Tracked players: 7385 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1293 / 7385Active ranked this season
10:51
Next rank update
Same player search as the ladder
How ranks move

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

2026-10-19 Last update UTC 18:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
lolypop
RESTITUTION PAID — +73 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +1 RR on Oct 5, 2026 17:00 UTC. Games poisoned by cheaters can never count against anyone here.
Cobalt I
👑 Contract Crown / 8 won
Contract Crown2026-07-04 Contract Crown2026-07-04 Contract Crown2026-06-30 Contract Crown2026-06-30 Contract Crown2026-06-29 Contract Crown2026-06-28 Contract Crown2026-06-27 Contract Crown2026-06-20
SEASON I REWARD
Cobalt I
Cobalt I
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

lolypop1901 Skill RR

👑 Contract reward active - included in your Skill RR

Cobalt I

Active SignalLive rank slot held / state file ? just now
☣ Hazard pay +2 RR active15 RR lifetime / the system pays the mercs who endure a quarantined contract
1901Skill RR
#59Board position
Signal heldField state
46 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.
53/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+3 Skill RR
LADDER TRACK BASE2233
PRESSURE BUDGET±56 RR
VISIBLE PREVIEW2236
Field Closer x 1Silent Support x 1Field Breaker x 1

Recent eligible matches are producing slightly more field pressure than expected.

53Current gauge
45Newest 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 Won Loss Won Won Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

lolypop gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. Cleaner trades around the obj would make the round work much harder to stop. This player also brings pressure when the round needs somebody to take contact. There is team value here when the good moments also bring more fight pressure and support value.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: next push
DBRanked Field Intel
Dirty Bomb live scan · current monitored server
Live now
just now · 22 DBRanked servers · scan fresh
Current serverlive scan
peace and love <3
obj_dockyard · Objective · Pre Game
Mapcurrent cache
obj_dockyard
Objective · Pre Game
Same live lobby13 ranked players
14/16
players in monitored server
Lobby difficultyGold I
1513
avg Skill RR 1513
Ranked densityrank signal
92.9%
13 of 14 detected players
Stomp riskbalance signal
66 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 14
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#59
Skill rating signal
Cobalt I
1901Cobalt I · Skill RR
Cobalt I → Elite50%
50 RR to Elite46 RR above floor
2150Peak form
2324All-time peak
2233Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-17 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapElite
+249 gap
Standing moveSkill scale
-1
Rank pressureField opened
Field opened +2 RR
Idle field shiftoffline
0
Player DNAStable read
lolypop 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. Not every round is won by the kill feed, and this player shows that. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 18.6 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 18:09:10 UTC
NEXT SCAN 10:50
CONTACTS 1293 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #59 lolypop 1901 RR · FORM STABLE — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -8.1 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
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
lolypop
Cobalt I · Objective Stopper
#59BOARD POS
RR 1901PEAK 2150STATE 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, -8.1 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
2150Peak form
2324All-time peak
2233Ladder track
+46RR above floor
1901Cobalt I · Skill RR50% TO ELITE
Cobalt I → Elite50% · 50 RR needed
REACTOR PULSE · FORM LAST 6STABLE -17
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4557 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 SESSIONS ANALYSED
+0.3 1st Deployopener
-16 2nd Deploybleeding
-0.7 3rd+ Deploybleeding
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
1217 UTC avg -1.1 RR / update over 7 updates weakest: 0611 UTC (avg -4.5)
Recent Sessions
2026-10-19-17-401 update-4
2026-10-18-11-208 updates-13
2026-10-17-19-201 update-2
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
-17STABLE
Form Engine
net RR across last 6
+249peak form gap -1standing move 0idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
87
Support
58
Combat
49
Objective
36
136.9season KPH 113.3profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[18:09] > SCAN CYCLE 1809 COMPLETE — 1293 contacts indexed
[18:09] > RATING SIGNAL LOCKED: 1901 RR · COBALT I · BOARD #59
[18:09] > LEAK SCAN: COMBAT PRESSURE below target — drain -8.1 RR/update
[18:09] > FORM ENGINE: 4/6 positive — band STABLE, stability 67%
Sentinel Read · Player Assessment
lolypop 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. Not every round is won by the kill feed, and this player shows that. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 18.6 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 40.5 vs 75/h target · weight 20%
-8.1RR / update
Support actionsavg 17.9 vs 18/h target · weight 20%
-7.1RR / update
Kills per houravg 133.9 vs 152/h target · weight 20%
-4RR / update
Objective actionsavg 15.6 vs 17/h target · weight 20%
-4RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.1RR / update
Objective stops / C4 pressureavg 30.7 vs 13/h target · weight 20%
+4.2RR / update
Fix Simulator · Counterfactual
Average scored update right now-1.9 RR
Hit Support actions target — nothing else changes+5 RR / update
Hit Support actions + Combat pressure targets+10.8 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h-4 net
Your games
-4
Field drift
0
1 scored update in window
72h-41 net
Your games
-41
Field drift
0
25 scored updates in window
7d-29 net
Your games
-29
Field drift
0
40 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 2%RR
Top 7%Combat
Top 46%Objective
Top 15%Support
Top 5%KPH
Objective Stops100/100
KPH87/100
Support58/100
Combat49/100
Objective36/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-4 impact)
⬢ NOT ENOUGH BADGE Cobalt I TAPE SAYS Elite
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
⬢ FAST CLIMB ORDER
The path up is blocked by a problem with YOUR name on it. Next session we clear the road. Then, and only then, we talk badges. 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. Elite 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▲ High33.8 / 13 clutch/h target
Objective Leaks
▼
Frag pressure▼ Major15.5 / 75 combat/h target
▼
Team support▼ Major7.6 / 18 support/h target
▼
Objective work▼ Medium13 / 17 objective/h target
Field Orders
◎
Frag pressureTARGET15.5 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Team supportTARGET7.6 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Objective workTARGET13 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Careful. The round wanted more from you than background pressure. Next game: take first contact where the push can follow. A solo win across the map is a postcard, not progress. Coach order: take space the team can actually use.
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 2026-10-19-17:40 / -4 game impact
Coach
NOT ENOUGH
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt ICobalt I
➞
The tape saysEliteElite
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
Fast climb order
The path up is blocked by a problem with YOUR name on it. Next session we clear the road. Then, and only then, we talk badges. 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. Elite 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
ASSAULTjudged by your class bar
FILE 064 FAVORITE UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksNew sweater tonight. Fine. I am freezing the old order until you wear that jersey again - earn THIS role on its own tape.The file also says 5 straight orders followed. That combination is rare enough in this room that I underline it.Your last pages average 1.38 on SUPPORT. Tonight reads 0.45. 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.
SUPPORT
My clipboard has a dent in it now. We both know whose shift put it there.
0.45
CLASS BAR 1.00
COMBAT
Frame it. That is what the standard looks like when someone raises it.
1.43
CLASS BAR 1.00
The drill // next sessionI am not asking. Lone wolves lose Game 7. Trade with your team, share your utility, and watch your own numbers climb.
TERMINALREDUXWON
322 a minute, and they managed 236 back. Somewhere their coach is having MY kind of night.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FRAGGER
IN YOUR SQUAD 4 OF LAST 6
Your body is team equipment: eat the first peek so the medic behind you never has to. Tanking WITH a plan is support work.
▸FILM ROOM // TERMINAL
Terminal's forward spawn is a Fragger errand: most health through the door, grenade pre-cooked for the room. Take the flag early and the map moves thirty meters for everyone.
❞You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

Clutch stops▲ High
33.8 / 13 clutch/h target
4 positive -17 last 6

Objective leaks

Frag pressure▼ Major
15.5 / 75 combat/h target
Team support▼ Major
7.6 / 18 support/h target
Objective work▼ Medium
13 / 17 objective/h target
2 negative 1.168 vs 1.235

Field orders

Frag pressuretarget
15.5 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
7.6 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Objective worktarget
13 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
What I expected from your last games
At Cobalt the enemy does not get to have plans. I expected you to find their plan, set it on fire, and warm your hands on it.
What your last games gave me
Every single action bought something. Space, time, rounds, dignity. You played that match like you had already seen the ending and were just being polite about it.
How fast this can move you
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
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 40.5 vs 75/h target · weight 20%
-8.1RR / update
Support actionsavg 17.9 vs 18/h target · weight 20%
-7.1RR / update
Kills per houravg 133.9 vs 152/h target · weight 20%
-4RR / update
Objective actionsavg 15.6 vs 17/h target · weight 20%
-4RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.1RR / update
Objective stops / C4 pressureavg 30.7 vs 13/h target · weight 20%
+4.2RR / update
Fix simulator
Average scored update right now-1.9 RR
Hit Support actions target — nothing else changes+5 RR / update
Hit Support actions + Combat pressure targets+10.8 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h-4 net
Your games-4
Field drift0
1 scored update in window
72h-41 net
Your games-41
Field drift0
25 scored updates in window
7d-29 net
Your games-29
Field drift0
40 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
1217 UTC avg -1.1 RR / update over 7 updates weakest: 0611 UTC (avg -4.5)
Fatigue signature · avg RR by update # in a session
+0.31st
-162nd
-0.73rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-10-19-17-401 update-4
2026-10-18-11-208 updates-13
2026-10-17-19-201 update-2
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 2%RR
Top 7%Combat
Top 46%Objective
Top 15%Support
Top 5%KPH
Objective Stops100/100
KPH87/100
Support58/100
Combat49/100
Objective36/100
Personal intelligence / weekly compile

Loadout DNA // lolypop

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
357completed proof matches
10maps in personal file
Precisiondominant field lane
IMPROVINGlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried FRAGGER / M62 loadout card
FRAGGER / M62Assault

251 completed matches / 52.6% observed result

Signature 2 PHOENIX / CR71 loadout card
PHOENIX / CR71Medic

137 completed matches / 51.8% observed result

Signature 3 STOKER / M61 loadout card
STOKER / M61Fire Support

86 completed matches / 52.3% observed result

Signature 4 SKYHAMMER / M92 loadout card
SKYHAMMER / M92Fire Support

50 completed matches / 56.0% observed result

Role DNA
Combat
88
Objective
31
Support
79
Precision
89
Pressure
78
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 PHOENIX / CR71 loadout card
PHOENIX / CR71Medic
Test PHOENIX / CR81 loadout card
PHOENIX / CR81Medic
Keep PHOENIX. Change one card.

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

137 completed matches / 51.8% observed result 13,973 completed carries / 3,402 players Personally confirmed field test
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.

Whitechapel64 personal / 50.0% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

56 completed matches / 51.8% observed result

FRAGGER / M42 loadout card
Archive same-merc leadFRAGGER / M42

195 archive carries / 141 players / 57.7% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge52 personal / 46.2% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

47 completed matches / 46.8% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle46 personal / 52.2% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

40 completed matches / 50.0% observed result

FRAGGER / K43 loadout card
Archive same-merc leadFRAGGER / K43

122 archive carries / 60 players / 51.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground36 personal / 58.3% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

34 completed matches / 58.8% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard24 personal / 58.3% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

17 completed matches / 52.9% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Dockyard20 personal / 65.0% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

19 completed matches / 63.2% observed result

FRAGGER / K51 loadout card
Archive same-merc leadFRAGGER / K51

3,434 archive carries / 500 players / 51.4% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% 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.

FRAGGER / M62 loadout card
FRAGGER / M62
PHOENIX / CR71 loadout card
PHOENIX / CR71
STOKER / M61 loadout card
STOKER / M61
Signature deck

38 completed matches / 52.6% 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 Kills x19 / FRAGGER / M62Most Revives x10 / PHOENIX / CR71Most Finishes x9 / FRAGGER / M62Most Revives x7 / PHOENIX / CR81

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

1901Public Skill RR now
-3Recorded season RR change
-19Performance 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: 1807 season RR + +94 public adjustment = 1901 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 · 319 valid updates
2026-10-19-17:40-4 performance
Activity: 36.9 min / 83 K / 47 A / 4 W
Score: actual 1.168 vs expected 1.235 / margin -0.067
Show exact performance breakdown
1.168Actual score
1.235Expected score
-0.067Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.43
OBJECTIVE1.24
SUPPORT0.45
PRESSURE0.82
ground truth 1.17 vs legacy read 0.90 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-13:40+11 performance
Activity: 22.6 min / 16 K / 9 A / 1 W
Score: actual 1.382 vs expected 1.208 / margin 0.174
Show exact performance breakdown
1.382Actual score
1.208Expected score
0.174Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 63% / ASSAULT 37%engine weight 90%
COMBAT1.27
OBJECTIVE1.07
SUPPORT1.87
PRESSURE0.97
ground truth 1.40 vs legacy read 0.75 · 3 match window · 1.00 = your class target for this lobby
2026-10-18-13:20-40 performance
Activity: 11.9 min / 20 K / 13 A / 2 W
Score: actual 0.61 vs expected 1.26 / margin -0.65
Show exact performance breakdown
0.61Actual score
1.26Expected score
-0.65Margin
61K-factor
2026-10-18-13-00+8 performance
Activity: 15.7 min / 33 K / 15 A / 1 W
Score: actual 1.347 vs expected 1.214 / margin 0.133
Show exact performance breakdown
1.347Actual score
1.214Expected score
0.133Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.37
OBJECTIVE1.73
SUPPORT0.65
PRESSURE1.19
ground truth 1.32 vs legacy read 1.27 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-12:40+1 performance
Activity: 11 min / 21 K / 7 A / 3 W
Score: actual 1.263 vs expected 1.242 / margin 0.021
Show exact performance breakdown
1.263Actual score
1.242Expected score
0.021Margin
61K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.38
OBJECTIVE2.00
SUPPORT0.32
PRESSURE1.11
ground truth 1.22 vs legacy read 1.27 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-12:20+7 performance
Activity: 18 min / 45 K / 15 A / 4 W
Score: actual 1.398 vs expected 1.287 / margin 0.111
Show exact performance breakdown
1.398Actual score
1.287Expected score
0.111Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.52
OBJECTIVE2.00
SUPPORT0.27
PRESSURE0.88
ground truth 1.36 vs legacy read 1.16 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-12-00+9 performance
Activity: 25.6 min / 20 K / 33 A / 1 W
Score: actual 1.328 vs expected 1.172 / margin 0.156
Show exact performance breakdown
1.328Actual score
1.172Expected score
0.156Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.08
OBJECTIVE0.54
SUPPORT2.00
PRESSURE1.00
ground truth 1.36 vs legacy read 0.88 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-11:40-16 performance
Activity: 5.1 min / 8 K / 6 A / 1 W
Score: actual 0.866 vs expected 1.136 / margin -0.27
Show exact performance breakdown
0.866Actual score
1.136Expected score
-0.27Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.86
OBJECTIVE1.07
SUPPORT0.89
PRESSURE0.86
ground truth 0.92 vs legacy read 0.45 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-11:20+7 performance
Activity: 21.2 min / 41 K / 20 A / 2 W
Score: actual 1.333 vs expected 1.222 / margin 0.111
Show exact performance breakdown
1.333Actual score
1.222Expected score
0.111Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.59
OBJECTIVE1.46
SUPPORT1.33
PRESSURE0.87
ground truth 1.33 vs legacy read 1.05 · 2 match window · 1.00 = your class target for this lobby
2026-10-17-19:20-2 performance
Activity: 14.8 min / 27 K / 15 A / 0 W
Score: actual 1.177 vs expected 1.205 / margin -0.028
Show exact performance breakdown
1.177Actual score
1.205Expected score
-0.028Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.28
OBJECTIVE1.05
SUPPORT1.02
PRESSURE1.13
ground truth 1.16 vs legacy read 1.06 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-18-00
HELD Cobalt I / Skill RR 1807 / 0 RR
Position 77 / Combat / KPH 113.32 / Performance 0 / Field shift 0 / Ladder track 2233
  • No new gameplay detected. Skill RR held.
2026-10-19-17-40
MATCH IMPACT Cobalt I / Skill RR 1807 / -2 RR
Position 78 / Combat / KPH 113.32 / Performance -4 / Field shift 0 / Ladder track 2233
  • -4 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Combat pressure, Support actions and Objective actions. Positive signals from Objective stops / C4 pressure and Verified public data bonus reduced the loss.
Show exact performance breakdown
1.168Actual score
1.235Expected score
-0.067Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.43
OBJECTIVE1.24
SUPPORT0.45
PRESSURE0.82
ground truth 1.17 vs legacy read 0.90 · 2 match window · 1.00 = your class target for this lobby
Combat pressurePulled RR down
Measured: 9.5 delta / Combat score / hour 15.4
Score: 0.206 / Weight: 19.5% / Impact: -0.201
Support actionsPulled RR down
Measured: 4.7 delta / Support score / hour 7.6
Score: 0.425 / Weight: 20% / Impact: -0.162
Objective stops / C4 pressurePushed RR up
Measured: 20.8 delta / Stop score / hour 33.8
Score: 2 / Weight: 20% / Impact: +0.153
Objective actionsPulled RR down
Measured: 8 delta / Objective score / hour 13
Score: 0.765 / Weight: 20% / Impact: -0.094
Kills per hourPulled RR down
Measured: 83 kills / Kills / hour 135
Score: 0.888 / Weight: 19.5% / Impact: -0.068
Verified public data bonusPushed RR up
Measured: measured accuracy 41%, heavy measured damage output / Public K/D / win-loss confidence +0.04 score
Score: 0.04 / Weight: bonus% / Impact: +0.04
2026-10-19-17-20
HELD Cobalt I / Skill RR 1809 / 0 RR
Position 77 / Combat / KPH 113.31 / Performance 0 / Field shift 0 / Ladder track 2237
  • No new gameplay detected. Skill RR held.
2026-10-19-17-00
HELD Cobalt I / Skill RR 1809 / 0 RR
Position 77 / Combat / KPH 113.31 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-40
HELD Cobalt I / Skill RR 1809 / 0 RR
Position 77 / Combat / KPH 113.31 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-16-20
HELD Cobalt I / Skill RR 1809 / 0 RR
Position 77 / Combat / KPH 113.31 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-00
HELD Cobalt I / Skill RR 1809 / 0 RR
Position 77 / Combat / KPH 113.31 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-40
HELD Cobalt I / Skill RR 1809 / 0 RR
Position 77 / Combat / KPH 113.31 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-20
FIELD SHIFT Cobalt I / Skill RR 1809 / +1 RR
Position 77 / Combat / KPH 113.31 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-10-19-15-00
HELD Cobalt I / Skill RR 1808 / 0 RR
Position 77 / Combat / KPH 113.31 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

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

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

What is a valid scored update?

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

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

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

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

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

When does this season end?

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

When will Hunt the Witch return?

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

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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