Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
08:04
Next rank update
Same player search as the ladder
How ranks move

Rank is not account level. Rank is not just time played. It reacts to match impact: combat, objectives, support, EV/C4, defuses, objective stops and win pressure.

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
xxxsaninjaxxx
RANK AT RISK - DEFIB WINDOW OPEN
This rank slot is held outside the live field while the signal is re-proven. The dossier stays tracked and searchable.
REVIVE ORDER: deliver 2+ valid scored updates before the proving window closes - 6 updates finalize instantly. The rank returns with RR correction. Too few, and the signal is lost.
Gold III
SEASON I REWARD
Gold IV
Gold IV
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

xxxsaninjaxxx1503 Skill RR

Gold III

Rank at RiskReturn proof window open / live slot released / state file ? 11h ago
1503Skill RR
#-Board position
Held rankField state
9 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.
52/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+1 Skill RR
BASE SKILL RR1438
PRESSURE BUDGET±36 RR
VISIBLE PREVIEW1439
Field Closer x 1Silent Support x 1

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

52Current 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
Won Won Won Won Won Loss Loss Won Loss Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want xxxsaninjaxxx near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. The next useful step is simple: stay near the round and turn more minutes into obj progress. There is also enough fight pressure to make space when the team needs it. The most recent scored round gave the team value through stop pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
11 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_whitechapel · Stopwatch · Early Game
Maplast saved
obj_whitechapel
Stopwatch · Early Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1509
avg Skill RR 1509
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
71 / 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
Gold III
1503Gold III · Skill RR
Gold III → Gold II23%
45 RR to Gold II12 RR above floor
2108Peak form
1441All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+35 last 6
4 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+605 gap
Standing moveSkill scale
+26
Rank pressureField opened
Field opened +8 RR
Idle field shiftoffline
+8
Player DNAStable read
xxxsaninjaxxx brings value by touching the round where it actually gets won. This player gives the team direct round value through plants, escort work, repairs, deliveries, or obj pressure. Cleaner trades around the obj would make the round work much harder to stop. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 16.4 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:57 UTC
NEXT SCAN 08:03
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · xxxsaninjaxxx 1503 RR · CONTACT #? CLOSURE +213/DAY — INTERCEPT ~1D · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -13 RR/UPDATE · PEAK FORM 2108 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
xxxsaninjaxxx
Gold III · Held-Rank Veteran
BOARD POS
RR 1503PEAK 2108STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 5 SIGNALS
Threat ClosingSEV-1#? Mi[M]i[K]a[K]a gained +213 RR today, 45 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -13 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#? Kaze is 35 RR ahead and in range — catch in ~2d at today's pace.
Form SurgingCLEAR4 of last 6 scored updates positive, +35 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2108Peak form
1441All-time peak
0Ladder track
+12RR above floor
1503Gold III · Skill RR23% TO GOLD II
Gold III → Gold II23% · 45 RR needed
REACTOR PULSE · FORM LAST 6HOT +35
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (995 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 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 5 updates
Recent Sessions
2026-07-17-12-002 updates0
2026-07-06-12-207 updates0
2026-07-05-12-201 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+35HOT
Form Engine
net RR across last 6
+605peak form gap +26standing move +8idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
65
Objective
59
Support
36
Combat
16
94.6season KPH 85profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1503 RR · GOLD III
[23:31] > LEAK SCAN: COMBAT PRESSURE below target — drain -13 RR/update
[23:31] > THREAT TRACK: contact #? closure +213/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
xxxsaninjaxxx brings value by touching the round where it actually gets won. This player gives the team direct round value through plants, escort work, repairs, deliveries, or obj pressure. Cleaner trades around the obj would make the round work much harder to stop. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 16.4 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 13.8 vs 75/h target · weight 20%
-13RR / update
Support actionsavg 7.9 vs 18/h target · weight 20%
-9.3RR / update
Kills per houravg 89 vs 152/h target · weight 20%
-6.8RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.5RR / update
Objective actionsavg 25.1 vs 17/h target · weight 20%
+0.8RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.5RR / update
Objective stops / C4 pressureavg 42.3 vs 13/h target · weight 20%
+9.8RR / update
Fix Simulator · Counterfactual
Average scored update right now+6.3 RR
Hit Combat pressure target — nothing else changes+18.9 RR / update
Hit Combat pressure + Support actions targets+27.8 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-3 net
Your games
-3
Field drift
0
2 scored updates in window
72h-3 net
Your games
-3
Field drift
0
2 scored updates in window
7d-3 net
Your games
-3
Field drift
0
2 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 9%RR
Top 42%Combat
Top 20%Objective
Top 40%Support
Top 23%KPH
Objective Stops100/100
KPH65/100
Objective59/100
Support36/100
Combat16/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+32 impact)
⬢ CHAMPAGNE ROOM BADGE Gold III TAPE SAYS Elite
Champagne. Actual champagne. I set a brutal bar and you cleared it with such violence that the bar is now structural debris.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Gold 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
Clutch stops▲ High22.3 / 13 clutch/h target
Objective Leaks
Objective work▼ Major6.6 / 17 objective/h target
Frag pressure▼ Medium34.1 / 75 combat/h target
Kill pace▼ Minor115.4 / 152 KPH target
Field Orders
Objective workTARGET6.6 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressureTARGET34.1 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET115.4 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That game had bite. Stop pressure was not just noise; it helped the team move. Next game: stop treating the objective like background scenery. Get close enough that the enemy has to deal with you. Coach order: the obj should know your name by halftime.
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 2026-07-17-12:20 / +32 game impact
Coach
CHAMPAGNE ROOM
Champagne. Actual champagne. I set a brutal bar and you cleared it with such violence that the bar is now structural debris.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIIGold III
The tape saysEliteElite
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
Fast climb order
The climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. Gold 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
ASSAULTjudged by your class bar
FILE 004 STUDENT UNDER ORDER: COMBAT
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.And before you argue with the board: the best COMBAT in this file is 1.37, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Tonight's SUPPORT at 1.67 is a new file record - the old ceiling was 0.35. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.Now the hard part - do it again. Files full of one great page belong to the almost-players, and I have read too many of those. Yours will not be one. I have decided.
SUPPORT
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
1.67
CLASS BAR 1.00
The drill // next sessionNothing to fix, everything to defend. Champions are the ones who do it twice. Go do it twice.
Squad read
RHINO
IN YOUR SQUAD EVERY RECENT GAME
Manage the heat like a clip: spin down BEFORE red, duck, repeat. A Rhino who never overheats is a lane that never opens.
FILM ROOM // WHITECHAPEL
Chapel escorts die to impatience: the EV outlives every hero who sprints ahead of it. Move as a convoy — the vehicle sets the pace, not your bloodlust.
I am proud of you. I do not say that into microphones. I am saying it into your file.

Working signals

Clutch stops▲ High
22.3 / 13 clutch/h target
4 positive +20 last 6

Objective leaks

Objective work▼ Major
6.6 / 17 objective/h target
Frag pressure▼ Medium
34.1 / 75 combat/h target
Kill pace▼ Minor
115.4 / 152 KPH target
2 negative 1.310 vs 0.909

Field orders

Objective worktarget
6.6 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
34.1 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
115.4 / 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
At this level, existing is not a contribution. I expected you to bend rounds. Win the fight that opens the lane. Hold the corner that saves the plant. BE somebody.
What your last games gave me
That was not a performance, that was an eviction notice served to an entire lobby. Frame it. FRAME IT.
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 13.8 vs 75/h target · weight 20%
-13RR / update
Support actionsavg 7.9 vs 18/h target · weight 20%
-9.3RR / update
Kills per houravg 89 vs 152/h target · weight 20%
-6.8RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.5RR / update
Objective actionsavg 25.1 vs 17/h target · weight 20%
+0.8RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.5RR / update
Objective stops / C4 pressureavg 42.3 vs 13/h target · weight 20%
+9.8RR / update
Fix simulator
Average scored update right now+6.3 RR
Hit Combat pressure target — nothing else changes+18.9 RR / update
Hit Combat pressure + Support actions targets+27.8 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-3 net
Your games-3
Field drift0
2 scored updates in window
72h-3 net
Your games-3
Field drift0
2 scored updates in window
7d-3 net
Your games-3
Field drift0
2 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 5 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
2026-07-17-12-002 updates0
2026-07-06-12-207 updates0
2026-07-05-12-201 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 9%RR
Top 42%Combat
Top 20%Objective
Top 40%Support
Top 23%KPH
Objective Stops100/100
KPH65/100
Objective59/100
Support36/100
Combat16/100
Personal intelligence / weekly compile

Loadout DNA // xxxsaninjaxxx

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

Stable personal record
25completed proof matches
9maps 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 SPARKS / 241 loadout card
SPARKS / 241Medic

13 completed matches / 100.0% observed result

Signature 2 PHANTOM / CR54 loadout card
PHANTOM / CR54Recon

11 completed matches / 63.6% observed result

Signature 3 GUARDIAN / M103 loadout card
GUARDIAN / M103Medic

7 completed matches / 28.6% observed result

Signature 4 PROXY / KE12 loadout card
PROXY / KE12Engineer

7 completed matches / 85.7% observed result

Role DNA
Combat
64
Objective
82
Support
44
Precision
58
Pressure
53
Compared with tracked ranked playersSTABLE 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 SPARKS / 241 loadout card
SPARKS / 241Medic
Test SPARKS / 383 loadout card
SPARKS / 383Medic
Keep SPARKS. Change one card.

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

13 completed matches / 100.0% observed result 13,057 completed carries / 3,215 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.

Bridge6 personal / 66.7% observed
PHANTOM / CR54 loadout card
Your observed cardPHANTOM / CR54

4 completed matches / 75.0% observed result

PHANTOM / CR51 loadout card
Archive same-merc leadPHANTOM / CR51

177 archive carries / 157 players / 52.0% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle5 personal / 60.0% observed
GUARDIAN / M103 loadout card
Your observed cardGUARDIAN / M103

2 completed matches / early read

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground4 personal / 75.0% observed
PHANTOM / CR54 loadout card
Your observed cardPHANTOM / CR54

2 completed matches / early read

PHANTOM / BL54 loadout card
Archive same-merc leadPHANTOM / BL54

2,971 archive carries / 500 players / 50.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Whitechapel3 personal / 66.7% observed
ARTY / B73 loadout card
Your observed cardARTY / B73

2 completed matches / early read

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Terminal Redux2 personal / early read
AURA / BL83 loadout card
Your observed cardAURA / BL83

1 completed match / early read

AURA / R81 loadout card
Archive same-merc leadAURA / R81

1,224 archive carries / 500 players / 50.1% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

Heist2 personal / early read
GUARDIAN / M103 loadout card
Your observed cardGUARDIAN / M103

2 completed matches / early read

GUARDIAN / T53 loadout card
Archive same-merc leadGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

KIRA / D44 loadout card
Archive field referenceKIRA / D44

1,243 archive carries / 500 players / 53.2% 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 / F51 loadout card
AIMEE / F51
PHANTOM / CR54 loadout card
PHANTOM / CR54
SPARKS / 241 loadout card
SPARKS / 241
Signature deck

6 completed matches / 100.0% 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 Objective x3 / PROXY / KE12Match award x1 / PHANTOM / CR54Most Assists x1 / PHANTOM / CR54Most Accurate x1 / AIMEE / F51

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

1503Skill RR
-45Skill RR delta
1549Peak 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 ? 18 valid updates
2026-07-17-12:20+32 performance
Activity: 22.9 min / 44 K / 28 A / 3 W
Score: actual 1.31 vs expected 0.909 / margin 0.402
Show exact performance breakdown
1.31Actual score
0.909Expected score
0.402Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.22
OBJECTIVE1.50
SUPPORT1.67
PRESSURE1.34
ground truth 1.34 vs legacy read 0.85 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-12-00-35 performance
Activity: 11.9 min / 11 K / 7 A / 0 W
Score: actual 0.538 vs expected 0.987 / margin -0.449
Show exact performance breakdown
0.538Actual score
0.987Expected score
-0.449Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.52
OBJECTIVE0.37
SUPPORT0.40
PRESSURE1.19
ground truth 0.60 vs legacy read 0.28 · 1 match window · 1.00 = your class target for this lobby
2026-07-06-14:20+2 performance
Activity: 12.5 min / 21 K / 14 A / 0 W
Score: actual 1.13 vs expected 1.103 / margin 0.028
Show exact performance breakdown
1.13Actual score
1.103Expected score
0.028Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.07
OBJECTIVE1.83
SUPPORT0.50
PRESSURE1.34
ground truth 1.19 vs legacy read 0.61 · 1 match window · 1.00 = your class target for this lobby
2026-07-06-14-00+5 performance
Activity: 4.9 min / 6 K / 7 A / 3 W
Score: actual 1.186 vs expected 1.12 / margin 0.066
Show exact performance breakdown
1.186Actual score
1.12Expected score
0.066Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.86
OBJECTIVE2.00
SUPPORT0.53
PRESSURE1.16
ground truth 1.23 vs legacy read 0.86 · 1 match window · 1.00 = your class target for this lobby
2026-07-06-13:40+31 performance
Activity: 13.4 min / 27 K / 17 A / 3 W
Score: actual 1.479 vs expected 1.086 / margin 0.393
Show exact performance breakdown
1.479Actual score
1.086Expected score
0.393Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.50
OBJECTIVE1.30
SUPPORT2.00
PRESSURE1.17
ground truth 1.49 vs legacy read 1.14 · 1 match window · 1.00 = your class target for this lobby
2026-07-06-13:20-15 performance
Activity: 12.2 min / 9 K / 16 A / 5 W
Score: actual 0.907 vs expected 1.099 / margin -0.192
Show exact performance breakdown
0.907Actual score
1.099Expected score
-0.192Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.72
OBJECTIVE1.18
SUPPORT1.20
PRESSURE0.87
ground truth 0.95 vs legacy read 0.50 · 2 match window · 1.00 = your class target for this lobby
2026-07-06-13-00+1 performance
Activity: 9.6 min / 14 K / 11 A / 2 W
Score: actual 1.045 vs expected 1.031 / margin 0.014
Show exact performance breakdown
1.045Actual score
1.031Expected score
0.014Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.02
OBJECTIVE2.00
SUPPORT0.31
PRESSURE0.93
ground truth 1.04 vs legacy read 0.87 · 1 match window · 1.00 = your class target for this lobby
2026-07-06-12:40+11 performance
Activity: 16.8 min / 24 K / 33 A / 5 W
Score: actual 1.173 vs expected 1.033 / margin 0.139
Show exact performance breakdown
1.173Actual score
1.033Expected score
0.139Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.29
OBJECTIVE1.26
SUPPORT1.05
PRESSURE0.98
ground truth 1.16 vs legacy read 0.93 · 2 match window · 1.00 = your class target for this lobby
2026-07-06-12:20+28 performance
Activity: 5.4 min / 9 K / 20 A / 1 W
Score: actual 1.378 vs expected 1.023 / margin 0.354
Show exact performance breakdown
1.378Actual score
1.023Expected score
0.354Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.53
OBJECTIVE0.88
SUPPORT2.00
PRESSURE0.78
ground truth 1.36 vs legacy read 1.04 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-12:20+3 performance
Activity: 11.9 min / 21 K / 8 A / 1 W
Score: actual 0.931 vs expected 0.89 / margin 0.041
Show exact performance breakdown
0.931Actual score
0.89Expected score
0.041Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.17
OBJECTIVE1.07
SUPPORT0.35
PRESSURE1.42
ground truth 0.89 vs legacy read 0.97 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold III / Skill RR 1503 / -1 RR
Position 204 / Objective Stopper / KPH 84.95 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold III / Skill RR 1504 / 0 RR
Position 203 / Objective Stopper / KPH 84.95 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold III / Skill RR 1504 / +1 RR
Position 204 / Objective Stopper / KPH 84.95 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-22-20
HELD Gold III / Skill RR 1503 / -1 RR
Position 204 / Objective Stopper / KPH 84.95 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-00
FIELD SHIFT Gold III / Skill RR 1504 / +1 RR
Position 204 / Objective Stopper / KPH 84.95 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold III / Skill RR 1503 / 0 RR
Position 206 / Objective Stopper / KPH 84.95 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold III / Skill RR 1503 / +2 RR
Position 205 / Objective Stopper / KPH 84.95 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold III / Skill RR 1501 / 0 RR
Position 208 / Objective Stopper / KPH 84.95 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold III / Skill RR 1501 / +1 RR
Position 208 / Objective Stopper / KPH 84.95 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold III / Skill RR 1500 / 0 RR
Position 208 / Objective Stopper / KPH 84.95 / 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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