Tracked players: 7385 · 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.
1293 / 7385Active ranked this season
05:34
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 18:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Armcross
WARNING SIGNAL WEAK - REVIVE AVAILABLE
28.7 days since your last scored update. You are still in the live field, but at day 7 the signal flatlines and this rank slot leaves the board.
REVIVE ORDER: play one scored ranked session. A single valid update restores ACTIVE SIGNAL and the countdown resets.
RESTITUTION PAID — +57 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +10 RR on Sep 20, 2026 00:20 UTC. Games poisoned by cheaters can never count against anyone here.
Silver II
Silver loadout fileLoadout signal file

Armcross1364 Skill RR

Silver II

Weak SignalRank live / signal close to expiry / state file ? 28.7d ago
☣ Hazard pay5 RR lifetime / the system pays the mercs who endure a quarantined contract
1364Skill RR
#762Board position
Signal heldField state
20 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.
32/100
Pressure Deficit
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-6 Skill RR
LADDER TRACK BASE664
PRESSURE BUDGET±17 RR
VISIBLE PREVIEW658

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

32Current gauge
40Newest 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 Loss Loss Loss Won Abandoned Loss Won Won Loss
Open DBStats Profile ↗
Ranked read

Armcross is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More help after the first trade would turn useful minutes into stronger team rounds. There is also enough support value here to keep pushes from dying after one bad trade. The next good update comes from adding more support value and fight pressure to the useful minutes.

Team value: stop pressure Strongest: stop pressure · solid Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
28 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
BONK Funhouse
obj_terminalredux · Objective · Mid Game
Maplast saved
obj_terminalredux
Objective · Mid Game
Last lobby13 ranked players
14/16
players in monitored server
Lobby difficultyGold II
1425
avg Skill RR 1425
Ranked densityrank signal
92.9%
13 of 14 detected players
Stomp riskbalance signal
71 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 14
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#762
Skill rating signal
Silver II
1364Silver II · Skill RR
Silver II → Silver I53%
25 RR to Silver I20 RR above floor
1362Peak form
960All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
STABLE0 last 6
0 positive · 0 negative · 0 active in the last 6 updates
Pressure meterLOW
20/100
Stability0%
VOLATILE
Peak form gapGold V
-2 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftoffline
0
Player DNAStable read
Armcross 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. When the fights get cleaner, the team value becomes much easier to see. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 21.2 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 18:14:27 UTC
NEXT SCAN 05:33
CONTACTS 1293 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #762 Armcross 1364 RR · FORM STABLE — 0/1 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11 RR/UPDATE · PEAK FORM 1362 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
Armcross
Silver II · Objective Stopper
#762BOARD POS
RR 1364PEAK 1362STATE STABLECONF 83
● 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 2 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -11 RR / update.
◌
Signal IdleSEV-3No scored activity in the recent window. The rank slot is held until the next game.
Personal Reactor · Skill RR Core
1362Peak form
960All-time peak
0Ladder track
+20RR above floor
1364Silver II · Skill RR53% TO SILVER I
Silver II → Silver I53% · 25 RR needed
REACTOR PULSE · FORM LAST 6STABLE 0
Sentinel Confidence
83HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4538 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
-18.5 1st Deploybleeding
-5.3 2nd Deploybleeding
+10.7 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 +4 RR / update over 3 updates weakest: 1217 UTC (avg -11.5)
Recent Sessions
2026-09-21-02-002 updates-49
2026-09-20-14-001 update-42
2026-09-19-22-404 updates+37
2026-09-19-14-203 updates-4
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
0%VOLATILE
Stability
rating consistency index
0/1HOT RATIO
Hot Ratio
positive in last 6 updates
0STABLE
Form Engine
net RR across last 6
-2peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
68
Support
66
Objective
61
KPH
26
Combat
3
28.9season KPH 33.5profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[18:14] > SCAN CYCLE 1814 COMPLETE — 1293 contacts indexed
[18:14] > RATING SIGNAL LOCKED: 1364 RR · SILVER II · BOARD #762
[18:14] > LEAK SCAN: COMBAT PRESSURE below target — drain -11 RR/update
[18:14] > FORM ENGINE: 0/1 positive — band STABLE, stability 0%
Sentinel Read · Player Assessment
Armcross 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. When the fights get cleaner, the team value becomes much easier to see. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 21.2 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 1 vs 75/h target · weight 20%
-11RR / update
Kills per houravg 25.8 vs 152/h target · weight 20%
-9.2RR / update
Support actionsavg 18.1 vs 18/h target · weight 20%
-3.8RR / update
Objective stops / C4 pressureavg 9.9 vs 13/h target · weight 20%
-3RR / update
Objective actionsavg 15.8 vs 17/h target · weight 20%
-0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Fix Simulator · Counterfactual
Average scored update right now-6 RR
Hit Combat pressure target — nothing else changes+5.7 RR / update
Hit Combat pressure + Kills per hour targets+15.6 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
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d0 net
Your games
0
Field drift
0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 12%RR
Top 79%Combat
Top 19%Objective
Top 11%Support
Top 81%KPH
Objective Stops68/100
Support66/100
Objective61/100
KPH26/100
Combat3/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-14 impact)
⬢ COACH WARNING BADGE Silver II TAPE SAYS Gold III
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 pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
We are one repair away from forward motion. ONE. Bring me a session where the leak is gone and I will bring the climbing gear. 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 Silver I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
▲
Objective work▲ High34.5 / 17 objective/h target
▲
Clutch stops▲ High34.5 / 13 clutch/h target
Objective Leaks
▼
Team support▼ Major0 / 18 support/h target
▼
Frag pressure▼ Major0 / 75 combat/h target
▼
Kill pace▼ Major8.6 / 152 KPH target
Field Orders
◎
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET8.6 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That one hurt. Not because of one mistake — because the round needed more team support when it mattered. Next game: if the push starts falling apart, be the glue. Pick people up, cover the revive, and make the second fight better than the first. Coach order: stay close enough that a bad trade gets a second chance.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-09-21-02:20 / -14 game impact
Coach
COACH WARNING
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 pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IISilver II
➞
The tape saysGold IIIGold III
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
Fast climb order
We are one repair away from forward motion. ONE. Bring me a session where the leak is gone and I will bring the climbing gear. 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 Silver 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
MEDICjudged by your class bar
FILE 022 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksSession 22. Sit down - the file is open and I have been reading it since before you walked in.This is your 6th shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 0.48 on COMBAT. Tonight reads 0.32. 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.
COMBAT
That is not a dip. A dip implies you were on the road at some point.
0.32
CLASS BAR 1.00
PRESSURE
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. Saints get statues, medics with teeth get championships. Next shift I want your crosshair working as hard as your defib.
TERMINALREDUXLOST
418 in, 68 out. I watched this part standing up. Not out of respect - I just could not sit through it.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AURA
IN YOUR SQUAD EVERY RECENT GAME
Fights you take within reach of your own station are rigged fights. Rig every fight you can — drag duels back to the glow.
▸FILM ROOM // TERMINAL
Terminal has a forward spawn both teams can take — veterans call it the real first objective. Capture it and the whole map tilts thirty meters your way.
32 of 50 across ten fights. The bus does not need another passenger. It needs an engine.
❞Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Objective work▲ High
34.5 / 17 objective/h target
Clutch stops▲ High
34.5 / 13 clutch/h target
2 positive -65 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
8.6 / 152 KPH target
4 negative 0.761 vs 0.987

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
8.6 / 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
My demands went up because you EARNED that. I expected you disrupting pushes, not spectating them with a gun in your hands.
What your last games gave me
Now THAT is tape I can show in the locker room. Clean intent, real lane pressure, work the round could actually spend.
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 10 stored scored games
Combat pressureavg 1 vs 75/h target · weight 20%
-11RR / update
Kills per houravg 25.8 vs 152/h target · weight 20%
-9.2RR / update
Support actionsavg 18.1 vs 18/h target · weight 20%
-3.8RR / update
Objective stops / C4 pressureavg 9.9 vs 13/h target · weight 20%
-3RR / update
Objective actionsavg 15.8 vs 17/h target · weight 20%
-0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.1RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Fix simulator
Average scored update right now-6 RR
Hit Combat pressure target — nothing else changes+5.7 RR / update
Hit Combat pressure + Kills per hour targets+15.6 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d0 net
Your games0
Field drift0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +4 RR / update over 3 updates weakest: 1217 UTC (avg -11.5)
Fatigue signature · avg RR by update # in a session
-18.51st
-5.32nd
+10.73rd+
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
2026-09-21-02-002 updates-49
2026-09-20-14-001 update-42
2026-09-19-22-404 updates+37
2026-09-19-14-203 updates-4
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 12%RR
Top 79%Combat
Top 19%Objective
Top 11%Support
Top 81%KPH
Objective Stops68/100
Support66/100
Objective61/100
KPH26/100
Combat3/100
Personal intelligence / weekly compile

Loadout DNA // Armcross

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

Stable personal record
22completed proof matches
7maps in personal file
Objectivedominant field lane
IMPROVINGlast 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 PROXY / KE21 loadout card
PROXY / KE21Engineer

13 completed matches / 53.8% observed result

Signature 2 JAVELIN / SH85 loadout card
JAVELIN / SH85Fire Support

12 completed matches / 58.3% observed result

Signature 3 BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41Engineer

6 completed matches / 66.7% observed result

Signature 4 FRAGGER / K51 loadout card
FRAGGER / K51Assault

5 completed matches / 40.0% observed result

Role DNA
Combat
6
Objective
89
Support
41
Precision
8
Pressure
5
Compared with tracked ranked playersSTABLE 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 FRAGGER / K51 loadout card
FRAGGER / K51Assault
Test FRAGGER / M93 loadout card
FRAGGER / M93Assault
Keep FRAGGER. Change one card.

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

5 completed matches / 40.0% observed result 4,917 completed carries / 646 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.

Whitechapel7 personal / 57.1% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

5 completed matches / 60.0% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle4 personal / 75.0% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

2 completed matches / early read

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground4 personal / 25.0% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

4 completed matches / 25.0% observed result

JAVELIN / D46 loadout card
Archive same-merc leadJAVELIN / D46

965 archive carries / 500 players / 52.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge3 personal / 66.7% observed
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

3 completed matches / 66.7% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Trainyard2 personal / early read
BUSHWHACKER / C72 loadout card
Your observed cardBUSHWHACKER / C72

1 completed match / early read

BUSHWHACKER / BL71 loadout card
Archive same-merc leadBUSHWHACKER / BL71

209 archive carries / 190 players / 49.7% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux1 personal / early read
BUSHWHACKER / C41 loadout card
Your observed cardBUSHWHACKER / C41

1 completed match / early read

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

642 archive carries / 500 players / 48.8% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% 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 / C41 loadout card
BUSHWHACKER / C41
JAVELIN / SH85 loadout card
JAVELIN / SH85
PROXY / KE21 loadout card
PROXY / KE21
Signature deck

2 completed matches / early read

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

Match award x1 / PROXY / R51Most Revives x1 / GUARDIAN / HU52Most Deployables x1 / PROXY / KE21Match award x1 / GUARDIAN / T102

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

1364Public Skill RR now
-7Recorded season RR change
-58Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

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

Current accounting: 1364 season RR + 0 public adjustment = 1364 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 135 valid updates
2026-09-21-02:20-14 performance
Activity: 7.3 min / 1 K / 4 A / 1 W
Score: actual 0.761 vs expected 0.987 / margin -0.226
Show exact performance breakdown
0.761Actual score
0.987Expected score
-0.226Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.32
OBJECTIVE0.73
SUPPORT0.69
PRESSURE1.65
ground truth 0.76 vs legacy read 0.82 · 1 match window · 1.00 = your class target for this lobby
2026-09-21-02-00-35 performance
Activity: 7.4 min / 2 K / 0 A / 1 W
Score: actual 0.357 vs expected 0.934 / margin -0.577
Show exact performance breakdown
0.357Actual score
0.934Expected score
-0.577Margin
61K-factor
2026-09-20-14-00-42 performance
Activity: 8.2 min / 3 K / 3 A / 0 W
Score: actual 0.251 vs expected 0.939 / margin -0.689
Show exact performance breakdown
0.251Actual score
0.939Expected score
-0.689Margin
61K-factor
2026-09-20-00-00+25 performance
Activity: 14.3 min / 4 K / 11 A / 2 W
Score: actual 1.285 vs expected 0.882 / margin 0.403
Show exact performance breakdown
1.285Actual score
0.882Expected score
0.403Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.45
OBJECTIVE0.77
SUPPORT2.00
PRESSURE1.05
ground truth 1.33 vs legacy read 0.85 · 1 match window · 1.00 = your class target for this lobby
2026-09-19-23:40+9 performance
Activity: 14.5 min / 7 K / 18 A / 0 W
Score: actual 1.062 vs expected 0.91 / margin 0.152
Show exact performance breakdown
1.062Actual score
0.91Expected score
0.152Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.75
OBJECTIVE1.28
SUPPORT1.29
PRESSURE1.10
ground truth 1.14 vs legacy read 0.39 · 1 match window · 1.00 = your class target for this lobby
2026-09-19-23:20-8 performance
Activity: 16.2 min / 8 K / 15 A / 0 W
Score: actual 0.791 vs expected 0.916 / margin -0.124
Show exact performance breakdown
0.791Actual score
0.916Expected score
-0.124Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.55
OBJECTIVE0.88
SUPPORT1.79
PRESSURE1.05
ground truth 0.83 vs legacy read 0.61 · 1 match window · 1.00 = your class target for this lobby
2026-09-19-22:40+11 performance
Activity: 17.7 min / 12 K / 10 A / 0 W
Score: actual 1.086 vs expected 0.936 / margin 0.15
Show exact performance breakdown
1.086Actual score
0.936Expected score
0.15Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 100%
COMBAT0.40
OBJECTIVE2.00
SUPPORT0.04
PRESSURE0.60
ground truth 1.09 vs legacy read 0.44 · 1 match window · 1.00 = your class target for this lobby
2026-09-19-15-00-2 performance
Activity: 15.5 min / 4 K / 7 A / 0 W
Score: actual 0.92 vs expected 0.958 / margin -0.038
Show exact performance breakdown
0.92Actual score
0.958Expected score
-0.038Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.36
OBJECTIVE1.54
SUPPORT0.16
PRESSURE1.24
ground truth 0.98 vs legacy read 0.63 · 1 match window · 1.00 = your class target for this lobby
2026-09-19-14:40+6 performance
Activity: 13 min / 2 K / 7 A / 0 W
Score: actual 1.08 vs expected 0.98 / margin 0.1
Show exact performance breakdown
1.08Actual score
0.98Expected score
0.1Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.31
OBJECTIVE1.86
SUPPORT0.45
PRESSURE1.30
ground truth 1.20 vs legacy read 0.15 · 1 match window · 1.00 = your class target for this lobby
2026-09-19-14:20-8 performance
Activity: 15.6 min / 12 K / 22 A / 1 W
Score: actual 0.821 vs expected 0.955 / margin -0.135
Show exact performance breakdown
0.821Actual score
0.955Expected score
-0.135Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.85
OBJECTIVE0.50
SUPPORT1.19
PRESSURE1.23
ground truth 0.88 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-18-00
HELD Silver II / Skill RR 1364 / 0 RR
Position 791 / Objective Stopper / KPH 33.5 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-17-40
HELD Silver II / Skill RR 1364 / 0 RR
Position 792 / Objective Stopper / KPH 33.5 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-17-20
HELD Silver II / Skill RR 1364 / 0 RR
Position 793 / Objective Stopper / KPH 33.5 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-17-00
HELD Silver II / Skill RR 1364 / 0 RR
Position 793 / Objective Stopper / KPH 33.5 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-40
HELD Silver II / Skill RR 1364 / 0 RR
Position 793 / Objective Stopper / KPH 33.5 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-16-20
HELD Silver II / Skill RR 1364 / 0 RR
Position 793 / Objective Stopper / KPH 33.5 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-00
HELD Silver II / Skill RR 1364 / 0 RR
Position 792 / Objective Stopper / KPH 33.5 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-40
HELD Silver II / Skill RR 1364 / 0 RR
Position 792 / Objective Stopper / KPH 33.5 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-20
HELD Silver II / Skill RR 1364 / 0 RR
Position 792 / Objective Stopper / KPH 33.5 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-00
HELD Silver II / Skill RR 1364 / 0 RR
Position 791 / Objective Stopper / KPH 33.5 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

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

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

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

When does this season end?

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

When will Hunt the Witch return?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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