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
10:47
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
WillKill
Cobalt III
SEASON I REWARD
Gold II
Gold II
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

WillKill1684 Skill RR

Cobalt III

Active SignalLive rank slot held / state file ? 14h ago
☣ Hazard pay1 RR lifetime / the system pays the mercs who endure a quarantined contract
1684Skill RR
#81Board position
Signal heldField state
8 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.
51/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+1 Skill RR
BASE SKILL RR1179
PRESSURE BUDGET±29 RR
VISIBLE PREVIEW1180
Field Breaker x 1Silent Support x 1

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

51Current gauge
48Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Won Loss Loss Loss Loss Loss Won Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

WillKill is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. 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. The next good update comes from adding more fight pressure and stop pressure to the useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
14 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_heist · Stopwatch · Late Game
Maplast saved
obj_heist
Stopwatch · Late Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1425
avg Skill RR 1425
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
52 / 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#81
Skill rating signal
Cobalt III
1684Cobalt III · Skill RR
Cobalt III → Cobalt II15%
73 RR to Cobalt II8 RR above floor
2142Peak form
1408All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
COLD-31 last 6
2 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapElite
+458 gap
Standing moveSkill scale
-34
Rank pressureField opened
Field opened +10 RR
Idle field shiftoffline
+12
Player DNAStable read
WillKill is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. When the fights get cleaner, the team value becomes much easier to see. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 18.5 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:14 UTC
NEXT SCAN 10:46
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #81 WillKill 1684 RR · FORM COLD — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -15.9 RR/UPDATE · PEAK FORM 2142 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
WillKill
Cobalt III · Objective Stopper
#81BOARD POS
RR 1684PEAK 2142STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -15.9 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#79 FrostBiteR is 4 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-23 negative in the last 6 updates, -31 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2142Peak form
1408All-time peak
0Ladder track
+8RR above floor
1684Cobalt III · Skill RR15% TO COBALT II
Cobalt III → Cobalt II15% · 73 RR needed
REACTOR PULSE · FORM LAST 6COLD -31
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1144 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
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-17-09-201 update0
2026-07-11-17-004 updates0
2026-07-11-02-004 updates0
2026-07-10-13-201 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-31COLD
Form Engine
net RR across last 6
+458peak form gap -34standing move +12idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
66
KPH
54
Support
45
Combat
20
85.6season KPH 69.9profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1684 RR · COBALT III · BOARD #81
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -15.9 RR/update
[23:29] > FORM ENGINE: 2/6 positive — band COLD, stability 50%
Sentinel Read · Player Assessment
WillKill is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. When the fights get cleaner, the team value becomes much easier to see. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 18.5 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 9.7 vs 75/h target · weight 20%
-15.9RR / update
Objective stops / C4 pressureavg 11.5 vs 13/h target · weight 20%
-9.8RR / update
Kills per houravg 79.8 vs 152/h target · weight 20%
-9.7RR / update
Objective actionsavg 18.4 vs 17/h target · weight 20%
-7.1RR / update
Support actionsavg 16 vs 18/h target · weight 20%
-7.1RR / 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%
+1.7RR / update
Fix Simulator · Counterfactual
Average scored update right now-11.1 RR
Hit Combat pressure target — nothing else changes+2.3 RR / update
Hit Combat pressure + Objective stops / C4 pressure targets+12.5 RR / update
Counterfactual on the same games, same K-factor (~79). 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-14 net
Your games
-14
Field drift
0
1 scored update in window
72h-14 net
Your games
-14
Field drift
0
1 scored update in window
7d-99 net
Your games
-99
Field drift
0
9 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 4%RR
Top 33%Combat
Top 15%Objective
Top 30%Support
Top 39%KPH
Objective Stops100/100
Objective66/100
KPH54/100
Support45/100
Combat20/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-14 impact)
⬢ COACH WARNING BADGE Cobalt III TAPE SAYS Elite
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
Maintenance mode, effective immediately. Forget style points — isolate the worst habit on your tape and put it in the ground. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. Cobalt 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
No strong booster in the last scored game.
Objective Leaks
Frag pressure▼ Major2.7 / 75 combat/h target
Clutch stops▼ Major4 / 13 clutch/h target
Kill pace▼ Major69.6 / 152 KPH target
Field Orders
Frag pressureTARGET2.7 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Clutch stopsTARGET4 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Kill paceTARGET69.6 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
No. That game gave away too much value. The team needed more fight pressure where the round was being fought. Next game: trade with the wave. If the enemy falls, the push should move before the body gets cold. 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 hurt 2026-07-17-09:20 / -14 game impact
Coach
COACH WARNING
Brilliant and broken in the same breath. The ceiling is real - now raise the floor, because gold matches are lost at the floor.
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IIICobalt III
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
Maintenance mode, effective immediately. Forget style points — isolate the worst habit on your tape and put it in the ground. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. Cobalt 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
MEDICjudged by your class bar
FILE 004 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 4. 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.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
SUPPORT
Below the bar, above excuses. Fix it.
0.57
CLASS BAR 1.00
OBJECTIVE
Sit down and watch this back. THAT is your ceiling - and tonight you touched it with both hands.
1.81
CLASS BAR 1.00
The drill // next sessionYour team died waiting. That ends now — defib in hand before their body hits the floor. Make saving people your whole personality.
HEISTWON
3 get-ups. Somewhere out there, 3 players owe you a drink and do not even know your callsign.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
MEDIC
YOUR ROLE ON THE FLOOR
Veteran read: heal the ENTRY man to full before the peek and the whole push inherits his confidence. Health bars are morale.
FILM ROOM // HEIST
Carriers on Heist cannot shoot back — the delivery lives or dies on its escort. Walk your runner home like the round depends on it, because it does.
A Field Breaker stamp in the file - you dragged a losing fight over the line. That is playoff DNA.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
2 positive -53 last 6

Objective leaks

Frag pressure▼ Major
2.7 / 75 combat/h target
Clutch stops▼ Major
4 / 13 clutch/h target
Kill pace▼ Major
69.6 / 152 KPH target
4 negative 0.951 vs 1.130

Field orders

Frag pressuretarget
2.7 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Clutch stopstarget
4 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Kill pacetarget
69.6 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
You wear blue. Blue means when the round gets ugly, you decide HOW ugly, and for WHOM.
What your last games gave me
Apex stuff. You ran through their setups with total authority. Somewhere their shotcaller is awake at 3 AM whispering your name at the ceiling.
How fast this can move you
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 9.7 vs 75/h target · weight 20%
-15.9RR / update
Objective stops / C4 pressureavg 11.5 vs 13/h target · weight 20%
-9.8RR / update
Kills per houravg 79.8 vs 152/h target · weight 20%
-9.7RR / update
Objective actionsavg 18.4 vs 17/h target · weight 20%
-7.1RR / update
Support actionsavg 16 vs 18/h target · weight 20%
-7.1RR / 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%
+1.7RR / update
Fix simulator
Average scored update right now-11.1 RR
Hit Combat pressure target — nothing else changes+2.3 RR / update
Hit Combat pressure + Objective stops / C4 pressure targets+12.5 RR / update
Counterfactual on the same games, same K-factor (~79). 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-14 net
Your games-14
Field drift0
1 scored update in window
72h-14 net
Your games-14
Field drift0
1 scored update in window
7d-99 net
Your games-99
Field drift0
9 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
1823 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
2026-07-17-09-201 update0
2026-07-11-17-004 updates0
2026-07-11-02-004 updates0
2026-07-10-13-201 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 4%RR
Top 33%Combat
Top 15%Objective
Top 30%Support
Top 39%KPH
Objective Stops100/100
Objective66/100
KPH54/100
Support45/100
Combat20/100
Personal intelligence / weekly compile

Loadout DNA // WillKill

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
103completed proof matches
11maps in personal file
Objectivedominant field lane
IMPROVINGlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried ARTY / D43 loadout card
ARTY / D43Fire Support

14 completed matches / 50.0% observed result

Signature 2 AURA / H71 loadout card
AURA / H71Medic

13 completed matches / 46.2% observed result

Signature 3 GUARDIAN / HU52 loadout card
GUARDIAN / HU52Medic

11 completed matches / 36.4% observed result

Signature 4 KIRA / D44 loadout card
KIRA / D44Fire Support

11 completed matches / 36.4% observed result

Role DNA
Combat
57
Objective
71
Support
39
Precision
50
Pressure
40
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 ARTY / D43 loadout card
ARTY / D43Fire Support
Test ARTY / B81 loadout card
ARTY / B81Fire Support
Keep ARTY. Change one card.

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

14 completed matches / 50.0% observed result 3,868 completed carries / 1,637 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.

Whitechapel15 personal / 53.3% observed
ARTY / D43 loadout card
Your observed cardARTY / D43

9 completed matches / 55.6% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle11 personal / 27.3% observed
AURA / H71 loadout card
Your observed cardAURA / H71

3 completed matches / 0.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground10 personal / 60.0% observed
PHOENIX / KE81 loadout card
Your observed cardPHOENIX / KE81

3 completed matches / 66.7% observed result

PHOENIX / CR72 loadout card
Archive same-merc leadPHOENIX / CR72

3,174 archive carries / 500 players / 51.5% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge7 personal / 71.4% observed
PHOENIX / C72 loadout card
Your observed cardPHOENIX / C72

2 completed matches / early read

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Trainyard6 personal / 16.7% observed
FRAGGER / M91 loadout card
Your observed cardFRAGGER / M91

2 completed matches / early read

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard6 personal / 33.3% observed
ARTY / B81 loadout card
Your observed cardARTY / B81

1 completed match / early read

ARTY / S82 loadout card
Archive same-merc leadARTY / S82

147 archive carries / 121 players / 47.7% 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.

ARTY / D43 loadout card
ARTY / D43
SAWBONEZ / BL71 loadout card
SAWBONEZ / BL71
TURTLE / SM51 loadout card
TURTLE / SM51
Signature deck

4 completed matches / 0.0% 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.

Most Revives x2 / GUARDIAN / HU52Match award x2 / ARTY / D43Most Objective x2 / TURTLE / SM51Most Kills x1 / AIMEE / F82

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

1520Skill RR
-11Skill RR delta
1532Peak 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 ? 16 valid updates
2026-07-17-09:20-14 performance
Activity: 22.4 min / 26 K / 19 A / 3 W
Score: actual 0.951 vs expected 1.13 / margin -0.178
Show exact performance breakdown
0.951Actual score
1.13Expected score
-0.178Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.02
OBJECTIVE1.81
SUPPORT0.57
PRESSURE1.04
ground truth 0.98 vs legacy read 0.52 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-18-00+27 performance
Activity: 4.2 min / 8 K / 15 A / 2 W
Score: actual 1.402 vs expected 1.056 / margin 0.347
Show exact performance breakdown
1.402Actual score
1.056Expected score
0.347Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.97
OBJECTIVE1.66
SUPPORT0.62
PRESSURE0.79
ground truth 1.43 vs legacy read 0.33 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-17:40+1 performance
Activity: 16.6 min / 20 K / 13 A / 0 W
Score: actual 1.022 vs expected 1.016 / margin 0.006
Show exact performance breakdown
1.022Actual score
1.016Expected score
0.006Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.84
OBJECTIVE1.01
SUPPORT1.40
PRESSURE1.34
ground truth 1.06 vs legacy read 0.64 · 3 match window · 1.00 = your class target for this lobby
2026-07-11-17:20-43 performance
Activity: 11.7 min / 14 K / 6 A / 0 W
Score: actual 0.498 vs expected 1.047 / margin -0.549
Show exact performance breakdown
0.498Actual score
1.047Expected score
-0.549Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.76
OBJECTIVE0.04
SUPPORT0.01
PRESSURE1.37
ground truth 0.57 vs legacy read 0.29 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-17-00-2 performance
Activity: 14.3 min / 17 K / 6 A / 2 W
Score: actual 1.02 vs expected 1.045 / margin -0.025
Show exact performance breakdown
1.02Actual score
1.045Expected score
-0.025Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.74
OBJECTIVE0.72
SUPPORT2.00
PRESSURE0.93
ground truth 1.05 vs legacy read 0.73 · 2 match window · 1.00 = your class target for this lobby
2026-07-11-03-00-22 performance
Activity: 20.1 min / 41 K / 14 A / 4 W
Score: actual 0.936 vs expected 1.214 / margin -0.278
Show exact performance breakdown
0.936Actual score
1.214Expected score
-0.278Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.34
OBJECTIVE0.65
SUPPORT0.50
PRESSURE0.71
ground truth 0.88 vs legacy read 1.13 · 2 match window · 1.00 = your class target for this lobby
2026-07-11-02:40-15 performance
Activity: 6 min / 7 K / 8 A / 0 W
Score: actual 0.99 vs expected 1.184 / margin -0.194
Show exact performance breakdown
0.99Actual score
1.184Expected score
-0.194Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.24
OBJECTIVE0.70
SUPPORT1.18
PRESSURE1.16
ground truth 1.06 vs legacy read 0.11 · 2 match window · 1.00 = your class target for this lobby
2026-07-11-02:20-10 performance
Activity: 18.3 min / 31 K / 10 A / 4 W
Score: actual 1.098 vs expected 1.223 / margin -0.125
Show exact performance breakdown
1.098Actual score
1.223Expected score
-0.125Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.57
OBJECTIVE2.00
SUPPORT0.90
PRESSURE0.82
ground truth 1.04 vs legacy read 0.94 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-02-00-21 performance
Activity: 4.6 min / 3 K / 3 A / 2 W
Score: actual 1.067 vs expected 1.327 / margin -0.26
Show exact performance breakdown
1.067Actual score
1.327Expected score
-0.26Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.48
OBJECTIVE2.00
SUPPORT2.00
PRESSURE0.39
ground truth 1.11 vs legacy read 0.48 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-13:20-12 performance
Activity: 12.6 min / 14 K / 13 A / 3 W
Score: actual 1.198 vs expected 1.344 / margin -0.146
Show exact performance breakdown
1.198Actual score
1.344Expected score
-0.146Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.87
OBJECTIVE1.73
SUPPORT2.00
PRESSURE0.94
ground truth 1.29 vs legacy read 0.28 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold III / Skill RR 1520 / 0 RR
Position 190 / Objective Stopper / KPH 69.93 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold III / Skill RR 1520 / 0 RR
Position 190 / Objective Stopper / KPH 69.93 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold III / Skill RR 1520 / -1 RR
Position 190 / Objective Stopper / KPH 69.93 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Gold III / Skill RR 1521 / -1 RR
Position 188 / Objective Stopper / KPH 69.93 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold III / Skill RR 1522 / +2 RR
Position 189 / Objective Stopper / KPH 69.93 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold III / Skill RR 1520 / +2 RR
Position 192 / Objective Stopper / KPH 69.93 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold III / Skill RR 1518 / -1 RR
Position 193 / Objective Stopper / KPH 69.93 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold III / Skill RR 1519 / +2 RR
Position 193 / Objective Stopper / KPH 69.93 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold III / Skill RR 1517 / 0 RR
Position 195 / Objective Stopper / KPH 69.93 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold III / Skill RR 1517 / 0 RR
Position 194 / Objective Stopper / KPH 69.93 / 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.

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