Tracked players: 7378 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1296 / 7378Active ranked this season
03:42
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 15:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
jemie39
RESTITUTION PAID — +38 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +23 RR on Oct 10, 2026 03:20 UTC. Games poisoned by cheaters can never count against anyone here.
Gold III
SEASON I REWARD
Cobalt III
Cobalt III
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

jemie391538 Skill RR

Gold III

Active SignalLive rank slot held / state file ? 4.2d ago
☣ Hazard pay6 RR lifetime / the system pays the mercs who endure a quarantined contract
1538Skill RR
#424Board 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.
51/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+1 Skill RR
LADDER TRACK BASE1470
PRESSURE BUDGET±37 RR
VISIBLE PREVIEW1471

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

51Current gauge
56Newest 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 Loss Won Loss Won Loss Loss Loss Loss Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

jemie39 is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. A little more team support around the fights would make this player harder to trade out cleanly. The fight side gives the team a way to open pushes instead of only reacting. The next jump is about turning the good moments into more support value and fight pressure for the team.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
4 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[BLOOD]BATH OBJ\/EXE\/SW: Voting | FF-OFF
obj_terminalredux · Objective · Late Game
Maplast saved
obj_terminalredux
Objective · Late Game
Last lobby5 ranked players
5/16
players in monitored server
Lobby difficultyGold I
1509
avg Skill RR 1509
Ranked densityrank signal
100%
5 of 5 detected players
Stomp riskbalance signal
37 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 5
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#424
Skill rating signal
Gold III
1538Gold III · Skill RR
Gold III → Gold II42%
32 RR to Gold II20 RR above floor
2103Peak form
1594All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
COLD-38 last 6
0 positive · 5 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
65/100
Stability83%
LOCKED
Peak form gapElite
+565 gap
Standing moveSkill scale
-13
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
JEmie93 helps keep the team alive when the first trade goes wrong. This player makes pushes less fragile because one bad trade does not always end the wave. More fight pressure near the team would make those useful minutes much more dangerous. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 15 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 15:56:20 UTC
NEXT SCAN 03:40
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #424 jemie39 1538 RR · FORM COLD — 0/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -10.6 RR/UPDATE · PEAK FORM 2103 ON RECORD · LADDER PRESSURE MEDIUM 65/100 ·
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
jemie39
Gold III · Objective Stopper
#424BOARD POS
RR 1538PEAK 2103STATE 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-2Support actions running below scoring target — worst active leak, -10.6 RR / update.
▼
Cold StreakSEV-25 negative in the last 6 updates, -38 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
2103Peak form
1594All-time peak
0Ladder track
+20RR above floor
1538Gold III · Skill RR42% TO GOLD II
Gold III → Gold II42% · 32 RR needed
REACTOR PULSE · FORM LAST 6COLD -38
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4509 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
+5.3 1st Deployopener
-7.3 2nd Deploybleeding
-9 3rd+ Deploybleeding
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~20 RR per session at current pace.
Strongest Window
0005 UTC avg -1.7 RR / update over 3 updates weakest: 0611 UTC (avg -2.2)
Recent Sessions
2026-10-15-10-404 updates-24
2026-10-15-02-403 updates-5
2026-10-14-09-201 update+25
2026-10-10-11-202 updates-24
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
65/100MEDIUM
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
0/6HOT RATIO
Hot Ratio
positive in last 6 updates
-38COLD
Form Engine
net RR across last 6
+565peak form gap -13standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
67
Support
47
Objective
25
Combat
22
144.7season KPH 87.1profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[15:56] > SCAN CYCLE 1556 COMPLETE — 1296 contacts indexed
[15:56] > RATING SIGNAL LOCKED: 1538 RR · GOLD III · BOARD #424
[15:56] > LEAK SCAN: SUPPORT ACTIONS below target — drain -10.6 RR/update
[15:56] > FORM ENGINE: 0/6 positive — band COLD, stability 83%
Sentinel Read · Player Assessment
JEmie93 helps keep the team alive when the first trade goes wrong. This player makes pushes less fragile because one bad trade does not always end the wave. More fight pressure near the team would make those useful minutes much more dangerous. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 15 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Support actionsavg 3.8 vs 18/h target · weight 20%
-10.6RR / update
Combat pressureavg 35.6 vs 75/h target · weight 20%
-7.2RR / update
Objective actionsavg 12.6 vs 17/h target · weight 20%
-4.2RR / update
Kills per houravg 139.7 vs 152/h target · weight 20%
-1.9RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Objective stops / C4 pressureavg 42.8 vs 13/h target · weight 20%
+5.5RR / update
Fix Simulator · Counterfactual
Average scored update right now-2.8 RR
Hit Support actions target — nothing else changes+7.5 RR / update
Hit Support actions + Combat pressure targets+14.5 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-4 net
Your games
-4
Field drift
0
7 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 7%RR
Top 24%Combat
Top 65%Objective
Top 22%Support
Top 16%KPH
Objective Stops100/100
KPH67/100
Support47/100
Objective25/100
Combat22/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-10 impact)
⬢ COACH WARNING BADGE Gold III TAPE SAYS Cobalt II
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
⬢ FAST CLIMB ORDER
There is a leak in the boat and we are NOT redecorating until it is plugged. One leak. I can see it from the bench. Next session we fix THAT and only that. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. You are ONE good night from Gold II. 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
▲
Clutch stops▲ High42.5 / 13 clutch/h target
Objective Leaks
▼
Team support▼ Major0 / 18 support/h target
▼
Frag pressure▼ Major30 / 75 combat/h target
Field Orders
◎
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Frag pressureTARGET30 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
No. That game gave away too much value. The team needed more team support where the round was being fought. Next game: keep teammates in the round. Dead pushes do not plant, defuse, escort, or brag. Coach order: keep the wave moving; dead pushes do not climb.
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 2026-10-15-12-00 / -10 game impact
Coach
COACH WARNING
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureCLIPBOARD DOWN
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIIGold III
➞
The tape saysCobalt IICobalt II
The tape outranks the badge. The paperwork is pending. The paperwork is ALWAYS pending. Keep playing like this and I will hand-deliver it.
Fast climb order
There is a leak in the boat and we are NOT redecorating until it is plugged. One leak. I can see it from the bench. Next session we fix THAT and only that. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. You are ONE good night from Gold II. 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
ASSAULTjudged by your class bar
FILE 021 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 21. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.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.Your last pages average 1.01 on SUPPORT. Tonight reads 0.02. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
SUPPORT
My clipboard has a dent in it now. We both know whose shift put it there.
0.02
CLASS BAR 1.00
COMBAT
Frame it. That is what the standard looks like when someone raises it.
1.47
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.
TERMINALREDUXLOST
485 a minute, and they managed 336 back. Somewhere their coach is having MY kind of night.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
THUNDER
IN YOUR SQUAD 5 OF LAST 6
Flash the pile when their medic kneels — a blind revive is two bodies for one grenade.
▸FILM ROOM // TERMINAL
The final delivery on Terminal is a gauntlet of chokes. Smoke, concussion, and one covered runner beat five heroes sprinting solo.
❞I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Clutch stops▲ High
42.5 / 13 clutch/h target
0 positive -38 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
30 / 75 combat/h target
5 negative 0.903 vs 1.072

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
30 / 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
This bracket eats passengers. I expected a driver. Take the fight, take the space, take the round — in that order, every shift.
What your last games gave me
GORGEOUS. The enemy spent those rounds adjusting to YOU, rerouting around YOU, complaining about YOU. That is what authority on tape looks like.
How fast this can move you
Maximum movement window. Your next sessions can rewrite the whole file overnight. This is where legends get made and clowns get exposed. CHOOSE.
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
Support actionsavg 3.8 vs 18/h target · weight 20%
-10.6RR / update
Combat pressureavg 35.6 vs 75/h target · weight 20%
-7.2RR / update
Objective actionsavg 12.6 vs 17/h target · weight 20%
-4.2RR / update
Kills per houravg 139.7 vs 152/h target · weight 20%
-1.9RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.4RR / update
Objective stops / C4 pressureavg 42.8 vs 13/h target · weight 20%
+5.5RR / update
Fix simulator
Average scored update right now-2.8 RR
Hit Support actions target — nothing else changes+7.5 RR / update
Hit Support actions + Combat pressure targets+14.5 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-4 net
Your games-4
Field drift0
7 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
0005 UTC avg -1.7 RR / update over 3 updates weakest: 0611 UTC (avg -2.2)
Fatigue signature · avg RR by update # in a session
+5.31st
-7.32nd
-93rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-10-15-10-404 updates-24
2026-10-15-02-403 updates-5
2026-10-14-09-201 update+25
2026-10-10-11-202 updates-24
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 7%RR
Top 24%Combat
Top 65%Objective
Top 22%Support
Top 16%KPH
Objective Stops100/100
KPH67/100
Support47/100
Objective25/100
Combat22/100
Personal intelligence / weekly compile

Loadout DNA // jemie39

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

1538Public Skill RR now
-6Recorded season RR change
-28Performance 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: 1540 season RR + -2 public adjustment = 1538 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 · 75 valid updates
2026-10-15-12-00-10 performance
Activity: 13.4 min / 35 K / 7 A / 0 W
Score: actual 0.903 vs expected 1.072 / margin -0.169
Show exact performance breakdown
0.903Actual score
1.072Expected score
-0.169Margin
61K-factor
2026-10-15-11:20-11 performance
Activity: 12.1 min / 34 K / 4 A / 0 W
Score: actual 0.901 vs expected 1.074 / margin -0.174
Show exact performance breakdown
0.901Actual score
1.074Expected score
-0.174Margin
61K-factor
2026-10-15-11-000 performance
Activity: 21.7 min / 69 K / 8 A / 0 W
Score: actual 1.074 vs expected 1.074 / margin 0
Show exact performance breakdown
1.074Actual score
1.074Expected score
0Margin
61K-factor
2026-10-15-10:40-3 performance
Activity: 7.4 min / 6 K / 1 A / 2 W
Score: actual 1.025 vs expected 1.078 / margin -0.053
Show exact performance breakdown
1.025Actual score
1.078Expected score
-0.053Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.47
OBJECTIVE0.67
SUPPORT0.02
PRESSURE0.75
ground truth 1.01 vs legacy read 0.66 · 1 match window · 1.00 = your class target for this lobby
2026-10-15-03:40-6 performance
Activity: 9.5 min / 17 K / 5 A / 0 W
Score: actual 0.995 vs expected 1.087 / margin -0.092
Show exact performance breakdown
0.995Actual score
1.087Expected score
-0.092Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.17
OBJECTIVE0.88
SUPPORT0.60
PRESSURE1.18
ground truth 1.04 vs legacy read 0.26 · 1 match window · 1.00 = your class target for this lobby
2026-10-15-03:20-8 performance
Activity: 18.7 min / 46 K / 13 A / 1 W
Score: actual 0.926 vs expected 1.059 / margin -0.133
Show exact performance breakdown
0.926Actual score
1.059Expected score
-0.133Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.19
OBJECTIVE0.09
SUPPORT1.18
PRESSURE0.89
ground truth 0.90 vs legacy read 0.80 · 1 match window · 1.00 = your class target for this lobby
2026-10-15-02:40+9 performance
Activity: 18.3 min / 48 K / 13 A / 2 W
Score: actual 1.19 vs expected 1.037 / margin 0.153
Show exact performance breakdown
1.19Actual score
1.037Expected score
0.153Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.56
OBJECTIVE0.83
SUPPORT0.13
PRESSURE0.94
ground truth 1.14 vs legacy read 1.08 · 2 match window · 1.00 = your class target for this lobby
2026-10-14-09:20+25 performance
Activity: 5 min / 8 K / 3 A / 0 W
Score: actual 1.473 vs expected 1.071 / margin 0.402
Show exact performance breakdown
1.473Actual score
1.071Expected score
0.402Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.40
OBJECTIVE0.93
SUPPORT2.00
PRESSURE0.96
ground truth 1.53 vs legacy read 0.96 · 1 match window · 1.00 = your class target for this lobby
2026-10-10-11:40-14 performance
Activity: 11.4 min / 15 K / 9 A / 0 W
Score: actual 0.841 vs expected 1.072 / margin -0.232
Show exact performance breakdown
0.841Actual score
1.072Expected score
-0.232Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.20
OBJECTIVE0.88
SUPPORT0.66
PRESSURE1.06
ground truth 0.87 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
2026-10-10-11:20-10 performance
Activity: 21.9 min / 43 K / 21 A / 3 W
Score: actual 1.027 vs expected 1.188 / margin -0.161
Show exact performance breakdown
1.027Actual score
1.188Expected score
-0.161Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.57
OBJECTIVE0.49
SUPPORT0.43
PRESSURE1.02
ground truth 1.05 vs legacy read 0.75 · 2 match window · 1.00 = your class target for this lobby
2026-10-19-15-40
HELD Gold III / Skill RR 1540 / 0 RR
Position 427 / Objective Stopper / KPH 87.1 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-20
HELD Gold III / Skill RR 1540 / 0 RR
Position 428 / Objective Stopper / KPH 87.1 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-00
HELD Gold III / Skill RR 1540 / 0 RR
Position 425 / Objective Stopper / KPH 87.1 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-40
FIELD SHIFT Gold III / Skill RR 1540 / -1 RR
Position 424 / Objective Stopper / KPH 87.1 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-19-14-20
FIELD SHIFT Gold III / Skill RR 1541 / +1 RR
Position 424 / Objective Stopper / KPH 87.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
Show older movement history / 5
2026-10-19-14-00
HELD Gold III / Skill RR 1540 / 0 RR
Position 424 / Objective Stopper / KPH 87.1 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-40
HELD Gold III / Skill RR 1540 / 0 RR
Position 422 / Objective Stopper / KPH 87.1 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-20
HELD Gold III / Skill RR 1540 / 0 RR
Position 422 / Objective Stopper / KPH 87.1 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-00
HELD Gold III / Skill RR 1540 / 0 RR
Position 422 / Objective Stopper / KPH 87.1 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-40
FIELD SHIFT Gold III / Skill RR 1540 / -1 RR
Position 422 / Objective Stopper / KPH 87.1 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 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 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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