Tracked players: 7368 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1304 / 7368Active ranked this season
11:33
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 06:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
PoWXD
Gold II
Gold contract filePressure-band contract

PoWXD1610 Skill RR

Gold II

Active SignalLive rank slot held / state file ? 2h ago
1610Skill RR
#299Board position
Signal heldField state
42 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 9/10
?
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.
47/100
Low Pressure
Preview only · provisional 9/10 matches
PROJECTED RR IF ENABLED-2 Skill RR
LADDER TRACK BASE1579
PRESSURE BUDGET±39 RR
VISIBLE PREVIEW1577
Field Closer x 1

Recent eligible matches sit slightly below expected field pressure.

47Current gauge
49Newest match
50Expected pressure
9/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Abandoned Won Won Won Won Loss Won Won Loss Loss
Open DBStats Profile ↗
Ranked read

PoWXD 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. The next jump comes when more of those fights turn into plants, stops, or cleaner round control. There is also enough fight pressure to make space when the team needs it. Keep that pace stable and the support value and stop pressure can keep carrying useful minutes.

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
2 h 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 · Late Game
Maplast saved
obj_castle
Objective · Late Game
Last lobby12 ranked players
13/16
players in monitored server
Lobby difficultyGold II
1434
avg Skill RR 1434
Ranked densityrank signal
92.3%
12 of 13 detected players
Stomp riskbalance signal
67 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 13
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#299
Skill rating signal
Gold II
1610Gold II · Skill RR
Gold II → Gold I74%
17 RR to Gold I42 RR above floor
1957Peak form
1579All-time peak
1579Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+51 last 6
3 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability50%
SWINGY
Peak form gapElite
+347 gap
Standing moveSkill scale
+166
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
PoWXD is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. More fight pressure near the team would make those useful minutes much more dangerous. The obj side gives the team more than just scoreboard value. Current support pace sits around 22.2 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 06:08:29 UTC
NEXT SCAN 11:31
CONTACTS 1304 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #299 PoWXD 1610 RR · FORM HOT — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -15 RR/UPDATE · PEAK FORM 1957 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
PoWXD
Gold II · Hot Streak Objective Stopper
#299BOARD POS
RR 1610PEAK 1957STATE HOTCONF 78
● 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, -15 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR3 of last 6 scored updates positive, +51 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1957Peak form
1579All-time peak
1579Ladder track
+42RR above floor
1610Gold II · Skill RR74% TO GOLD I
Gold II → Gold I74% · 17 RR needed
REACTOR PULSE · FORM LAST 6HOT +51
Sentinel Confidence
78MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (96 rows), stored scored breakdowns (8) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 SESSIONS ANALYSED
-1.7 1st Deploybleeding
+20.7 2nd Deployholding
+14.5 3rd+ Deploylate game
⬢ Standing Order
Warm up before scored time.
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Strongest Window
1823 UTC avg +16.6 RR / update over 5 updates weakest: 0005 UTC (avg +1)
Recent Sessions
2026-10-19-03-203 updates+3
2026-10-18-21-203 updates+22
2026-10-17-23-002 updates+61
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
+51HOT
Form Engine
net RR across last 6
+347peak form gap +166standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
76
Support
69
Objective
55
Combat
37
97.1season KPH 98.3profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[06:08] > SCAN CYCLE 0608 COMPLETE — 1304 contacts indexed
[06:08] > RATING SIGNAL LOCKED: 1610 RR · GOLD II · BOARD #299
[06:08] > LEAK SCAN: COMBAT PRESSURE below target — drain -15 RR/update
[06:08] > FORM ENGINE: 3/6 positive — band HOT, stability 50%
Sentinel Read · Player Assessment
PoWXD is the player you want nearby when the push gets messy. This player gives the team a better chance to reset, trade again, and keep pressure on the round. More fight pressure near the team would make those useful minutes much more dangerous. The obj side gives the team more than just scoreboard value. Current support pace sits around 22.2 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 8 stored scored games
Combat pressureavg 19.1 vs 75/h target · weight 20%
-15RR / update
Kills per houravg 101.1 vs 152/h target · weight 20%
-7RR / update
Objective actionsavg 15.2 vs 17/h target · weight 20%
-6RR / update
Support actionsavg 27.1 vs 18/h target · weight 20%
-2.3RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.7RR / update
Objective stops / C4 pressureavg 37.1 vs 13/h target · weight 20%
+12.1RR / update
Fix Simulator · Counterfactual
Average scored update right now+8.6 RR
Hit Combat pressure target — nothing else changes+23.1 RR / update
Hit Combat pressure + Objective actions targets+33.5 RR / update
Counterfactual on the same games, same K-factor (~100). 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+25 net
Your games
+25
Field drift
0
5 scored updates in window
72h+86 net
Your games
+86
Field drift
0
7 scored updates in window
7d+86 net
Your games
+86
Field drift
0
7 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 5%RR
Top 12%Combat
Top 24%Objective
Top 10%Support
Top 10%KPH
Objective Stops100/100
KPH76/100
Support69/100
Objective55/100
Combat37/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+24 impact)
⬢ COMMAND APPROVED BADGE Gold II TAPE SAYS Elite
Now we are TALKING. You cleared my bar with room to spare and did not even have the decency to look tired. Excellent.
Coach blood pressurePLEASED
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
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. You are ONE good night from Gold 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
▲
Team support▲ High83.6 / 18 support/h target
▲
Clutch stops▲ High78.8 / 13 clutch/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Frag pressure▼ Major25.6 / 75 combat/h target
▼
Kill pace▼ Medium122.5 / 152 KPH target
Field Orders
◎
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Frag pressureTARGET25.6 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET122.5 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good work. Team support showed up where the round could use it. Next game: drag the fight onto the win condition. If the enemy wants obj, make them pay rent. Coach order: C4, EV, plant, defuse — pick the loudest problem and stand on it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-10-19-04-00 / +24 game impact
Coach
COMMAND APPROVED
Now we are TALKING. You cleared my bar with room to spare and did not even have the decency to look tired. Excellent.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIGold II
➞
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
You have the enemy on their heels and the ladder leaning your way — PRESS IT. Momentum like this gets one invoice and it is due IMMEDIATELY. Blind plants, naked repairs, defuses with a target on your back — you are doing the dirty work in a glass shirt. Next session: every objective touch gets a bodyguard, and the bodyguard is YOUR OWN GUN, fully awake. You are ONE good night from Gold 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
FIRE SUPPORTjudged by your class bar
FILE 004 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksSession 4, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.And before you argue with the board: the best OBJECTIVE in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Tonight's SUPPORT at 1.60 is a new file record - the old ceiling was 1.08. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
OBJECTIVE
I am not angry. Angry costs energy. This is just me reading a number out loud so we never see it again.
0.72
CLASS BAR 1.00
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
1.60
CLASS BAR 1.00
The drill // next sessionShape rounds, not scoreboards. Put the heavy stuff where the round is decided.
CASTLELOST
476 damage a minute out, 399 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
JAVELIN
IN YOUR SQUAD 3 OF LAST 6
Rockets erase turtled furniture: shield, turret, nest — one trigger. Spend them on the installations, not the tourists.
▸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.
❞I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Team support▲ High
83.6 / 18 support/h target
Clutch stops▲ High
78.8 / 13 clutch/h target
3 positive +25 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
25.6 / 75 combat/h target
Kill pace▼ Medium
122.5 / 152 KPH target
2 negative 1.362 vs 1.129

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
25.6 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
122.5 / 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
You carry weight on my board, so I expected weight on the map. Entries broken. Pushes carried. The EV moving because you personally insisted.
What your last games gave me
Apex stuff. You ran through their setups with total authority. Somewhere their shotcaller is awake at 3 AM whispering your name at the ceiling.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
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 8 stored scored games
Combat pressureavg 19.1 vs 75/h target · weight 20%
-15RR / update
Kills per houravg 101.1 vs 152/h target · weight 20%
-7RR / update
Objective actionsavg 15.2 vs 17/h target · weight 20%
-6RR / update
Support actionsavg 27.1 vs 18/h target · weight 20%
-2.3RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.7RR / update
Objective stops / C4 pressureavg 37.1 vs 13/h target · weight 20%
+12.1RR / update
Fix simulator
Average scored update right now+8.6 RR
Hit Combat pressure target — nothing else changes+23.1 RR / update
Hit Combat pressure + Objective actions targets+33.5 RR / update
Counterfactual on the same games, same K-factor (~100). 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+25 net
Your games+25
Field drift0
5 scored updates in window
72h+86 net
Your games+86
Field drift0
7 scored updates in window
7d+86 net
Your games+86
Field drift0
7 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
1823 UTC avg +16.6 RR / update over 5 updates weakest: 0005 UTC (avg +1)
Fatigue signature · avg RR by update # in a session
-1.71st
+20.72nd
+14.53rd+
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Recent sessions
2026-10-19-03-203 updates+3
2026-10-18-21-203 updates+22
2026-10-17-23-002 updates+61
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 5%RR
Top 12%Combat
Top 24%Objective
Top 10%Support
Top 10%KPH
Objective Stops100/100
KPH76/100
Support69/100
Objective55/100
Combat37/100
Personal intelligence / weekly compile

Loadout DNA // PoWXD

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

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

Weekly loadout compile queued

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

Signature lanes show the player's observed card art. Every proposed change uses the owner-selected current three-augment representative for that exact merc and loadout code. Skin color never changes the evidence or recommendation.

Open Field Manual

Skill movement + performance history

1610Public Skill RR now
+42Recorded season RR change
+86Performance sum in view
8Scored 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: 1610 season RR + 0 public adjustment = 1610 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 8 scored updates · 8 valid updates
2026-10-19-04-00+24 performance
Activity: 13.4 min / 23 K / 10 A / 0 W
Score: actual 1.362 vs expected 1.129 / margin 0.232
Show exact performance breakdown
1.362Actual score
1.129Expected score
0.232Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.53
OBJECTIVE0.72
SUPPORT1.60
PRESSURE1.52
ground truth 1.32 vs legacy read 1.06 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-03:40-21 performance
Activity: 22.8 min / 28 K / 21 A / 1 W
Score: actual 0.854 vs expected 1.191 / margin -0.338
Show exact performance breakdown
0.854Actual score
1.191Expected score
-0.338Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 52% / MEDIC 48%engine weight 90%
COMBAT1.14
OBJECTIVE0.79
SUPPORT0.57
PRESSURE0.99
ground truth 0.90 vs legacy read 0.28 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-03:200 performance
Activity: 9.8 min / 14 K / 11 A / 2 W
Score: actual 1.184 vs expected 1.181 / margin 0.003
Show exact performance breakdown
1.184Actual score
1.181Expected score
0.003Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.28
OBJECTIVE2.00
SUPPORT0.16
PRESSURE1.08
ground truth 1.14 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-22-00+5 performance
Activity: 18.4 min / 26 K / 27 A / 3 W
Score: actual 1.122 vs expected 1.077 / margin 0.045
Show exact performance breakdown
1.122Actual score
1.077Expected score
0.045Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.25
OBJECTIVE1.42
SUPPORT0.05
PRESSURE1.08
ground truth 1.13 vs legacy read 0.74 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-21:40+43 performance
Activity: 13.7 min / 15 K / 8 A / 5 W
Score: actual 1.419 vs expected 1.005 / margin 0.414
Show exact performance breakdown
1.419Actual score
1.005Expected score
0.414Margin
105K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 67% / MEDIC 33%engine weight 90%
COMBAT1.00
OBJECTIVE1.37
SUPPORT1.46
PRESSURE0.86
ground truth 1.41 vs legacy read 0.98 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-21:20-26 performance
Activity: 18.6 min / 20 K / 18 A / 0 W
Score: actual 0.807 vs expected 1.051 / margin -0.244
Show exact performance breakdown
0.807Actual score
1.051Expected score
-0.244Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.03
OBJECTIVE0.19
SUPPORT0.93
PRESSURE1.01
ground truth 0.80 vs legacy read 0.85 · 1 match window · 1.00 = your class target for this lobby
2026-10-17-23:20+40 performance
Activity: 42.8 min / 27 K / 24 A / 1 W
Score: actual 1.249 vs expected 0.868 / margin 0.38
Show exact performance breakdown
1.249Actual score
0.868Expected score
0.38Margin
105K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 70% / ASSAULT 30%engine weight 90%
COMBAT1.16
OBJECTIVE1.28
SUPPORT1.08
PRESSURE1.25
ground truth 1.28 vs legacy read 0.71 · 3 match window · 1.00 = your class target for this lobby
2026-10-17-23-00+21 performance
Activity: 14 min / 21 K / 8 A / 0 W
Score: actual 0.916 vs expected 0.715 / margin 0.201
Show exact performance breakdown
0.916Actual score
0.715Expected score
0.201Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.08
OBJECTIVE0.23
SUPPORT1.02
PRESSURE1.21
ground truth 0.85 vs legacy read 1.24 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-06-00
HELD Gold II / Skill RR 1610 / 0 RR
Position 300 / Objective Stopper / KPH 98.25 / Performance 0 / Field shift 0 / Ladder track 1579
  • No new gameplay detected. Skill RR held.
2026-10-19-05-40
HELD Gold II / Skill RR 1610 / 0 RR
Position 300 / Objective Stopper / KPH 98.25 / Performance 0 / Field shift 0 / Ladder track 1579
  • No new gameplay detected. Skill RR held.
2026-10-19-05-20
HELD Gold II / Skill RR 1610 / 0 RR
Position 300 / Objective Stopper / KPH 98.25 / Performance 0 / Field shift 0 / Ladder track 1579
  • No new gameplay detected. Skill RR held.
2026-10-19-05-00
HELD Gold II / Skill RR 1610 / 0 RR
Position 300 / Objective Stopper / KPH 98.25 / Performance 0 / Field shift 0 / Ladder track 1579
  • No new gameplay detected. Skill RR held.
2026-10-19-04-40
HELD Gold II / Skill RR 1610 / 0 RR
Position 300 / Objective Stopper / KPH 98.25 / Performance 0 / Field shift 0 / Ladder track 1579
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-04-20
HELD Gold II / Skill RR 1610 / 0 RR
Position 300 / Objective Stopper / KPH 98.25 / Performance 0 / Field shift 0 / Ladder track 1579
  • No new gameplay detected. Skill RR held.
2026-10-19-04-00
MATCH IMPACT Gold II / Skill RR 1610 / +47 RR
Position 300 / Objective Stopper / KPH 98.25 / Performance +24 / Field shift 0 / Ladder track 1579
  • +24 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions, Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Objective actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.362Actual score
1.129Expected score
0.232Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.53
OBJECTIVE0.72
SUPPORT1.60
PRESSURE1.52
ground truth 1.32 vs legacy read 1.06 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.226
Support actionsPushed RR up
Measured: 15.7 delta / Support score / hour 83.6
Score: 2 / Weight: 20% / Impact: +0.174
Objective stops / C4 pressurePushed RR up
Measured: 14.8 delta / Stop score / hour 78.8
Score: 2 / Weight: 20% / Impact: +0.174
Combat pressurePulled RR down
Measured: 4.8 delta / Combat score / hour 25.6
Score: 0.341 / Weight: 19.5% / Impact: -0.154
Kills per hourPulled RR down
Measured: 23 kills / Kills / hour 122.5
Score: 0.806 / Weight: 19.5% / Impact: -0.063
Verified public data bonusPushed RR up
Measured: soft field faced, carried the lobby (1.29x avg output), topped a losing team 1x — the field remembers, measured accuracy 36%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
2026-10-19-03-40
MATCH IMPACT Gold III / Skill RR 1563 / -50 RR
Position 382 / Objective Stopper / KPH 98.24 / Performance -21 / Field shift 0 / Ladder track 1555
  • -21 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective stops / C4 pressure, Support actions and Combat pressure. Positive signals from Verified public data bonus reduced the loss.
Show exact performance breakdown
0.854Actual score
1.191Expected score
-0.338Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 52% / MEDIC 48%engine weight 90%
COMBAT1.14
OBJECTIVE0.79
SUPPORT0.57
PRESSURE0.99
ground truth 0.90 vs legacy read 0.28 · 2 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.238
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 3
Score: 0.166 / Weight: 20% / Impact: -0.205
Combat pressurePulled RR down
Measured: 4.8 delta / Combat score / hour 14.4
Score: 0.192 / Weight: 19.5% / Impact: -0.195
Objective actionsPulled RR down
Measured: 2 delta / Objective score / hour 6
Score: 0.352 / Weight: 20% / Impact: -0.168
Kills per hourPulled RR down
Measured: 28 kills / Kills / hour 83.8
Score: 0.551 / Weight: 19.5% / Impact: -0.125
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 33% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-10-19-03-20
MATCH IMPACT Gold II / Skill RR 1613 / +18 RR
Position 296 / Objective Stopper / KPH 98.26 / Performance 0 / Field shift 0 / Ladder track 1576
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Objective actions, Objective stops / C4 pressure and Verified public data bonus. Low signals: Support actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.184Actual score
1.181Expected score
0.003Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.28
OBJECTIVE2.00
SUPPORT0.16
PRESSURE1.08
ground truth 1.14 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPushed RR up
Measured: 7.5 delta / Objective score / hour 53
Score: 2 / Weight: 20% / Impact: +0.164
Objective stops / C4 pressurePushed RR up
Measured: 5 delta / Stop score / hour 35.4
Score: 2 / Weight: 20% / Impact: +0.164
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 7.1
Score: 0.393 / Weight: 20% / Impact: -0.158
Combat pressurePulled RR down
Measured: 4 delta / Combat score / hour 28.3
Score: 0.377 / Weight: 19.5% / Impact: -0.157
Kills per hourPulled RR down
Measured: 14 kills / Kills / hour 99
Score: 0.651 / Weight: 19.5% / Impact: -0.103
Verified public data bonusPushed RR up
Measured: soft field faced, carried the lobby (1.33x avg output), measured accuracy 43%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
2026-10-19-03-00
MATCH IMPACT Gold II / Skill RR 1595 / 0 RR
Position 327 / Objective Stopper / KPH 98.26 / Performance 0 / Field shift 0 / Ladder track 1576
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Verified public data bonus. Low signals: Objective actions, Support actions and Objective stops / C4 pressure.
Show exact performance breakdown
1.198Actual score
1.198Expected score
0Margin
105K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.24
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.24
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.24
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.234
Kills per hourPulled RR down
Measured: 5 kills / Kills / hour 100
Score: 0.658 / Weight: 19.5% / Impact: -0.105
Verified public data bonusPushed RR up
Measured: soft field faced, measured accuracy 31% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
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.

ONLINE NOW 2 · LAST 24H 452 · LAST 30 DAYS 9740