Tracked players: 7395 · 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.
1296 / 7395Active ranked this season
14:54
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 23:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
greenmateam
SIGNAL LOST - FLATLINED
Over 30 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
RESTITUTION PAID — +6 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +6 RR on Aug 1, 2026 19:20 UTC. Games poisoned by cheaters can never count against anyone here.
Cobalt III
👑 Contract Crown / 1 won
Contract Crown2026-06-09
SEASON I REWARD
Bronze II
Bronze II
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

greenmateam1647 Skill RR

Cobalt III

Lost SignalLast proven rank saved / live slot released / state file ? 79.1d ago
1647Skill RR
#-Board position
DormantField state
Season peak savedSafety
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.
50/100
Neutral
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED0 Skill RR
LADDER TRACK BASE733
PRESSURE BUDGET±18 RR
VISIBLE PREVIEW733
Field Closer x 1

Recent eligible matches are matching expected field pressure.

50Current gauge
48Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Won Won Loss Loss Loss Won Loss Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

greenmateam is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. The next useful step is simple: stay near the round and turn more minutes into obj progress. The next good update comes from adding more obj work and stop pressure to the useful minutes.

Team value: stop pressure Strongest: stop pressure · strong Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
79 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
//Fan´s Tower of Terror\\ - Celebrate lvl 1000
obj_whitechapel · Objective · Late Game
Maplast saved
obj_whitechapel
Objective · Late Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1455
avg Skill RR 1455
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Cobalt III
1647Cobalt III · Skill RR
Gold I → Cobalt III39%
33 RR to Cobalt III21 RR above floor
2105Peak form
901All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
STABLE+16 last 6
4 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+458 gap
Standing moveSkill scale
+4
Rank pressurelocked
—
Idle field shiftnone
—
Player DNAStable read
You do not want greenmateam near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. When the fights get cleaner, the team value becomes much easier to see. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 12.3 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:45:08 UTC
NEXT SCAN 14:52
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · greenmateam 1647 RR · FORM STABLE — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -13.4 RR/UPDATE · PEAK FORM 2105 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
Sentinel™
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
greenmateam
Cobalt III · Held-Rank Veteran
—BOARD POS
RR 1647PEAK 2105STATE 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 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -13.4 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
✓
Form HoldingCLEAR4 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2105Peak form
901All-time peak
0Ladder track
+21RR above floor
1647Cobalt III · Skill RR39% TO COBALT III
Gold I → Cobalt III39% · 33 RR needed
REACTOR PULSE · FORM LAST 6STABLE +16
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (2000 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
+7.8 1st Deployopener
+5.7 2nd Deployholding
-5 3rd+ Deploybleeding
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~17.9 RR per session at current pace.
Strongest Window
1823 UTC avg +3.3 RR / update over 10 updates
Recent Sessions
2026-08-01-19-403 updates+5
2026-07-25-21-403 updates+12
2026-07-23-21-403 updates-9
2026-07-22-20-001 update+25
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+16STABLE
Form Engine
net RR across last 6
+458peak form gap +4standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
88
Objective
41
Support
38
KPH
33
Combat
4
51.7season KPH 42.6profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:45] > SCAN CYCLE 2345 COMPLETE — 1296 contacts indexed
[23:45] > RATING SIGNAL LOCKED: 1647 RR · COBALT III
[23:45] > LEAK SCAN: COMBAT PRESSURE below target — drain -13.4 RR/update
[23:45] > FORM ENGINE: 4/6 positive — band STABLE, stability 67%
Sentinel Read · Player Assessment
You do not want greenmateam near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. When the fights get cleaner, the team value becomes much easier to see. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 12.3 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 0.7 vs 75/h target · weight 20%
-13.4RR / update
Kills per houravg 50.7 vs 152/h target · weight 20%
-9.6RR / update
Objective stops / C4 pressureavg 7.2 vs 13/h target · weight 20%
-7.2RR / update
Objective actionsavg 12.3 vs 17/h target · weight 20%
-6RR / update
Support actionsavg 21.6 vs 18/h target · weight 20%
-0.4RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.6RR / update
Fix Simulator · Counterfactual
Average scored update right now+3.4 RR
Hit Combat pressure target — nothing else changes+15.2 RR / update
Hit Combat pressure + Kills per hour targets+23.1 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
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
7d-21 net
Your games
-21
Field drift
0
1 scored update 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 4%RR
Top 76%Combat
Top 38%Objective
Top 31%Support
Top 71%KPH
Objective Stops88/100
Objective41/100
Support38/100
KPH33/100
Combat4/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-21 impact)
⬢ ANGRY REVIEW BADGE Cobalt III TAPE SAYS Cobalt II
I threw my clipboard. It is in the canal now. A swan has it. The swan is using it better than you used your gun in those rounds.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
Emergency footing, right now. Simple fights, team at your shoulder, objective in sight. No heroics — heroics are how we GOT here. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Cobalt III. 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
▼
Objective work▼ Major0 / 17 objective/h target
▼
Clutch stops▼ Major0 / 13 clutch/h target
▼
Frag pressure▼ Major0 / 75 combat/h target
Field Orders
◎
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
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.
No. That game gave away too much value. The team needed more obj work where the round was being fought. Next game: stop treating the objective like background scenery. Get close enough that the enemy has to deal with you. Coach order: the obj should know your name by halftime.
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 2026-08-01-20:20 / -21 game impact
Coach
ANGRY REVIEW
I threw my clipboard. It is in the canal now. A swan has it. The swan is using it better than you used your gun in those rounds.
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IIICobalt III
➞
The tape saysCobalt IICobalt II
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
Emergency footing, right now. Simple fights, team at your shoulder, objective in sight. No heroics — heroics are how we GOT here. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. You are ONE good night from Cobalt III. 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 006 STUDENT UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksPage 6 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.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.Your last pages average 1.29 on OBJECTIVE. Tonight reads 0.62. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.I am not asking you to be great tomorrow. I am ordering you to be HONEST tomorrow - drill done, feet where the round lives. Greatness is just honesty with repetitions.
OBJECTIVE
I circled this one in silence. The silence should worry you more than the circle.
0.62
CLASS BAR 1.00
COMBAT
Below the bar, above excuses. Fix it.
0.74
CLASS BAR 1.00
The drill // next sessionThe point is the patient, doctor. Next session your feet live where the round is won and everything else is a house call.
WHITECHAPELWON
4 get-ups. Somewhere out there, 4 players owe you a drink and do not even know your callsign.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
GUARDIAN
IN YOUR SQUAD EVERY RECENT GAME
The Sky Shield erases their airstrikes over the objective — but it must sit where the marker lands, and it needs line of sight. Park it over the EV and the sky goes quiet.
▸FILM ROOM // WHITECHAPEL
Holding Chapel: spend a body on the constructibles early. Every side door that stays closed is a whole flank your team never has to fight.
❞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.
4 positive +17 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
1 negative 0.828 vs 1.166

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
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.
What I expected from your last games
I expected the opposing five to change their whole approach because of one name on the board. Yours. That is not a compliment, that is the job description.
What your last games gave me
Decent output, wrong area code. A Gold player ships that tape and I nod. YOU ship that tape and I start pacing the bench muttering your name.
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 10 stored scored games
Combat pressureavg 0.7 vs 75/h target · weight 20%
-13.4RR / update
Kills per houravg 50.7 vs 152/h target · weight 20%
-9.6RR / update
Objective stops / C4 pressureavg 7.2 vs 13/h target · weight 20%
-7.2RR / update
Objective actionsavg 12.3 vs 17/h target · weight 20%
-6RR / update
Support actionsavg 21.6 vs 18/h target · weight 20%
-0.4RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.6RR / update
Fix simulator
Average scored update right now+3.4 RR
Hit Combat pressure target — nothing else changes+15.2 RR / update
Hit Combat pressure + Kills per hour targets+23.1 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d-21 net
Your games-21
Field drift0
1 scored update 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 +3.3 RR / update over 10 updates
Fatigue signature · avg RR by update # in a session
+7.81st
+5.72nd
-53rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-08-01-19-403 updates+5
2026-07-25-21-403 updates+12
2026-07-23-21-403 updates-9
2026-07-22-20-001 update+25
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 4%RR
Top 76%Combat
Top 38%Objective
Top 31%Support
Top 71%KPH
Objective Stops88/100
Objective41/100
Support38/100
KPH33/100
Combat4/100
Personal intelligence / weekly compile

Loadout DNA // greenmateam

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

Strong personal record
35completed proof matches
7maps in personal file
Supportdominant field lane
NEW SIGNALlast 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 GUARDIAN / T102 loadout card
GUARDIAN / T102Medic

29 completed matches / 44.8% observed result

Signature 2 AIMEE / P81 loadout card
AIMEE / P81Recon

25 completed matches / 52.0% observed result

Signature 3 ARTY / D43 loadout card
ARTY / D43Fire Support

25 completed matches / 52.0% observed result

Signature 4 HUNTER / 4117 loadout card
HUNTER / 4117Recon

5 completed matches / 0.0% observed result

Role DNA
Combat
12
Objective
69
Support
76
Precision
22
Pressure
10
Compared with tracked ranked playersSTRONG evidence
02 / controlled test

Next field order

One change at a time. No random merc swap and no claim that an association guarantees a win.

Current GUARDIAN / T102 loadout card
GUARDIAN / T102Medic
Test GUARDIAN / T76 loadout card
GUARDIAN / T76Medic
Keep GUARDIAN. Change one card.

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

29 completed matches / 44.8% observed result 4,189 completed carries / 1,439 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.

Whitechapel8 personal / 62.5% observed
AIMEE / P81 loadout card
Your observed cardAIMEE / P81

6 completed matches / 83.3% observed result

AIMEE / G85 loadout card
Archive same-merc leadAIMEE / G85

1,126 archive carries / 500 players / 51.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Dockyard7 personal / 42.9% observed
GUARDIAN / T102 loadout card
Your observed cardGUARDIAN / T102

5 completed matches / 20.0% observed result

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Underground6 personal / 16.7% observed
GUARDIAN / T102 loadout card
Your observed cardGUARDIAN / T102

6 completed matches / 16.7% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard5 personal / 0.0% observed
AIMEE / P81 loadout card
Your observed cardAIMEE / P81

4 completed matches / 0.0% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Castle5 personal / 80.0% observed
AIMEE / P81 loadout card
Your observed cardAIMEE / P81

4 completed matches / 75.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Bridge3 personal / 66.7% observed
AIMEE / P81 loadout card
Your observed cardAIMEE / P81

3 completed matches / 66.7% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

04 / whole kit

Deck and squad links

The complete three-card deck is descriptive. Squad links are repeated associations, not a winner prediction.

AIMEE / P81 loadout card
AIMEE / P81
ARTY / D43 loadout card
ARTY / D43
GUARDIAN / T102 loadout card
GUARDIAN / T102
Signature deck

25 completed matches / 52.0% observed result

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

Most Revives x4 / GUARDIAN / T102Most Objective x2 / GUARDIAN / T102Match award x1 / GUARDIAN / T102Most Objective x1 / TURTLE / C52

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

1647Public Skill RR now
+32Recorded season RR change
+33Performance 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: 1647 season RR + 0 public adjustment = 1647 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 · 28 valid updates
2026-08-01-20:20-21 performance
Activity: 15 min / 5 K / 19 A / 1 W
Score: actual 0.828 vs expected 1.166 / margin -0.338
Show exact performance breakdown
0.828Actual score
1.166Expected score
-0.338Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.74
OBJECTIVE0.62
SUPPORT1.10
PRESSURE1.09
ground truth 0.93 vs legacy read 0.12 · 1 match window · 1.00 = your class target for this lobby
2026-08-01-20-00+15 performance
Activity: 12.5 min / 7 K / 12 A / 1 W
Score: actual 1.377 vs expected 1.125 / margin 0.252
Show exact performance breakdown
1.377Actual score
1.125Expected score
0.252Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.35
OBJECTIVE2.00
SUPPORT1.87
PRESSURE0.65
ground truth 1.44 vs legacy read 0.69 · 1 match window · 1.00 = your class target for this lobby
2026-08-01-19:40+11 performance
Activity: 11.8 min / 8 K / 14 A / 1 W
Score: actual 1.367 vs expected 1.186 / margin 0.18
Show exact performance breakdown
1.367Actual score
1.186Expected score
0.18Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.91
OBJECTIVE1.20
SUPPORT1.95
PRESSURE1.22
ground truth 1.47 vs legacy read 0.57 · 1 match window · 1.00 = your class target for this lobby
2026-07-25-22:400 performance
Activity: 8 min / 6 K / 5 A / 0 W
Score: actual 1.095 vs expected 1.097 / margin -0.001
Show exact performance breakdown
1.095Actual score
1.097Expected score
-0.001Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.70
OBJECTIVE0.76
SUPPORT1.45
PRESSURE1.59
ground truth 1.17 vs legacy read 0.68 · 1 match window · 1.00 = your class target for this lobby
2026-07-25-22-00+5 performance
Activity: 15 min / 12 K / 18 A / 0 W
Score: actual 1.152 vs expected 1.078 / margin 0.075
Show exact performance breakdown
1.152Actual score
1.078Expected score
0.075Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.02
OBJECTIVE1.08
SUPPORT1.31
PRESSURE1.45
ground truth 1.21 vs legacy read 0.62 · 1 match window · 1.00 = your class target for this lobby
2026-07-25-21:40+7 performance
Activity: 17.8 min / 17 K / 20 A / 3 W
Score: actual 1.366 vs expected 1.251 / margin 0.114
Show exact performance breakdown
1.366Actual score
1.251Expected score
0.114Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.04
OBJECTIVE1.90
SUPPORT1.49
PRESSURE1.04
ground truth 1.41 vs legacy read 0.71 · 3 match window · 1.00 = your class target for this lobby
2026-07-23-22:20+6 performance
Activity: 17 min / 10 K / 14 A / 1 W
Score: actual 1.217 vs expected 1.114 / margin 0.103
Show exact performance breakdown
1.217Actual score
1.114Expected score
0.103Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.76
OBJECTIVE1.77
SUPPORT1.46
PRESSURE0.94
ground truth 1.30 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
2026-07-23-22-00-3 performance
Activity: 15 min / 6 K / 11 A / 1 W
Score: actual 1.07 vs expected 1.117 / margin -0.047
Show exact performance breakdown
1.07Actual score
1.117Expected score
-0.047Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.59
OBJECTIVE0.88
SUPPORT1.60
PRESSURE0.88
ground truth 1.14 vs legacy read 0.53 · 1 match window · 1.00 = your class target for this lobby
2026-07-23-21:40-12 performance
Activity: 8 min / 6 K / 3 A / 0 W
Score: actual 0.894 vs expected 1.085 / margin -0.191
Show exact performance breakdown
0.894Actual score
1.085Expected score
-0.191Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.60
OBJECTIVE0.19
SUPPORT1.61
PRESSURE1.00
ground truth 1.01 vs legacy read 0.29 · 1 match window · 1.00 = your class target for this lobby
2026-07-22-20-00+25 performance
Activity: 19.9 min / 17 K / 30 A / 2 W
Score: actual 1.553 vs expected 1.139 / margin 0.414
Show exact performance breakdown
1.553Actual score
1.139Expected score
0.414Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.19
OBJECTIVE1.89
SUPPORT1.90
PRESSURE1.02
ground truth 1.61 vs legacy read 0.81 · 2 match window · 1.00 = your class target for this lobby
2026-08-08-20-20
HELD Gold I / Skill RR 1649 / 0 RR
Position 111 / Objective Stopper / KPH 42.64 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-08-20-00
HELD Gold I / Skill RR 1649 / +1 RR
Position 110 / Objective Stopper / KPH 42.64 / Performance 0 / Field shift -
  • Stored season RR movement: +1. Historical own/field RR attribution is unavailable.
2026-08-08-19-40
HELD Gold I / Skill RR 1648 / 0 RR
Position 109 / Objective Stopper / KPH 42.64 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-08-19-20
HELD Gold I / Skill RR 1648 / -1 RR
Position 108 / Objective Stopper / KPH 42.64 / Performance 0 / Field shift -
  • Stored season RR movement: -1. Historical own/field RR attribution is unavailable.
2026-08-08-19-00
HELD Gold I / Skill RR 1649 / 0 RR
Position 107 / Objective Stopper / KPH 42.64 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
Show older movement history / 5
2026-08-08-18-40
HELD Gold I / Skill RR 1649 / 0 RR
Position 109 / Objective Stopper / KPH 42.64 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-08-18-20
HELD Gold I / Skill RR 1649 / 0 RR
Position 109 / Objective Stopper / KPH 42.64 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-08-18-00
HELD Gold I / Skill RR 1649 / -1 RR
Position 108 / Objective Stopper / KPH 42.64 / Performance 0 / Field shift -
  • Stored season RR movement: -1. Historical own/field RR attribution is unavailable.
2026-08-08-17-40
HELD Gold I / Skill RR 1650 / 0 RR
Position 108 / Objective Stopper / KPH 42.64 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-08-08-17-20
HELD Gold I / Skill RR 1650 / +1 RR
Position 108 / Objective Stopper / KPH 42.64 / Performance 0 / Field shift -
  • Stored season RR movement: +1. Historical own/field RR attribution is unavailable.
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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