Tracked players: 2851 · 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.
544 / 2851Active ranked this season
08:10
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.

2026-07-21 Last update UTC 07:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
HeavyDoc F.U.C.K-2
Gold I
Gold contract filePressure-band contract

HeavyDoc F.U.C.K-21616 Skill RR

Gold I

Active SignalLive rank slot held / state file ? 1.5d ago
1616Skill RR
#110Board position
Signal heldField state
8 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 7/10
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
65/100
High Pressure
Preview only · provisional 7/10 matches
PROJECTED RR IF ENABLED+16 Skill RR
BASE SKILL RR2115
PRESSURE BUDGET±53 RR
VISIBLE PREVIEW2131
Silent Support x 4

Recent eligible matches are bending the field clearly above expectation.

65Current gauge
71Newest match
50Expected pressure
7/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Loss Loss Loss Abandoned Won Loss Won Won Won
Open DBStats Profile ↗
Ranked read

HeavyDoc F.U.C.K-2 is built around fights, trades, and pressure. When the push needs space, this player is the kind of teammate who can create it. Those kills matter most when the team gets progress from them instead of only a clean kill feed. This player also has timing around stops, which can save rounds that look almost gone. The last scored game showed the good parts clearly, especially through stop pressure.

Team value: fight pressure Strongest: fight pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
1 d ago · 21 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_canarywharf · Objective · Late Game
Maplast saved
obj_canarywharf
Objective · Late Game
Last lobby14 ranked players
16/16
players in monitored server
Lobby difficultyGold II
1450
avg Skill RR 1450
Ranked densityrank signal
87.5%
14 of 16 detected players
Stomp riskbalance signal
71 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Frag Pressure Merc · Hot streak · Skill RR is the rank signal
BOARD POSITION#110
Skill rating signal
Gold I
1616Gold I · Skill RR
Gold I → Cobalt III16%
61 RR to Cobalt III8 RR above floor
1986Peak form
2115All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Combat · Secondary: Objective Stops
Form engine
HOT+62 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability83%
LOCKED
Peak form gapElite
+370 gap
Standing moveSkill scale
+134
Rank pressureField opened
Field opened +2 RR
Idle field shiftoffline
+12
Player DNAStable read
HeavyDoc F.U.C.K-2 brings a rounded kind of value to the team. The value shows across the match, not only in one scoreboard line. The best rounds come when that balance stays close to the obj and the team. There is also enough support value here to keep pushes from dying after one bad trade. Current fight pace sits around 92.2 combat pressure/hour.
Primary Combat Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 07:31:51 UTC
NEXT SCAN 08:09
CONTACTS 544 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #110 HeavyDoc F.U.C.K-2 1616 RR · CONTACT #111 CLOSURE +66/DAY — INTERCEPT ~1D · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -14.1 RR/UPDATE · PEAK FORM 1986 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
HeavyDoc F.U.C.K-2
Gold I · Hot Streak Frag Pressure Merc
#110BOARD POS
RR 1616PEAK 1986STATE HOTCONF 77
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
Threat ClosingSEV-1#111 [TROLL] Trolling gained +66 RR today, 2 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -14.1 RR / update.
Form SurgingCLEAR5 of last 6 scored updates positive, +62 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1986Peak form
2115All-time peak
0Ladder track
+8RR above floor
1616Gold I · Skill RR16% TO COBALT III
Gold I → Cobalt III16% · 61 RR needed
REACTOR PULSE · FORM LAST 6HOT +62
Sentinel Confidence
77MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (128 rows), stored scored breakdowns (6) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-19-19-003 updates0
2026-07-19-14-403 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+62HOT
Form Engine
net RR across last 6
+370peak form gap +134standing move +12idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Combat
100
Objective Stops
100
KPH
97
Support
62
Objective
55
79.5season KPH 126.6profile KPH COMBATprimary
SENTINEL EVENT LOG · LIVE FEED
[07:31] > SCAN CYCLE 0731 COMPLETE — 544 contacts indexed
[07:31] > RATING SIGNAL LOCKED: 1616 RR · GOLD I · BOARD #110
[07:31] > LEAK SCAN: COMBAT PRESSURE below target — drain -14.1 RR/update
[07:31] > THREAT TRACK: contact #111 closure +66/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
HeavyDoc F.U.C.K-2 brings a rounded kind of value to the team. The value shows across the match, not only in one scoreboard line. The best rounds come when that balance stays close to the obj and the team. There is also enough support value here to keep pushes from dying after one bad trade. Current fight pace sits around 92.2 combat pressure/hour.
COMBATprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 6 stored scored games
Combat pressureavg 15 vs 75/h target · weight 20%
-14.1RR / update
Objective actionsavg 15.4 vs 17/h target · weight 20%
-10.9RR / update
Support actionsavg 8.2 vs 18/h target · weight 20%
-10RR / update
Kills per houravg 76.5 vs 152/h target · weight 20%
-9RR / update
Objective stops / C4 pressureavg 22.6 vs 13/h target · weight 20%
-1.8RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Fix Simulator · Counterfactual
Average scored update right now+8.5 RR
Hit Combat pressure target — nothing else changes+22.2 RR / update
Hit Combat pressure + Objective actions targets+35.5 RR / update
Counterfactual on the same games, same K-factor (~88). 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
72h+62 net
Your games
+62
Field drift
0
6 scored updates in window
7d+62 net
Your games
+62
Field drift
0
6 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 5%RR
Top 2%Combat
Top 23%Objective
Top 16%Support
Top 5%KPH
Combat100/100
Objective Stops100/100
KPH97/100
Support62/100
Objective55/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+43 impact)
⬢ CHAMPAGNE ROOM BADGE Gold I TAPE SAYS Elite
I have seen a lot of tape in my life. I wept at this one. Openly. The bench saw. I regret NOTHING. Top of your season, right there on tape. Burn this exact shape into your hands — this is the standard now, and the standard does NOT go backward.
Coach blood pressureCHAMPAGNE CALM
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
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. 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. Cobalt 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
Clutch stops▲ High67.3 / 13 clutch/h target
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Major0 / 75 combat/h target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Good work. Stop pressure showed up where the round could use it. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. 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 helped 2026-07-19-19:40 / +43 game impact
Coach
CHAMPAGNE ROOM
I have seen a lot of tape in my life. I wept at this one. Openly. The bench saw. I regret NOTHING. Top of your season, right there on tape. Burn this exact shape into your hands — this is the standard now, and the standard does NOT go backward.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IGold I
The tape saysEliteElite
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. 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. Cobalt 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
ENGINEERjudged by your class bar
FILE 001 VETERAN UNDER ORDER: COMBAT
Coach
From your file · the coach speaksA 2015 account walks into my room at level 1354. I do not coach the dust; I coach what is under it. Bring me the player all those years built.The lifetime ledger reads 438,276 kills across 3463 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.Tonight is page one. Whatever gets written after this, tonight is the sentence I will compare it to. Make it a sentence worth beating.Tomorrow this page is history and the standard it set is not. That is the deal with nights like this: you do not get to visit them, you get to LIVE at that address.
SUPPORT
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
2.00
CLASS BAR 1.00
The drill // next sessionThe bar met its match. New order: make this boring. Make excellence your Tuesday.
CANARYWHARFWON
218 damage a minute out, 286 a minute in. You were the pinata, not the bat.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
ENGINEER
YOUR ROLE ON THE FLOOR
Win the fight over the objective before you kneel at it. A dead engineer repairs nothing.
FILM ROOM // CANARY WHARF
Wharf is vertical: balconies, lifts, sightlines stacked on sightlines. Clear high before you cross open ground — most deaths here come from above.
65 of 50, ten fights running. Teams get built around numbers like that. Remember I said it first.
I am proud of you. I do not say that into microphones. I am saying it into your file.

Working signals

Clutch stops▲ High
67.3 / 13 clutch/h target
5 positive +62 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
0 / 75 combat/h target
1 negative 1.556 vs 1.149

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
At your level, decent is an insult you do to yourself. I expected you to grab rounds by the collar. The lane you stand in should become a no-fly zone.
What your last games gave me
I have watched that tape so many times the file is wearing out. Total control. Every fight, every paddle, every push — flawless and slightly disrespectful.
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 6 stored scored games
Combat pressureavg 15 vs 75/h target · weight 20%
-14.1RR / update
Objective actionsavg 15.4 vs 17/h target · weight 20%
-10.9RR / update
Support actionsavg 8.2 vs 18/h target · weight 20%
-10RR / update
Kills per houravg 76.5 vs 152/h target · weight 20%
-9RR / update
Objective stops / C4 pressureavg 22.6 vs 13/h target · weight 20%
-1.8RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Fix simulator
Average scored update right now+8.5 RR
Hit Combat pressure target — nothing else changes+22.2 RR / update
Hit Combat pressure + Objective actions targets+35.5 RR / update
Counterfactual on the same games, same K-factor (~88). 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
72h+62 net
Your games+62
Field drift0
6 scored updates in window
7d+62 net
Your games+62
Field drift0
6 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 3 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-19-19-003 updates0
2026-07-19-14-403 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 5%RR
Top 2%Combat
Top 23%Objective
Top 16%Support
Top 5%KPH
Combat100/100
Objective Stops100/100
KPH97/100
Support62/100
Objective55/100
Personal intelligence / weekly compile

Loadout DNA // HeavyDoc F.U.C.K-2

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

1616Skill RR
0Skill RR delta
1617Peak 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 6 scored games ? 6 valid updates
2026-07-19-19:40+43 performance
Activity: 8 min / 9 K / 6 A / 2 W
Score: actual 1.556 vs expected 1.149 / margin 0.407
Show exact performance breakdown
1.556Actual score
1.149Expected score
0.407Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.01
OBJECTIVE2.00
SUPPORT2.00
PRESSURE1.06
ground truth 1.64 vs legacy read 0.59 · 1 match window · 1.00 = your class target for this lobby
2026-07-19-19:20+4 performance
Activity: 7.6 min / 9 K / 11 A / 1 W
Score: actual 1.109 vs expected 1.066 / margin 0.042
Show exact performance breakdown
1.109Actual score
1.066Expected score
0.042Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.47
OBJECTIVE0.89
SUPPORT1.37
PRESSURE0.47
ground truth 1.16 vs legacy read 0.25 · 1 match window · 1.00 = your class target for this lobby
2026-07-19-19-00+28 performance
Activity: 21.4 min / 33 K / 32 A / 2 W
Score: actual 1.229 vs expected 0.966 / margin 0.264
Show exact performance breakdown
1.229Actual score
0.966Expected score
0.264Margin
105K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 65% / RECON 36%engine weight 90%
COMBAT1.45
OBJECTIVE0.52
SUPPORT1.65
PRESSURE0.61
ground truth 1.22 vs legacy read 0.91 · 3 match window · 1.00 = your class target for this lobby
2026-07-19-16-00+3 performance
Activity: 25.5 min / 11 K / 9 A / 0 W
Score: actual 0.915 vs expected 0.888 / margin 0.027
Show exact performance breakdown
0.915Actual score
0.888Expected score
0.027Margin
105K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 61% / MEDIC 40%engine weight 90%
COMBAT1.00
OBJECTIVE0.23
SUPPORT1.82
PRESSURE1.05
ground truth 0.99 vs legacy read 0.18 · 2 match window · 1.00 = your class target for this lobby
2026-07-19-15-00-34 performance
Activity: 12.8 min / 18 K / 11 A / 0 W
Score: actual 0.694 vs expected 1.252 / margin -0.558
Show exact performance breakdown
0.694Actual score
1.252Expected score
-0.558Margin
61K-factor
2026-07-19-14:40+18 performance
Activity: 19.6 min / 7 K / 10 A / 1 W
Score: actual 1.252 vs expected 0.848 / margin 0.404
Show exact performance breakdown
1.252Actual score
0.848Expected score
0.404Margin
44K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.71
OBJECTIVE1.82
SUPPORT0.87
PRESSURE1.00
ground truth 1.30 vs legacy read 0.74 · 1 match window · 1.00 = your class target for this lobby
2026-07-21-07-20
FIELD SHIFT Gold I / Skill RR 1616 / 0 RR
Position 120 / Combat / KPH 126.56 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-07-00
FIELD SHIFT Gold I / Skill RR 1616 / 0 RR
Position 120 / Combat / KPH 126.56 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-06-40
FIELD SHIFT Gold I / Skill RR 1616 / 0 RR
Position 120 / Combat / KPH 126.56 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-06-20
FIELD SHIFT Gold I / Skill RR 1616 / 0 RR
Position 120 / Combat / KPH 126.56 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-06-00
FIELD SHIFT Gold I / Skill RR 1616 / 0 RR
Position 120 / Combat / KPH 126.56 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-21-05-40
FIELD SHIFT Gold I / Skill RR 1616 / 0 RR
Position 120 / Combat / KPH 126.56 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-05-20
FIELD SHIFT Gold I / Skill RR 1616 / 0 RR
Position 120 / Combat / KPH 126.56 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-21-05-00
FIELD SHIFT Gold I / Skill RR 1616 / +1 RR
Position 120 / Combat / KPH 126.56 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-21-04-40
FIELD SHIFT Gold I / Skill RR 1615 / -2 RR
Position 120 / Combat / KPH 126.56 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -2 from ranked-field movement.
2026-07-21-04-20
FIELD SHIFT Gold I / Skill RR 1617 / +1 RR
Position 119 / Combat / KPH 126.56 / Performance 0 / Field shift +3
  • 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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