Tracked players: 5419 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
587 / 5419Active ranked this season
07:47
Next rank update
Same player search as the ladder
How ranks move

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

2026-09-03 Last update UTC 18:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
- xo
RESTITUTION PAID — +57 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +20 RR on Jul 28, 2026 19:20 UTC. Games poisoned by cheaters can never count against anyone here.
Cobalt II
BRUTAL WEEK SURVIVOR
7-3 survivor
SEASON I REWARD
Gold I
Gold I
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

- xo1839 Skill RR

Cobalt II

Active SignalLive rank slot held / state file ? 22h ago
☣ Hazard pay11 RR lifetime / the system pays the mercs who endure a quarantined contract
1839Skill RR
#42Board position
Signal heldField state
66 RR safeSafety
Loss Won Won Won Loss Won Loss Won Loss Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

- xo is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. A little more team support around the fights would make this player harder to trade out cleanly. This player also brings pressure when the round needs somebody to take contact. This player still has room to make the next scored round show more team value.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: reset window
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
23 h ago · 16 DBRanked servers · scan fresh
Last serversaved sighting
[BSH] Big Slut House HARDCORE | FF on | 8vs8 | GET HARD | Ping Limit 399 | Min LVL 50 | discord.gg/NmWVWU2mEN
obj_castle · Stopwatch · Late Game
Maplast saved
obj_castle
Stopwatch · Late Game
Last lobby15 ranked players
15/16
players in monitored server
Lobby difficultyGold II
1482
avg Skill RR 1482
Ranked densityrank signal
100%
15 of 15 detected players
Stomp riskbalance signal
68 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#42
Skill rating signal
Cobalt II
1839Cobalt II · Skill RR
Cobalt II → Cobalt I77%
21 RR to Cobalt I66 RR above floor
2150Peak form
2170All-time peak
2070Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-42 last 6
2 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability50%
SWINGY
Peak form gapElite
+311 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftoffline
+31
Player DNAStable read
- xo is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Those kills become much more valuable when this player start moving the obj or protecting the team. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 19.8 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 18:52:14 UTC
NEXT SCAN 07:46
CONTACTS 587 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #42 - xo 1839 RR · FORM COLD — 2/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -12.6 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
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
- xo
Cobalt II · Objective Stopper
#42BOARD POS
RR 1839PEAK 2150STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -12.6 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Cold StreakSEV-23 negative in the last 6 updates, -42 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2150Peak form
2170All-time peak
2070Ladder track
+66RR above floor
1839Cobalt II · Skill RR77% TO COBALT I
Cobalt II → Cobalt I77% · 21 RR needed
REACTOR PULSE · FORM LAST 6COLD -42
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (2145 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 5 SESSIONS ANALYSED
-1.4 1st Deploybleeding
-6.8 2nd Deploybleeding
-39 3rd+ Deploybleeding
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1823 UTC avg -7.3 RR / update over 10 updates
Recent Sessions
2026-09-02-19-002 updates+20
2026-08-31-18-003 updates-45
2026-08-29-18-202 updates-28
2026-08-28-19-002 updates-9
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-42COLD
Form Engine
net RR across last 6
+311peak form gap 0standing move +31idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
92
Support
62
Combat
55
Objective
15
139.1season KPH 119profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[18:52] > SCAN CYCLE 1852 COMPLETE — 587 contacts indexed
[18:52] > RATING SIGNAL LOCKED: 1839 RR · COBALT II · BOARD #42
[18:52] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -12.6 RR/update
[18:52] > FORM ENGINE: 2/6 positive — band COLD, stability 50%
Sentinel Read · Player Assessment
- xo is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. Those kills become much more valuable when this player start moving the obj or protecting the team. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 19.8 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 3.5 vs 17/h target · weight 20%
-12.6RR / update
Combat pressureavg 45.3 vs 75/h target · weight 20%
-7.6RR / update
Support actionsavg 15.3 vs 18/h target · weight 20%
-4.8RR / update
Kills per houravg 144.2 vs 152/h target · weight 20%
-3.5RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.1RR / update
Objective stops / C4 pressureavg 39 vs 13/h target · weight 20%
+5.8RR / update
Fix Simulator · Counterfactual
Average scored update right now-7.2 RR
Hit Objective actions target — nothing else changes+2.6 RR / update
Hit Objective actions + Combat pressure targets+8.1 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+20 net
Your games
+20
Field drift
0
1 scored update in window
72h-25 net
Your games
-25
Field drift
0
4 scored updates in window
7d-100 net
Your games
-100
Field drift
0
11 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 2%RR
Top 7%Combat
Top 81%Objective
Top 14%Support
Top 5%KPH
Objective Stops100/100
KPH92/100
Support62/100
Combat55/100
Objective15/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game held (0 impact)
⬢ LEVEL HELD BADGE Cobalt II 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 pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
⬢ FAST CLIMB ORDER
Parity. Parity is a tie, and a tie is a loss wearing a polite hat. Next session, we take the hat OFF. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are ONE good night from Cobalt I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
No strong booster in the last scored game.
Objective Leaks
Team support▼ Major8.5 / 18 support/h target
Objective work▼ Major8.5 / 17 objective/h target
Frag pressure▼ Major44.4 / 75 combat/h target
Field Orders
Team supportTARGET8.5 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Objective workTARGET8.5 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressureTARGET44.4 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Held rank. Not loud, not dead. Now make the next game actually move the round. Next game: play close enough to save the mess. Health, ammo, revives, assists, trades — the team should feel you nearby. Coach order: keep the wave moving; dead pushes do not climb.
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 held 2026-09-02-19:20 / 0 game impact
Coach
LEVEL HELD
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 pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IICobalt II
The tape saysEliteElite
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
Parity. Parity is a tie, and a tie is a loss wearing a polite hat. Next session, we take the hat OFF. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. You are ONE good night from Cobalt 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 026 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 26, 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 SUPPORT in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Your last pages average 0.29 on SUPPORT. Tonight reads 0.09. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.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.
SUPPORT
I have seen empty chairs contribute more. At least a chair HOLDS GROUND.
0.09
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.
1.65
CLASS BAR 1.00
The drill // next sessionI am not asking. Play with your team in your peripheral vision. The engine pays assault players who make the five better, not just the one.
CASTLEWON
460 damage a minute out, 401 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
ASSAULT
YOUR ROLE ON THE FLOOR
Veteran entry: enter on your utility, not your courage. The grenade goes first, eats the attention, and you collect whatever looks up.
FILM ROOM // CASTLE
The objective rooms on Castle punish solo heroics. Stack the push, trade as a unit, and keep a medic breathing at the back.
I do not raise my voice at hopeless players. Sit with what that means.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
2 positive -42 last 6

Objective leaks

Team support▼ Major
8.5 / 18 support/h target
Objective work▼ Major
8.5 / 17 objective/h target
Frag pressure▼ Major
44.4 / 75 combat/h target
3 negative 1.259 vs 1.251

Field orders

Team supporttarget
8.5 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Objective worktarget
8.5 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
44.4 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
I expected art. Violent, well-organized art. The kind of tape I show the bench and say THAT — that is what the badge means.
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
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
Objective actionsavg 3.5 vs 17/h target · weight 20%
-12.6RR / update
Combat pressureavg 45.3 vs 75/h target · weight 20%
-7.6RR / update
Support actionsavg 15.3 vs 18/h target · weight 20%
-4.8RR / update
Kills per houravg 144.2 vs 152/h target · weight 20%
-3.5RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.1RR / update
Objective stops / C4 pressureavg 39 vs 13/h target · weight 20%
+5.8RR / update
Fix simulator
Average scored update right now-7.2 RR
Hit Objective actions target — nothing else changes+2.6 RR / update
Hit Objective actions + Combat pressure targets+8.1 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+20 net
Your games+20
Field drift0
1 scored update in window
72h-25 net
Your games-25
Field drift0
4 scored updates in window
7d-100 net
Your games-100
Field drift0
11 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg -7.3 RR / update over 10 updates
Fatigue signature · avg RR by update # in a session
-1.41st
-6.82nd
-393rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-09-02-19-002 updates+20
2026-08-31-18-003 updates-45
2026-08-29-18-202 updates-28
2026-08-28-19-002 updates-9
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 2%RR
Top 7%Combat
Top 81%Objective
Top 14%Support
Top 5%KPH
Objective Stops100/100
KPH92/100
Support62/100
Combat55/100
Objective15/100
Personal intelligence / weekly compile

Loadout DNA // - xo

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
100completed proof matches
10maps in personal file
Precisiondominant 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 SPARKS / 143 loadout card
SPARKS / 143Medic

43 completed matches / 72.1% observed result

Signature 2 SAWBONEZ / CR42 loadout card
SAWBONEZ / CR42Medic

35 completed matches / 68.6% observed result

Signature 3 FRAGGER / K51 loadout card
FRAGGER / K51Assault

32 completed matches / 68.8% observed result

Signature 4 SAWBONEZ / SM41 loadout card
SAWBONEZ / SM41Medic

25 completed matches / 80.0% observed result

Role DNA
Combat
87
Objective
12
Support
81
Precision
88
Pressure
68
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 SPARKS / 143 loadout card
SPARKS / 143Medic
Test SPARKS / 383 loadout card
SPARKS / 383Medic
Keep SPARKS. Change one card.

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

43 completed matches / 72.1% observed result 13,057 completed carries / 3,215 players Field test / not a verdict
03 / map files

Your map dossier

Your observed card stays visible beside archive leads. Archive context explains history; it does not replace the current-build order above.

Castle16 personal / 81.2% observed
SPARKS / 143 loadout card
Your observed cardSPARKS / 143

9 completed matches / 77.8% observed result

SPARKS / 273 loadout card
Archive same-merc leadSPARKS / 273

583 archive carries / 442 players / 51.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel15 personal / 73.3% observed
SAWBONEZ / CR42 loadout card
Your observed cardSAWBONEZ / CR42

8 completed matches / 87.5% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge12 personal / 91.7% observed
FRAGGER / K51 loadout card
Your observed cardFRAGGER / K51

6 completed matches / 83.3% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Dockyard10 personal / 50.0% observed
SAWBONEZ / SM41 loadout card
Your observed cardSAWBONEZ / SM41

5 completed matches / 40.0% observed result

SAWBONEZ / BL71 loadout card
Archive same-merc leadSAWBONEZ / BL71

800 archive carries / 500 players / 52.7% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Underground10 personal / 50.0% observed
FRAGGER / K51 loadout card
Your observed cardFRAGGER / K51

6 completed matches / 50.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard6 personal / 50.0% observed
SAWBONEZ / CR42 loadout card
Your observed cardSAWBONEZ / CR42

4 completed matches / 25.0% observed result

SAWBONEZ / BL71 loadout card
Archive same-merc leadSAWBONEZ / BL71

1,637 archive carries / 500 players / 52.4% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% 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 / K51 loadout card
FRAGGER / K51
SAWBONEZ / SM41 loadout card
SAWBONEZ / SM41
VASSILI / MO93 loadout card
VASSILI / MO93
Signature deck

7 completed matches / 57.1% 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 Kills x3 / SAWBONEZ / SM41Most Kills x3 / FRAGGER / K51Most Revives x2 / SPARKS / 143Most Headshots x2 / SAWBONEZ / SM41

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

1839Skill RR
-38Skill RR delta
1883Peak 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 ? 124 valid updates
2026-09-02-19:200 performance
Activity: 16.8 min / 31 K / 33 A / 1 W
Score: actual 1.259 vs expected 1.251 / margin 0.008
Show exact performance breakdown
1.259Actual score
1.251Expected score
0.008Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.65
OBJECTIVE0.90
SUPPORT0.09
PRESSURE1.46
ground truth 1.30 vs legacy read 0.75 · 1 match window · 1.00 = your class target for this lobby
2026-09-02-19-00+20 performance
Activity: 12.2 min / 22 K / 19 A / 0 W
Score: actual 1.474 vs expected 1.138 / margin 0.336
Show exact performance breakdown
1.474Actual score
1.138Expected score
0.336Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.77
OBJECTIVE0.49
SUPPORT2.00
PRESSURE1.22
ground truth 1.51 vs legacy read 0.90 · 1 match window · 1.00 = your class target for this lobby
2026-08-31-18:40-39 performance
Activity: 14.6 min / 18 K / 17 A / 1 W
Score: actual 0.548 vs expected 1.184 / margin -0.636
Show exact performance breakdown
0.548Actual score
1.184Expected score
-0.636Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.30
OBJECTIVE0.57
SUPPORT0.01
PRESSURE1.17
ground truth 0.56 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
2026-08-31-18:20-7 performance
Activity: 15.9 min / 37 K / 17 A / 1 W
Score: actual 1.076 vs expected 1.187 / margin -0.111
Show exact performance breakdown
1.076Actual score
1.187Expected score
-0.111Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / FIRESUPPORT 73% / MEDIC 27%engine weight 90%
COMBAT1.65
OBJECTIVE0.81
SUPPORT0.74
PRESSURE0.88
ground truth 1.02 vs legacy read 1.19 · 2 match window · 1.00 = your class target for this lobby
2026-08-31-18-00+1 performance
Activity: 4.1 min / 7 K / 2 A / 0 W
Score: actual 1.325 vs expected 1.314 / margin 0.011
Show exact performance breakdown
1.325Actual score
1.314Expected score
0.011Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.45
OBJECTIVE0.00
SUPPORT1.98
PRESSURE1.46
ground truth 1.38 vs legacy read 0.88 · 1 match window · 1.00 = your class target for this lobby
2026-08-29-19-00-17 performance
Activity: 45.6 min / 63 K / 33 A / 3 W
Score: actual 1.075 vs expected 1.351 / margin -0.277
Show exact performance breakdown
1.075Actual score
1.351Expected score
-0.277Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 49% / MEDIC 31% / FIRESUPPORT 20%engine weight 90%
COMBAT1.51
OBJECTIVE0.56
SUPPORT0.51
PRESSURE1.27
ground truth 1.07 vs legacy read 0.95 · 3 match window · 1.00 = your class target for this lobby
2026-08-29-18:20-11 performance
Activity: 18.9 min / 44 K / 28 A / 0 W
Score: actual 1.009 vs expected 1.191 / margin -0.182
Show exact performance breakdown
1.009Actual score
1.191Expected score
-0.182Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT2.00
OBJECTIVE0.37
SUPPORT0.77
PRESSURE1.23
ground truth 1.00 vs legacy read 0.82 · 1 match window · 1.00 = your class target for this lobby
2026-08-28-19:40-3 performance
Activity: 17.8 min / 42 K / 22 A / 1 W
Score: actual 1.243 vs expected 1.293 / margin -0.05
Show exact performance breakdown
1.243Actual score
1.293Expected score
-0.05Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.64
OBJECTIVE1.05
SUPPORT0.06
PRESSURE1.21
ground truth 1.27 vs legacy read 0.79 · 1 match window · 1.00 = your class target for this lobby
2026-08-28-19-00-6 performance
Activity: 23.3 min / 52 K / 36 A / 0 W
Score: actual 1.179 vs expected 1.272 / margin -0.093
Show exact performance breakdown
1.179Actual score
1.272Expected score
-0.093Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT2.00
OBJECTIVE0.49
SUPPORT1.08
PRESSURE1.25
ground truth 1.16 vs legacy read 1.09 · 1 match window · 1.00 = your class target for this lobby
2026-08-27-20-00-11 performance
Activity: 15.7 min / 25 K / 26 A / 0 W
Score: actual 1.042 vs expected 1.227 / margin -0.185
Show exact performance breakdown
1.042Actual score
1.227Expected score
-0.185Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.96
OBJECTIVE0.95
SUPPORT0.67
PRESSURE0.81
ground truth 1.01 vs legacy read 1.12 · 1 match window · 1.00 = your class target for this lobby
2026-08-19-12-00
FIELD SHIFT Cobalt I / Skill RR 1883 / 0 RR
Position 26 / Combat / KPH 118.83 / Performance 0 / Field shift +7
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-19-10-00
FIELD SHIFT Cobalt I / Skill RR 1883 / 0 RR
Position 26 / Combat / KPH 118.83 / Performance 0 / Field shift +7
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-19-07-00
FIELD SHIFT Cobalt I / Skill RR 1883 / +7 RR
Position 26 / Combat / KPH 118.83 / Performance 0 / Field shift +7
  • No new gameplay detected. Skill RR moved +7 from ranked-field movement.
2026-08-18-09-40
FIELD SHIFT Cobalt I / Skill RR 1876 / 0 RR
Position 27 / Combat / KPH 118.83 / Performance 0 / Field shift +5
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-18-06-00
FIELD SHIFT Cobalt I / Skill RR 1876 / +28 RR
Position 27 / Combat / KPH 118.83 / Performance 0 / Field shift +5
  • No new gameplay detected. Skill RR moved +28 from ranked-field movement.
Show older movement history / 5
2026-08-14-19-00
MATCH IMPACT Cobalt I / Skill RR 1848 / -28 RR
Position 25 / Combat / KPH 118.78 / Performance -1 / Field shift +3 / Ladder track 2026
  • -1 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Kills per hour and Support actions. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
1.169Actual score
1.185Expected score
-0.016Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.67
OBJECTIVE0.30
SUPPORT0.04
PRESSURE1.36
ground truth 1.17 vs legacy read 1.08 · 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: 20.2% / Impact: -0.239
Objective stops / C4 pressurePushed RR up
Measured: 18 delta / Stop score / hour 44.6
Score: 2 / Weight: 20.2% / Impact: +0.165
Verified public data bonusPushed RR up
Measured: fought a +103 CMR field, measured accuracy 32%, heavy measured damage output / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
Kills per hourPulled RR down
Measured: 64 kills / Kills / hour 158.7
Score: 1.044 / Weight: 19.7% / Impact: -0.028
Support actionsPulled RR down
Measured: 7.7 delta / Support score / hour 19.1
Score: 1.061 / Weight: 20.2% / Impact: -0.025
Combat pressureNeutral
Measured: 35.4 delta / Combat score / hour 87.8
Score: 1.17 / Weight: 19.7% / Impact: -0.003
2026-08-13-14-40
FIELD SHIFT Cobalt I / Skill RR 1876 / -2 RR
Position 29 / Combat / KPH 118.76 / Performance 0 / Field shift +6
  • No new gameplay detected. Skill RR moved -2 from ranked-field movement.
2026-08-13-08-20
FIELD SHIFT Cobalt I / Skill RR 1878 / +5 RR
Position 28 / Combat / KPH 118.76 / Performance 0 / Field shift +6
  • No new gameplay detected. Skill RR moved +5 from ranked-field movement.
2026-08-12-10-20
FIELD SHIFT Cobalt I / Skill RR 1873 / 0 RR
Position 25 / Combat / KPH 118.72 / Performance 0 / Field shift +6
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-08-12-09-20
FIELD SHIFT Cobalt I / Skill RR 1873 / -2 RR
Position 25 / Combat / KPH 118.72 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved -2 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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