV → Silver III97%
3 RR to Silver III48 RR above floor
2126Peak form
3241All-time peak
3239Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+59 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability83%
LOCKED
Peak form gapElite
+831 gap
Standing moveSkill scale
+2
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
Grognours is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. The next jump comes when more of those fights turn into plants, stops, or cleaner round control. The fight side gives the team a way to open pushes instead of only reacting. Current stop pace sits around 31.8 objective stops/hour.
Primary Objective Stops Secondary KPH Based on season signals
SENTINEL ONLINE
SYS CLOCK 14:37:58 UTC
NEXT SCAN 02:02
CONTACTS 1295 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #884 Grognours 1295 RR · FORM HOT — 5/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -8.4 RR/UPDATE · PEAK FORM 2126 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
Sentinel™
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
Grognours
Silver IV · Hot Streak Objective Stopper
#884BOARD POS
RR 1295PEAK 2126STATE 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 2 SIGNALS
!
Performance LeakSEV-2Support actions running below scoring target — worst active leak, -8.4 RR / update.
✓
Form SurgingCLEAR5 of last 6 scored updates positive, +59 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2126Peak form
3241All-time peak
3239Ladder track
+48RR above floor
1295Silver IV · Skill RR97% TO SILVER III
Silver IV → Silver III97% · 3 RR needed
REACTOR PULSE · FORM LAST 6HOT +59
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4546 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
+6.5 1st Deployopener
+1 2nd Deployholding
+3.7 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
0611 UTC avg +10.7 RR / update over 3 updates weakest: 1823 UTC (avg +0.7)
Recent Sessions
2026-10-19-11-003 updates+32
2026-10-18-19-407 updates+5
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+59HOT
Form Engine
net RR across last 6
+831peak form gap +2standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
86
Combat
42
Objective
21
Support
21
110.7season KPH 111.5profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[14:37] > SCAN CYCLE 1437 COMPLETE — 1295 contacts indexed
[14:37] > RATING SIGNAL LOCKED: 1295 RR · SILVER IV · BOARD #884
[14:37] > LEAK SCAN: SUPPORT ACTIONS below target — drain -8.4 RR/update
[14:37] > FORM ENGINE: 5/6 positive — band HOT, stability 83%
Sentinel Read · Player Assessment
Grognours is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. The next jump comes when more of those fights turn into plants, stops, or cleaner round control. The fight side gives the team a way to open pushes instead of only reacting. Current stop pace sits around 31.8 objective stops/hour.
OBJECTIVE STOPSprimary KPHsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Support actionsavg 4.2 vs 18/h target · weight 20%
-8.4RR / update
Combat pressureavg 25.7 vs 75/h target · weight 20%
-6.9RR / update
Objective actionsavg 7.1 vs 17/h target · weight 20%
-6.1RR / update
Kills per houravg 108.7 vs 152/h target · weight 20%
-2.4RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 32.3 vs 13/h target · weight 20%
+8.6RR / update
Fix Simulator · Counterfactual
Average scored update right now+3.6 RR
Hit Support actions target — nothing else changes+12.9 RR / update
Hit Support actions + Combat pressure targets+21.2 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+25 net
Your games
+25
Field drift
0
11 scored updates in window
72h+80 net
Your games
+80
Field drift
0
20 scored updates in window
7d+161 net
Your games
+161
Field drift
0
34 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 13%RR
Top 9%Combat
Top 72%Objective
Top 52%Support
Top 6%KPH
Objective Stops100/100
KPH86/100
Combat42/100
Objective21/100
Support21/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-2 impact)
⬢ LEVEL HELD BADGE Silver IV TAPE SAYS Elite
That was the competitive equivalent of a firm handshake. Professional. Respectable. Terrifies absolutely nobody.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
Safe is the enemy now. You built a floor — great, lovely floor, very stable — NOW BUILD STAIRS. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Silver III. 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
No strong booster in the last scored game.
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Team support▼ Major0 / 18 support/h target
▼
Clutch stops▼ Major0 / 13 clutch/h target
Field Orders
◎
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
That was close to fine, but close to fine does not climb fast. Put more work near obj next game. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. Coach order: touch the obj before the enemy starts renting it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-10-19-11:40 / -2 game impact
Coach
LEVEL HELD
That was the competitive equivalent of a firm handshake. Professional. Respectable. Terrifies absolutely nobody.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IVSilver IV
➞
The tape saysEliteElite
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
Fast climb order
Safe is the enemy now. You built a floor — great, lovely floor, very stable — NOW BUILD STAIRS. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Silver III. 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
ASSAULTjudged by your class bar
FILE 082 PROJECT UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksNo new speech for SUPPORT. The old one is still on the wall, unread. The work decides who you are in this room - not me, and not the shouting.This is your 82nd shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
SUPPORT
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.06
CLASS BAR 1.00
OBJECTIVE
Below the bar, above excuses. Fix it.
0.76
CLASS BAR 1.00
The drill // next sessionRead it twice. Even the spearhead throws ammo to the line behind it. One touch of teamwork per life — that is all I ask, and it is not optional.
BRIDGEWON
272 damage a minute out, 262 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD EVERY RECENT GAME
Direct hits detonate instantly and delete the light classes. Aim at bodies, not floors.
▸FILM ROOM // BRIDGE
When the EV stalls under focus, reset instead of feeding — a stalled escort is bait for BOTH teams, and the side that regroups first owns the next window.
❞Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
5 positive +59 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
1 negative 0.922 vs 0.950

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
What I expected from your last games
I expected the basics done LOUD. Not pretty. Loud. Win the easy fights, lose the hard ones with dignity, keep one foot near the objective at all times.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
How fast this can move you
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
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 4.2 vs 18/h target · weight 20%
-8.4RR / update
Combat pressureavg 25.7 vs 75/h target · weight 20%
-6.9RR / update
Objective actionsavg 7.1 vs 17/h target · weight 20%
-6.1RR / update
Kills per houravg 108.7 vs 152/h target · weight 20%
-2.4RR / update
Win resultavg 0.8 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.2RR / update
Objective stops / C4 pressureavg 32.3 vs 13/h target · weight 20%
+8.6RR / update
Fix simulator
Average scored update right now+3.6 RR
Hit Support actions target — nothing else changes+12.9 RR / update
Hit Support actions + Combat pressure targets+21.2 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+25 net
Your games+25
Field drift0
11 scored updates in window
72h+80 net
Your games+80
Field drift0
20 scored updates in window
7d+161 net
Your games+161
Field drift0
34 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
0611 UTC avg +10.7 RR / update over 3 updates weakest: 1823 UTC (avg +0.7)
Fatigue signature · avg RR by update # in a session
+6.51st
+12nd
+3.73rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-10-19-11-003 updates+32
2026-10-18-19-407 updates+5
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 13%RR
Top 9%Combat
Top 72%Objective
Top 52%Support
Top 6%KPH
Objective Stops100/100
KPH86/100
Combat42/100
Objective21/100
Support21/100
Personal intelligence / weekly compile

Loadout DNA // Grognours

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
1,136completed 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 NADER / CR81 loadout card
NADER / CR81Assault

1,016 completed matches / 54.2% observed result

Signature 2 FRAGGER / M62 loadout card
FRAGGER / M62Assault

1,014 completed matches / 54.1% observed result

Signature 3 STOKER / T91 loadout card
STOKER / T91Fire Support

858 completed matches / 55.4% observed result

Signature 4 PROXY / KE53 loadout card
PROXY / KE53Engineer

53 completed matches / 50.9% observed result

Role DNA
Combat
78
Objective
19
Support
32
Precision
76
Pressure
66
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 FRAGGER / M62 loadout card
FRAGGER / M62Assault
Test FRAGGER / M93 loadout card
FRAGGER / M93Assault
Keep FRAGGER. Change one card.

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

1,014 completed matches / 54.1% observed result 4,917 completed carries / 646 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.

Whitechapel213 personal / 49.3% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

213 completed matches / 49.3% observed result

FRAGGER / M42 loadout card
Archive same-merc leadFRAGGER / M42

195 archive carries / 141 players / 57.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle172 personal / 56.4% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

172 completed matches / 56.4% observed result

FRAGGER / K43 loadout card
Archive same-merc leadFRAGGER / K43

122 archive carries / 60 players / 51.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge169 personal / 58.0% observed
NADER / CR81 loadout card
Your observed cardNADER / CR81

169 completed matches / 58.0% observed result

NADER / SM41 loadout card
Archive same-merc leadNADER / SM41

6,333 archive carries / 500 players / 52.9% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground134 personal / 53.0% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

134 completed matches / 53.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard86 personal / 62.8% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

86 completed matches / 62.8% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard86 personal / 53.5% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

86 completed matches / 53.5% observed result

FRAGGER / K51 loadout card
Archive same-merc leadFRAGGER / K51

3,434 archive carries / 500 players / 51.4% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% 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 / M62 loadout card
FRAGGER / M62
NADER / CR81 loadout card
NADER / CR81
STOKER / T91 loadout card
STOKER / T91
Signature deck

856 completed matches / 55.3% 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.

Match award x75 / NADER / CR81Most Kills x57 / NADER / CR81Most Assists x47 / NADER / CR81Most Deployables x28 / NADER / CR81

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

1295Public Skill RR now
0Recorded 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: 1383 season RR + -88 public adjustment = 1295 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 · 1021 valid updates
2026-10-19-11:40-2 performance
Activity: 15.5 min / 9 K / 3 A / 2 W
Score: actual 0.922 vs expected 0.95 / margin -0.028
Show exact performance breakdown
0.922Actual score
0.95Expected score
-0.028Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.24
OBJECTIVE0.76
SUPPORT0.06
PRESSURE1.14
ground truth 1.01 vs legacy read 0.16 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-11:20+9 performance
Activity: 25.3 min / 36 K / 35 A / 8 W
Score: actual 1.046 vs expected 0.906 / margin 0.14
Show exact performance breakdown
1.046Actual score
0.906Expected score
0.14Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.10
OBJECTIVE1.48
SUPPORT0.07
PRESSURE1.21
ground truth 1.09 vs legacy read 0.59 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-11-00+25 performance
Activity: 8.2 min / 17 K / 7 A / 1 W
Score: actual 1.281 vs expected 0.919 / margin 0.362
Show exact performance breakdown
1.281Actual score
0.919Expected score
0.362Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 100%
COMBAT1.63
OBJECTIVE1.22
SUPPORT0.02
PRESSURE0.78
ground truth 1.21 vs legacy read 0.97 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-22-00+16 performance
Activity: 18.4 min / 35 K / 24 A / 4 W
Score: actual 1.197 vs expected 0.929 / margin 0.269
Show exact performance breakdown
1.197Actual score
0.929Expected score
0.269Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.44
OBJECTIVE1.29
SUPPORT0.09
PRESSURE1.06
ground truth 1.19 vs legacy read 0.90 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-21:40+1 performance
Activity: 19.6 min / 33 K / 16 A / 0 W
Score: actual 0.934 vs expected 0.923 / margin 0.011
Show exact performance breakdown
0.934Actual score
0.923Expected score
0.011Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.19
OBJECTIVE0.75
SUPPORT0.07
PRESSURE0.96
ground truth 0.93 vs legacy read 0.76 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-21:20+10 performance
Activity: 29.9 min / 62 K / 34 A / 3 W
Score: actual 1.114 vs expected 0.947 / margin 0.168
Show exact performance breakdown
1.114Actual score
0.947Expected score
0.168Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.50
OBJECTIVE0.75
SUPPORT0.03
PRESSURE1.03
ground truth 1.10 vs legacy read 0.82 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-20:40+6 performance
Activity: 28.2 min / 41 K / 39 A / 2 W
Score: actual 1.005 vs expected 0.902 / margin 0.103
Show exact performance breakdown
1.005Actual score
0.902Expected score
0.103Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.27
OBJECTIVE0.74
SUPPORT0.05
PRESSURE1.10
ground truth 1.00 vs legacy read 0.71 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-20:20-9 performance
Activity: 24.6 min / 12 K / 7 A / 0 W
Score: actual 0.724 vs expected 0.867 / margin -0.143
Show exact performance breakdown
0.724Actual score
0.867Expected score
-0.143Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.94
OBJECTIVE0.30
SUPPORT0.07
PRESSURE0.98
ground truth 0.72 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-20-00-7 performance
Activity: 26.6 min / 37 K / 28 A / 0 W
Score: actual 0.8 vs expected 0.91 / margin -0.109
Show exact performance breakdown
0.8Actual score
0.91Expected score
-0.109Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.03
OBJECTIVE0.45
SUPPORT0.09
PRESSURE0.93
ground truth 0.80 vs legacy read 0.77 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-19:40-12 performance
Activity: 30.8 min / 47 K / 30 A / 0 W
Score: actual 0.755 vs expected 0.945 / margin -0.19
Show exact performance breakdown
0.755Actual score
0.945Expected score
-0.19Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.88
OBJECTIVE0.58
SUPPORT0.22
PRESSURE1.00
ground truth 0.78 vs legacy read 0.64 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-14-20
HELD Silver I / Skill RR 1383 / 0 RR
Position 709 / Combat / KPH 111.45 / Performance 0 / Field shift 0 / Ladder track 3239
  • No new gameplay detected. Skill RR held.
2026-10-19-14-00
HELD Silver I / Skill RR 1383 / 0 RR
Position 709 / Combat / KPH 111.45 / Performance 0 / Field shift 0 / Ladder track 3239
  • No new gameplay detected. Skill RR held.
2026-10-19-13-40
HELD Silver I / Skill RR 1383 / 0 RR
Position 709 / Combat / KPH 111.45 / Performance 0 / Field shift 0 / Ladder track 3239
  • No new gameplay detected. Skill RR held.
2026-10-19-13-20
HELD Silver I / Skill RR 1383 / 0 RR
Position 709 / Combat / KPH 111.45 / Performance 0 / Field shift 0 / Ladder track 3239
  • No new gameplay detected. Skill RR held.
2026-10-19-13-00
HELD Silver I / Skill RR 1383 / 0 RR
Position 709 / Combat / KPH 111.45 / Performance 0 / Field shift 0 / Ladder track 3239
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-12-40
HELD Silver I / Skill RR 1383 / 0 RR
Position 709 / Combat / KPH 111.45 / Performance 0 / Field shift 0 / Ladder track 3239
  • No new gameplay detected. Skill RR held.
2026-10-19-12-20
HELD Silver I / Skill RR 1383 / 0 RR
Position 709 / Combat / KPH 111.45 / Performance 0 / Field shift 0 / Ladder track 3239
  • No new gameplay detected. Skill RR held.
2026-10-19-12-00
HELD Silver I / Skill RR 1383 / 0 RR
Position 710 / Combat / KPH 111.45 / Performance 0 / Field shift 0 / Ladder track 3239
  • No new gameplay detected. Skill RR held.
2026-10-19-11-40
MATCH IMPACT Silver I / Skill RR 1383 / 0 RR
Position 710 / Combat / KPH 111.45 / Performance -2 / Field shift 0 / Ladder track 3239
  • -2 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Objective stops / C4 pressure. Positive signals from Verified public data bonus reduced the loss.
Show exact performance breakdown
0.922Actual score
0.95Expected score
-0.028Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.24
OBJECTIVE0.76
SUPPORT0.06
PRESSURE1.14
ground truth 1.01 vs legacy read 0.16 · 2 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.19
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.19
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.19
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.185
Kills per hourPulled RR down
Measured: 9 kills / Kills / hour 86.4
Score: 0.568 / Weight: 19.5% / Impact: -0.074
Verified public data bonusPushed RR up
Measured: measured accuracy 28% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
2026-10-19-11-20
MATCH IMPACT Silver I / Skill RR 1383 / 0 RR
Position 710 / Combat / KPH 111.45 / Performance +9 / Field shift 0 / Ladder track 3241
  • +9 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Verified public data bonus. Weak/low signals: Combat pressure, Support actions and Kills per hour.
Show exact performance breakdown
1.046Actual score
0.906Expected score
0.14Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.10
OBJECTIVE1.48
SUPPORT0.07
PRESSURE1.21
ground truth 1.09 vs legacy read 0.59 · 2 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 2.3 delta / Combat score / hour 5.4
Score: 0.073 / Weight: 19.5% / Impact: -0.163
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 4.7
Score: 0.263 / Weight: 20% / Impact: -0.129
Kills per hourPulled RR down
Measured: 36 kills / Kills / hour 85.3
Score: 0.561 / Weight: 19.5% / Impact: -0.067
Win resultNeutral
Measured: 8-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.012
Verified public data bonusPushed RR up
Measured: fought a +61 CMR field, measured accuracy 29% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
Objective stops / C4 pressureNeutral
Measured: 5 delta / Stop score / hour 11.8
Score: 0.911 / Weight: 20% / Impact: +0.001
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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