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

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
10:49
Next rank update
Same player search as the ladder
How ranks move

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

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Kilgore Trout
Silver I
SEASON I REWARD
Gold II
Gold II
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

Kilgore Trout1372 Skill RR

Silver I

Active SignalLive rank slot held / state file ? just now
1372Skill RR
#305Board position
Signal heldField state
13 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
36/100
Pressure Deficit
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-9 Skill RR
BASE SKILL RR1356
PRESSURE BUDGET±34 RR
VISIBLE PREVIEW1347

Recent eligible matches show field pressure below the player's expected share.

36Current gauge
48Newest 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 Won Loss Won Loss Loss Won Loss Loss Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Kilgore Trout is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. When the fights get cleaner, the team value becomes much easier to see. The late-round stop value gives the team another way to break enemy momentum. The most recent scored round gave the team value through support value and obj work.

Team value: obj work Strongest: obj work · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
35 min ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_domeredux · Objective · Post Game
Maplast saved
obj_domeredux
Objective · Post Game
Last lobby3 ranked players
3/16
players in monitored server
Lobby difficultyGold II
1495
avg Skill RR 1495
Ranked densityrank signal
100%
3 of 3 detected players
Stomp riskbalance signal
35 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 3
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Runner · Stable · Skill RR is the rank signal
BOARD POSITION#305
Skill rating signal
Silver I
1372Silver I · Skill RR
Silver I → Gold V36%
33 RR to Gold V13 RR above floor
2087Peak form
1471All-time peak
1356Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective · Secondary: Objective Stops
Form engine
STABLE0 last 6
2 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability33%
VOLATILE
Peak form gapElite
+715 gap
Standing moveSkill scale
-3
Rank pressureField opened
Field opened +7 RR
Idle field shiftoffline
+3
Player DNAStable read
Kilgore Trout is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. Cleaner trades around the obj would make the round work much harder to stop. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 33 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:12 UTC
NEXT SCAN 10:48
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #305 Kilgore Trout 1372 RR · CONTACT #307 CLOSURE +11/DAY — INTERCEPT ~1D · FORM STABLE — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -10.4 RR/UPDATE · PEAK FORM 2087 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
Kilgore Trout
Silver I · Objective Runner
#305BOARD POS
RR 1372PEAK 2087STATE STABLECONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 5 SIGNALS
Threat ClosingSEV-1#307 wybielacz gained +11 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -10.4 RR / update.
σ
Volatility AlertSEV-2Stability 33% — rating is volatile. Swings will be large in both directions.
Target In ReachINTEL#303 Kuzushi Thief is 3 RR ahead and in range — catch in ~1d at today's pace.
Form HoldingCLEAR2 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2087Peak form
1471All-time peak
1356Ladder track
+13RR above floor
1372Silver I · Skill RR36% TO GOLD V
Silver I → Gold V36% · 33 RR needed
REACTOR PULSE · FORM LAST 6STABLE 0
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1539 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
1823 UTC avg 0 RR / update over 2 updates
Recent Sessions
2026-07-17-21-403 updates0
2026-07-12-21-407 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
33%VOLATILE
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
0STABLE
Form Engine
net RR across last 6
+715peak form gap -3standing move +3idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective
100
Objective Stops
100
KPH
47
Support
35
Combat
13
56.8season KPH 61.1profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1372 RR · SILVER I · BOARD #305
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -10.4 RR/update
[23:29] > THREAT TRACK: contact #307 closure +11/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Kilgore Trout is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. Cleaner trades around the obj would make the round work much harder to stop. There is also useful stop pressure around plants, defuses, and late-round fights. Current obj pace sits around 33 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 2 vs 75/h target · weight 20%
-10.4RR / update
Kills per houravg 51.2 vs 152/h target · weight 20%
-6.8RR / update
Objective actionsavg 16.1 vs 17/h target · weight 20%
+0.2RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.1RR / update
Support actionsavg 29 vs 18/h target · weight 20%
+3.7RR / update
Objective stops / C4 pressureavg 19.6 vs 13/h target · weight 20%
+4.8RR / update
Fix Simulator · Counterfactual
Average scored update right now+6.6 RR
Hit Combat pressure target — nothing else changes+18.2 RR / update
Hit Combat pressure + Kills per hour targets+26.1 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-6 net
Your games
-6
Field drift
0
3 scored updates in window
72h-6 net
Your games
-6
Field drift
0
3 scored updates in window
7d-67 net
Your games
-67
Field drift
0
22 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 13%RR
Top 49%Combat
Top 6%Objective
Top 41%Support
Top 51%KPH
Objective100/100
Objective Stops100/100
KPH47/100
Support35/100
Combat13/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+13 impact)
⬢ COMMAND APPROVED BADGE Silver I TAPE SAYS Elite
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ 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. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Gold V. 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▲ High64.9 / 18 support/h target
Objective work▲ Medium22.5 / 17 objective/h target
Objective Leaks
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Medium57.9 / 152 KPH target
Field Orders
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET57.9 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That is more like it. Team support gave the push a backbone and made the enemy work for space. Next game: take first contact where the push can follow. A solo win across the map is a postcard, not progress. Coach order: open the push, then help it walk through.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-07-17-23-00 / +13 game impact
Coach
COMMAND APPROVED
You played two different games in the same game. The good one was franchise-level. The other one nearly gave me a cardiac event. I want ONE player out there.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver ISilver I
The tape saysEliteElite
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
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. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Gold V. 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 005 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksSession 5. Sit down - the file is open and I have been reading it since before you walked in.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 2.00 is a new file record - the old ceiling was 1.32. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.The door is right there and so is the drill. One of them fixes this page. Pick the drill, every time, until my pen agrees with you.
OBJECTIVE
Below the bar, above excuses. Fix it.
0.56
CLASS BAR 1.00
SUPPORT
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
2.00
CLASS BAR 1.00
The drill // next sessionYour job is denial: deny the choke, deny the plant, deny the retake. Next session the objective lives inside your blast radius.
CASTLEWON
225 damage a minute out, 221 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SKYHAMMER
IN YOUR SQUAD EVERY RECENT GAME
Time the strike to the objective clock — as the plant ticks, as the EV rolls into the open. Not when the shout happens; when the WINDOW happens.
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.
The last ten fights read 36 against a fair share of 50. Passengers do not lift cups.
You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Team support▲ High
64.9 / 18 support/h target
Objective work▲ Medium
22.5 / 17 objective/h target
3 positive +3 last 6

Objective leaks

Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Medium
57.9 / 152 KPH target
2 negative 1.085 vs 0.879

Field orders

Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
57.9 / 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
This tier does not forgive background actors. Front and center — trade entries, cover your engineer, make the enemy say your name in comms with disgust.
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
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
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 2 vs 75/h target · weight 20%
-10.4RR / update
Kills per houravg 51.2 vs 152/h target · weight 20%
-6.8RR / update
Objective actionsavg 16.1 vs 17/h target · weight 20%
+0.2RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.1RR / update
Support actionsavg 29 vs 18/h target · weight 20%
+3.7RR / update
Objective stops / C4 pressureavg 19.6 vs 13/h target · weight 20%
+4.8RR / update
Fix simulator
Average scored update right now+6.6 RR
Hit Combat pressure target — nothing else changes+18.2 RR / update
Hit Combat pressure + Kills per hour targets+26.1 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-6 net
Your games-6
Field drift0
3 scored updates in window
72h-6 net
Your games-6
Field drift0
3 scored updates in window
7d-67 net
Your games-67
Field drift0
22 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +0 RR / update over 2 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-17-21-403 updates0
2026-07-12-21-407 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 13%RR
Top 49%Combat
Top 6%Objective
Top 41%Support
Top 51%KPH
Objective100/100
Objective Stops100/100
KPH47/100
Support35/100
Combat13/100
Personal intelligence / weekly compile

Loadout DNA // Kilgore Trout

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
439completed proof matches
11maps in personal file
Objectivedominant 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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

253 completed matches / 51.0% observed result

Signature 2 SKYHAMMER / M92 loadout card
SKYHAMMER / M92Fire Support

253 completed matches / 51.0% observed result

Signature 3 JAVELIN / SH41 loadout card
JAVELIN / SH41Fire Support

136 completed matches / 49.3% observed result

Signature 4 JAVELIN / D55 loadout card
JAVELIN / D55Fire Support

74 completed matches / 47.3% observed result

Role DNA
Combat
33
Objective
99
Support
22
Precision
53
Pressure
48
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 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer
Test BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41Engineer
Keep BUSHWHACKER. Change one card.

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

253 completed matches / 51.0% observed result 12,397 completed carries / 4,622 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.

Whitechapel96 personal / 51.0% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

96 completed matches / 51.0% observed result

BUSHWHACKER / SM82 loadout card
Archive same-merc leadBUSHWHACKER / SM82

4,700 archive carries / 500 players / 50.6% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle41 personal / 46.3% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

41 completed matches / 46.3% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Dockyard24 personal / 54.2% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

24 completed matches / 54.2% observed result

BUSHWHACKER / BL73 loadout card
Archive same-merc leadBUSHWHACKER / BL73

1,017 archive carries / 500 players / 49.3% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Heist19 personal / 57.9% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

19 completed matches / 57.9% observed result

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Dome Redux19 personal / 52.6% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

19 completed matches / 52.6% observed result

JAVELIN / B51 loadout card
Archive field referenceJAVELIN / B51

177 archive carries / 165 players / 50.3% conservative floor

Bridge17 personal / 52.9% observed
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

17 completed matches / 52.9% observed result

BUSHWHACKER / BL81 loadout card
Archive same-merc leadBUSHWHACKER / BL81

7,178 archive carries / 500 players / 52.3% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% 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.

BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72
JAVELIN / SH41 loadout card
JAVELIN / SH41
SKYHAMMER / M92 loadout card
SKYHAMMER / M92
Signature deck

136 completed matches / 49.3% observed result

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

Most Objective x30 / SKYHAMMER / M92Most Objective x27 / BUSHWHACKER / C72Most Ammo x15 / JAVELIN / SH41Most Ammo x12 / SKYHAMMER / M92

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

1372Skill RR
-9Skill RR delta
1381Peak 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 ? 53 valid updates
2026-07-17-23-00+13 performance
Activity: 9.3 min / 9 K / 8 A / 2 W
Score: actual 1.085 vs expected 0.879 / margin 0.206
Show exact performance breakdown
1.085Actual score
0.879Expected score
0.206Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.87
OBJECTIVE0.56
SUPPORT2.00
PRESSURE0.84
ground truth 1.08 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-22-00-7 performance
Activity: 19.2 min / 16 K / 15 A / 0 W
Score: actual 0.798 vs expected 0.917 / margin -0.118
Show exact performance breakdown
0.798Actual score
0.917Expected score
-0.118Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.64
OBJECTIVE0.76
SUPPORT1.13
PRESSURE0.69
ground truth 0.80 vs legacy read 0.75 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-21:40-12 performance
Activity: 8.9 min / 11 K / 2 A / 1 W
Score: actual 0.725 vs expected 0.928 / margin -0.204
Show exact performance breakdown
0.725Actual score
0.928Expected score
-0.204Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.68
OBJECTIVE0.43
SUPPORT0.79
PRESSURE0.98
ground truth 0.69 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
2026-07-13-01-00+6 performance
Activity: 15.7 min / 18 K / 9 A / 0 W
Score: actual 1.119 vs expected 1.026 / margin 0.093
Show exact performance breakdown
1.119Actual score
1.026Expected score
0.093Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.84
OBJECTIVE1.60
SUPPORT1.00
PRESSURE0.94
ground truth 1.16 vs legacy read 0.71 · 1 match window · 1.00 = your class target for this lobby
2026-07-13-00:400 performance
Activity: 20.1 min / 12 K / 9 A / 1 W
Score: actual 0.935 vs expected 0.928 / margin 0.007
Show exact performance breakdown
0.935Actual score
0.928Expected score
0.007Margin
61K-factor
2026-07-12-23:20+3 performance
Activity: 22 min / 13 K / 16 A / 3 W
Score: actual 0.925 vs expected 0.884 / margin 0.041
Show exact performance breakdown
0.925Actual score
0.884Expected score
0.041Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.56
OBJECTIVE1.15
SUPPORT0.84
PRESSURE0.75
ground truth 0.90 vs legacy read 0.99 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-23-00+17 performance
Activity: 14.7 min / 7 K / 9 A / 0 W
Score: actual 1.187 vs expected 0.905 / margin 0.282
Show exact performance breakdown
1.187Actual score
0.905Expected score
0.282Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.47
OBJECTIVE2.00
SUPPORT1.05
PRESSURE1.02
ground truth 1.27 vs legacy read 0.29 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-22:40+23 performance
Activity: 8.2 min / 8 K / 3 A / 2 W
Score: actual 1.24 vs expected 0.859 / margin 0.381
Show exact performance breakdown
1.24Actual score
0.859Expected score
0.381Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.78
OBJECTIVE1.84
SUPPORT0.98
PRESSURE0.78
ground truth 1.25 vs legacy read 0.72 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-22:20+13 performance
Activity: 13.2 min / 10 K / 15 A / 0 W
Score: actual 1.066 vs expected 0.859 / margin 0.207
Show exact performance breakdown
1.066Actual score
0.859Expected score
0.207Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.66
OBJECTIVE1.58
SUPPORT0.76
PRESSURE0.89
ground truth 1.10 vs legacy read 0.65 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-21:40+11 performance
Activity: 19.9 min / 19 K / 8 A / 3 W
Score: actual 1.042 vs expected 0.854 / margin 0.188
Show exact performance breakdown
1.042Actual score
0.854Expected score
0.188Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.40
OBJECTIVE1.70
SUPPORT0.91
PRESSURE0.80
ground truth 1.04 vs legacy read 0.88 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Silver I / Skill RR 1372 / 0 RR
Position 323 / Objective Stopper / KPH 61.1 / Performance 0 / Field shift +1 / Ladder track 1356
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
MATCH IMPACT Silver I / Skill RR 1372 / +4 RR
Position 323 / Objective Stopper / KPH 61.1 / Performance +13 / Field shift 0 / Ladder track 1356
  • +13 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions, Objective actions and Verified public data bonus. Weak/low signals: Combat pressure and Kills per hour.
Show exact performance breakdown
1.085Actual score
0.879Expected score
0.206Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.87
OBJECTIVE0.56
SUPPORT2.00
PRESSURE0.84
ground truth 1.08 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 10.1 delta / Support score / hour 64.9
Score: 2 / Weight: 20% / Impact: +0.224
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.171
Kills per hourPulled RR down
Measured: 9 kills / Kills / hour 57.9
Score: 0.381 / Weight: 19.5% / Impact: -0.097
Objective actionsPushed RR up
Measured: 3.5 delta / Objective score / hour 22.5
Score: 1.324 / Weight: 20% / Impact: +0.089
Verified public data bonusPushed RR up
Measured: fought a +71 CMR field, measured accuracy 32% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
Win resultNeutral
Measured: 2-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.013
2026-07-17-22-40
FIELD SHIFT Silver I / Skill RR 1368 / +1 RR
Position 328 / Objective Stopper / KPH 61.1 / Performance 0 / Field shift +2 / Ladder track 1343
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-22-20
HELD Silver I / Skill RR 1367 / -2 RR
Position 328 / Objective Stopper / KPH 61.1 / Performance 0 / Field shift 0 / Ladder track 1343
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-00
MATCH IMPACT Silver I / Skill RR 1369 / -2 RR
Position 329 / Objective Stopper / KPH 61.1 / Performance -7 / Field shift +3 / Ladder track 1343
  • -7 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Combat pressure, Kills per hour and Objective actions. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.798Actual score
0.917Expected score
-0.118Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.64
OBJECTIVE0.76
SUPPORT1.13
PRESSURE0.69
ground truth 0.80 vs legacy read 0.75 · 2 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 10.8 delta / Stop score / hour 33.8
Score: 2 / Weight: 20% / Impact: +0.217
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.179
Kills per hourPulled RR down
Measured: 16 kills / Kills / hour 50
Score: 0.329 / Weight: 19.5% / Impact: -0.115
Objective actionsPulled RR down
Measured: 2.5 delta / Objective score / hour 7.8
Score: 0.46 / Weight: 20% / Impact: -0.091
Verified public data bonusPushed RR up
Measured: measured accuracy 32% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
Support actionsNeutral
Measured: 5 delta / Support score / hour 15.6
Score: 0.869 / Weight: 20% / Impact: -0.01
Show older movement history / 5
2026-07-17-21-40
MATCH IMPACT Silver I / Skill RR 1371 / -5 RR
Position 329 / Objective Stopper / KPH 61.1 / Performance -12 / Field shift +2 / Ladder track 1350
  • -12 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Combat pressure and Kills per hour. Positive signals from Support actions, Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
0.725Actual score
0.928Expected score
-0.204Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.68
OBJECTIVE0.43
SUPPORT0.79
PRESSURE0.98
ground truth 0.69 vs legacy read 0.95 · 1 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 7.5 delta / Support score / hour 50.4
Score: 2 / Weight: 20% / Impact: +0.214
Objective stops / C4 pressurePushed RR up
Measured: 5 delta / Stop score / hour 33.6
Score: 2 / Weight: 20% / Impact: +0.214
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.186
Combat pressurePulled RR down
Measured: 1.3 delta / Combat score / hour 8.7
Score: 0.116 / Weight: 19.5% / Impact: -0.158
Kills per hourPulled RR down
Measured: 11 kills / Kills / hour 73.9
Score: 0.486 / Weight: 19.5% / Impact: -0.086
Verified public data bonusPushed RR up
Measured: measured accuracy 32% / Public K/D / win-loss confidence +0.02 score
Score: 0.02 / Weight: bonus% / Impact: +0.02
2026-07-17-21-20
MATCH IMPACT Silver I / Skill RR 1376 / 0 RR
Position 321 / Objective Stopper / KPH 61.1 / Performance 0 / Field shift +2 / Ladder track 1362
  • 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
0.932Actual score
0.932Expected score
0Margin
61K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.186
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.186
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.186
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.182
Kills per hourPulled RR down
Measured: 2 kills / Kills / hour 40
Score: 0.263 / Weight: 19.5% / Impact: -0.13
Verified public data bonusPushed RR up
Measured: public positive win rate, public deaths + losses available / Public K/D / win-loss confidence +0.011 score
Score: 0.011 / Weight: bonus% / Impact: +0.011
2026-07-17-21-00
FIELD SHIFT Silver I / Skill RR 1376 / 0 RR
Position 322 / Objective Stopper / KPH 61.1 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Silver I / Skill RR 1376 / 0 RR
Position 321 / Objective Stopper / KPH 61.1 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Silver I / Skill RR 1376 / 0 RR
Position 320 / Objective Stopper / KPH 61.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

Every monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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