Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
12:33
Next rank update
Same player search as the ladder
How ranks move

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

2026-07-17 Last update UTC 23:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
GoT_SoMe_PoT
SIGNAL LOST - FLATLINED
Over 7 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
RESTITUTION PAID — +6 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +6 RR on Jul 4, 2026 03:20 UTC. Games poisoned by cheaters can never count against anyone here.
Bronze IV
SEASON I REWARD
Silver V
Silver V
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

GoT_SoMe_PoT973 Skill RR

Bronze IV

Lost SignalLast proven rank saved / live slot released / state file ? 11.1d ago
☣ Hazard pay3 RR lifetime / the system pays the mercs who endure a quarantined contract
973Skill RR
#-Board position
DormantField state
Season peak savedSafety
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.
45/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-3 Skill RR
BASE SKILL RR1289
PRESSURE BUDGET±32 RR
VISIBLE PREVIEW1286

Recent eligible matches sit slightly below expected field pressure.

45Current gauge
51Newest 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
Loss Won Won Won Won Loss Won Won Abandoned Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

GoT_SoMe_PoT is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. The next useful step is simple: stay near the round and turn more minutes into obj progress. The support side gives the team second chances when the push gets messy. The next good update comes from adding more obj work and support value to the useful minutes.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
11 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_whitechapel · Objective · Late Game
Veteran signallast saved
Level 284
last saved DBRanked roster level
Maplast saved
obj_whitechapel
Objective · Late Game
Last lobby9 ranked players
11/16
players in monitored server
Lobby difficultyGold IV
1232
avg Skill RR 1232
Ranked densityrank signal
81.8%
9 of 11 detected players
Stomp riskbalance signal
48 / 100
live lobby spread pressure
Rookie pressurerookie signal
4 / 11
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Bronze IV
973Bronze IV · Skill RR
Bronze IV → Bronze III20%
66 RR to Bronze III17 RR above floor
1523Peak form
1393All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
HOT+76 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability50%
SWINGY
Peak form gapGold II
+550 gap
Standing moveSkill scale
+79
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
+7
Player DNAStable read
GoT_SoMe_PoT brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 31.4 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:27:28 UTC
NEXT SCAN 12:32
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · GoT_SoMe_PoT 973 RR · FORM HOT — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -7.2 RR/UPDATE · PEAK FORM 1523 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
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
GoT_SoMe_PoT
Bronze IV · Held-Rank Veteran
BOARD POS
RR 973PEAK 1523STATE HOTCONF 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 4 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -7.2 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#? Cwmbs is 973 RR ahead and in range — catch in ~2d at today's pace.
Form SurgingCLEAR3 of last 6 scored updates positive, +76 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1523Peak form
1393All-time peak
0Ladder track
+17RR above floor
973Bronze IV · Skill RR20% TO BRONZE III
Bronze IV → Bronze III20% · 66 RR needed
REACTOR PULSE · FORM LAST 6HOT +76
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1347 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 5 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-06-22-001 update0
2026-07-05-18-404 updates0
2026-07-05-15-002 updates0
2026-07-04-02-201 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
+76HOT
Form Engine
net RR across last 6
+550peak form gap +79standing move +7idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
98
KPH
56
Objective
42
Combat
10
74.5season KPH 72.9profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:27] > SCAN CYCLE 2327 COMPLETE — 565 contacts indexed
[23:27] > RATING SIGNAL LOCKED: 973 RR · BRONZE IV
[23:27] > LEAK SCAN: COMBAT PRESSURE below target — drain -7.2 RR/update
[23:27] > FORM ENGINE: 3/6 positive — band HOT, stability 50%
Sentinel Read · Player Assessment
GoT_SoMe_PoT brings the kind of support value that gives a push another chance. This player adds revives, assists, and safe team minutes when the round starts getting chaotic. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 31.4 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 1.9 vs 75/h target · weight 20%
-7.2RR / update
Objective actionsavg 3.1 vs 17/h target · weight 20%
-5.5RR / update
Kills per houravg 58.5 vs 152/h target · weight 20%
-3RR / update
Objective stops / C4 pressureavg 8.8 vs 13/h target · weight 20%
+0.2RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Support actionsavg 19.2 vs 18/h target · weight 20%
+0.6RR / update
Fix Simulator · Counterfactual
Average scored update right now+0.1 RR
Hit Combat pressure target — nothing else changes+11.6 RR / update
Hit Combat pressure + Objective actions targets+22.1 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+16 net
Your games
+16
Field drift
0
8 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 22%RR
Top 55%Combat
Top 38%Objective
Top 5%Support
Top 35%KPH
Objective Stops100/100
Support98/100
KPH56/100
Objective42/100
Combat10/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-1 impact)
⬢ LEVEL HELD BADGE Bronze IV TAPE SAYS Gold III
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
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
⬢ FAST CLIMB ORDER
Treading water burns the same energy as swimming, so SWIM. Pick one thing next session and make it twice as loud. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. Bronze III is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
No strong booster in the last scored game.
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major0 / 18 support/h target
Clutch stops▼ Major0 / 13 clutch/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.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Careful. The round wanted more from you than background pressure. Next game: make the obj hear footsteps. Escort it, arm it, fix it, steal it, deliver it, contest it — do not let the round happen without you. 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 2026-07-06-22-00 / -1 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 badgeBronze IVBronze IV
The tape saysGold IIIGold III
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
Treading water burns the same energy as swimming, so SWIM. Pick one thing next session and make it twice as loud. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. Bronze III is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 006 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 6. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.This is your 6th shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Your last pages average 0.76 on SUPPORT. Tonight reads 0.35. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.I am not asking you to be great tomorrow. I am ordering you to be HONEST tomorrow - drill done, feet where the round lives. Greatness is just honesty with repetitions.
SUPPORT
That is not a dip. A dip implies you were on the road at some point.
0.35
CLASS BAR 1.00
COMBAT
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.79
CLASS BAR 1.00
The drill // next sessionRead it twice. Your team died waiting. That ends now — defib in hand before their body hits the floor. Make saving people your whole personality.
WHITECHAPELLOST
194 damage a minute out, 212 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AURA
IN YOUR SQUAD EVERY RECENT GAME
Veteran stations live low, behind hard cover, with two exits. If the enemy can see the glow from their lane, so can their grenades.
FILM ROOM // WHITECHAPEL
The side-route constructibles on Chapel change the whole fight. Thirty seconds of quiet engineer work opens doors whole teams die trying to force.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
3 positive +76 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
3 negative 0.706 vs 0.721

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.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
What I expected from your last games
Baby steps. HONEST baby steps. Stay with the squad, put bullets where the enemy keeps their face, and do not make me learn your name for the wrong reasons.
What your last games gave me
I watched that and only stood up to yell twice — and once was at the OTHER team. That is a good day for both of us.
How fast this can move you
Your rank moves like Proxy on triple espresso right now. Feed it good tape and it SPRINTS. Feed it garbage and it sprints THE OTHER WAY.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 1.9 vs 75/h target · weight 20%
-7.2RR / update
Objective actionsavg 3.1 vs 17/h target · weight 20%
-5.5RR / update
Kills per houravg 58.5 vs 152/h target · weight 20%
-3RR / update
Objective stops / C4 pressureavg 8.8 vs 13/h target · weight 20%
+0.2RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.4RR / update
Support actionsavg 19.2 vs 18/h target · weight 20%
+0.6RR / update
Fix simulator
Average scored update right now+0.1 RR
Hit Combat pressure target — nothing else changes+11.6 RR / update
Hit Combat pressure + Objective actions targets+22.1 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+16 net
Your games+16
Field drift0
8 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 +0 RR / update over 4 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-06-22-001 update0
2026-07-05-18-404 updates0
2026-07-05-15-002 updates0
2026-07-04-02-201 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 22%RR
Top 55%Combat
Top 38%Objective
Top 5%Support
Top 35%KPH
Objective Stops100/100
Support98/100
KPH56/100
Objective42/100
Combat10/100
Personal intelligence / weekly compile

Loadout DNA // GoT_SoMe_PoT

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
149completed proof matches
10maps in personal file
Supportdominant field lane
NO NEW EVIDENCElast seven days
01 / identity

Signature arsenal

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

Most carried PROXY / KE21 loadout card
PROXY / KE21Engineer

105 completed matches / 43.8% observed result

Signature 2 AURA / BL41 loadout card
AURA / BL41Medic

93 completed matches / 46.2% observed result

Signature 3 STOKER / M92 loadout card
STOKER / M92Fire Support

89 completed matches / 47.2% observed result

Signature 4 STOKER / T52 loadout card
STOKER / T52Fire Support

22 completed matches / 36.4% observed result

Role DNA
Combat
38
Objective
32
Support
51
Precision
44
Pressure
50
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 / M92 loadout card
STOKER / M92Fire 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.

89 completed matches / 47.2% 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.

Castle21 personal / 47.6% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

17 completed matches / 52.9% observed result

PROXY / R51 loadout card
Archive same-merc leadPROXY / R51

1,559 archive carries / 500 players / 53.2% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel21 personal / 52.4% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

19 completed matches / 47.4% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground18 personal / 38.9% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

15 completed matches / 33.3% observed result

PROXY / H53 loadout card
Archive same-merc leadPROXY / H53

331 archive carries / 286 players / 49.0% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge16 personal / 31.2% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

15 completed matches / 26.7% observed result

PROXY / H53 loadout card
Archive same-merc leadPROXY / H53

296 archive carries / 253 players / 51.4% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Heist13 personal / 53.8% observed
AURA / BL41 loadout card
Your observed cardAURA / BL41

13 completed matches / 53.8% observed result

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Trainyard13 personal / 38.5% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

10 completed matches / 30.0% observed result

PROXY / R13 loadout card
Archive same-merc leadPROXY / R13

3,176 archive carries / 500 players / 52.6% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% 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
PROXY / KE21 loadout card
PROXY / KE21
STOKER / M92 loadout card
STOKER / M92
Signature deck

88 completed matches / 47.7% 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 x9 / STOKER / M92Match award x5 / STOKER / M92Most Deployables x3 / STOKER / M92Most Assists x3 / STOKER / M92

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

975Skill RR
+5Skill RR delta
976Peak Skill RR shown
72Tracked points shown
Skill RR graph - newest point at the right edgeHover / tap points to split Skill RR movement from Performance Impact
Scored update log / last 10 scored games ? 22 valid updates
2026-07-06-22-00-1 performance
Activity: 6.9 min / 6 K / 6 A / 0 W
Score: actual 0.706 vs expected 0.721 / margin -0.016
Show exact performance breakdown
0.706Actual score
0.721Expected score
-0.016Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.79
OBJECTIVE1.21
SUPPORT0.35
PRESSURE0.81
ground truth 0.75 vs legacy read 0.08 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-20:40+14 performance
Activity: 20 min / 21 K / 25 A / 2 W
Score: actual 0.936 vs expected 0.703 / margin 0.233
Show exact performance breakdown
0.936Actual score
0.703Expected score
0.233Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.02
OBJECTIVE1.10
SUPPORT0.71
PRESSURE0.81
ground truth 0.90 vs legacy read 0.94 · 2 match window · 1.00 = your class target for this lobby
2026-07-05-19:40-1 performance
Activity: 8.1 min / 7 K / 4 A / 0 W
Score: actual 0.599 vs expected 0.608 / margin -0.009
Show exact performance breakdown
0.599Actual score
0.608Expected score
-0.009Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.59
OBJECTIVE0.54
SUPPORT0.53
PRESSURE1.24
ground truth 0.65 vs legacy read 0.16 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-19:20+31 performance
Activity: 21.8 min / 33 K / 36 A / 2 W
Score: actual 1.069 vs expected 0.564 / margin 0.504
Show exact performance breakdown
1.069Actual score
0.564Expected score
0.504Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.33
OBJECTIVE1.05
SUPPORT0.71
PRESSURE1.24
ground truth 1.03 vs legacy read 1.03 · 2 match window · 1.00 = your class target for this lobby
2026-07-05-18:40+34 performance
Activity: 8.9 min / 10 K / 11 A / 2 W
Score: actual 1.067 vs expected 0.507 / margin 0.56
Show exact performance breakdown
1.067Actual score
0.507Expected score
0.56Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.95
OBJECTIVE1.66
SUPPORT0.76
PRESSURE1.25
ground truth 1.12 vs legacy read 0.19 · 2 match window · 1.00 = your class target for this lobby
2026-07-05-15:20-1 performance
Activity: 11.9 min / 19 K / 15 A / 0 W
Score: actual 0.583 vs expected 0.596 / margin -0.014
Show exact performance breakdown
0.583Actual score
0.596Expected score
-0.014Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.23
OBJECTIVE0.09
SUPPORT0.27
PRESSURE1.21
ground truth 0.58 vs legacy read 0.56 · 1 match window · 1.00 = your class target for this lobby
2026-07-05-15-00-26 performance
Activity: 1.4 min / 2 K / 1 A / 0 W
Score: actual 0.22 vs expected 0.647 / margin -0.427
Show exact performance breakdown
0.22Actual score
0.647Expected score
-0.427Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.13
OBJECTIVE0.52
SUPPORT0.12
PRESSURE0.20
ground truth 0.24 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-02:20-5 performance
Activity: 5.1 min / 6 K / 5 A / 0 W
Score: actual 0.467 vs expected 0.555 / margin -0.088
Show exact performance breakdown
0.467Actual score
0.555Expected score
-0.088Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 75%
COMBAT0.65
OBJECTIVE0.02
SUPPORT0.91
PRESSURE0.78
ground truth 0.55 vs legacy read 0.23 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-00-00-40 performance
Activity: 1.2 min / 1 K / 1 A / 1 W
Score: actual 0.053 vs expected 0.715 / margin -0.662
Show exact performance breakdown
0.053Actual score
0.715Expected score
-0.662Margin
61K-factor
2026-07-03-22:20-4 performance
Activity: 8.9 min / 5 K / 12 A / 0 W
Score: actual 0.663 vs expected 0.734 / margin -0.071
Show exact performance breakdown
0.663Actual score
0.734Expected score
-0.071Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 75%
COMBAT0.67
OBJECTIVE0.19
SUPPORT0.92
PRESSURE0.99
ground truth 0.64 vs legacy read 0.72 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-03-20
FIELD SHIFT Bronze IV / Skill RR 975 / +2 RR
Position 543 / Support / Revive / KPH 72.94 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +2 from ranked-field movement.
2026-07-12-02-00
FIELD SHIFT Bronze IV / Skill RR 973 / 0 RR
Position 544 / Support / Revive / KPH 72.94 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-01-40
HELD Bronze IV / Skill RR 973 / -1 RR
Position 545 / Support / Revive / KPH 72.94 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR movement came from the ranked field.
2026-07-12-01-20
FIELD SHIFT Bronze IV / Skill RR 974 / 0 RR
Position 546 / Support / Revive / KPH 72.94 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-01-00
FIELD SHIFT Bronze IV / Skill RR 974 / 0 RR
Position 546 / Support / Revive / KPH 72.94 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-12-00-40
FIELD SHIFT Bronze IV / Skill RR 974 / 0 RR
Position 545 / Support / Revive / KPH 72.94 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-00-20
FIELD SHIFT Bronze IV / Skill RR 974 / 0 RR
Position 544 / Support / Revive / KPH 72.94 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-12-00-00
FIELD SHIFT Bronze IV / Skill RR 974 / 0 RR
Position 544 / Support / Revive / KPH 72.94 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-11-23-40
FIELD SHIFT Bronze IV / Skill RR 974 / 0 RR
Position 544 / Support / Revive / KPH 72.94 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-11-23-20
FIELD SHIFT Bronze IV / Skill RR 974 / +1 RR
Position 544 / Support / Revive / KPH 72.94 / Performance 0 / Field shift +2
  • 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 monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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