Tracked players: 5419 · 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.
587 / 5419Active ranked this season
07:43
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.

2026-09-03 Last update UTC 18:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Biscuit
SIGNAL LOST - FLATLINED
Over 7 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
RESTITUTION PAID — +41 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +41 RR on Jul 28, 2026 14:40 UTC. Games poisoned by cheaters can never count against anyone here.
Silver V
Silver loadout fileLoadout signal file

Biscuit1184 Skill RR

Silver V

Lost SignalLast proven rank saved / live slot released / state file ? 17.1d ago
1184Skill RR
#-Board position
DormantField state
Season peak savedSafety
Abandoned Abandoned Abandoned Won Won Loss Abandoned Loss Loss Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want Biscuit near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More direct round work would make the value easier for any team to feel. There is team value here when the good moments also bring more obj work and support value.

Team value: stop pressure Strongest: stop pressure · strong Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
17 d ago · 16 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_terminalredux · Objective · Late Game
Maplast saved
obj_terminalredux
Objective · Late Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1406
avg Skill RR 1406
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
53 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Silver V
1184Silver V · Skill RR
Bronze II → Bronze I46%
25 RR to Bronze I21 RR above floor
1681Peak form
965All-time peak
282Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-36 last 6
2 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapCobalt III
+497 gap
Standing moveSkill scale
-2
Rank pressureField opened
Field opened +1 RR
Idle field shiftoffline
+5
Player DNAStable read
Biscuit gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. When the fights get cleaner, the team value becomes much easier to see. There is also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 12.4 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 18:52:18 UTC
NEXT SCAN 07:42
CONTACTS 587 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Biscuit 1184 RR · FORM COLD — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.4 RR/UPDATE · PEAK FORM 1681 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
Biscuit
Silver V · Held-Rank Veteran
BOARD POS
RR 1184PEAK 1681STATE 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 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.4 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Cold StreakSEV-23 negative in the last 6 updates, -36 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1681Peak form
965All-time peak
282Ladder track
+21RR above floor
1184Silver V · Skill RR46% TO BRONZE I
Bronze II → Bronze I46% · 25 RR needed
REACTOR PULSE · FORM LAST 6COLD -36
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (2031 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 7 SESSIONS ANALYSED
-14 1st Deploybleeding
-1 2nd Deploybleeding
+10 3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1823 UTC avg -6 RR / update over 2 updates weakest: 1217 UTC (avg -7)
Recent Sessions
2026-08-17-15-401 update-35
2026-08-17-13-401 update-13
2026-08-16-14-003 updates+24
2026-08-08-16-001 update-12
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
-36COLD
Form Engine
net RR across last 6
+497peak form gap -2standing move +5idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
89
KPH
34
Support
28
Objective
20
Combat
4
39.3season KPH 44.3profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[18:52] > SCAN CYCLE 1852 COMPLETE — 587 contacts indexed
[18:52] > RATING SIGNAL LOCKED: 1184 RR · SILVER V
[18:52] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.4 RR/update
[18:52] > FORM ENGINE: 2/6 positive — band COLD, stability 50%
Sentinel Read · Player Assessment
Biscuit gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. When the fights get cleaner, the team value becomes much easier to see. There is also enough support value here to keep pushes from dying after one bad trade. Current stop pace sits around 12.4 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 2 vs 75/h target · weight 20%
-9.4RR / update
Support actionsavg 1.5 vs 18/h target · weight 20%
-9RR / update
Kills per houravg 49.7 vs 152/h target · weight 20%
-5.8RR / update
Objective actionsavg 15.5 vs 17/h target · weight 20%
-1.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.4RR / update
Objective stops / C4 pressureavg 17.1 vs 13/h target · weight 20%
+1.1RR / update
Fix Simulator · Counterfactual
Average scored update right now-9.1 RR
Hit Combat pressure target — nothing else changes+2.5 RR / update
Hit Combat pressure + Support actions targets+13.7 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-48 net
Your games
-48
Field drift
0
2 scored updates in window
72h-24 net
Your games
-24
Field drift
0
4 scored updates in window
7d-24 net
Your games
-24
Field drift
0
4 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 12%RR
Top 75%Combat
Top 73%Objective
Top 43%Support
Top 70%KPH
Objective Stops89/100
KPH34/100
Support28/100
Objective20/100
Combat4/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-35 impact)
⬢ WHAT WAS THAT?! BADGE Silver V TAPE SAYS Bronze V
A complete write-off. I tried to find ONE redeeming clip and the tape just stared back at me like a dog that ate the homework AND the desk.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge on the left cost you months. The badge on the right cost you one lazy session. Think about the exchange rate.
⬢ FAST CLIMB ORDER
Forget the ladder. The ladder will still be there. Right now we rebuild from the studs: clean trades, no quiet deaths, every life buys SOMETHING. 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. You are ONE good night from Bronze I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
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.
Wake up. That game bled RR because the round did not get enough useful work. Stop touring the map and get near the win condition. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. Coach order: if the obj is lonely, that is your fault.
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 2026-08-17-15:40 / -35 game impact
Coach
WHAT WAS THAT?!
A complete write-off. I tried to find ONE redeeming clip and the tape just stared back at me like a dog that ate the homework AND the desk.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver VSilver V
The tape saysBronze VBronze V
The badge on the left cost you months. The badge on the right cost you one lazy session. Think about the exchange rate.
Fast climb order
Forget the ladder. The ladder will still be there. Right now we rebuild from the studs: clean trades, no quiet deaths, every life buys SOMETHING. 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. You are ONE good night from Bronze I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
RECONjudged by your class bar
FILE 013 REGULAR UNDER ORDER: OBJECTIVE
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 6th shift in the RECON sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 0.59 on OBJECTIVE. Tonight reads 0.00. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.The door is right there and so is the drill. One of them fixes this page. Pick the drill, every time, until my pen agrees with you.
OBJECTIVE
I screamed at a laminated sheet for four minutes. The sheet apologized before you did.
0.00
CLASS BAR 1.00
SUPPORT
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.01
CLASS BAR 1.00
The drill // next sessionNext session your scope and the objective are in the same postcode at all times.
TERMINALREDUXLOST
114 damage a minute out, 256 a minute in. You were the pinata, not the bat.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AIMEE
IN YOUR SQUAD EVERY RECENT GAME
The SNITCH looks at the objective, always. Marked defenders die before the plant, not during it.
FILM ROOM // TERMINAL
Attacking Terminal: utility opens the gauntlet, bodies close it. Throw everything at the first choke and walk the rest — a broken first line rarely reforms.
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.
2 positive -36 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
3 negative 0.242 vs 0.822

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
This lobby was soft. SOFT. I expected the simple things done like a professional: hold your lane, trade your fights, touch the job. Bare minimum, written in crayon.
What your last games gave me
You floated through those rounds like a balloon someone let go of at a birthday party. Drifting. Bumping into walls. Contributing a vague sense of sadness.
How fast this can move you
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
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 2 vs 75/h target · weight 20%
-9.4RR / update
Support actionsavg 1.5 vs 18/h target · weight 20%
-9RR / update
Kills per houravg 49.7 vs 152/h target · weight 20%
-5.8RR / update
Objective actionsavg 15.5 vs 17/h target · weight 20%
-1.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.4RR / update
Objective stops / C4 pressureavg 17.1 vs 13/h target · weight 20%
+1.1RR / update
Fix simulator
Average scored update right now-9.1 RR
Hit Combat pressure target — nothing else changes+2.5 RR / update
Hit Combat pressure + Support actions targets+13.7 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-48 net
Your games-48
Field drift0
2 scored updates in window
72h-24 net
Your games-24
Field drift0
4 scored updates in window
7d-24 net
Your games-24
Field drift0
4 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 -6 RR / update over 2 updates weakest: 1217 UTC (avg -7)
Fatigue signature · avg RR by update # in a session
-141st
-12nd
+103rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-08-17-15-401 update-35
2026-08-17-13-401 update-13
2026-08-16-14-003 updates+24
2026-08-08-16-001 update-12
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 12%RR
Top 75%Combat
Top 73%Objective
Top 43%Support
Top 70%KPH
Objective Stops89/100
KPH34/100
Support28/100
Objective20/100
Combat4/100
Personal intelligence / weekly compile

Loadout DNA // Biscuit

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
53completed proof matches
9maps in personal file
Supportdominant field lane
COOLINGlast 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 PHOENIX / KE42 loadout card
PHOENIX / KE42Medic

30 completed matches / 36.7% observed result

Signature 2 AIMEE / F75 loadout card
AIMEE / F75Recon

25 completed matches / 52.0% observed result

Signature 3 GUARDIAN / T102 loadout card
GUARDIAN / T102Medic

21 completed matches / 57.1% observed result

Signature 4 PROXY / H23 loadout card
PROXY / H23Engineer

20 completed matches / 40.0% observed result

Role DNA
Combat
9
Objective
6
Support
65
Precision
40
Pressure
12
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 PHOENIX / KE42 loadout card
PHOENIX / KE42Medic
Test PHOENIX / CR81 loadout card
PHOENIX / CR81Medic
Keep PHOENIX. Change one card.

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

30 completed matches / 36.7% observed result 13,973 completed carries / 3,402 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.

Bridge10 personal / 40.0% observed
AIMEE / F75 loadout card
Your observed cardAIMEE / F75

6 completed matches / 33.3% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground10 personal / 30.0% observed
PHOENIX / KE42 loadout card
Your observed cardPHOENIX / KE42

9 completed matches / 22.2% 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

Whitechapel9 personal / 55.6% observed
AIMEE / F75 loadout card
Your observed cardAIMEE / F75

6 completed matches / 50.0% observed result

AIMEE / G85 loadout card
Archive same-merc leadAIMEE / G85

1,126 archive carries / 500 players / 51.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle8 personal / 50.0% observed
GUARDIAN / T102 loadout card
Your observed cardGUARDIAN / T102

6 completed matches / 50.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard4 personal / 75.0% observed
PHOENIX / KE42 loadout card
Your observed cardPHOENIX / KE42

3 completed matches / 66.7% observed result

PHOENIX / CR71 loadout card
Archive same-merc leadPHOENIX / CR71

761 archive carries / 497 players / 55.5% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux4 personal / 25.0% observed
PHOENIX / KE42 loadout card
Your observed cardPHOENIX / KE42

3 completed matches / 0.0% observed result

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

544 archive carries / 439 players / 50.0% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

04 / whole kit

Deck and squad links

The complete three-card deck is descriptive. Squad links are repeated associations, not a winner prediction.

AIMEE / F75 loadout card
AIMEE / F75
GUARDIAN / T102 loadout card
GUARDIAN / T102
PROXY / H23 loadout card
PROXY / H23
Signature deck

11 completed matches / 54.5% 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 Assists x1 / AIMEE / G71Most Accurate x1 / AIMEE / F75Match award x1 / PHOENIX / KE42Most Revives x1 / PHOENIX / KE42

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

1184Skill RR
+11Skill RR delta
1184Peak 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 ? 118 valid updates
2026-08-17-15:40-35 performance
Activity: 4.5 min / 3 K / 2 A / 0 W
Score: actual 0.242 vs expected 0.822 / margin -0.58
Show exact performance breakdown
0.242Actual score
0.822Expected score
-0.58Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.54
OBJECTIVE0.00
SUPPORT0.01
PRESSURE0.31
ground truth 0.29 vs legacy read 0.07 · 1 match window · 1.00 = your class target for this lobby
2026-08-17-13:40-13 performance
Activity: 15 min / 6 K / 13 A / 0 W
Score: actual 0.556 vs expected 0.772 / margin -0.216
Show exact performance breakdown
0.556Actual score
0.772Expected score
-0.216Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.56
OBJECTIVE0.41
SUPPORT0.60
PRESSURE0.95
ground truth 0.61 vs legacy read 0.33 · 1 match window · 1.00 = your class target for this lobby
2026-08-16-14:40+10 performance
Activity: 15 min / 6 K / 19 A / 0 W
Score: actual 1.042 vs expected 0.875 / margin 0.167
Show exact performance breakdown
1.042Actual score
0.875Expected score
0.167Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.75
OBJECTIVE1.60
SUPPORT0.05
PRESSURE1.03
ground truth 1.09 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-08-16-14:20+14 performance
Activity: 14.4 min / 18 K / 15 A / 1 W
Score: actual 1.094 vs expected 0.872 / margin 0.223
Show exact performance breakdown
1.094Actual score
0.872Expected score
0.223Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.08
OBJECTIVE2.00
SUPPORT0.16
PRESSURE0.98
ground truth 1.10 vs legacy read 0.87 · 1 match window · 1.00 = your class target for this lobby
2026-08-16-14-000 performance
Activity: 15.9 min / 4 K / 5 A / 1 W
Score: actual 0.874 vs expected 0.871 / margin 0.003
Show exact performance breakdown
0.874Actual score
0.871Expected score
0.003Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.60
OBJECTIVE1.36
SUPPORT0.03
PRESSURE0.90
ground truth 0.90 vs legacy read 0.49 · 2 match window · 1.00 = your class target for this lobby
2026-08-08-16-00-12 performance
Activity: 12.4 min / 5 K / 5 A / 0 W
Score: actual 0.591 vs expected 0.79 / margin -0.199
Show exact performance breakdown
0.591Actual score
0.79Expected score
-0.199Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.51
OBJECTIVE0.83
SUPPORT0.01
PRESSURE1.03
ground truth 0.61 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
2026-08-01-13:20-13 performance
Activity: 19.6 min / 8 K / 10 A / 0 W
Score: actual 0.564 vs expected 0.782 / margin -0.219
Show exact performance breakdown
0.564Actual score
0.782Expected score
-0.219Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 61% / MEDIC 39%engine weight 90%
COMBAT0.59
OBJECTIVE0.61
SUPPORT0.26
PRESSURE0.95
ground truth 0.60 vs legacy read 0.26 · 3 match window · 1.00 = your class target for this lobby
2026-08-01-09:40-29 performance
Activity: 12.8 min / 6 K / 2 A / 1 W
Score: actual 0.317 vs expected 0.796 / margin -0.48
Show exact performance breakdown
0.317Actual score
0.796Expected score
-0.48Margin
61K-factor
2026-07-30-18:40-16 performance
Activity: 8.4 min / 6 K / 4 A / 1 W
Score: actual 0.584 vs expected 0.844 / margin -0.26
Show exact performance breakdown
0.584Actual score
0.844Expected score
-0.26Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.60
OBJECTIVE0.84
SUPPORT0.02
PRESSURE0.63
ground truth 0.57 vs legacy read 0.77 · 1 match window · 1.00 = your class target for this lobby
2026-07-30-18:20+4 performance
Activity: 14.1 min / 10 K / 6 A / 2 W
Score: actual 0.813 vs expected 0.746 / margin 0.068
Show exact performance breakdown
0.813Actual score
0.746Expected score
0.068Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 61% / ENGINEER 39%engine weight 90%
COMBAT0.84
OBJECTIVE1.22
SUPPORT0.03
PRESSURE0.83
ground truth 0.89 vs legacy read 0.14 · 2 match window · 1.00 = your class target for this lobby
2026-08-11-12-00
HELD Silver V / Skill RR 1174 / -1 RR
Position 499 / Objective Stopper / KPH 44.22 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-08-11-11-20
FIELD SHIFT Silver V / Skill RR 1175 / 0 RR
Position 496 / Objective Stopper / KPH 44.22 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-11-00
FIELD SHIFT Silver V / Skill RR 1175 / 0 RR
Position 495 / Objective Stopper / KPH 44.22 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-10-40
FIELD SHIFT Silver V / Skill RR 1175 / 0 RR
Position 494 / Objective Stopper / KPH 44.22 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-09-40
FIELD SHIFT Silver V / Skill RR 1175 / 0 RR
Position 494 / Objective Stopper / KPH 44.22 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-08-11-09-20
FIELD SHIFT Silver V / Skill RR 1175 / 0 RR
Position 494 / Objective Stopper / KPH 44.22 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-11-09-00
FIELD SHIFT Silver V / Skill RR 1175 / +1 RR
Position 494 / Objective Stopper / KPH 44.22 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-08-11-08-40
HELD Silver V / Skill RR 1174 / 0 RR
Position 496 / Objective Stopper / KPH 44.22 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-08-11-08-20
HELD Silver V / Skill RR 1174 / 0 RR
Position 496 / Objective Stopper / KPH 44.22 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-08-11-08-00
HELD Silver V / Skill RR 1174 / 0 RR
Position 496 / Objective Stopper / KPH 44.22 / Performance 0 / Field shift 0
  • 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 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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