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
10:24
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
Я не с ними
Gold IV
Gold contract filePressure-band contract

Я не с ними1456 Skill RR

Gold IV

Active SignalLive rank slot held / state file ? 1h ago
1456Skill RR
#240Board position
Signal heldField state
11 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 7/10
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
67/100
High Pressure
Preview only · provisional 7/10 matches
PROJECTED RR IF ENABLED+12 Skill RR
BASE SKILL RR1373
PRESSURE BUDGET±34 RR
VISIBLE PREVIEW1385
Silent Support x 5

Recent eligible matches are bending the field clearly above expectation.

67Current gauge
54Newest match
50Expected pressure
7/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Loss Won Loss Loss Loss Loss Won Abandoned
Open DBStats Profile ↗
Ranked read

Я не с ними helps keep the team alive when the first trade goes wrong. This player makes pushes less fragile because one bad trade does not always end the wave. When the fights get cleaner, the team value becomes much easier to see. This player also has timing around stops, which can save rounds that look almost gone. The most recent scored round gave the team value through stop pressure.

Team value: support value Strongest: support value · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_bridge · Stopwatch · Early Game
Maplast saved
obj_bridge
Stopwatch · Early Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1431
avg Skill RR 1431
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
59 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Medic / Revive Backbone · Under pressure · Skill RR is the rank signal
BOARD POSITION#240
Skill rating signal
Gold IV
1456Gold IV · Skill RR
Gold IV → Gold III20%
39 RR to Gold III11 RR above floor
1797Peak form
1417All-time peak
1373Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Support · Secondary: Objective Stops
Form engine
COLD-38 last 6
2 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability50%
SWINGY
Peak form gapCobalt II
+341 gap
Standing moveSkill scale
-27
Rank pressureField opened
Field opened +3 RR
Idle field shiftoffline
+6
Player DNAStable read
Я не с ними 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. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 46.7 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:37 UTC
NEXT SCAN 10:23
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #240 Я не с ними 1456 RR · CONTACT #243 CLOSURE +294/DAY — INTERCEPT ~1D · FORM COLD — 2/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -16 RR/UPDATE · PEAK FORM 1797 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
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
Я не с ними
Gold IV · Medic / Revive Backbone
#240BOARD POS
RR 1456PEAK 1797STATE COLDCONF 62
● 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#243 Fugazetta ******** gained +294 RR today, 4 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -16 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#239 @ruizraff is 1 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-23 negative in the last 6 updates, -38 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1797Peak form
1417All-time peak
1373Ladder track
+11RR above floor
1456Gold IV · Skill RR20% TO GOLD III
Gold IV → Gold III20% · 39 RR needed
REACTOR PULSE · FORM LAST 6COLD -38
Sentinel Confidence
62MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (35 rows), stored scored breakdowns (7) 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
0005 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-19-405 updates0
2026-07-15-22-002 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-38COLD
Form Engine
net RR across last 6
+341peak form gap -27standing move +6idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Support
100
Objective Stops
100
KPH
62
Objective
49
Combat
21
46.4season KPH 80.3profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1456 RR · GOLD IV · BOARD #240
[23:29] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -16 RR/update
[23:29] > THREAT TRACK: contact #243 closure +294/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Я не с ними 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. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 46.7 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 7 stored scored games
Objective actionsavg 0.9 vs 17/h target · weight 20%
-16RR / update
Combat pressureavg 2.4 vs 75/h target · weight 20%
-15.9RR / update
Kills per houravg 50.3 vs 152/h target · weight 20%
-10.9RR / update
Objective stops / C4 pressureavg 10.7 vs 13/h target · weight 20%
-4.8RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Support actionsavg 83.3 vs 18/h target · weight 20%
+9.6RR / update
Fix Simulator · Counterfactual
Average scored update right now+1.4 RR
Hit Objective actions target — nothing else changes+17.7 RR / update
Hit Objective actions + Combat pressure targets+34 RR / update
Counterfactual on the same games, same K-factor (~86). 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-38 net
Your games
-38
Field drift
0
5 scored updates in window
72h+44 net
Your games
+44
Field drift
0
7 scored updates in window
7d+44 net
Your games
+44
Field drift
0
7 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 10%RR
Top 32%Combat
Top 29%Objective
Top 2%Support
Top 28%KPH
Support100/100
Objective Stops100/100
KPH62/100
Objective49/100
Combat21/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+13 impact)
⬢ GOOD PROOF BADGE Gold IV TAPE SAYS Elite
Clean work. You stayed ahead of my demands the whole run. I nodded at the screen. For me that is basically a festival.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. 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. Gold III is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
Clutch stops▲ High24.1 / 13 clutch/h target
Objective Leaks
Frag pressure▼ Major10.6 / 75 combat/h target
Objective work▼ Major6 / 17 objective/h target
Kill pace▼ Medium87.5 / 152 KPH target
Field Orders
Frag pressureTARGET10.6 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Objective workTARGET6 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Kill paceTARGET87.5 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good. That game had teeth. Stop pressure gave the team something real to play behind. Next game: keep the gun hot, but keep it near the round. The team needs useful pressure, not a private duel in another postcode. Coach order: fight with the team, not from a different postcode.
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 2026-07-17-22-00 / +13 game impact
Coach
GOOD PROOF
Clean work. You stayed ahead of my demands the whole run. I nodded at the screen. For me that is basically a festival.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IVGold IV
The tape saysEliteElite
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
Fast climb order
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. 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. Gold III is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
RECONjudged by your class bar
FILE 002 VETERAN UNDER ORDER: PRESSURE
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.The lifetime ledger reads 86,500 kills across 1076 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.Bring me movement. I do not care if it is loud or pretty - the pen only respects direction. Show me direction.
PRESSURE
Inches from the bar - and inches decide gold.
0.88
CLASS BAR 1.00
SUPPORT
THIS. Whatever you ate, whatever you listened to, whatever you argued with on the way here - repeat all of it.
1.46
CLASS BAR 1.00
The drill // next sessionLess spectator, more predator.
BRIDGELOST
Taking 228 a minute and answering with 0. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AIMEE
IN YOUR SQUAD 4 OF LAST 6
Hold angles that make their objective work illegal. You are rent collection with a scope — the point is your property.
FILM ROOM // BRIDGE
Bridge is an escort map: the vehicle only moves with an attacker beside it, and it dies to the sky. Fire support decides this map — deny theirs, land yours.
67 of 50, ten fights running. Teams get built around numbers like that. Remember I said it first.

Working signals

Clutch stops▲ High
24.1 / 13 clutch/h target
2 positive -44 last 6

Objective leaks

Frag pressure▼ Major
10.6 / 75 combat/h target
Objective work▼ Major
6 / 17 objective/h target
Kill pace▼ Medium
87.5 / 152 KPH target
4 negative 1.080 vs 0.956

Field orders

Frag pressuretarget
10.6 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Objective worktarget
6 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Kill pacetarget
87.5 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
I had you on my board as a real merc. Real mercs change rounds. I expected pressure the other team has to plan around, not pressure they discover by accident.
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
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
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 7 stored scored games
Objective actionsavg 0.9 vs 17/h target · weight 20%
-16RR / update
Combat pressureavg 2.4 vs 75/h target · weight 20%
-15.9RR / update
Kills per houravg 50.3 vs 152/h target · weight 20%
-10.9RR / update
Objective stops / C4 pressureavg 10.7 vs 13/h target · weight 20%
-4.8RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.7RR / update
Support actionsavg 83.3 vs 18/h target · weight 20%
+9.6RR / update
Fix simulator
Average scored update right now+1.4 RR
Hit Objective actions target — nothing else changes+17.7 RR / update
Hit Objective actions + Combat pressure targets+34 RR / update
Counterfactual on the same games, same K-factor (~86). 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-38 net
Your games-38
Field drift0
5 scored updates in window
72h+44 net
Your games+44
Field drift0
7 scored updates in window
7d+44 net
Your games+44
Field drift0
7 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
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
2026-07-17-19-405 updates0
2026-07-15-22-002 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 10%RR
Top 32%Combat
Top 29%Objective
Top 2%Support
Top 28%KPH
Support100/100
Objective Stops100/100
KPH62/100
Objective49/100
Combat21/100
Personal intelligence / weekly compile

Loadout DNA // Я не с ними

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

1456Skill RR
-27Skill RR delta
1506Peak Skill RR shown
9Tracked 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 7 scored games ? 7 valid updates
2026-07-17-22-00+13 performance
Activity: 19.9 min / 29 K / 26 A / 3 W
Score: actual 1.08 vs expected 0.956 / margin 0.124
Show exact performance breakdown
1.08Actual score
0.956Expected score
0.124Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.08
OBJECTIVE1.11
SUPPORT1.46
PRESSURE0.88
ground truth 1.10 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21:20-28 performance
Activity: 4.1 min / 5 K / 9 A / 0 W
Score: actual 0.735 vs expected 0.998 / margin -0.262
Show exact performance breakdown
0.735Actual score
0.998Expected score
-0.262Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.96
OBJECTIVE0.14
SUPPORT0.99
PRESSURE0.86
ground truth 0.77 vs legacy read 0.11 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-21-00+17 performance
Activity: 25.7 min / 22 K / 21 A / 0 W
Score: actual 1.106 vs expected 0.944 / margin 0.162
Show exact performance breakdown
1.106Actual score
0.944Expected score
0.162Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.50
OBJECTIVE0.26
SUPPORT2.00
PRESSURE0.76
ground truth 1.15 vs legacy read 0.61 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-20:40-36 performance
Activity: 32 min / 16 K / 26 A / 1 W
Score: actual 0.519 vs expected 1.111 / margin -0.592
Show exact performance breakdown
0.519Actual score
1.111Expected score
-0.592Margin
61K-factor
2026-07-17-19:40-4 performance
Activity: 14.2 min / 10 K / 15 A / 0 W
Score: actual 1.056 vs expected 1.114 / margin -0.058
Show exact performance breakdown
1.056Actual score
1.114Expected score
-0.058Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.78
OBJECTIVE0.31
SUPPORT1.80
PRESSURE0.87
ground truth 1.14 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-22:20-6 performance
Activity: 16 min / 11 K / 8 A / 1 W
Score: actual 1.151 vs expected 1.248 / margin -0.096
Show exact performance breakdown
1.151Actual score
1.248Expected score
-0.096Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.39
OBJECTIVE0.51
SUPPORT2.00
PRESSURE0.80
ground truth 1.18 vs legacy read 0.87 · 5 match window · 1.00 = your class target for this lobby
2026-07-15-22-00+88 performance
Activity: 18.6 min / 8 K / 7 A / 2 W
Score: actual 1.315 vs expected 0.481 / margin 0.835
Show exact performance breakdown
1.315Actual score
0.481Expected score
0.835Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.65
OBJECTIVE0.89
SUPPORT2.00
PRESSURE0.83
ground truth 1.36 vs legacy read 0.46 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
FIELD SHIFT Gold IV / Skill RR 1456 / 0 RR
Position 250 / Support / Revive / KPH 80.27 / Performance 0 / Field shift +1 / Ladder track 1373
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold IV / Skill RR 1456 / 0 RR
Position 250 / Support / Revive / KPH 80.27 / Performance 0 / Field shift +1 / Ladder track 1373
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold IV / Skill RR 1456 / +1 RR
Position 251 / Support / Revive / KPH 80.27 / Performance 0 / Field shift +2 / Ladder track 1373
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-22-20
HELD Gold IV / Skill RR 1455 / -1 RR
Position 251 / Support / Revive / KPH 80.27 / Performance 0 / Field shift 0 / Ladder track 1373
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-17-22-00
MATCH IMPACT Gold IV / Skill RR 1456 / +19 RR
Position 252 / Support / Revive / KPH 80.27 / Performance +13 / Field shift +2 / Ladder track 1373
  • +13 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Verified public data bonus. Weak/low signals: Combat pressure, Objective actions and Kills per hour.
Show exact performance breakdown
1.08Actual score
0.956Expected score
0.124Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.08
OBJECTIVE1.11
SUPPORT1.46
PRESSURE0.88
ground truth 1.10 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 8 delta / Stop score / hour 24.1
Score: 1.857 / Weight: 20% / Impact: +0.18
Combat pressurePulled RR down
Measured: 3.5 delta / Combat score / hour 10.6
Score: 0.141 / Weight: 19.5% / Impact: -0.159
Objective actionsPulled RR down
Measured: 2 delta / Objective score / hour 6
Score: 0.355 / Weight: 20% / Impact: -0.12
Kills per hourPulled RR down
Measured: 29 kills / Kills / hour 87.5
Score: 0.576 / Weight: 19.5% / Impact: -0.074
Support actionsPulled RR down
Measured: 4.6 delta / Support score / hour 13.9
Score: 0.771 / Weight: 20% / Impact: -0.037
Verified public data bonusPushed RR up
Measured: measured accuracy 30% / Public K/D / win-loss confidence +0.012 score
Score: 0.012 / Weight: bonus% / Impact: +0.012
Show older movement history / 4
2026-07-17-21-40
FIELD SHIFT Gold V / Skill RR 1437 / 0 RR
Position 267 / Support / Revive / KPH 80.27 / Performance 0 / Field shift +2 / Ladder track 1360
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
MATCH IMPACT Gold V / Skill RR 1437 / -69 RR
Position 266 / Support / Revive / KPH 80.27 / Performance -28 / Field shift 0 / Ladder track 1360
  • -28 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Objective stops / C4 pressure. Positive signals from Verified public data bonus reduced the loss.
Show exact performance breakdown
0.735Actual score
0.998Expected score
-0.262Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.96
OBJECTIVE0.14
SUPPORT0.99
PRESSURE0.86
ground truth 0.77 vs legacy read 0.11 · 1 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.2
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.2
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.2
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.195
Kills per hourPulled RR down
Measured: 5 kills / Kills / hour 73.5
Score: 0.483 / Weight: 19.5% / Impact: -0.1
Verified public data bonusPushed RR up
Measured: fought a +44 CMR field, measured accuracy 46% / Public K/D / win-loss confidence +0.03 score
Score: 0.03 / Weight: bonus% / Impact: +0.03
2026-07-17-21-00
MATCH IMPACT Gold III / Skill RR 1506 / +23 RR
Position 205 / Support / Revive / KPH 80.27 / Performance +17 / Field shift +1 / Ladder track 1388
  • +17 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Support actions. Weak/low signals: Objective actions, Combat pressure and Kills per hour.
Show exact performance breakdown
1.106Actual score
0.944Expected score
0.162Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.50
OBJECTIVE0.26
SUPPORT2.00
PRESSURE0.76
ground truth 1.15 vs legacy read 0.61 · 1 match window · 1.00 = your class target for this lobby
Support actionsPushed RR up
Measured: 38 delta / Support score / hour 88.8
Score: 2 / Weight: 20% / Impact: +0.211
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.189
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.184
Kills per hourPulled RR down
Measured: 22 kills / Kills / hour 51.4
Score: 0.338 / Weight: 19.5% / Impact: -0.118
Objective stops / C4 pressurePulled RR down
Measured: 3.5 delta / Stop score / hour 8.2
Score: 0.629 / Weight: 20% / Impact: -0.063
Win resultNeutral
Measured: 0-1 / Win ratio 0%
Score: 0 / Weight: 1% / Impact: -0.002
2026-07-17-20-40
MATCH IMPACT Gold IV / Skill RR 1483 / -
Position 226 / Support / Revive / KPH 80.28 / Performance -36 / Field shift - / Ladder track 1371
  • -36 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 reduced the loss.
Show exact performance breakdown
0.519Actual score
1.111Expected score
-0.592Margin
61K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.222
Combat pressurePulled RR down
Measured: 1.2 delta / Combat score / hour 2.3
Score: 0.03 / Weight: 19.5% / Impact: -0.211
Kills per hourPulled RR down
Measured: 16 kills / Kills / hour 30
Score: 0.197 / Weight: 19.5% / Impact: -0.178
Support actionsPushed RR up
Measured: 54.1 delta / Support score / hour 101.5
Score: 2 / Weight: 20% / Impact: +0.178
Objective stops / C4 pressurePulled RR down
Measured: 3 delta / Stop score / hour 5.6
Score: 0.433 / Weight: 20% / Impact: -0.136
Win resultNeutral
Measured: 1-4 / Win ratio 20%
Score: 0.333 / Weight: 1% / Impact: -0.002
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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