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
11:37
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
Octa
SIGNAL LOST - FLATLINED
Over 7 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 — +63 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +63 RR on Jul 4, 2026 10:20 UTC. Games poisoned by cheaters can never count against anyone here.
Bronze V
Bronze spawn fileEntry-band file

Octa898 Skill RR

Bronze V

Lost SignalLast proven rank saved / live slot released / state file ? 12.5d ago
☣ Hazard pay4 RR lifetime / the system pays the mercs who endure a quarantined contract
898Skill RR
#-Board position
DormantField state
Season peak savedSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 5/10
?
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.
18/100
Critical Deficit
Preview only · provisional 5/10 matches
PROJECTED RR IF ENABLED-5 Skill RR
BASE SKILL RR336
PRESSURE BUDGET±8 RR
VISIBLE PREVIEW331

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

18Current gauge
21Newest match
50Expected pressure
5/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Loss Abandoned Loss Abandoned Loss Loss Abandoned Abandoned
Open DBStats Profile ↗
Ranked read

Octa brings value by touching the round where it actually gets won. This player gives the team direct round value through plants, escort work, repairs, deliveries, or obj pressure. When the obj work rises with the useful minutes, this player becomes easier to trust in close rounds. The next jump is about turning the good moments into more obj work and support value for the team.

Team value: obj work Strongest: obj work · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
10 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_heist · Objective · Early Game
Veteran signallast saved
Level 4
last saved DBRanked roster level
Maplast saved
obj_heist
Objective · Early Game
Last lobby2 ranked players
2/16
players in monitored server
Lobby difficultyGold V
1160
avg Skill RR 1160
Ranked densityrank signal
100%
2 of 2 detected players
Stomp riskbalance signal
51 / 100
live lobby spread pressure
Rookie pressurerookie signal
1 / 2
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
Bronze V
898Bronze V · Skill RR
Bronze V → Bronze IV81%
59 RR to Bronze IV253 RR above floor
1280Peak form
458All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective · Secondary: Objective Stops
Form engine
COLD-31 last 6
2 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability33%
VOLATILE
Peak form gapSilver I
+382 gap
Standing moveSkill scale
-40
Rank pressureField opened
Field opened +7 RR
Idle field shiftoffline
+3
Player DNAStable read
Octa brings value by touching the round where it actually gets won. This player gives the team direct round value through plants, escort work, repairs, deliveries, or obj pressure. Cleaner trades around the obj would make the round work much harder to stop. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 28.3 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:28:24 UTC
NEXT SCAN 11:36
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Octa 898 RR · FORM COLD — 2/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -12.2 RR/UPDATE · PEAK FORM 1280 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
Octa
Bronze V · Held-Rank Veteran
BOARD POS
RR 898PEAK 1280STATE COLDCONF 91
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
!
Performance LeakSEV-2Support actions running below scoring target — worst active leak, -12.2 RR / update.
σ
Volatility AlertSEV-2Stability 33% — rating is volatile. Swings will be large in both directions.
Target In ReachINTEL#? Shinobi is 898 RR ahead and in range — catch in ~1d at today's pace.
Cold StreakSEV-22 negative in the last 6 updates, -31 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1280Peak form
458All-time peak
0Ladder track
+253RR above floor
898Bronze V · Skill RR81% TO BRONZE IV
Bronze V → Bronze IV81% · 59 RR needed
REACTOR PULSE · FORM LAST 6COLD -31
Sentinel Confidence
91HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (569 rows), stored scored breakdowns (9) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 3 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
2026-07-05-11-201 update0
2026-07-04-09-406 updates0
2026-07-03-17-002 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
33%VOLATILE
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-31COLD
Form Engine
net RR across last 6
+382peak form gap -40standing move +3idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective
100
Objective Stops
56
KPH
13
Combat
4
Support
2
16.8season KPH 17.1profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:28] > SCAN CYCLE 2328 COMPLETE — 565 contacts indexed
[23:28] > RATING SIGNAL LOCKED: 898 RR · BRONZE V
[23:28] > LEAK SCAN: SUPPORT ACTIONS below target — drain -12.2 RR/update
[23:28] > FORM ENGINE: 2/6 positive — band COLD, stability 33%
Sentinel Read · Player Assessment
Octa brings value by touching the round where it actually gets won. This player gives the team direct round value through plants, escort work, repairs, deliveries, or obj pressure. Cleaner trades around the obj would make the round work much harder to stop. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 28.3 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 9 stored scored games
Support actionsavg 0.7 vs 18/h target · weight 20%
-12.2RR / update
Combat pressureavg 2.9 vs 75/h target · weight 20%
-11.8RR / update
Kills per houravg 19.1 vs 152/h target · weight 20%
-10.2RR / update
Objective stops / C4 pressureavg 9.2 vs 13/h target · weight 20%
+0.2RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Objective actionsavg 30.1 vs 17/h target · weight 20%
+3.3RR / update
Fix Simulator · Counterfactual
Average scored update right now-14.5 RR
Hit Support actions target — nothing else changes+4.2 RR / update
Hit Support actions + Combat pressure targets+22.5 RR / update
Counterfactual on the same games, same K-factor (~97). 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-30 net
Your games
-30
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 23%RR
Top 82%Combat
Top 7%Objective
Top 90%Support
Top 96%KPH
Objective100/100
Objective Stops56/100
KPH13/100
Combat4/100
Support2/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-30 impact)
⬢ WHAT WAS THAT?! BADGE Bronze V TAPE SAYS Bronze V
Catastrophic. You ghosted through rounds while the enemy swept the map like they were closing the venue. They turned the LIGHTS off on you.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Identical. The file is consistent and I am consistently unimpressed by consistency. Surprise me upward.
⬢ FAST CLIMB ORDER
Forget the ladder. The ladder will still be there. Right now we rebuild from the studs: clean trades, no quiet deaths, every life buys SOMETHING. 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. Bronze IV 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
No strong booster in the last scored game.
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major0 / 18 support/h target
Kill pace▼ Medium21.7 / 152 KPH target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill paceTARGET21.7 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That was a hard drop. Coach is not clapping for map tourism. Next game, play where the timer, C4, EV, and teammates are screaming. Next game: if C4 is involved, be rude about it. Arm, disarm, protect, contest. Standing nearby and admiring it is not a strategy. Coach order: stop admiring the objective and start bullying it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-05-11:20 / -30 game impact
Coach
WHAT WAS THAT?!
Catastrophic. You ghosted through rounds while the enemy swept the map like they were closing the venue. They turned the LIGHTS off on you.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze VBronze V
The tape saysBronze VBronze V
Identical. The file is consistent and I am consistently unimpressed by consistency. Surprise me upward.
Fast climb order
Forget the ladder. The ladder will still be there. Right now we rebuild from the studs: clean trades, no quiet deaths, every life buys SOMETHING. 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. Bronze IV 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 006 STUDENT UNDER ORDER: COMBAT
Coach
From your file · the coach speaksPage 6. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.This is your 4th shift in the RECON sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
COMBAT
My clipboard has a dent in it now. We both know whose shift put it there.
0.29
CLASS BAR 1.00
SUPPORT
The bar does not negotiate. I have tried. It hung up on me.
0.68
CLASS BAR 1.00
The drill // next sessionI am not asking. The scope is a promise. Next session every angle you hold pays in eliminations — no more window shopping.
HEISTLOST
Taking 370 a minute and answering with 46. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHANTOM
IN YOUR SQUAD EVERY RECENT GAME
Break cloak BEHIND their focus, not in their face — the katana is for the distracted, the SMG for the informed. Choose by what they know.
FILM ROOM // HEIST
Your Phantom on Heist: shadow the carrier invisibly, or haunt the exits they must run. A delivery map where one player is unaccounted for is a broken map.
Ten-fight share: 18 of 50. Four other people carried weight with your name on it. Go take it back.
I do not raise my voice at hopeless players. Sit with what that means.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
2 positive -81 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Kill pace▼ Medium
21.7 / 152 KPH target
4 negative 0.178 vs 0.555

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill pacetarget
21.7 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
I have no file on you yet, so my demands are simple: show up, shoot something, touch the EV. A trained pigeon could do it. Show me you beat the pigeon.
What your last games gave me
I checked the roster three times to confirm you were in those games. The map has no memory of you. The objective has no memory of you. I wish I had no memory of you.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 9 stored scored games
Support actionsavg 0.7 vs 18/h target · weight 20%
-12.2RR / update
Combat pressureavg 2.9 vs 75/h target · weight 20%
-11.8RR / update
Kills per houravg 19.1 vs 152/h target · weight 20%
-10.2RR / update
Objective stops / C4 pressureavg 9.2 vs 13/h target · weight 20%
+0.2RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Objective actionsavg 30.1 vs 17/h target · weight 20%
+3.3RR / update
Fix simulator
Average scored update right now-14.5 RR
Hit Support actions target — nothing else changes+4.2 RR / update
Hit Support actions + Combat pressure targets+22.5 RR / update
Counterfactual on the same games, same K-factor (~97). 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-30 net
Your games-30
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
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
2026-07-05-11-201 update0
2026-07-04-09-406 updates0
2026-07-03-17-002 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 23%RR
Top 82%Combat
Top 7%Objective
Top 90%Support
Top 96%KPH
Objective100/100
Objective Stops56/100
KPH13/100
Combat4/100
Support2/100
Personal intelligence / weekly compile

Loadout DNA // Octa

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

Building personal record
4completed proof matches
3maps in personal file
Objectivedominant field lane
NO NEW EVIDENCElast 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 PHOENIX / KE73 loadout card
PHOENIX / KE73Medic

2 completed matches / early read

Signature 2 ARTY / D43 loadout card
ARTY / D43Fire Support

1 completed match / early read

Signature 3 AURA / R73 loadout card
AURA / R73Medic

1 completed match / early read

Signature 4 BUSHWHACKER / C72 loadout card
BUSHWHACKER / C72Engineer

1 completed match / early read

Role DNA
Combat
0
Objective
71
Support
8
Precision
1
Pressure
0
Compared with tracked ranked playersBUILDING 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.

Observe PHOENIX / KE73 loadout card
PHOENIX / KE73Medic
Keep the comfort pick under observation

The card is part of your identity, but the completed-match sample is still too small for a replacement call.

Personal evidence building / no swap claimed
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.

Bridge2 personal / early read
AURA / R73 loadout card
Your observed cardAURA / R73

1 completed match / early read

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel1 personal / early read
KIRA / S81 loadout card
Your observed cardKIRA / S81

1 completed match / early read

KIRA / D41 loadout card
Archive same-merc leadKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

SKYHAMMER / M43 loadout card
Archive field referenceSKYHAMMER / M43

394 archive carries / 356 players / 51.7% conservative floor

Underground1 personal / early read
ARTY / D43 loadout card
Your observed cardARTY / D43

1 completed match / early read

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% 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.

ARTY / D43 loadout card
ARTY / D43
PHOENIX / KE73 loadout card
PHOENIX / KE73
REDEYE / G75 loadout card
REDEYE / G75
Signature deck

1 completed match / early read

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

Most Objective x1 / PHOENIX / KE42

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

892Skill RR
+2Skill RR delta
897Peak Skill RR shown
72Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 9 scored games ? 9 valid updates
2026-07-05-11:20-30 performance
Activity: 13.8 min / 5 K / 4 A / 0 W
Score: actual 0.178 vs expected 0.555 / margin -0.376
Show exact performance breakdown
0.178Actual score
0.555Expected score
-0.376Margin
79K-factor
2026-07-04-12:20+5 performance
Activity: 12.2 min / 2 K / 6 A / 1 W
Score: actual 0.647 vs expected 0.598 / margin 0.048
Show exact performance breakdown
0.647Actual score
0.598Expected score
0.048Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 75%
COMBAT0.29
OBJECTIVE1.29
SUPPORT0.68
PRESSURE1.00
ground truth 0.70 vs legacy read 0.49 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-12-00+12 performance
Activity: 13.7 min / 3 K / 2 A / 0 W
Score: actual 0.689 vs expected 0.571 / margin 0.118
Show exact performance breakdown
0.689Actual score
0.571Expected score
0.118Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 75%
COMBAT0.23
OBJECTIVE0.23
SUPPORT2.00
PRESSURE1.32
ground truth 0.82 vs legacy read 0.39 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-11:40-18 performance
Activity: 9 min / 1 K / 2 A / 1 W
Score: actual 0.372 vs expected 0.546 / margin -0.174
Show exact performance breakdown
0.372Actual score
0.546Expected score
-0.174Margin
105K-factor
2026-07-04-11:20-11 performance
Activity: 2.9 min / 2 K / 0 A / 0 W
Score: actual 0.461 vs expected 0.567 / margin -0.106
Show exact performance breakdown
0.461Actual score
0.567Expected score
-0.106Margin
105K-factor
2026-07-04-10-00-39 performance
Activity: 9.6 min / 2 K / 6 A / 0 W
Score: actual 0.275 vs expected 0.649 / margin -0.374
Show exact performance breakdown
0.275Actual score
0.649Expected score
-0.374Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 75%
COMBAT0.27
OBJECTIVE0.12
SUPPORT0.29
PRESSURE1.21
ground truth 0.40 vs legacy read 0.03 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-09:40-50 performance
Activity: 11.1 min / 5 K / 3 A / 3 W
Score: actual 0.327 vs expected 0.799 / margin -0.472
Show exact performance breakdown
0.327Actual score
0.799Expected score
-0.472Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 75%
COMBAT0.17
OBJECTIVE0.10
SUPPORT0.10
PRESSURE0.67
ground truth 0.22 vs legacy read 0.83 · 1 match window · 1.00 = your class target for this lobby
2026-07-03-18:20-54 performance
Activity: 14.3 min / 3 K / 8 A / 3 W
Score: actual 0.392 vs expected 1.275 / margin -0.883
Show exact performance breakdown
0.392Actual score
1.275Expected score
-0.883Margin
61K-factor
2026-07-03-17-00+92 performance
Activity: 6.3 min / 3 K / 5 A / 3 W
Score: actual 1.275 vs expected 0.399 / margin 0.876
Show exact performance breakdown
1.275Actual score
0.399Expected score
0.876Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 100%
COMBAT0.66
OBJECTIVE2.00
SUPPORT1.40
PRESSURE0.87
ground truth 1.24 vs legacy read 0.08 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-03-20
FIELD SHIFT Bronze V / Skill RR 892 / +2 RR
Position 560 / Objective Stopper / KPH 17.13 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-12-02-00
HELD Bronze V / Skill RR 890 / 0 RR
Position 561 / Objective Stopper / KPH 17.13 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-07-12-01-40
FIELD SHIFT Bronze V / Skill RR 890 / -3 RR
Position 561 / Objective Stopper / KPH 17.13 / Performance 0 / Field shift -2
  • No new gameplay detected. Skill RR moved -3 from ranked-field movement.
2026-07-12-01-20
FIELD SHIFT Bronze V / Skill RR 893 / 0 RR
Position 562 / Objective Stopper / KPH 17.13 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-01-00
FIELD SHIFT Bronze V / Skill RR 893 / 0 RR
Position 562 / Objective Stopper / KPH 17.13 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-12-00-40
FIELD SHIFT Bronze V / Skill RR 893 / 0 RR
Position 561 / Objective Stopper / KPH 17.13 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-00-20
FIELD SHIFT Bronze V / Skill RR 893 / 0 RR
Position 560 / Objective Stopper / KPH 17.13 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-00-00
FIELD SHIFT Bronze V / Skill RR 893 / 0 RR
Position 560 / Objective Stopper / KPH 17.13 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-11-23-40
FIELD SHIFT Bronze V / Skill RR 893 / 0 RR
Position 560 / Objective Stopper / KPH 17.13 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-11-23-20
FIELD SHIFT Bronze V / Skill RR 893 / 0 RR
Position 560 / Objective Stopper / KPH 17.13 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
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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