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
12:15
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
AyTwinK
RESTITUTION PAID — +13 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +13 RR on Jul 3, 2026 21:20 UTC. Games poisoned by cheaters can never count against anyone here.
Cobalt I
👑 Contract Crown / 1 won
Contract Crown2026-07-04
SEASON I REWARD
Cobalt II
Cobalt II
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

AyTwinK1912 Skill RR

👑 Contract reward active - included in your Skill RR

Cobalt I

Active SignalLive rank slot held / state file ? 2h ago
☣ Hazard pay8 RR lifetime / the system pays the mercs who endure a quarantined contract
1912Skill RR
#22Board position
Signal heldField state
69 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+2 Skill RR
BASE SKILL RR1875
PRESSURE BUDGET±47 RR
VISIBLE PREVIEW1877
Field Closer x 1Silent Support x 1

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

52Current gauge
45Newest 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 Abandoned Abandoned Won Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

AyTwinK is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. That stop pressure gives the team extra time, extra trades, and another chance to move. There is also enough fight pressure to make space when the team needs it. The last scored game moved in the right direction, with stop pressure and fight pressure helping the round.

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
3 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
World Championship - Fight for your country!
obj_bridge · Objective · Late Game
Maplast saved
obj_bridge
Objective · Late Game
Last lobby15 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1476
avg Skill RR 1476
Ranked densityrank signal
93.8%
15 of 16 detected players
Stomp riskbalance signal
67 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#22
Skill rating signal
Cobalt I
1912Cobalt I · Skill RR
Cobalt I → Elite75%
71 RR to Elite69 RR above floor
2150Peak form
1875All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE+10 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability50%
SWINGY
Peak form gapElite
+238 gap
Standing moveSkill scale
+5
Rank pressureField opened
Field opened +25 RR
Idle field shiftoffline
+24
Player DNAStable read
AyTwinK is useful to have on your side. This player has enough mixed value to stay useful when the team needs something different each round. The best rounds come when that balance stays close to the obj and the team. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 29.7 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:27:46 UTC
NEXT SCAN 12:14
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #22 AyTwinK 1912 RR · CONTACT #24 CLOSURE +490/DAY — INTERCEPT ~1D · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -7.2 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE LOW 20/100 ·
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
AyTwinK
Cobalt I · Objective Stopper
#22BOARD POS
RR 1912PEAK 2150STATE STABLECONF 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#24 За Монолит gained +490 RR today, 5 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Support actions running below scoring target — worst active leak, -7.2 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#20 mightyera is 24 RR ahead and in range — catch in ~1d at today's pace.
Form HoldingCLEAR3 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2150Peak form
1875All-time peak
0Ladder track
+69RR above floor
1912Cobalt I · Skill RR75% TO ELITE
Cobalt I → Elite75% · 71 RR needed
REACTOR PULSE · FORM LAST 6STABLE +10
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1042 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
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
0005 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-17-406 updates0
2026-07-17-12-404 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+10STABLE
Form Engine
net RR across last 6
+238peak form gap +5standing move +24idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
100
Support
93
Combat
70
Objective
45
158.8season KPH 130.2profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:27] > SCAN CYCLE 2327 COMPLETE — 565 contacts indexed
[23:27] > RATING SIGNAL LOCKED: 1912 RR · COBALT I · BOARD #22
[23:27] > LEAK SCAN: SUPPORT ACTIONS below target — drain -7.2 RR/update
[23:27] > THREAT TRACK: contact #24 closure +490/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
AyTwinK is useful to have on your side. This player has enough mixed value to stay useful when the team needs something different each round. The best rounds come when that balance stays close to the obj and the team. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 29.7 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Support actionsavg 18.6 vs 18/h target · weight 20%
-7.2RR / update
Objective actionsavg 23.5 vs 17/h target · weight 20%
-5.2RR / update
Kills per houravg 180.5 vs 152/h target · weight 20%
-0.8RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.2RR / update
Combat pressureavg 107 vs 75/h target · weight 20%
+1.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.3RR / update
Objective stops / C4 pressureavg 76.5 vs 13/h target · weight 20%
+8.2RR / update
Fix Simulator · Counterfactual
Average scored update right now+7.4 RR
Hit Support actions target — nothing else changes+13 RR / update
Hit Support actions + Objective actions targets+17.8 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+73 net
Your games
+73
Field drift
0
10 scored updates in window
72h+201 net
Your games
+201
Field drift
0
25 scored updates in window
7d+201 net
Your games
+201
Field drift
0
25 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 2%RR
Top 6%Combat
Top 34%Objective
Top 6%Support
Top 4%KPH
Objective Stops100/100
KPH100/100
Support93/100
Combat70/100
Objective45/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+16 impact)
⬢ FIELD MONSTER BADGE Cobalt I TAPE SAYS Elite
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. You are the best-armed tourist on the map. Murals of your kills in side streets nobody fights over — and the objective sitting there, untouched, like a birthday cake at a funeral. Next session: every fight you take happens within shouting distance of the job, or it does not happen. Elite 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▲ High84.8 / 13 clutch/h target
Frag pressure▲ Medium116.2 / 75 combat/h target
Kill pace▲ Minor200 / 152 KPH target
Objective Leaks
Team support▼ Major12.4 / 18 support/h target
Objective work▼ Medium16.7 / 17 objective/h target
Field Orders
Team supportTARGET12.4 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Objective workTARGET16.7 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Good work. Stop pressure showed up where the round could use it. Next game: keep the wave alive. Revive fast, trade clean, and make sure the push does not die after the first body drops. 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 2026-07-17-21:20 / +16 game impact
Coach
FIELD MONSTER
Half that tape earns you a trophy shelf. The other half gets you benched by me, PERSONALLY, mid-shift. Pick a player and BE him.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt ICobalt I
The tape saysEliteElite
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
Fast climb order
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. You are the best-armed tourist on the map. Murals of your kills in side streets nobody fights over — and the objective sitting there, untouched, like a birthday cake at a funeral. Next session: every fight you take happens within shouting distance of the job, or it does not happen. Elite 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 034 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 34 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.This is your 8th shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 0.46 on SUPPORT. Tonight reads 0.05. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
SUPPORT
My clipboard has a dent in it now. We both know whose shift put it there.
0.05
CLASS BAR 1.00
COMBAT
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
1.77
CLASS BAR 1.00
The drill // next sessionI am not asking. Lone wolves lose Game 7. Trade with your team, share your utility, and watch your own numbers climb.
BRIDGELOST
Dealing 501 a minute and wearing only 342. Keep charging that toll booth.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FRAGGER
IN YOUR SQUAD 4 OF LAST 6
Your body is team equipment: eat the first peek so the medic behind you never has to. Tanking WITH a plan is support work.
FILM ROOM // BRIDGE
When the EV stalls under focus, reset instead of feeding — a stalled escort is bait for BOTH teams, and the side that regroups first owns the next window.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ High
84.8 / 13 clutch/h target
Frag pressure▲ Medium
116.2 / 75 combat/h target
Kill pace▲ Minor
200 / 152 KPH target
3 positive +10 last 6

Objective leaks

Team support▼ Major
12.4 / 18 support/h target
Objective work▼ Medium
16.7 / 17 objective/h target
3 negative 1.452 vs 1.187

Field orders

Team supporttarget
12.4 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Objective worktarget
16.7 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
What I expected from your last games
At Cobalt the enemy does not get to have plans. I expected you to find their plan, set it on fire, and warm your hands on it.
What your last games gave me
Every single action bought something. Space, time, rounds, dignity. You played that match like you had already seen the ending and were just being polite about 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
Support actionsavg 18.6 vs 18/h target · weight 20%
-7.2RR / update
Objective actionsavg 23.5 vs 17/h target · weight 20%
-5.2RR / update
Kills per houravg 180.5 vs 152/h target · weight 20%
-0.8RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.2RR / update
Combat pressureavg 107 vs 75/h target · weight 20%
+1.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.3RR / update
Objective stops / C4 pressureavg 76.5 vs 13/h target · weight 20%
+8.2RR / update
Fix simulator
Average scored update right now+7.4 RR
Hit Support actions target — nothing else changes+13 RR / update
Hit Support actions + Objective actions targets+17.8 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+73 net
Your games+73
Field drift0
10 scored updates in window
72h+201 net
Your games+201
Field drift0
25 scored updates in window
7d+201 net
Your games+201
Field drift0
25 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 3 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
2026-07-17-17-406 updates0
2026-07-17-12-404 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 2%RR
Top 6%Combat
Top 34%Objective
Top 6%Support
Top 4%KPH
Objective Stops100/100
KPH100/100
Support93/100
Combat70/100
Objective45/100
Personal intelligence / weekly compile

Loadout DNA // AyTwinK

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
240completed proof matches
9maps in personal file
Combatdominant 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 / CR71 loadout card
PHOENIX / CR71Medic

151 completed matches / 60.9% observed result

Signature 2 FRAGGER / M62 loadout card
FRAGGER / M62Assault

121 completed matches / 61.2% observed result

Signature 3 KIRA / S74 loadout card
KIRA / S74Fire Support

52 completed matches / 59.6% observed result

Signature 4 JAVELIN / D55 loadout card
JAVELIN / D55Fire Support

48 completed matches / 41.7% observed result

Role DNA
Combat
94
Objective
57
Support
76
Precision
89
Pressure
85
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 JAVELIN / D55 loadout card
JAVELIN / D55Fire Support
Test JAVELIN / SH85 loadout card
JAVELIN / SH85Fire Support
Keep JAVELIN. Change one card.

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

48 completed matches / 41.7% observed result 11,244 completed carries / 2,545 players Personally confirmed field test
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.

Whitechapel59 personal / 59.3% observed
PHOENIX / CR71 loadout card
Your observed cardPHOENIX / CR71

36 completed matches / 66.7% observed result

PHOENIX / C41 loadout card
Archive same-merc leadPHOENIX / C41

5,530 archive carries / 500 players / 52.2% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle43 personal / 53.5% observed
PHOENIX / CR71 loadout card
Your observed cardPHOENIX / CR71

26 completed matches / 61.5% observed result

PHOENIX / CR81 loadout card
Archive same-merc leadPHOENIX / CR81

2,895 archive carries / 500 players / 53.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge42 personal / 57.1% observed
PHOENIX / CR71 loadout card
Your observed cardPHOENIX / CR71

29 completed matches / 62.1% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground35 personal / 48.6% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

22 completed matches / 50.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Dockyard18 personal / 55.6% observed
PHOENIX / CR71 loadout card
Your observed cardPHOENIX / CR71

9 completed matches / 44.4% observed result

THUNDER / T45 loadout card
Archive field referenceTHUNDER / T45

463 archive carries / 420 players / 53.3% conservative floor

Heist16 personal / 56.2% observed
PHOENIX / CR71 loadout card
Your observed cardPHOENIX / CR71

13 completed matches / 53.8% observed result

PHOENIX / KE73 loadout card
Archive same-merc leadPHOENIX / KE73

902 archive carries / 500 players / 51.2% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

04 / whole kit

Deck and squad links

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

FRAGGER / M62 loadout card
FRAGGER / M62
PHOENIX / CR71 loadout card
PHOENIX / CR71
PROXY / KE53 loadout card
PROXY / KE53
Signature deck

14 completed matches / 64.3% observed result

These three cards were carried in the same completed match. It describes the kit; it does not claim every card caused the result.

Most Finishes x9 / FRAGGER / M62Most Kills x8 / FRAGGER / M62Most Finishes x7 / JAVELIN / D55Most Revives x7 / PHOENIX / CR71

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

1957Skill RR
+25Skill RR delta
1969Peak 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 ? 111 valid updates
2026-07-17-21:20+16 performance
Activity: 12.6 min / 42 K / 24 A / 0 W
Score: actual 1.452 vs expected 1.187 / margin 0.265
Show exact performance breakdown
1.452Actual score
1.187Expected score
0.265Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.77
OBJECTIVE1.51
SUPPORT0.05
PRESSURE1.25
ground truth 1.42 vs legacy read 1.34 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-19:40-5 performance
Activity: 13.8 min / 35 K / 16 A / 0 W
Score: actual 1.118 vs expected 1.195 / margin -0.077
Show exact performance breakdown
1.118Actual score
1.195Expected score
-0.077Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.44
OBJECTIVE0.93
SUPPORT0.07
PRESSURE1.04
ground truth 1.11 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-19:20+24 performance
Activity: 3.8 min / 11 K / 13 A / 2 W
Score: actual 1.654 vs expected 1.261 / margin 0.393
Show exact performance breakdown
1.654Actual score
1.261Expected score
0.393Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT2.00
OBJECTIVE2.00
SUPPORT0.09
PRESSURE0.81
ground truth 1.57 vs legacy read 1.65 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-19-00-27 performance
Activity: 5.5 min / 14 K / 10 A / 0 W
Score: actual 0.886 vs expected 1.324 / margin -0.438
Show exact performance breakdown
0.886Actual score
1.324Expected score
-0.438Margin
61K-factor
2026-07-17-18-00-3 performance
Activity: 12.2 min / 39 K / 19 A / 0 W
Score: actual 1.274 vs expected 1.324 / margin -0.05
Show exact performance breakdown
1.274Actual score
1.324Expected score
-0.05Margin
61K-factor
2026-07-17-17:40+5 performance
Activity: 12.6 min / 44 K / 16 A / 0 W
Score: actual 1.329 vs expected 1.251 / margin 0.077
Show exact performance breakdown
1.329Actual score
1.251Expected score
0.077Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.81
OBJECTIVE0.99
SUPPORT0.06
PRESSURE0.94
ground truth 1.29 vs legacy read 1.42 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-14:40+8 performance
Activity: 18 min / 56 K / 29 A / 2 W
Score: actual 1.337 vs expected 1.206 / margin 0.132
Show exact performance breakdown
1.337Actual score
1.206Expected score
0.132Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.79
OBJECTIVE0.94
SUPPORT0.07
PRESSURE1.27
ground truth 1.34 vs legacy read 1.06 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-13:20+17 performance
Activity: 16.6 min / 50 K / 20 A / 2 W
Score: actual 1.467 vs expected 1.184 / margin 0.283
Show exact performance breakdown
1.467Actual score
1.184Expected score
0.283Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.85
OBJECTIVE1.62
SUPPORT0.06
PRESSURE1.10
ground truth 1.47 vs legacy read 1.01 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-13-00+10 performance
Activity: 20.2 min / 57 K / 26 A / 2 W
Score: actual 1.385 vs expected 1.221 / margin 0.164
Show exact performance breakdown
1.385Actual score
1.221Expected score
0.164Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.99
OBJECTIVE1.77
SUPPORT0.39
PRESSURE0.95
ground truth 1.34 vs legacy read 1.17 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-12:40+28 performance
Activity: 15.2 min / 47 K / 21 A / 1 W
Score: actual 1.851 vs expected 1.393 / margin 0.459
Show exact performance breakdown
1.851Actual score
1.393Expected score
0.459Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT2.00
OBJECTIVE1.91
SUPPORT2.00
PRESSURE1.08
ground truth 1.83 vs legacy read 1.44 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Elite / Skill RR 1957 / 0 RR
Position 17 / Combat / KPH 130.2 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Elite / Skill RR 1957 / 0 RR
Position 17 / Combat / KPH 130.2 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Elite / Skill RR 1957 / 0 RR
Position 17 / Combat / KPH 130.2 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Elite / Skill RR 1957 / 0 RR
Position 17 / Combat / KPH 130.2 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Elite / Skill RR 1957 / 0 RR
Position 17 / Combat / KPH 130.2 / Performance 0 / Field shift +4 / Ladder track 1875
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Elite / Skill RR 1957 / 0 RR
Position 17 / Combat / KPH 130.2 / Performance 0 / Field shift +4 / Ladder track 1875
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
MATCH IMPACT Elite / Skill RR 1957 / +9 RR
Position 17 / Combat / KPH 130.2 / Performance +16 / Field shift +4 / Ladder track 1875
  • +16 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure, Combat pressure and Verified public data bonus. Weak/low signals: Support actions and Objective actions.
Show exact performance breakdown
1.452Actual score
1.187Expected score
0.265Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.77
OBJECTIVE1.51
SUPPORT0.05
PRESSURE1.25
ground truth 1.42 vs legacy read 1.34 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 17.8 delta / Stop score / hour 84.8
Score: 2 / Weight: 20% / Impact: +0.163
Support actionsPulled RR down
Measured: 2.6 delta / Support score / hour 12.4
Score: 0.688 / Weight: 20% / Impact: -0.1
Combat pressurePushed RR up
Measured: 24.4 delta / Combat score / hour 116.2
Score: 1.549 / Weight: 19.5% / Impact: +0.071
Objective actionsPulled RR down
Measured: 3.5 delta / Objective score / hour 16.7
Score: 0.98 / Weight: 20% / Impact: -0.041
Verified public data bonusPushed RR up
Measured: fought a +145 CMR field, measured accuracy 35%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
Kills per hourPushed RR up
Measured: 42 kills / Kills / hour 200
Score: 1.316 / Weight: 19.5% / Impact: +0.025
2026-07-17-21-00
FIELD SHIFT Elite / Skill RR 1948 / 0 RR
Position 17 / Combat / KPH 130.15 / Performance 0 / Field shift +3 / Ladder track 1859
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Elite / Skill RR 1948 / 0 RR
Position 17 / Combat / KPH 130.15 / Performance 0 / Field shift +3 / Ladder track 1859
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Elite / Skill RR 1948 / 0 RR
Position 17 / Combat / KPH 130.15 / Performance 0 / Field shift +3 / Ladder track 1859
  • 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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