Tracked players: 7370 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. 1 CHEATER ONLINE
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1300 / 7370Active ranked this season
11:19
Next rank update
Same player search as the ladder
How ranks move

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

2026-10-19 Last update UTC 10:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Celtic203
SIGNAL LOST - FLATLINED
Over 30 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.
Silver V
Silver loadout fileLoadout signal file

Celtic2031137 Skill RR

Silver V

Lost SignalLast proven rank saved / live slot released / state file ? 92.7d ago
1137Skill RR
#-Board position
DormantField state
Season peak savedSafety
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.
83/100
Reactor Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+16 Skill RR
LADDER TRACK BASE957
PRESSURE BUDGET±24 RR
VISIBLE PREVIEW973
Last Line x 2Field Breaker x 1Silent Support x 1

Recent eligible matches are sustaining elite pressure relative to expectation.

83Current gauge
83Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Abandoned Won Loss Loss Loss Won Loss Loss Won
Open DBStats Profile ↗
Ranked read

You do not want Celtic203 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 value gets stronger when the push also gets more revives, assists, and second chances. The last scored game showed the good parts clearly, especially through obj work and stop pressure.

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
92 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
obj_castle · Objective · Mid Game
Maplast saved
obj_castle
Objective · Mid Game
Last lobby12 ranked players
12/16
players in monitored server
Lobby difficultyGold III
1353
avg Skill RR 1353
Ranked densityrank signal
100%
12 of 12 detected players
Stomp riskbalance signal
41 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 12
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
1137Silver V · Skill RR
Bronze II → Bronze I5%
34 RR to Bronze I0 RR above floor
1582Peak form
1077All-time peak
957Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE+17 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability50%
SWINGY
Peak form gapGold I
+445 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftnone
—
Player DNAStable read
Celtic203 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. Current stop pace sits around 13.4 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 10:28:42 UTC
NEXT SCAN 11:18
CONTACTS 1300 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Celtic203 1137 RR · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11.5 RR/UPDATE · PEAK FORM 1582 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
Celtic203
Silver V · Held-Rank Veteran
—BOARD POS
RR 1137PEAK 1582STATE STABLECONF 91
● 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, -11.5 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
✓
Form HoldingCLEAR3 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1582Peak form
1077All-time peak
957Ladder track
0RR above floor
1137Silver V · Skill RR5% TO BRONZE I
Bronze II → Bronze I5% · 34 RR needed
REACTOR PULSE · FORM LAST 6STABLE +17
Sentinel Confidence
91HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (118 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
-0.8 1st Deploybleeding
+9.5 2nd Deployholding
-21.3 3rd+ Deploybleeding
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~28.7 RR per session at current pace.
Strongest Window
0005 UTC avg -9.4 RR / update over 8 updates
Recent Sessions
2026-07-18-17-401 update+42
2026-07-15-03-003 updates+27
2026-07-14-02-401 update-1
2026-07-12-23-405 updates-137
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+17STABLE
Form Engine
net RR across last 6
+445peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
96
KPH
42
Support
23
Objective
21
Combat
7
52.3season KPH 55.2profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[10:28] > SCAN CYCLE 1028 COMPLETE — 1300 contacts indexed
[10:28] > RATING SIGNAL LOCKED: 1137 RR · SILVER V
[10:28] > LEAK SCAN: COMBAT PRESSURE below target — drain -11.5 RR/update
[10:28] > FORM ENGINE: 3/6 positive — band STABLE, stability 50%
Sentinel Read · Player Assessment
Celtic203 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. Current stop pace sits around 13.4 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 7.5 vs 75/h target · weight 20%
-11.5RR / update
Kills per houravg 56.3 vs 152/h target · weight 20%
-6.6RR / update
Support actionsavg 12.7 vs 18/h target · weight 20%
-5.5RR / update
Objective actionsavg 11.3 vs 17/h target · weight 20%
-3.5RR / update
Objective stops / C4 pressureavg 14.2 vs 13/h target · weight 20%
-0.4RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Fix Simulator · Counterfactual
Average scored update right now-4 RR
Hit Combat pressure target — nothing else changes+12.2 RR / update
Hit Combat pressure + Support actions targets+25.5 RR / update
Counterfactual on the same games, same K-factor (~92). 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+42 net
Your games
+42
Field drift
0
1 scored update in window
72h+42 net
Your games
+42
Field drift
0
1 scored update in window
7d-6 net
Your games
-6
Field drift
0
16 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 17%RR
Top 63%Combat
Top 71%Objective
Top 49%Support
Top 53%KPH
Objective Stops96/100
KPH42/100
Support23/100
Objective21/100
Combat7/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+42 impact)
⬢ CHAMPAGNE ROOM BADGE Silver V TAPE SAYS Elite
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureCHAMPAGNE CALM
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
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. Your squad is running on FUMES out there. No packs, no paddles, no ammo — they are fighting a war on an empty stomach while you hoard the kitchen. Open the supply line, NOW. Packs forward, paddles fast, ammo where the fight actually is. 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
▲
Objective work▲ High54.2 / 17 objective/h target
▲
Clutch stops▲ High54.2 / 13 clutch/h target
▲
Kill pace▲ Minor130.1 / 152 KPH target
Objective Leaks
▼
Team support▼ Major0 / 18 support/h target
Field Orders
◎
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
That is more like it. Obj work gave the push a backbone and made the enemy work for space. Next game: if the push starts falling apart, be the glue. Pick people up, cover the revive, and make the second fight better than the first. Coach order: make teammates harder to delete.
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 2026-07-18-17:40 / +42 game impact
Coach
CHAMPAGNE ROOM
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver VSilver V
➞
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
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. Your squad is running on FUMES out there. No packs, no paddles, no ammo — they are fighting a war on an empty stomach while you hoard the kitchen. Open the supply line, NOW. Packs forward, paddles fast, ammo where the fight actually is. 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
ASSAULTjudged by your class bar
FILE 005 STUDENT UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 5 between us. By now I know your habits better than you do, which is exactly the problem I intend to fix.This is your 5th shift in the ASSAULT sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Tonight's OBJECTIVE at 1.66 is a new file record - the old ceiling was 0.43. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.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
I screamed at a laminated sheet for four minutes. The sheet apologized before you did.
0.08
CLASS BAR 1.00
OBJECTIVE
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
1.66
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Even the spearhead throws ammo to the line behind it. One touch of teamwork per life — that is all I ask, and it is not optional.
CASTLEWON
370 out against 203 in, every minute. That is how you tilt the ice.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD EVERY RECENT GAME
Lob over your own line into theirs. Nader is the only covering fire that ignores the cover.
▸FILM ROOM // CASTLE
Castle funnels every fight through tight stone chokes. Cooked grenades and area denial rule here — walk in behind your explosives or do not walk in.
83 of 50, ten fights running. Teams get built around numbers like that. Remember I said it first.
❞You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Objective work▲ High
54.2 / 17 objective/h target
Clutch stops▲ High
54.2 / 13 clutch/h target
Kill pace▲ Minor
130.1 / 152 KPH target
3 positive +3 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
3 negative 1.193 vs 0.656

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
What I expected from your last games
Easy lobby, easy homework. Hold a corner, feed your fragger, touch the point. I have seen Proxy's mines complete this checklist unattended.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
How fast this can move you
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 7.5 vs 75/h target · weight 20%
-11.5RR / update
Kills per houravg 56.3 vs 152/h target · weight 20%
-6.6RR / update
Support actionsavg 12.7 vs 18/h target · weight 20%
-5.5RR / update
Objective actionsavg 11.3 vs 17/h target · weight 20%
-3.5RR / update
Objective stops / C4 pressureavg 14.2 vs 13/h target · weight 20%
-0.4RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Fix simulator
Average scored update right now-4 RR
Hit Combat pressure target — nothing else changes+12.2 RR / update
Hit Combat pressure + Support actions targets+25.5 RR / update
Counterfactual on the same games, same K-factor (~92). 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+42 net
Your games+42
Field drift0
1 scored update in window
72h+42 net
Your games+42
Field drift0
1 scored update in window
7d-6 net
Your games-6
Field drift0
16 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 -9.4 RR / update over 8 updates
Fatigue signature · avg RR by update # in a session
-0.81st
+9.52nd
-21.33rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-07-18-17-401 update+42
2026-07-15-03-003 updates+27
2026-07-14-02-401 update-1
2026-07-12-23-405 updates-137
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 17%RR
Top 63%Combat
Top 71%Objective
Top 49%Support
Top 53%KPH
Objective Stops96/100
KPH42/100
Support23/100
Objective21/100
Combat7/100
Personal intelligence / weekly compile

Loadout DNA // Celtic203

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

Building personal record
9completed proof matches
7maps in personal file
Supportdominant field lane
NEW SIGNALlast 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 NADER / SM41 loadout card
NADER / SM41Assault

6 completed matches / 33.3% observed result

Signature 2 PHOENIX / C83 loadout card
PHOENIX / C83Medic

6 completed matches / 33.3% observed result

Signature 3 NADER / CR73 loadout card
NADER / CR73Assault

4 completed matches / 50.0% observed result

Signature 4 PHANTOM / C64 loadout card
PHANTOM / C64Recon

3 completed matches / 66.7% observed result

Role DNA
Combat
17
Objective
5
Support
60
Precision
27
Pressure
39
Compared with tracked ranked playersBUILDING 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 NADER / SM41 loadout card
NADER / SM41Assault
Test NADER / CR81 loadout card
NADER / CR81Assault
Keep NADER. Change one card.

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

6 completed matches / 33.3% observed result 22,814 completed carries / 4,467 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.

Castle2 personal / early read
NADER / SM41 loadout card
Your observed cardNADER / SM41

2 completed matches / early read

NADER / CR83 loadout card
Archive same-merc leadNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

PROXY / R51 loadout card
Archive field referencePROXY / R51

1,559 archive carries / 500 players / 53.2% conservative floor

Trainyard2 personal / early read
NADER / SM41 loadout card
Your observed cardNADER / SM41

2 completed matches / early read

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Whitechapel1 personal / early read
NADER / SM41 loadout card
Your observed cardNADER / SM41

1 completed match / early read

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Dockyard1 personal / early read
ARTY / D43 loadout card
Your observed cardARTY / D43

1 completed match / early read

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

147 archive carries / 121 players / 47.7% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Underground1 personal / early read
NADER / CR73 loadout card
Your observed cardNADER / CR73

1 completed match / early read

NADER / SM43 loadout card
Archive same-merc leadNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

JAVELIN / D46 loadout card
Archive field referenceJAVELIN / D46

965 archive carries / 500 players / 52.8% conservative floor

Dome Redux1 personal / early read
NADER / CR73 loadout card
Your observed cardNADER / CR73

1 completed match / early read

JAVELIN / B51 loadout card
Archive field referenceJAVELIN / B51

177 archive carries / 165 players / 50.3% conservative floor

04 / whole kit

Deck and squad links

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

ARTY / D43 loadout card
ARTY / D43
NADER / SM41 loadout card
NADER / SM41
PHOENIX / C83 loadout card
PHOENIX / C83
Signature deck

2 completed matches / early read

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

Most Revives x1 / PHOENIX / C83

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

1137Public Skill RR now
—Recorded season RR change
-69Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

Line = season RR before public adjustments. Bars match the last ten scored updates below, filtered by the selected range. Performance is a different unit—not direct public RR gains.

Current accounting: 1137 season RR + 0 public adjustment = 1137 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 15 valid updates
2026-07-18-17:40+42 performance
Activity: 7.1 min / 12 K / 8 A / 1 W
Score: actual 1.193 vs expected 0.656 / margin 0.537
Show exact performance breakdown
1.193Actual score
0.656Expected score
0.537Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.34
OBJECTIVE1.66
SUPPORT0.08
PRESSURE0.79
ground truth 1.16 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-03:40+5 performance
Activity: 23.5 min / 19 K / 15 A / 0 W
Score: actual 0.835 vs expected 0.77 / margin 0.065
Show exact performance breakdown
0.835Actual score
0.77Expected score
0.065Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.89
OBJECTIVE0.43
SUPPORT1.16
PRESSURE1.16
ground truth 0.87 vs legacy read 0.45 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-03:20+30 performance
Activity: 10 min / 12 K / 9 A / 3 W
Score: actual 1.085 vs expected 0.705 / margin 0.381
Show exact performance breakdown
1.085Actual score
0.705Expected score
0.381Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.19
OBJECTIVE1.13
SUPPORT0.46
PRESSURE0.94
ground truth 1.05 vs legacy read 1.00 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-03-00-8 performance
Activity: 5.4 min / 3 K / 6 A / 0 W
Score: actual 0.632 vs expected 0.737 / margin -0.105
Show exact performance breakdown
0.632Actual score
0.737Expected score
-0.105Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.61
OBJECTIVE1.10
SUPPORT0.13
PRESSURE0.88
ground truth 0.71 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
2026-07-14-02:40-1 performance
Activity: 15.8 min / 9 K / 11 A / 0 W
Score: actual 0.625 vs expected 0.634 / margin -0.008
Show exact performance breakdown
0.625Actual score
0.634Expected score
-0.008Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.55
OBJECTIVE0.20
SUPPORT1.94
PRESSURE0.54
ground truth 0.61 vs legacy read 0.63 · 1 match window · 1.00 = your class target for this lobby
2026-07-13-01:20-65 performance
Activity: 12.9 min / 9 K / 11 A / 0 W
Score: actual 0.112 vs expected 0.733 / margin -0.621
Show exact performance breakdown
0.112Actual score
0.733Expected score
-0.621Margin
105K-factor
2026-07-13-01-00+16 performance
Activity: 7.9 min / 3 K / 12 A / 0 W
Score: actual 0.935 vs expected 0.782 / margin 0.153
Show exact performance breakdown
0.935Actual score
0.782Expected score
0.153Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.71
OBJECTIVE0.66
SUPPORT2.00
PRESSURE0.73
ground truth 0.97 vs legacy read 0.44 · 1 match window · 1.00 = your class target for this lobby
2026-07-13-00:40-41 performance
Activity: 7.2 min / 4 K / 12 A / 0 W
Score: actual 0.367 vs expected 0.757 / margin -0.39
Show exact performance breakdown
0.367Actual score
0.757Expected score
-0.39Margin
105K-factor
2026-07-13-00:20-11 performance
Activity: 14.6 min / 9 K / 6 A / 0 W
Score: actual 0.647 vs expected 0.748 / margin -0.101
Show exact performance breakdown
0.647Actual score
0.748Expected score
-0.101Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.44
OBJECTIVE0.00
SUPPORT2.00
PRESSURE0.72
ground truth 0.72 vs legacy read 0.15 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-23:40-36 performance
Activity: 3.6 min / 5 K / 5 A / 0 W
Score: actual 0.503 vs expected 0.846 / margin -0.343
Show exact performance breakdown
0.503Actual score
0.846Expected score
-0.343Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.79
OBJECTIVE0.71
SUPPORT0.01
PRESSURE0.57
ground truth 0.56 vs legacy read 0.12 · 1 match window · 1.00 = your class target for this lobby
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

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

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

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

When does this season end?

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

When will Hunt the Witch return?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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