Tracked players: 7375 · 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.
1296 / 7375Active ranked this season
14:16
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 15:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Jota make it look EZ
Gold II
Gold contract filePressure-band contract

Jota make it look EZ1577 Skill RR

Gold II

Active SignalLive rank slot held / state file ? 9.7d ago
☣ Hazard pay1 RR lifetime / the system pays the mercs who endure a quarantined contract
1577Skill RR
#357Board 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.
57/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+6 Skill RR
LADDER TRACK BASE1770
PRESSURE BUDGET±44 RR
VISIBLE PREVIEW1776
Field Closer x 2

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

57Current gauge
43Newest 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 Won Abandoned Won Loss Abandoned Abandoned
Open DBStats Profile ↗
Ranked read

Jota make it look EZ 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. The value gets stronger when the push also gets more revives, assists, and second chances. This player also brings pressure when the round needs somebody to take contact. The last scored game moved in the right direction.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
13 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
US East | SuperJost Server | Voice Chat enabled
obj_terminalredux · Objective · Early Game
Maplast saved
obj_terminalredux
Objective · Early Game
Last lobby1 ranked player
3/16
players in monitored server
Lobby difficultythin sample
1571
avg Skill RR 1571
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#357
Skill rating signal
Gold II
1577Gold II · Skill RR
Gold II → Gold I7%
51 RR to Gold I8 RR above floor
1932Peak form
1808All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+28 last 6
3 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
55/100
Stability50%
SWINGY
Peak form gapCobalt I
+355 gap
Standing moveSkill scale
+4
Rank pressureOthers pushed
Others pushed -1 RR
Idle field shiftoffline
-1
Player DNAStable read
Jota make it look EZ can fit into different rounds because the value is not stuck in one lane. This player can help in fights, stay involved around the round, and add value when the match gets messy. Keep those useful minutes close to the push and the rank has room to move. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 15.2 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 15:05:45 UTC
NEXT SCAN 14:15
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #357 Jota make it look EZ 1577 RR · FORM HOT — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9 RR/UPDATE · PEAK FORM 1932 ON RECORD · LADDER PRESSURE MEDIUM 55/100 ·
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
Jota make it look EZ
Gold II · Objective Stopper
#357BOARD POS
RR 1577PEAK 1932STATE 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 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR3 of last 6 scored updates positive, +28 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1932Peak form
1808All-time peak
0Ladder track
+8RR above floor
1577Gold II · Skill RR7% TO GOLD I
Gold II → Gold I7% · 51 RR needed
REACTOR PULSE · FORM LAST 6HOT +28
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (2743 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
+1.8 1st Deployopener
-7 2nd Deploybleeding
+16.3 3rd+ Deploylate game
⬢ Standing Order
Warm up before scored time.
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Strongest Window
1823 UTC avg +3.5 RR / update over 10 updates
Recent Sessions
2026-10-09-20-403 updates-13
2026-10-02-20-003 updates+43
2026-10-01-19-403 updates+4
2026-09-30-18-401 update+1
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
55/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+28HOT
Form Engine
net RR across last 6
+355peak form gap +4standing move -1idle field shift OTHERS PUSHEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
100
Combat
64
Support
48
Objective
42
123.6season KPH 133.5profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[15:05] > SCAN CYCLE 1505 COMPLETE — 1296 contacts indexed
[15:05] > RATING SIGNAL LOCKED: 1577 RR · GOLD II · BOARD #357
[15:05] > LEAK SCAN: COMBAT PRESSURE below target — drain -9 RR/update
[15:05] > FORM ENGINE: 3/6 positive — band HOT, stability 50%
Sentinel Read · Player Assessment
Jota make it look EZ can fit into different rounds because the value is not stuck in one lane. This player can help in fights, stay involved around the round, and add value when the match gets messy. Keep those useful minutes close to the push and the rank has room to move. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 15.2 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 33.9 vs 75/h target · weight 20%
-9RR / update
Objective actionsavg 13.3 vs 17/h target · weight 20%
-4.3RR / update
Kills per houravg 124.8 vs 152/h target · weight 20%
-3.6RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Support actionsavg 22.6 vs 18/h target · weight 20%
+1.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Objective stops / C4 pressureavg 57 vs 13/h target · weight 20%
+11.4RR / update
Fix Simulator · Counterfactual
Average scored update right now+2.8 RR
Hit Combat pressure target — nothing else changes+10.9 RR / update
Hit Combat pressure + Support actions targets+16.4 RR / update
Counterfactual on the same games, same K-factor (~75). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d0 net
Your games
0
Field drift
0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 6%RR
Top 5%Combat
Top 37%Objective
Top 21%Support
Top 3%KPH
Objective Stops100/100
KPH100/100
Combat64/100
Support48/100
Objective42/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+8 impact)
⬢ GOOD PROOF BADGE Gold II TAPE SAYS Elite
That is the quiet kind of good that wins seasons. You did the job plus interest. I respect a man who tips.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. 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. Gold I is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
No strong booster in the last scored game.
Objective Leaks
▼
Team support▼ Major0 / 18 support/h target
▼
Frag pressure▼ Major17.8 / 75 combat/h target
▼
Kill pace▼ Medium95.3 / 152 KPH target
Field Orders
◎
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Frag pressureTARGET17.8 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET95.3 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good. The useful work came from team value, and that is something the team can play around. Next game: stay closer to teammates. Keep revives, assists and safe trades flowing so the push gets a second life. Coach order: stay close enough that a bad trade gets a second chance.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-10-09-21:40 / +8 game impact
Coach
GOOD PROOF
That is the quiet kind of good that wins seasons. You did the job plus interest. I respect a man who tips.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIGold II
➞
The tape saysEliteElite
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. 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. Gold I is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
FIRE SUPPORTjudged by your class bar
FILE 011 VETERAN UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.This is your 10th shift in the FIRE SUPPORT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 1.00 on PRESSURE. Tonight reads 0.88. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.Next session I want one thing moved on that board. One. Files are not written in great leaps - they are written in stubborn quarter-inches, and I count every one.
PRESSURE
So close it hurts. One more honest shift and it is over the line.
0.88
CLASS BAR 1.00
SUPPORT
Franchise-player territory. I said what I said.
1.54
CLASS BAR 1.00
The drill // next sessionArtillery that folds under counter-fire is a one-way radio. Hold your ground and keep the sky falling.
TERMINALREDUXLOST
143 in, 61 out. I watched this part standing up. Not out of respect - I just could not sit through it.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SKYHAMMER
IN YOUR SQUAD EVERY RECENT GAME
Post up where your packs reach the line AND your marker reaches their cover. Ten meters forward doubles your usefulness.
▸FILM ROOM // TERMINAL
The final delivery on Terminal is a gauntlet of chokes. Smoke, concussion, and one covered runner beat five heroes sprinting solo.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
4 positive +30 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
17.8 / 75 combat/h target
Kill pace▼ Medium
95.3 / 152 KPH target
2 negative 1.192 vs 1.066

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
17.8 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
95.3 / 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
I expected dominance with paperwork. Open the lane, hold the lane, NOTARIZE the lane. When you are on the map, the enemy should be filing complaints.
What your last games gave me
Perfect tape. PERFECT. The other team's coach should retire. I almost retired, and I am on YOUR side — out of pure satisfaction.
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 33.9 vs 75/h target · weight 20%
-9RR / update
Objective actionsavg 13.3 vs 17/h target · weight 20%
-4.3RR / update
Kills per houravg 124.8 vs 152/h target · weight 20%
-3.6RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Support actionsavg 22.6 vs 18/h target · weight 20%
+1.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Objective stops / C4 pressureavg 57 vs 13/h target · weight 20%
+11.4RR / update
Fix simulator
Average scored update right now+2.8 RR
Hit Combat pressure target — nothing else changes+10.9 RR / update
Hit Combat pressure + Support actions targets+16.4 RR / update
Counterfactual on the same games, same K-factor (~75). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d0 net
Your games0
Field drift0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +3.5 RR / update over 10 updates
Fatigue signature · avg RR by update # in a session
+1.81st
-72nd
+16.33rd+
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Recent sessions
2026-10-09-20-403 updates-13
2026-10-02-20-003 updates+43
2026-10-01-19-403 updates+4
2026-09-30-18-401 update+1
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 6%RR
Top 5%Combat
Top 37%Objective
Top 21%Support
Top 3%KPH
Objective Stops100/100
KPH100/100
Combat64/100
Support48/100
Objective42/100
Personal intelligence / weekly compile

Loadout DNA // Jota make it look EZ

Signature mercs, exact functional cards, map habits and the smallest useful next test. Personal history stays personal; field options use separate completed-match evidence.

Weekly compile pending
0completed proof matches
0maps in personal file
Unresolveddominant field lane
COMPILE PENDINGlast seven days

Weekly loadout compile queued

This player ranked after the latest weekly build. The public Field Manual works now; the personal dossier will appear after the next compile.

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 Field Manual

Skill movement + performance history

1577Public Skill RR now
+1Recorded season RR change
+35Performance 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: 1570 season RR + +7 public adjustment = 1577 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 · 52 valid updates
2026-10-09-21:40+8 performance
Activity: 22.8 min / 29 K / 14 A / 1 W
Score: actual 1.192 vs expected 1.066 / margin 0.126
Show exact performance breakdown
1.192Actual score
1.066Expected score
0.126Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.99
OBJECTIVE1.46
SUPPORT1.54
PRESSURE0.88
ground truth 1.24 vs legacy read 0.62 · 3 match window · 1.00 = your class target for this lobby
2026-10-09-21-00-19 performance
Activity: 19.8 min / 12 K / 3 A / 0 W
Score: actual 0.771 vs expected 1.089 / margin -0.318
Show exact performance breakdown
0.771Actual score
1.089Expected score
-0.318Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.66
OBJECTIVE0.81
SUPPORT0.87
PRESSURE1.08
ground truth 0.80 vs legacy read 0.54 · 1 match window · 1.00 = your class target for this lobby
2026-10-09-20:40-2 performance
Activity: 29.9 min / 47 K / 32 A / 0 W
Score: actual 1.035 vs expected 1.066 / margin -0.031
Show exact performance breakdown
1.035Actual score
1.066Expected score
-0.031Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.50
OBJECTIVE0.89
SUPPORT0.81
PRESSURE0.91
ground truth 0.98 vs legacy read 1.23 · 1 match window · 1.00 = your class target for this lobby
2026-10-02-21-00+34 performance
Activity: 24.6 min / 54 K / 30 A / 2 W
Score: actual 1.454 vs expected 1.028 / margin 0.425
Show exact performance breakdown
1.454Actual score
1.028Expected score
0.425Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.53
OBJECTIVE2.00
SUPPORT0.69
PRESSURE1.21
ground truth 1.42 vs legacy read 1.21 · 1 match window · 1.00 = your class target for this lobby
2026-10-02-20:20+7 performance
Activity: 20.4 min / 46 K / 24 A / 2 W
Score: actual 1.141 vs expected 1.056 / margin 0.085
Show exact performance breakdown
1.141Actual score
1.056Expected score
0.085Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / RECON 62% / FIRESUPPORT 38%engine weight 90%
COMBAT1.33
OBJECTIVE0.82
SUPPORT1.43
PRESSURE0.70
ground truth 1.08 vs legacy read 1.19 · 2 match window · 1.00 = your class target for this lobby
2026-10-02-20-00+2 performance
Activity: 34.7 min / 68 K / 32 A / 4 W
Score: actual 1.151 vs expected 1.12 / margin 0.031
Show exact performance breakdown
1.151Actual score
1.12Expected score
0.031Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.32
OBJECTIVE0.85
SUPPORT1.04
PRESSURE1.39
ground truth 1.13 vs legacy read 1.16 · 2 match window · 1.00 = your class target for this lobby
2026-10-01-20:40+7 performance
Activity: 12.5 min / 29 K / 18 A / 2 W
Score: actual 1.191 vs expected 1.109 / margin 0.082
Show exact performance breakdown
1.191Actual score
1.109Expected score
0.082Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.80
OBJECTIVE1.36
SUPPORT0.36
PRESSURE0.92
ground truth 1.16 vs legacy read 1.06 · 1 match window · 1.00 = your class target for this lobby
2026-10-01-20:20-9 performance
Activity: 10 min / 21 K / 10 A / 0 W
Score: actual 0.939 vs expected 1.055 / margin -0.116
Show exact performance breakdown
0.939Actual score
1.055Expected score
-0.116Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.55
OBJECTIVE0.77
SUPPORT0.53
PRESSURE0.61
ground truth 0.91 vs legacy read 0.97 · 1 match window · 1.00 = your class target for this lobby
2026-10-01-19:40+6 performance
Activity: 52.9 min / 104 K / 47 A / 3 W
Score: actual 1.072 vs expected 0.994 / margin 0.079
Show exact performance breakdown
1.072Actual score
0.994Expected score
0.079Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / RECON 50% / FIRESUPPORT 50%engine weight 90%
COMBAT1.43
OBJECTIVE0.87
SUPPORT0.56
PRESSURE1.09
ground truth 1.06 vs legacy read 1.11 · 2 match window · 1.00 = your class target for this lobby
2026-09-30-18:40+1 performance
Activity: 22.3 min / 35 K / 15 A / 0 W
Score: actual 1.06 vs expected 1.052 / margin 0.008
Show exact performance breakdown
1.06Actual score
1.052Expected score
0.008Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.21
OBJECTIVE1.03
SUPPORT0.70
PRESSURE1.14
ground truth 1.00 vs legacy read 1.29 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-15-00
FIELD SHIFT Gold II / Skill RR 1570 / -1 RR
Position 374 / Combat / KPH 133.49 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-19-14-40
HELD Gold II / Skill RR 1571 / 0 RR
Position 373 / Combat / KPH 133.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-20
HELD Gold II / Skill RR 1571 / 0 RR
Position 372 / Combat / KPH 133.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-00
HELD Gold II / Skill RR 1571 / 0 RR
Position 372 / Combat / KPH 133.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-40
HELD Gold II / Skill RR 1571 / 0 RR
Position 372 / Combat / KPH 133.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-13-20
HELD Gold II / Skill RR 1571 / 0 RR
Position 372 / Combat / KPH 133.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-00
HELD Gold II / Skill RR 1571 / 0 RR
Position 372 / Combat / KPH 133.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-40
HELD Gold II / Skill RR 1571 / 0 RR
Position 372 / Combat / KPH 133.49 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-20
HELD Gold II / Skill RR 1571 / 0 RR
Position 372 / Combat / KPH 133.49 / Performance 0 / Field shift 0 / Ladder track 1770
  • No new gameplay detected. Skill RR held.
2026-10-19-12-00
HELD Gold II / Skill RR 1571 / 0 RR
Position 373 / Combat / KPH 133.49 / Performance 0 / Field shift 0 / Ladder track 1770
  • No new gameplay detected. Skill RR held.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

Every season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

Lost Signal means a ranked player has not recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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