Tracked players: 2851 · 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.
544 / 2851Active ranked this season
09:01
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.

2026-07-21 Last update UTC 07:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
ME Myself & I
Bronze II
SEASON I REWARD
Silver IV
Silver IV
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

ME Myself & I1157 Skill RR

Bronze II

Active SignalLive rank slot held / state file ? 1.2d ago
1157Skill RR
#462Board position
Signal heldField state
31 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-10 Skill RR
BASE SKILL RR1101
PRESSURE BUDGET±28 RR
VISIBLE PREVIEW1091

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

32Current gauge
37Newest 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 Won Loss Won Won Loss Won Loss Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want ME Myself & I near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. The next step is more round-saving stops when plants, defuses, and EV fights decide the map. The next jump is about turning the good moments into more stop pressure and fight pressure for the team.

Team value: stop pressure Strongest: stop pressure · top-end Next: more late stops Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 d ago · 21 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
obj_castle · Objective · Early Game
Maplast saved
obj_castle
Objective · Early Game
Last lobby9 ranked players
11/16
players in monitored server
Lobby difficultyGold III
1343
avg Skill RR 1343
Ranked densityrank signal
81.8%
9 of 11 detected players
Stomp riskbalance signal
34 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 11
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#462
Skill rating signal
Bronze II
1157Bronze II · Skill RR
Bronze II → Bronze I81%
15 RR to Bronze I31 RR above floor
1800Peak form
1212All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
STABLE+11 last 6
3 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability50%
SWINGY
Peak form gapCobalt II
+643 gap
Standing moveSkill scale
+47
Rank pressureField opened
Field opened +8 RR
Idle field shiftoffline
+6
Player DNAStable read
ME Myself & I gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. Cleaner trades around the obj would make the round work much harder to stop. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 14.8 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 07:30:59 UTC
NEXT SCAN 09:01
CONTACTS 544 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #462 ME Myself & I 1157 RR · CONTACT #464 CLOSURE +847/DAY — INTERCEPT ~1D · FORM STABLE — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -12.4 RR/UPDATE · PEAK FORM 1800 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
ME Myself & I
Bronze II · Objective Stopper
#462BOARD POS
RR 1157PEAK 1800STATE 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 4 SIGNALS
Threat ClosingSEV-1#464 nhyiel gained +847 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -12.4 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Form HoldingCLEAR3 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1800Peak form
1212All-time peak
0Ladder track
+31RR above floor
1157Bronze II · Skill RR81% TO BRONZE I
Bronze II → Bronze I81% · 15 RR needed
REACTOR PULSE · FORM LAST 6STABLE +11
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (726 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 1 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
0005 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-19-20-4010 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+11STABLE
Form Engine
net RR across last 6
+643peak form gap +47standing move +6idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
92
Objective
53
Support
31
KPH
31
Combat
4
45.3season KPH 40.9profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[07:30] > SCAN CYCLE 0730 COMPLETE — 544 contacts indexed
[07:30] > RATING SIGNAL LOCKED: 1157 RR · BRONZE II · BOARD #462
[07:30] > LEAK SCAN: COMBAT PRESSURE below target — drain -12.4 RR/update
[07:30] > THREAT TRACK: contact #464 closure +847/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
ME Myself & I gives the team progress when others drift into the fight. This player touches obj, moves progress, and does the work that turns pressure into map wins. Cleaner trades around the obj would make the round work much harder to stop. The late-round stop value gives the team another way to break enemy momentum. Current obj pace sits around 14.8 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 2.3 vs 75/h target · weight 20%
-12.4RR / update
Kills per houravg 39.3 vs 152/h target · weight 20%
-8.8RR / update
Support actionsavg 9.2 vs 18/h target · weight 20%
-6.5RR / update
Objective actionsavg 11.6 vs 17/h target · weight 20%
-4.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
0RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Objective stops / C4 pressureavg 13.4 vs 13/h target · weight 20%
+1.5RR / update
Fix Simulator · Counterfactual
Average scored update right now-8.7 RR
Hit Combat pressure target — nothing else changes+6.2 RR / update
Hit Combat pressure + Kills per hour targets+17.6 RR / update
Counterfactual on the same games, same K-factor (~79). 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
72h-47 net
Your games
-47
Field drift
0
12 scored updates in window
7d+10 net
Your games
+10
Field drift
0
14 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 18%RR
Top 79%Combat
Top 24%Objective
Top 45%Support
Top 78%KPH
Objective Stops92/100
Objective53/100
Support31/100
KPH31/100
Combat4/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-5 impact)
⬢ NOT ENOUGH BADGE Bronze II TAPE SAYS Gold III
You played at ninety percent and the ladder charges full price. Bring the missing ten or stop asking the board about promotions.
Coach blood pressureTHE SQUINT
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
Maintenance mode, effective immediately. Forget style points — isolate the worst habit on your tape and put it in the ground. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Bronze I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
No strong booster in the last scored game.
Objective Leaks
Clutch stops▼ Major0 / 13 clutch/h target
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Medium44.7 / 152 KPH target
Field Orders
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET44.7 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That was close to fine, but close to fine does not climb fast. Put more work near obj next game. Next game: hold your nerve near the win condition. One stop at the right time is worth more than three souvenir kills. Coach order: save one ugly round with one clean stop.
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 2026-07-20-01:40 / -5 game impact
Coach
NOT ENOUGH
You played at ninety percent and the ladder charges full price. Bring the missing ten or stop asking the board about promotions.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IIBronze 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
Maintenance mode, effective immediately. Forget style points — isolate the worst habit on your tape and put it in the ground. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Bronze I. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
FIRE SUPPORTjudged by your class bar
FILE 003 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.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.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
OBJECTIVE
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.66
CLASS BAR 1.00
SUPPORT
I circled this one in silence. The silence should worry you more than the circle.
0.69
CLASS BAR 1.00
The drill // next sessionAim the sky at the point. Every strike that does not shape the objective is a fireworks show.
CASTLELOST
370 out against 207 in, every minute. That is how you tilt the ice.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
ARTY
IN YOUR SQUAD EVERY RECENT GAME
Your marker needs open sky — learn the roof lines. Indoors Arty is a rifleman; pick fights where the sky is on your payroll.
FILM ROOM // CASTLE
Attacking Castle: never re-enter the same choke twice in a row. Stone remembers — and so does the crossfire they built after your first visit.
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

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

Objective leaks

Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Medium
44.7 / 152 KPH target
3 negative 0.731 vs 0.791

Field orders

Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
44.7 / 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
I drew the play in crayon. Big arrows. Stand here. Shoot there. Touch objective. If you can hand Sawbonez a health pack, you can manage this.
What your last games gave me
Good shifts. Honest shifts. You held your sectors, traded like a professional, and the objective moved with your fingerprints on it.
How fast this can move you
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
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 2.3 vs 75/h target · weight 20%
-12.4RR / update
Kills per houravg 39.3 vs 152/h target · weight 20%
-8.8RR / update
Support actionsavg 9.2 vs 18/h target · weight 20%
-6.5RR / update
Objective actionsavg 11.6 vs 17/h target · weight 20%
-4.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.3RR / update
Objective stops / C4 pressureavg 13.4 vs 13/h target · weight 20%
+1.5RR / update
Fix simulator
Average scored update right now-8.7 RR
Hit Combat pressure target — nothing else changes+6.2 RR / update
Hit Combat pressure + Kills per hour targets+17.6 RR / update
Counterfactual on the same games, same K-factor (~79). 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
72h-47 net
Your games-47
Field drift0
12 scored updates in window
7d+10 net
Your games+10
Field drift0
14 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
0005 UTC avg +0 RR / update over 3 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
2026-07-19-20-4010 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 18%RR
Top 79%Combat
Top 24%Objective
Top 45%Support
Top 78%KPH
Objective Stops92/100
Objective53/100
Support31/100
KPH31/100
Combat4/100
Personal intelligence / weekly compile

Loadout DNA // ME Myself & I

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

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

Weekly loadout compile queued

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

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

Open Field Manual

Skill movement + performance history

1157Skill RR
-1Skill RR delta
1158Peak 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 ? 13 valid updates
2026-07-20-01:40-5 performance
Activity: 21.1 min / 13 K / 24 A / 3 W
Score: actual 0.731 vs expected 0.791 / margin -0.06
Show exact performance breakdown
0.731Actual score
0.791Expected score
-0.06Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.82
OBJECTIVE0.66
SUPPORT0.69
PRESSURE1.11
ground truth 0.79 vs legacy read 0.27 · 2 match window · 1.00 = your class target for this lobby
2026-07-20-01:20-34 performance
Activity: 11 min / 2 K / 6 A / 0 W
Score: actual 0.463 vs expected 0.891 / margin -0.428
Show exact performance breakdown
0.463Actual score
0.891Expected score
-0.428Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.33
OBJECTIVE0.68
SUPPORT0.44
PRESSURE0.91
ground truth 0.53 vs legacy read 0.10 · 1 match window · 1.00 = your class target for this lobby
2026-07-20-01-00+4 performance
Activity: 13.7 min / 12 K / 9 A / 2 W
Score: actual 0.931 vs expected 0.88 / margin 0.051
Show exact performance breakdown
0.931Actual score
0.88Expected score
0.051Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.81
OBJECTIVE1.75
SUPPORT0.36
PRESSURE1.03
ground truth 0.97 vs legacy read 0.44 · 1 match window · 1.00 = your class target for this lobby
2026-07-19-23:40+5 performance
Activity: 17.8 min / 10 K / 18 A / 0 W
Score: actual 0.831 vs expected 0.769 / margin 0.062
Show exact performance breakdown
0.831Actual score
0.769Expected score
0.062Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.70
OBJECTIVE1.33
SUPPORT0.47
PRESSURE0.86
ground truth 0.82 vs legacy read 0.88 · 1 match window · 1.00 = your class target for this lobby
2026-07-19-22:40+41 performance
Activity: 18 min / 13 K / 15 A / 1 W
Score: actual 1.236 vs expected 0.717 / margin 0.519
Show exact performance breakdown
1.236Actual score
0.717Expected score
0.519Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.75
OBJECTIVE2.00
SUPPORT0.04
PRESSURE0.98
ground truth 1.27 vs legacy read 0.79 · 1 match window · 1.00 = your class target for this lobby
2026-07-19-22:20-9 performance
Activity: 20.1 min / 4 K / 14 A / 0 W
Score: actual 0.614 vs expected 0.731 / margin -0.117
Show exact performance breakdown
0.614Actual score
0.731Expected score
-0.117Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 60% / FIRESUPPORT 40%engine weight 90%
COMBAT0.49
OBJECTIVE0.94
SUPPORT0.06
PRESSURE1.13
ground truth 0.69 vs legacy read 0.12 · 2 match window · 1.00 = your class target for this lobby
2026-07-19-22-00-11 performance
Activity: 6.5 min / 5 K / 5 A / 3 W
Score: actual 0.611 vs expected 0.756 / margin -0.145
Show exact performance breakdown
0.611Actual score
0.756Expected score
-0.145Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.70
OBJECTIVE0.66
SUPPORT0.30
PRESSURE1.04
ground truth 0.64 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-07-19-21:20-28 performance
Activity: 12 min / 8 K / 9 A / 0 W
Score: actual 0.462 vs expected 0.818 / margin -0.356
Show exact performance breakdown
0.462Actual score
0.818Expected score
-0.356Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.61
OBJECTIVE0.26
SUPPORT0.28
PRESSURE1.09
ground truth 0.50 vs legacy read 0.36 · 1 match window · 1.00 = your class target for this lobby
2026-07-19-21-00-74 performance
Activity: 8 min / 4 K / 9 A / 1 W
Score: actual 0.089 vs expected 1.031 / margin -0.942
Show exact performance breakdown
0.089Actual score
1.031Expected score
-0.942Margin
79K-factor
2026-07-19-20:40+24 performance
Activity: 23 min / 4 K / 20 A / 2 W
Score: actual 1.25 vs expected 0.941 / margin 0.309
Show exact performance breakdown
1.25Actual score
0.941Expected score
0.309Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.72
OBJECTIVE1.81
SUPPORT0.80
PRESSURE0.87
ground truth 1.26 vs legacy read 1.05 · 2 match window · 1.00 = your class target for this lobby
2026-07-21-07-20
FIELD SHIFT Bronze II / Skill RR 1157 / 0 RR
Position 502 / Objective Stopper / KPH 40.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-07-00
FIELD SHIFT Bronze II / Skill RR 1157 / 0 RR
Position 502 / Objective Stopper / KPH 40.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-06-40
FIELD SHIFT Bronze II / Skill RR 1157 / 0 RR
Position 502 / Objective Stopper / KPH 40.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-06-20
FIELD SHIFT Bronze II / Skill RR 1157 / 0 RR
Position 502 / Objective Stopper / KPH 40.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-06-00
FIELD SHIFT Bronze II / Skill RR 1157 / 0 RR
Position 502 / Objective Stopper / KPH 40.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-21-05-40
FIELD SHIFT Bronze II / Skill RR 1157 / 0 RR
Position 502 / Objective Stopper / KPH 40.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-05-20
FIELD SHIFT Bronze II / Skill RR 1157 / 0 RR
Position 502 / Objective Stopper / KPH 40.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-05-00
FIELD SHIFT Bronze II / Skill RR 1157 / 0 RR
Position 502 / Objective Stopper / KPH 40.87 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-04-40
HELD Bronze II / Skill RR 1157 / 0 RR
Position 503 / Objective Stopper / KPH 40.87 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-21-04-20
HELD Bronze II / Skill RR 1157 / 0 RR
Position 503 / Objective Stopper / KPH 40.87 / 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 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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