Tracked players: 7373 · 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.
1295 / 7373Active ranked this season
17:17
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 14:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
ZΞV
Silver IV
SEASON I REWARD
Silver IV
Silver IV
Highest peak rank from Jun 2026
Silver loadout fileLoadout signal file

ZΞV1267 Skill RR

Silver IV

Active SignalLive rank slot held / state file ? 6.6d ago
☣ Hazard pay3 RR lifetime / the system pays the mercs who endure a quarantined contract
1267Skill RR
#924Board position
Signal heldField state
20 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.
43/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-8 Skill RR
LADDER TRACK BASE2184
PRESSURE BUDGET±55 RR
VISIBLE PREVIEW2176

Recent eligible matches sit slightly below expected field pressure.

43Current gauge
38Newest 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 Abandoned Loss Loss Abandoned Won Won Abandoned
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

ZΞV 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. Add cleaner fights around the push and this player becomes harder to remove from the round. This player also brings pressure when the round needs somebody to take contact. Adding more fight pressure and obj work in the next game would make the round value much easier to feel.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
6 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[BSH] Big Slut House HARDCORE | FF on | 8vs8 | GET HARD | Ping Limit 399 | Min LVL 50 | discord.gg/NmWVWU2mEN
obj_castle · Stopwatch · Early Game
Maplast saved
obj_castle
Stopwatch · Early Game
Last lobby11 ranked players
13/16
players in monitored server
Lobby difficultyGold I
1514
avg Skill RR 1514
Ranked densityrank signal
84.6%
11 of 13 detected players
Stomp riskbalance signal
59 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 13
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Dropping · Skill RR is the rank signal
BOARD POSITION#924
Skill rating signal
Silver IV
1267Silver IV · Skill RR
Silver IV → Silver III45%
31 RR to Silver III20 RR above floor
1266Peak form
2354All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-58 last 6
0 positive · 6 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability100%
LOCKED
Peak form gapSilver II
-1 gap
Standing moveSkill scale
-6
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
ZΞV 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. When the fights get cleaner, the team value becomes much easier to see. The obj side gives the team more than just scoreboard value. Current stop pace sits around 30.3 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 14:02:45 UTC
NEXT SCAN 17:15
CONTACTS 1295 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #924 ZΞV 1267 RR · FORM COLD — 0/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.2 RR/UPDATE · PEAK FORM 1266 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
ZΞV
Silver IV · Objective Stopper
#924BOARD POS
RR 1267PEAK 1266STATE COLDCONF 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 2 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.2 RR / update.
▼
Cold StreakSEV-26 negative in the last 6 updates, -58 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1266Peak form
2354All-time peak
0Ladder track
+20RR above floor
1267Silver IV · Skill RR45% TO SILVER III
Silver IV → Silver III45% · 31 RR needed
REACTOR PULSE · FORM LAST 6COLD -58
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4463 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
-13 1st Deploybleeding
-6.7 2nd Deploybleeding
-8 3rd+ Deploybleeding
⬢ Standing Order
Warm up before scored time.
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Strongest Window
1823 UTC avg -7.5 RR / update over 8 updates weakest: 0005 UTC (avg -15.5)
Recent Sessions
2026-10-12-20-404 updates-27
2026-10-11-23-403 updates-52
2026-10-11-21-003 updates-12
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
100%LOCKED
Stability
rating consistency index
0/6HOT RATIO
Hot Ratio
positive in last 6 updates
-58COLD
Form Engine
net RR across last 6
-1peak form gap -6standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
68
Objective
38
Support
35
Combat
24
72season KPH 88profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[14:02] > SCAN CYCLE 1402 COMPLETE — 1295 contacts indexed
[14:02] > RATING SIGNAL LOCKED: 1267 RR · SILVER IV · BOARD #924
[14:02] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.2 RR/update
[14:02] > FORM ENGINE: 0/6 positive — band COLD, stability 100%
Sentinel Read · Player Assessment
ZΞV 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. When the fights get cleaner, the team value becomes much easier to see. The obj side gives the team more than just scoreboard value. Current stop pace sits around 30.3 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 5.6 vs 75/h target · weight 20%
-9.2RR / update
Objective actionsavg 4.4 vs 17/h target · weight 20%
-7.2RR / update
Kills per houravg 64.3 vs 152/h target · weight 20%
-5RR / update
Support actionsavg 22.6 vs 18/h target · weight 20%
-1.9RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Objective stops / C4 pressureavg 21.1 vs 13/h target · weight 20%
+5.7RR / update
Fix Simulator · Counterfactual
Average scored update right now-9 RR
Hit Combat pressure target — nothing else changes+2.1 RR / update
Hit Combat pressure + Objective actions targets+11.6 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d-27 net
Your games
-27
Field drift
0
4 scored updates 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 14%RR
Top 22%Combat
Top 42%Objective
Top 33%Support
Top 16%KPH
Objective Stops100/100
KPH68/100
Objective38/100
Support35/100
Combat24/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-2 impact)
⬢ LEVEL HELD BADGE Silver IV TAPE SAYS Cobalt II
Level held. The badge is safe, the file is neutral, and my blood pressure is the only thing on this bench that moved.
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. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Silver III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
▲
Team support▲ High28.9 / 18 support/h target
▲
Clutch stops▲ High20.8 / 13 clutch/h target
Objective Leaks
▼
Frag pressure▼ Major5.3 / 75 combat/h target
▼
Objective work▼ Medium5.8 / 17 objective/h target
▼
Kill pace▼ Medium57.8 / 152 KPH target
Field Orders
◎
Frag pressureTARGET5.3 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Objective workTARGET5.8 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Kill paceTARGET57.8 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That was close to fine, but close to fine does not climb fast. Put more work near obj next game. Next game: fight shoulder to shoulder. If the kill does not buy space, a revive, a plant, or a stop, make it happen closer to obj. 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 2026-10-12-23:20 / -2 game impact
Coach
LEVEL HELD
Level held. The badge is safe, the file is neutral, and my blood pressure is the only thing on this bench that moved.
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IVSilver IV
➞
The tape saysCobalt IICobalt 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. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Silver III. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
RECONjudged by your class bar
FILE 055 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.And before you argue with the board: the best SUPPORT in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.SUPPORT at 0.56 against a recent file average of 0.30 - even your weakest board is climbing. That is what a real repair looks like: boring, steady, undeniable.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 am not angry. Angry costs energy. This is just me reading a number out loud so we never see it again.
0.56
CLASS BAR 1.00
COMBAT
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.69
CLASS BAR 1.00
The drill // next sessionCall it. Spot it. Mark it. Your team fights blind without you — be their eyes before you are their highlight.
CASTLELOST
Taking 169 a minute and answering with 62. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHANTOM
IN YOUR SQUAD EVERY RECENT GAME
Walk their backline and call every rotation you see. An invisible scout who talks is worth two visible ones who shoot.
▸FILM ROOM // CASTLE
Castle funnels every fight through tight stone chokes. Cooked grenades and area denial rule here — walk in behind your explosives or do not walk in.
❞I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Team support▲ High
28.9 / 18 support/h target
Clutch stops▲ High
20.8 / 13 clutch/h target
0 positive -58 last 6

Objective leaks

Frag pressure▼ Major
5.3 / 75 combat/h target
Objective work▼ Medium
5.8 / 17 objective/h target
Kill pace▼ Medium
57.8 / 152 KPH target
6 negative 0.786 vs 0.815

Field orders

Frag pressuretarget
5.3 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Objective worktarget
5.8 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Kill pacetarget
57.8 / 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 expected the basics done LOUD. Not pretty. Loud. Win the easy fights, lose the hard ones with dignity, keep one foot near the objective at all times.
What your last games gave me
Clinical. Surgical. RUDE, even. You took contested rounds and converted them into clean wins like it was a hobby.
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 5.6 vs 75/h target · weight 20%
-9.2RR / update
Objective actionsavg 4.4 vs 17/h target · weight 20%
-7.2RR / update
Kills per houravg 64.3 vs 152/h target · weight 20%
-5RR / update
Support actionsavg 22.6 vs 18/h target · weight 20%
-1.9RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Objective stops / C4 pressureavg 21.1 vs 13/h target · weight 20%
+5.7RR / update
Fix simulator
Average scored update right now-9 RR
Hit Combat pressure target — nothing else changes+2.1 RR / update
Hit Combat pressure + Objective actions targets+11.6 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d-27 net
Your games-27
Field drift0
4 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg -7.5 RR / update over 8 updates weakest: 0005 UTC (avg -15.5)
Fatigue signature · avg RR by update # in a session
-131st
-6.72nd
-83rd+
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Recent sessions
2026-10-12-20-404 updates-27
2026-10-11-23-403 updates-52
2026-10-11-21-003 updates-12
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 14%RR
Top 22%Combat
Top 42%Objective
Top 33%Support
Top 16%KPH
Objective Stops100/100
KPH68/100
Objective38/100
Support35/100
Combat24/100
Personal intelligence / weekly compile

Loadout DNA // ZΞV

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
224completed proof matches
9maps in personal file
Precisiondominant field lane
COOLINGlast 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 STOKER / T91 loadout card
STOKER / T91Fire Support

84 completed matches / 46.4% observed result

Signature 2 PHANTOM / BL64 loadout card
PHANTOM / BL64Recon

77 completed matches / 44.2% observed result

Signature 3 PHANTOM / BL44 loadout card
PHANTOM / BL44Recon

33 completed matches / 57.6% observed result

Signature 4 FRAGGER / M62 loadout card
FRAGGER / M62Assault

32 completed matches / 56.2% observed result

Role DNA
Combat
50
Objective
28
Support
39
Precision
60
Pressure
48
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 STOKER / T91 loadout card
STOKER / T91Fire Support
Test STOKER / M55 loadout card
STOKER / M55Fire Support
Keep STOKER. Change one card.

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

84 completed matches / 46.4% observed result 11,568 completed carries / 2,875 players Field test / not a verdict
03 / map files

Your map dossier

Your observed card stays visible beside archive leads. Archive context explains history; it does not replace the current-build order above.

Bridge37 personal / 54.1% observed
PHANTOM / BL64 loadout card
Your observed cardPHANTOM / BL64

18 completed matches / 55.6% observed result

PHANTOM / CR51 loadout card
Archive same-merc leadPHANTOM / CR51

177 archive carries / 157 players / 52.0% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Whitechapel34 personal / 38.2% observed
STOKER / T91 loadout card
Your observed cardSTOKER / T91

18 completed matches / 27.8% observed result

STOKER / M63 loadout card
Archive same-merc leadSTOKER / M63

109 archive carries / 72 players / 50.3% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle27 personal / 55.6% observed
PHANTOM / BL64 loadout card
Your observed cardPHANTOM / BL64

15 completed matches / 46.7% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground25 personal / 60.0% observed
PHANTOM / BL64 loadout card
Your observed cardPHANTOM / BL64

14 completed matches / 57.1% observed result

PHANTOM / BL54 loadout card
Archive same-merc leadPHANTOM / BL54

2,971 archive carries / 500 players / 50.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard23 personal / 39.1% observed
STOKER / T91 loadout card
Your observed cardSTOKER / T91

13 completed matches / 38.5% observed result

STOKER / S51 loadout card
Archive same-merc leadSTOKER / S51

1,036 archive carries / 500 players / 50.7% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux10 personal / 40.0% observed
STOKER / T91 loadout card
Your observed cardSTOKER / T91

5 completed matches / 80.0% observed result

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

04 / whole kit

Deck and squad links

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

AURA / BL41 loadout card
AURA / BL41
PHANTOM / BL64 loadout card
PHANTOM / BL64
STOKER / T91 loadout card
STOKER / T91
Signature deck

24 completed matches / 25.0% observed result

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

Most Ammo x3 / STOKER / T91Most Objective x3 / FLETCHER / A31Most Assists x2 / STOKER / T91Most Objective x2 / STOKER / T91

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

1267Public Skill RR now
-6Recorded season RR change
-91Performance 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: 1269 season RR + -2 public adjustment = 1267 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 · 267 valid updates
2026-10-12-23:20-2 performance
Activity: 29.9 min / 25 K / 21 A / 0 W
Score: actual 0.786 vs expected 0.815 / margin -0.029
Show exact performance breakdown
0.786Actual score
0.815Expected score
-0.029Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.69
OBJECTIVE0.91
SUPPORT0.56
PRESSURE1.04
ground truth 0.79 vs legacy read 0.82 · 1 match window · 1.00 = your class target for this lobby
2026-10-12-22:40-5 performance
Activity: 21.9 min / 17 K / 21 A / 1 W
Score: actual 0.747 vs expected 0.826 / margin -0.079
Show exact performance breakdown
0.747Actual score
0.826Expected score
-0.079Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.81
OBJECTIVE1.00
SUPPORT0.39
PRESSURE0.84
ground truth 0.79 vs legacy read 0.29 · 1 match window · 1.00 = your class target for this lobby
2026-10-12-22:20-7 performance
Activity: 6.6 min / 4 K / 4 A / 1 W
Score: actual 0.678 vs expected 0.79 / margin -0.112
Show exact performance breakdown
0.678Actual score
0.79Expected score
-0.112Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.55
OBJECTIVE1.21
SUPPORT0.00
PRESSURE1.07
ground truth 0.71 vs legacy read 0.43 · 1 match window · 1.00 = your class target for this lobby
2026-10-12-20:40-13 performance
Activity: 22.9 min / 9 K / 15 A / 0 W
Score: actual 0.644 vs expected 0.859 / margin -0.215
Show exact performance breakdown
0.644Actual score
0.859Expected score
-0.215Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.79
OBJECTIVE0.33
SUPPORT0.56
PRESSURE0.86
ground truth 0.67 vs legacy read 0.38 · 1 match window · 1.00 = your class target for this lobby
2026-10-12-00:20-11 performance
Activity: 23.3 min / 8 K / 9 A / 0 W
Score: actual 0.688 vs expected 0.873 / margin -0.185
Show exact performance breakdown
0.688Actual score
0.873Expected score
-0.185Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.89
OBJECTIVE0.41
SUPPORT0.12
PRESSURE1.05
ground truth 0.69 vs legacy read 0.64 · 1 match window · 1.00 = your class target for this lobby
2026-10-12-00-00-20 performance
Activity: 10.5 min / 17 K / 9 A / 0 W
Score: actual 0.5 vs expected 0.822 / margin -0.322
Show exact performance breakdown
0.5Actual score
0.822Expected score
-0.322Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.60
OBJECTIVE0.00
SUPPORT0.03
PRESSURE1.18
ground truth 0.50 vs legacy read 0.70 · 1 match window · 1.00 = your class target for this lobby
2026-10-11-23:40-21 performance
Activity: 5.2 min / 7 K / 1 A / 0 W
Score: actual 0.521 vs expected 0.862 / margin -0.342
Show exact performance breakdown
0.521Actual score
0.862Expected score
-0.342Margin
61K-factor
2026-10-11-21:40-14 performance
Activity: 12.9 min / 10 K / 9 A / 1 W
Score: actual 0.637 vs expected 0.86 / margin -0.224
Show exact performance breakdown
0.637Actual score
0.86Expected score
-0.224Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / RECON 67% / FIRESUPPORT 33%engine weight 90%
COMBAT0.62
OBJECTIVE0.85
SUPPORT0.46
PRESSURE0.57
ground truth 0.63 vs legacy read 0.50 · 2 match window · 1.00 = your class target for this lobby
2026-10-11-21:20+7 performance
Activity: 14 min / 16 K / 17 A / 1 W
Score: actual 0.983 vs expected 0.869 / margin 0.114
Show exact performance breakdown
0.983Actual score
0.869Expected score
0.114Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.08
OBJECTIVE0.97
SUPPORT0.92
PRESSURE0.70
ground truth 0.95 vs legacy read 0.94 · 1 match window · 1.00 = your class target for this lobby
2026-10-11-21-00-5 performance
Activity: 5.8 min / 3 K / 6 A / 1 W
Score: actual 0.781 vs expected 0.859 / margin -0.078
Show exact performance breakdown
0.781Actual score
0.859Expected score
-0.078Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.76
OBJECTIVE0.83
SUPPORT0.85
PRESSURE0.72
ground truth 0.81 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-14-00
HELD Silver IV / Skill RR 1269 / 0 RR
Position 958 / Objective Stopper / KPH 88.01 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-40
HELD Silver IV / Skill RR 1269 / 0 RR
Position 958 / Objective Stopper / KPH 88.01 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-20
HELD Silver IV / Skill RR 1269 / 0 RR
Position 958 / Objective Stopper / KPH 88.01 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-00
HELD Silver IV / Skill RR 1269 / 0 RR
Position 959 / Objective Stopper / KPH 88.01 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-40
HELD Silver IV / Skill RR 1269 / 0 RR
Position 959 / Objective Stopper / KPH 88.01 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-12-20
HELD Silver IV / Skill RR 1269 / 0 RR
Position 959 / Objective Stopper / KPH 88.01 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-00
HELD Silver IV / Skill RR 1269 / 0 RR
Position 960 / Objective Stopper / KPH 88.01 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-11-40
HELD Silver IV / Skill RR 1269 / 0 RR
Position 960 / Objective Stopper / KPH 88.01 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-11-20
HELD Silver IV / Skill RR 1269 / 0 RR
Position 960 / Objective Stopper / KPH 88.01 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-11-00
HELD Silver IV / Skill RR 1269 / 0 RR
Position 960 / Objective Stopper / KPH 88.01 / 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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