Tracked players: 7424 · 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.
1278 / 7424Active ranked this season
00:02
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.

2026-10-20 Last update UTC 22:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Mugga
Bronze V
Bronze spawn fileEntry-band file

Mugga733 Skill RR

Bronze V

Active SignalLive rank slot held / state file ? 3h ago
☣ Hazard pay +5 RR active5 RR lifetime / the system pays the mercs who endure a quarantined contract
733Skill RR
#1271Board position
Signal heldField state
397 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 3/10
?
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.
34/100
Pressure Deficit
Preview only · provisional 3/10 matches
PROJECTED RR IF ENABLED-9 Skill RR
LADDER TRACK BASE1106
PRESSURE BUDGET±28 RR
VISIBLE PREVIEW1097

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

34Current gauge
27Newest match
50Expected pressure
3/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Won Won Loss Loss Loss Won
Open DBStats Profile ↗
Ranked read

Mugga is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More plants, stops, escort work, and direct obj touches would make the good minutes count even harder. There is team value here when the good moments also bring more obj work and support value.

Team value: stop pressure Strongest: stop pressure · solid Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
2 h ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[AuZ] | 8vs8 | SW | FF on! | pinglimit 100
obj_trainyard · Stopwatch · Late Game
Maplast saved
obj_trainyard
Stopwatch · Late Game
Last lobby11 ranked players
11/16
players in monitored server
Lobby difficultyGold II
1498
avg Skill RR 1498
Ranked densityrank signal
100%
11 of 11 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 11
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#1271
Skill rating signal
Bronze V
733Bronze V · Skill RR
Bronze V → Bronze IV14%
184 RR to Bronze IV397 RR above floor
917Peak form
1137All-time peak
1106Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-31 last 6
0 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability33%
VOLATILE
Peak form gapBronze III
+184 gap
Standing moveSkill scale
-1
Rank pressureOthers pushed
Others pushed -1 RR
Idle field shiftoffline
0
Player DNAStable read
Mugga 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. The value gets stronger when the push also gets more revives, assists, and second chances. Current stop pace sits around 8.5 objective stops/hour.
Primary Objective Stops Secondary KPH Based on season signals
SENTINEL ONLINE
SYS CLOCK 22:20:00 UTC
NEXT SCAN 00:00
CONTACTS 1278 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #1271 Mugga 733 RR · FORM COLD — 0/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -8.8 RR/UPDATE · PEAK FORM 917 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
Mugga
Bronze V · Objective Stopper
#1271BOARD POS
RR 733PEAK 917STATE COLDCONF 34
● 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-2Objective actions running below scoring target — worst active leak, -8.8 RR / update.
σ
Volatility AlertSEV-2Stability 33% — rating is volatile. Swings will be large in both directions.
▼
Cold StreakSEV-22 negative in the last 6 updates, -31 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
917Peak form
1137All-time peak
1106Ladder track
+397RR above floor
733Bronze V · Skill RR14% TO BRONZE IV
Bronze V → Bronze IV14% · 184 RR needed
REACTOR PULSE · FORM LAST 6COLD -31
Sentinel Confidence
34LOW
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (23 rows), stored scored breakdowns (2) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
-15.5 1st Deploybleeding
— 2nd Deployholding
— 3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1823 UTC avg -15.5 RR / update over 2 updates
Recent Sessions
2026-10-20-19-001 update-4
2026-10-13-21-001 update-27
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
0/6HOT RATIO
Hot Ratio
positive in last 6 updates
-31COLD
Form Engine
net RR across last 6
+184peak form gap -1standing move 0idle field shift OTHERS PUSHEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
61
KPH
56
Combat
28
Objective
16
Support
10
47.8season KPH 73.3profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[22:20] > SCAN CYCLE 2220 COMPLETE — 1278 contacts indexed
[22:20] > RATING SIGNAL LOCKED: 733 RR · BRONZE V · BOARD #1271
[22:20] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -8.8 RR/update
[22:20] > FORM ENGINE: 0/6 positive — band COLD, stability 33%
Sentinel Read · Player Assessment
Mugga 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. The value gets stronger when the push also gets more revives, assists, and second chances. Current stop pace sits around 8.5 objective stops/hour.
OBJECTIVE STOPSprimary KPHsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 2 stored scored games
Objective actionsavg 0 vs 17/h target · weight 20%
-8.8RR / update
Support actionsavg 0 vs 18/h target · weight 20%
-8.8RR / update
Combat pressureavg 3.1 vs 75/h target · weight 20%
-7.7RR / update
Kills per houravg 47.8 vs 152/h target · weight 20%
-2.1RR / update
Objective stops / C4 pressureavg 6 vs 13/h target · weight 20%
+0.9RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Fix Simulator · Counterfactual
Average scored update right now-15.9 RR
Hit Objective actions target — nothing else changes+5.1 RR / update
Hit Objective actions + Support actions targets+26.1 RR / update
Counterfactual on the same games, same K-factor (~105). 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-4 net
Your games
-4
Field drift
0
1 scored update in window
7d-4 net
Your games
-4
Field drift
0
1 scored update 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 19%RR
Top 18%Combat
Top 79%Objective
Top 70%Support
Top 28%KPH
Objective Stops61/100
KPH56/100
Combat28/100
Objective16/100
Support10/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-4 impact)
⬢ LEVEL HELD BADGE Bronze V TAPE SAYS Bronze II
Perfectly level. Not up, not down. You played those games like a man guarding a door nobody is trying to open.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ FAST CLIMB ORDER
Safe is the enemy now. You built a floor — great, lovely floor, very stable — NOW BUILD STAIRS. 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 a CAMPAIGN, not a coupon. No single-match miracles — bring me weeks of loud, honest tape and we take that hill the old way. I will carry the flag. You carry EVERYTHING ELSE.
Working Signals
▲
Clutch stops▲ Medium12 / 13 clutch/h target
Objective Leaks
▼
Objective work▼ Medium0 / 17 objective/h target
▼
Team support▼ Medium0 / 18 support/h target
▼
Frag pressure▼ Medium0 / 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.
◎
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Careful. The round wanted more from you than background pressure. Next game: drag the fight onto the win condition. If the enemy wants obj, make them pay rent. Coach order: C4, EV, plant, defuse — pick the loudest problem and stand on 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 2026-10-20-19-00 / -4 game impact
Coach
LEVEL HELD
Perfectly level. Not up, not down. You played those games like a man guarding a door nobody is trying to open.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze VBronze V
➞
The tape saysBronze IIBronze II
Two badges, one truth: the ladder owes you money. Collect it next session.
Fast climb order
Safe is the enemy now. You built a floor — great, lovely floor, very stable — NOW BUILD STAIRS. 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 a CAMPAIGN, not a coupon. No single-match miracles — bring me weeks of loud, honest tape and we take that hill the old way. I will carry the flag. You carry EVERYTHING ELSE.
Post-game read // new engine senses
THE LOCKER ROOM
ASSAULTjudged by your class bar
FILE 001 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksA 2015 account walks into my room at level 99. I do not coach the dust; I coach what is under it. Bring me the player all those years built.The lifetime ledger reads 22,774 kills across 310 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.Tonight is page one. Whatever gets written after this, tonight is the sentence I will compare it to. Make it a sentence worth beating.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
I pulled this tape twice because I refused to believe it the first time. I believed it the second time. That is the part that hurts.
0.03
CLASS BAR 1.00
OBJECTIVE
I pulled this tape twice because I refused to believe it the first time. I believed it the second time. That is the part that hurts.
0.15
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Lone wolves lose Game 7. Trade with your team, share your utility, and watch your own numbers climb.
TRAINYARDWON
268 damage a minute out, 254 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
RHINO
IN YOUR SQUAD EVERY RECENT GAME
Walk point for the soft classes — your back is the best cover on the map. Escort work is Rhino work.
▸FILM ROOM // TRAINYARD
The objective sits in the open here. Area denial on the approach beats bodies on the point — make the ground itself hostile.
34 of 50 across ten fights. The bus does not need another passenger. It needs an engine.
❞I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Clutch stops▲ Medium
12 / 13 clutch/h target
0 positive -31 last 2

Objective leaks

Objective work▼ Medium
0 / 17 objective/h target
Team support▼ Medium
0 / 18 support/h target
Frag pressure▼ Medium
0 / 75 combat/h target
2 negative 0.392 vs 0.435

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.
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
Blank file, knee-high bar. Walk toward the objective. Shoot at the enemy, not the scenery. Step over the bar. That is it. That is the homework.
What your last games gave me
I have coached worse, but he was eleven and his mom kept calling him to dinner mid-round. You do not have his excuse.
How fast this can move you
Hot file, fast ladder. Strong games launch you. Lazy games launch you too — out of a cannon, downward, into a lake.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 2 stored scored games
Objective actionsavg 0 vs 17/h target · weight 20%
-8.8RR / update
Support actionsavg 0 vs 18/h target · weight 20%
-8.8RR / update
Combat pressureavg 3.1 vs 75/h target · weight 20%
-7.7RR / update
Kills per houravg 47.8 vs 152/h target · weight 20%
-2.1RR / update
Objective stops / C4 pressureavg 6 vs 13/h target · weight 20%
+0.9RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Fix simulator
Average scored update right now-15.9 RR
Hit Objective actions target — nothing else changes+5.1 RR / update
Hit Objective actions + Support actions targets+26.1 RR / update
Counterfactual on the same games, same K-factor (~105). 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-4 net
Your games-4
Field drift0
1 scored update in window
7d-4 net
Your games-4
Field drift0
1 scored update 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
1823 UTC avg -15.5 RR / update over 2 updates
Fatigue signature · avg RR by update # in a session
-15.51st
—2nd
—3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-10-20-19-001 update-4
2026-10-13-21-001 update-27
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 19%RR
Top 18%Combat
Top 79%Objective
Top 70%Support
Top 28%KPH
Objective Stops61/100
KPH56/100
Combat28/100
Objective16/100
Support10/100
Personal intelligence / weekly compile

Loadout DNA // Mugga

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

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

Weekly loadout compile queued

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

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

Open Field Manual

Skill movement + performance history

733Public Skill RR now
0Recorded season RR change
-31Performance sum in view
2Scored 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: 728 season RR + +5 public adjustment = 733 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 2 scored updates · 2 valid updates
2026-10-20-19-00-4 performance
Activity: 18.3 min / 8 K / 7 A / 0 W
Score: actual 0.392 vs expected 0.435 / margin -0.043
Show exact performance breakdown
0.392Actual score
0.435Expected score
-0.043Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.38
OBJECTIVE0.15
SUPPORT0.03
PRESSURE0.97
ground truth 0.41 vs legacy read 0.26 · 1 match window · 1.00 = your class target for this lobby
2026-10-13-21-00-27 performance
Activity: 12.6 min / 12 K / 5 A / 3 W
Score: actual 0.141 vs expected 0.4 / margin -0.259
Show exact performance breakdown
0.141Actual score
0.4Expected score
-0.259Margin
105K-factor
2026-10-20-22-00
HELD Bronze V / Skill RR 728 / 0 RR
Position 1325 / Combat / KPH 73.28 / Performance 0 / Field shift 0 / Ladder track 1106
  • No new gameplay detected. Skill RR held.
2026-10-20-21-40
HELD Bronze V / Skill RR 728 / 0 RR
Position 1327 / Combat / KPH 73.28 / Performance 0 / Field shift 0 / Ladder track 1106
  • No new gameplay detected. Skill RR held.
2026-10-20-21-20
HELD Bronze V / Skill RR 728 / 0 RR
Position 1328 / Combat / KPH 73.28 / Performance 0 / Field shift 0 / Ladder track 1106
  • No new gameplay detected. Skill RR held.
2026-10-20-21-00
HELD Bronze V / Skill RR 728 / 0 RR
Position 1328 / Combat / KPH 73.28 / Performance 0 / Field shift 0 / Ladder track 1106
  • No new gameplay detected. Skill RR held.
2026-10-20-20-40
HELD Bronze V / Skill RR 728 / 0 RR
Position 1327 / Combat / KPH 73.28 / Performance 0 / Field shift 0 / Ladder track 1106
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-20-20-20
MATCH IMPACT Bronze V / Skill RR 728 / 0 RR
Position 1327 / Combat / KPH 73.28 / Performance 0 / Field shift 0 / Ladder track 1106
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Objective stops / C4 pressure, Objective actions and Verified public data bonus. Low signals: Support actions and Combat pressure.
Show exact performance breakdown
0.922Actual score
0.4Expected score
0.522Margin
105K-factor
Objective stops / C4 pressurePushed RR up
Measured: 9.8 delta / Stop score / hour 29
Score: 2 / Weight: 20% / Impact: +0.32
Objective actionsPushed RR up
Measured: 8 delta / Objective score / hour 23.7
Score: 1.394 / Weight: 20% / Impact: +0.199
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 3
Score: 0.165 / Weight: 20% / Impact: -0.047
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public win rate 58%+, public deaths + losses available / Public K/D / win-loss confidence +0.027 score
Score: 0.027 / Weight: bonus% / Impact: +0.027
Kills per hourPushed RR up
Measured: 26 kills / Kills / hour 77
Score: 0.507 / Weight: 19.5% / Impact: +0.021
Win resultPushed RR up
Measured: 2-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.02
2026-10-20-20-00
FIELD SHIFT Bronze V / Skill RR 728 / +1 RR
Position 1329 / Combat / KPH 73.27 / Performance 0 / Field shift +1 / Ladder track 1106
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-10-20-19-40
MATCH IMPACT Bronze V / Skill RR 727 / -1 RR
Position 1330 / Combat / KPH 73.27 / Performance 0 / Field shift -1 / Ladder track 1106
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Verified public data bonus. Low signals: Objective actions, Support actions and Objective stops / C4 pressure.
Show exact performance breakdown
0.063Actual score
0.4Expected score
-0.337Margin
105K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.08
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.08
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.08
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.078
Kills per hourPulled RR down
Measured: 6 kills / Kills / hour 25.8
Score: 0.17 / Weight: 19.5% / Impact: -0.045
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public win rate 58%+, public deaths + losses available / Public K/D / win-loss confidence +0.027 score
Score: 0.027 / Weight: bonus% / Impact: +0.027
2026-10-20-19-20
MATCH IMPACT Bronze V / Skill RR 728 / 0 RR
Position 1330 / Combat / KPH 73.31 / Performance 0 / Field shift 0 / Ladder track 1106
  • 0 RR. Total ranked impact matched the expected level for current Skill RR expectation. Strong signals: Objective stops / C4 pressure and Verified public data bonus. Low signals: Objective actions, Combat pressure and Support actions.
Show exact performance breakdown
0.255Actual score
0.4Expected score
-0.145Margin
105K-factor
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.08
Combat pressurePulled RR down
Measured: 2.5 delta / Combat score / hour 7.2
Score: 0.096 / Weight: 19.5% / Impact: -0.059
Support actionsPulled RR down
Measured: 1 delta / Support score / hour 2.9
Score: 0.161 / Weight: 20% / Impact: -0.048
Objective stops / C4 pressurePushed RR up
Measured: 2.5 delta / Stop score / hour 7.2
Score: 0.556 / Weight: 20% / Impact: +0.031
Verified public data bonusPushed RR up
Measured: public K/D 1.25+, public win rate 58%+, public deaths + losses available / Public K/D / win-loss confidence +0.027 score
Score: 0.027 / Weight: bonus% / Impact: +0.027
Kills per hourNeutral
Measured: 17 kills / Kills / hour 49.2
Score: 0.323 / Weight: 19.5% / Impact: -0.015
2026-10-20-19-00
MATCH IMPACT Bronze V / Skill RR 728 / -
Position 1330 / Combat / KPH 73.34 / Performance -4 / Field shift - / Ladder track 1106
  • -4 RR. Total ranked impact was below the expected level for current Skill RR expectation. Pulled down by Objective actions, Support actions and Combat pressure. Positive signals from Objective stops / C4 pressure reduced the loss.
Show exact performance breakdown
0.392Actual score
0.435Expected score
-0.043Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.38
OBJECTIVE0.15
SUPPORT0.03
PRESSURE0.97
ground truth 0.41 vs legacy read 0.26 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 2.5 delta / Stop score / hour 12
Score: 0.924 / Weight: 20% / Impact: +0.098
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.087
Support actionsPulled RR down
Measured: 0 delta / Support score / hour 0
Score: 0 / Weight: 20% / Impact: -0.087
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.085
Kills per hourPulled RR down
Measured: 8 kills / Kills / hour 38.5
Score: 0.253 / Weight: 19.5% / Impact: -0.035
Win resultNeutral
Measured: 0-3 / Win ratio 0%
Score: 0 / Weight: 1% / Impact: -0.001
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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