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
10:32
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
spastic
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.
Elite
Elite command dossierMax-band contract

spastic2096 Skill RR

Elite

Lost SignalLast proven rank saved / live slot released / state file ? 11d ago
2096Skill 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.
58/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+8 Skill RR
BASE SKILL RR2074
PRESSURE BUDGET±52 RR
VISIBLE PREVIEW2082
Field Closer x 2Field Breaker x 1Pressure Rescue x 1

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

58Current gauge
52Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Won Loss Won Won Won Won Won Won Won
Open DBStats Profile ↗
Ranked read

spastic brings real fight pressure. Give this player room and the push can open fast. When the fights get cleaner, the team value becomes much easier to see. There is also useful stop pressure around plants, defuses, and late-round fights. The last scored game moved in the right direction, with stop pressure helping the round.

Team value: fight pressure Strongest: fight pressure · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
10 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
peace and love <3
obj_canarywharf · Objective · Late Game
Veteran signallast saved
Level 512
last saved DBRanked roster level
Maplast saved
obj_canarywharf
Objective · Late Game
Last lobby12 ranked players
14/16
players in monitored server
Lobby difficultyGold II
1456
avg Skill RR 1456
Ranked densityrank signal
85.7%
12 of 14 detected players
Stomp riskbalance signal
76 / 100
live lobby spread pressure
Rookie pressurerookie signal
3 / 14
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
Elite
2096Elite · Skill RR
Elite → Max rank100%
0 RR to Max rank150 RR above floor
2150Peak form
2074All-time peak
2074Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Combat · Secondary: Objective Stops
Form engine
HOT+25 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
0/100
Stability67%
SWINGY
Peak form gapElite
+54 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftnone
Player DNAStable read
spastic is useful to have on your side. This player has enough mixed value to stay useful when the team needs something different each round. The best rounds come when that balance stays close to the obj and the team. Current kill pace sits around 181.8 kills/hour.
Primary KPH Secondary Combat Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:28 UTC
NEXT SCAN 10:32
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · spastic 2096 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: SUPPORT ACTIONS -8 RR/UPDATE · PEAK FORM 2150 ON RECORD · LADDER PRESSURE LOW 0/100 ·
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
spastic
Elite · Held-Rank Veteran
BOARD POS
RR 2096PEAK 2150STATE HOTCONF 83
● 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-2Support actions running below scoring target — worst active leak, -8 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#? HΛRBI is 2096 RR ahead and closing — catch in ~5d at today's pace.
Form SurgingCLEAR4 of last 6 scored updates positive, +25 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2150Peak form
2074All-time peak
2074Ladder track
+150RR above floor
2096Elite · Skill RRMAX RANK REACHED · 100%
Elite → Max rank100% · 150 RR above floor
REACTOR PULSE · FORM LAST 6HOT +25
Sentinel Confidence
83HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (82 rows), stored scored breakdowns (10) 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
1823 UTC avg 0 RR / update over 4 updates
Recent Sessions
2026-07-06-23-004 updates0
2026-07-04-03-206 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
0/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+25HOT
Form Engine
net RR across last 6
+54peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Combat
100
Objective Stops
100
KPH
100
Support
56
Objective
28
183.6season KPH 181.8profile KPH KPHprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 2096 RR · ELITE
[23:29] > LEAK SCAN: SUPPORT ACTIONS below target — drain -8 RR/update
[23:29] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
spastic is useful to have on your side. This player has enough mixed value to stay useful when the team needs something different each round. The best rounds come when that balance stays close to the obj and the team. Current kill pace sits around 181.8 kills/hour.
KPHprimary COMBATsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Support actionsavg 7.9 vs 18/h target · weight 20%
-8RR / update
Objective actionsavg 11.5 vs 17/h target · weight 20%
-6.5RR / update
Kills per houravg 186.2 vs 152/h target · weight 20%
-1RR / update
Combat pressureavg 106 vs 75/h target · weight 20%
-0.3RR / update
Win resultavg 0.9 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.6RR / update
Objective stops / C4 pressureavg 53 vs 13/h target · weight 20%
+5.4RR / update
Fix Simulator · Counterfactual
Average scored update right now+2 RR
Hit Support actions target — nothing else changes+7.1 RR / update
Hit Support actions + Objective actions targets+11.5 RR / update
Counterfactual on the same games, same K-factor (~44). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h+31 net
Your games
+31
Field drift
0
4 scored updates in window
72h+31 net
Your games
+31
Field drift
0
4 scored updates in window
7d+32 net
Your games
+32
Field drift
0
16 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 1%RR
Top 2%Combat
Top 64%Objective
Top 20%Support
Top 1%KPH
Combat100/100
Objective Stops100/100
KPH100/100
Support56/100
Objective28/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+11 impact)
⬢ FIELD MONSTER BADGE Elite TAPE SAYS Elite
Massive. MASSIVE. Your current rank should be embarrassed to be seen with that tape. Keep this pace and I will handle the paperwork personally. AND ANOTHER THING — that is your best tape of the ENTIRE SEASON. The vault is open, the good glasses are out, and I am telling everyone whether they ask or not.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You played exactly like your paperwork. Accurate. Honest. And completely incapable of promotion. Aim higher.
⬢ FAST CLIMB ORDER
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are sitting at the very top of this board. There is no badge above you to chase — only the version of you on yesterday's tape. Beat HIM.
Working Signals
Clutch stops▲ High47.4 / 13 clutch/h target
Objective Leaks
Frag pressure▼ Medium68.9 / 75 combat/h target
Kill pace▼ Medium149.8 / 152 KPH target
Objective work▼ Medium17.5 / 17 objective/h target
Field Orders
Frag pressureTARGET68.9 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Kill paceTARGET149.8 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective workTARGET17.5 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
That one moved in the right direction. Stop pressure gave the round a pulse. Next game: trade with the wave. If the enemy falls, the push should move before the body gets cold. Coach order: first contact is good; useful first contact is better.
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 2026-07-07-00:20 / +11 game impact
Coach
FIELD MONSTER
Massive. MASSIVE. Your current rank should be embarrassed to be seen with that tape. Keep this pace and I will handle the paperwork personally. AND ANOTHER THING — that is your best tape of the ENTIRE SEASON. The vault is open, the good glasses are out, and I am telling everyone whether they ask or not.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeEliteElite
The tape saysEliteElite
You played exactly like your paperwork. Accurate. Honest. And completely incapable of promotion. Aim higher.
Fast climb order
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are sitting at the very top of this board. There is no badge above you to chase — only the version of you on yesterday's tape. Beat HIM.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 003 VETERAN UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksOBJECTIVE: 0.57 when I gave the order, 1.30 tonight. You did not argue with the clipboard - you emptied it. Respect.The lifetime ledger reads 152,665 kills across 839 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.PRESSURE at 1.23 against a recent file average of 0.84 - even your weakest board is climbing. That is what a real repair looks like: boring, steady, undeniable.Now the hard part - do it again. Files full of one great page belong to the almost-players, and I have read too many of those. Yours will not be one. I have decided.
SUPPORT
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
2.00
CLASS BAR 1.00
The drill // next sessionThe bar met its match. New order: make this boring. Make excellence your Tuesday.
CANARYWHARFWON
5 teammates raised on this shift. The tape does not lie about who kept that team breathing.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHOENIX
IN YOUR SQUAD EVERY RECENT GAME
Phoenix is the medic who can afford to be greedy. Trade in the front line, pulse yourself honest, repeat.
FILM ROOM // CANARY WHARF
The objective windows on Wharf are short and violent. Have the engineer escorted BEFORE the window opens, not summoned after.
A Field Breaker stamp in the file - you dragged a losing fight over the line. That is playoff DNA.
Do not let me down by making this a memory. Make it a Tuesday.

Working signals

Clutch stops▲ High
47.4 / 13 clutch/h target
4 positive +25 last 6

Objective leaks

Frag pressure▼ Medium
68.9 / 75 combat/h target
Kill pace▼ Medium
149.8 / 152 KPH target
Objective work▼ Medium
17.5 / 17 objective/h target
2 negative 1.678 vs 1.418

Field orders

Frag pressuretarget
68.9 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
149.8 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective worktarget
17.5 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
What I expected from your last games
I expected the kind of tape that gets framed. Flawless paddles, surgical entries, an objective that moves like it is on payroll. Yours.
What your last games gave me
That was not a performance, that was an eviction notice served to an entire lobby. Frame it. FRAME IT.
How fast this can move you
You have real leverage on your climb. REAL leverage. Do you know what I would give for real leverage at MY age?! Do not waste it standing still.
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 7.9 vs 18/h target · weight 20%
-8RR / update
Objective actionsavg 11.5 vs 17/h target · weight 20%
-6.5RR / update
Kills per houravg 186.2 vs 152/h target · weight 20%
-1RR / update
Combat pressureavg 106 vs 75/h target · weight 20%
-0.3RR / update
Win resultavg 0.9 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.6RR / update
Objective stops / C4 pressureavg 53 vs 13/h target · weight 20%
+5.4RR / update
Fix simulator
Average scored update right now+2 RR
Hit Support actions target — nothing else changes+7.1 RR / update
Hit Support actions + Objective actions targets+11.5 RR / update
Counterfactual on the same games, same K-factor (~44). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h+31 net
Your games+31
Field drift0
4 scored updates in window
72h+31 net
Your games+31
Field drift0
4 scored updates in window
7d+32 net
Your games+32
Field drift0
16 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
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
2026-07-06-23-004 updates0
2026-07-04-03-206 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 1%RR
Top 2%Combat
Top 64%Objective
Top 20%Support
Top 1%KPH
Combat100/100
Objective Stops100/100
KPH100/100
Support56/100
Objective28/100
Personal intelligence / weekly compile

Loadout DNA // spastic

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
86completed proof matches
9maps in personal file
Combatdominant field lane
IMPROVINGlast 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 PHOENIX / CR82 loadout card
PHOENIX / CR82Medic

71 completed matches / 70.4% observed result

Signature 2 VASSILI / F23 loadout card
VASSILI / F23Recon

62 completed matches / 69.4% observed result

Signature 3 NADER / CR81 loadout card
NADER / CR81Assault

16 completed matches / 68.8% observed result

Signature 4 FRAGGER / M91 loadout card
FRAGGER / M91Assault

15 completed matches / 60.0% observed result

Role DNA
Combat
98
Objective
49
Support
76
Precision
97
Pressure
97
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 PHOENIX / CR82 loadout card
PHOENIX / CR82Medic
Test PHOENIX / CR81 loadout card
PHOENIX / CR81Medic
Keep PHOENIX. Change one card.

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

71 completed matches / 70.4% observed result 13,973 completed carries / 3,402 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.

Bridge23 personal / 60.9% observed
PHOENIX / CR82 loadout card
Your observed cardPHOENIX / CR82

20 completed matches / 60.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Underground18 personal / 83.3% observed
PHOENIX / CR82 loadout card
Your observed cardPHOENIX / CR82

14 completed matches / 78.6% observed result

PHOENIX / CR72 loadout card
Archive same-merc leadPHOENIX / CR72

3,174 archive carries / 500 players / 51.5% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Whitechapel14 personal / 57.1% observed
VASSILI / F23 loadout card
Your observed cardVASSILI / F23

12 completed matches / 50.0% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Castle7 personal / 85.7% observed
PHOENIX / CR82 loadout card
Your observed cardPHOENIX / CR82

6 completed matches / 83.3% observed result

PHOENIX / CR81 loadout card
Archive same-merc leadPHOENIX / CR81

2,895 archive carries / 500 players / 53.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Trainyard6 personal / 100.0% observed
PHOENIX / CR82 loadout card
Your observed cardPHOENIX / CR82

6 completed matches / 100.0% observed result

PHOENIX / CR71 loadout card
Archive same-merc leadPHOENIX / CR71

761 archive carries / 497 players / 55.5% conservative floor

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux6 personal / 83.3% observed
PHOENIX / CR82 loadout card
Your observed cardPHOENIX / CR82

6 completed matches / 83.3% observed result

PHOENIX / CR72 loadout card
Archive same-merc leadPHOENIX / CR72

544 archive carries / 439 players / 50.0% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

04 / whole kit

Deck and squad links

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

FRAGGER / M91 loadout card
FRAGGER / M91
PHOENIX / CR82 loadout card
PHOENIX / CR82
VASSILI / F23 loadout card
VASSILI / F23
Signature deck

15 completed matches / 60.0% observed result

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

Most Kills x9 / PHOENIX / CR82Most Kills x7 / VASSILI / F23Most Finishes x3 / VASSILI / F23Most Finishes x3 / NADER / CR81

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

0Skill RR
0Skill RR delta
0Peak Skill RR shown
0Tracked 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 ? 15 valid updates
2026-07-07-00:20+11 performance
Activity: 12 min / 30 K / 23 A / 2 W
Score: actual 1.678 vs expected 1.418 / margin 0.26
Show exact performance breakdown
1.678Actual score
1.418Expected score
0.26Margin
44K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.92
OBJECTIVE1.30
SUPPORT2.00
PRESSURE1.23
ground truth 1.69 vs legacy read 1.26 · 2 match window · 1.00 = your class target for this lobby
2026-07-06-23:40+17 performance
Activity: 13.8 min / 36 K / 20 A / 4 W
Score: actual 1.608 vs expected 1.225 / margin 0.382
Show exact performance breakdown
1.608Actual score
1.225Expected score
0.382Margin
44K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.83
OBJECTIVE0.75
SUPPORT2.00
PRESSURE1.50
ground truth 1.64 vs legacy read 1.03 · 1 match window · 1.00 = your class target for this lobby
2026-07-06-23:20-7 performance
Activity: 14.1 min / 60 K / 14 A / 2 W
Score: actual 1.313 vs expected 1.463 / margin -0.151
Show exact performance breakdown
1.313Actual score
1.463Expected score
-0.151Margin
44K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.81
OBJECTIVE1.21
SUPPORT0.99
PRESSURE0.73
ground truth 1.24 vs legacy read 1.29 · 2 match window · 1.00 = your class target for this lobby
2026-07-06-23-00+10 performance
Activity: 11.5 min / 33 K / 17 A / 2 W
Score: actual 1.588 vs expected 1.35 / margin 0.237
Show exact performance breakdown
1.588Actual score
1.35Expected score
0.237Margin
44K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.94
OBJECTIVE0.73
SUPPORT2.00
PRESSURE1.22
ground truth 1.58 vs legacy read 1.25 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-05-00-14 performance
Activity: 21.4 min / 56 K / 7 A / 1 W
Score: actual 1.002 vs expected 1.311 / margin -0.309
Show exact performance breakdown
1.002Actual score
1.311Expected score
-0.309Margin
44K-factor
MIS v2 · NEW ENGINEMEDICengine weight 75%
COMBAT1.65
OBJECTIVE0.57
SUPPORT0.61
PRESSURE1.00
ground truth 0.97 vs legacy read 1.07 · 2 match window · 1.00 = your class target for this lobby
2026-07-04-04:40+8 performance
Activity: 7.5 min / 25 K / 7 A / 1 W
Score: actual 1.5 vs expected 1.314 / margin 0.187
Show exact performance breakdown
1.5Actual score
1.314Expected score
0.187Margin
44K-factor
MIS v2 · NEW ENGINEMEDICengine weight 75%
COMBAT2.00
OBJECTIVE1.58
SUPPORT1.76
PRESSURE0.71
ground truth 1.61 vs legacy read 1.02 · 2 match window · 1.00 = your class target for this lobby
2026-07-04-04:20-5 performance
Activity: 21.8 min / 54 K / 37 A / 1 W
Score: actual 1.175 vs expected 1.287 / margin -0.112
Show exact performance breakdown
1.175Actual score
1.287Expected score
-0.112Margin
44K-factor
MIS v2 · NEW ENGINEMEDICengine weight 75%
COMBAT1.69
OBJECTIVE1.42
SUPPORT0.55
PRESSURE1.06
ground truth 1.11 vs legacy read 1.28 · 2 match window · 1.00 = your class target for this lobby
2026-07-04-04-00+13 performance
Activity: 10.2 min / 34 K / 17 A / 1 W
Score: actual 1.583 vs expected 1.28 / margin 0.302
Show exact performance breakdown
1.583Actual score
1.28Expected score
0.302Margin
44K-factor
MIS v2 · NEW ENGINEMEDICengine weight 75%
COMBAT2.00
OBJECTIVE1.77
SUPPORT1.89
PRESSURE0.80
ground truth 1.68 vs legacy read 1.10 · 1 match window · 1.00 = your class target for this lobby
2026-07-04-03:40-4 performance
Activity: 14.8 min / 57 K / 23 A / 2 W
Score: actual 1.217 vs expected 1.3 / margin -0.083
Show exact performance breakdown
1.217Actual score
1.3Expected score
-0.083Margin
44K-factor
MIS v2 · NEW ENGINEMEDICengine weight 75%
COMBAT2.00
OBJECTIVE1.07
SUPPORT0.68
PRESSURE0.82
ground truth 1.19 vs legacy read 1.17 · 2 match window · 1.00 = your class target for this lobby
2026-07-04-03:20-11 performance
Activity: 16.9 min / 54 K / 20 A / 2 W
Score: actual 1.195 vs expected 1.448 / margin -0.253
Show exact performance breakdown
1.195Actual score
1.448Expected score
-0.253Margin
44K-factor
MIS v2 · NEW ENGINEMEDICengine weight 75%
COMBAT1.90
OBJECTIVE1.34
SUPPORT0.62
PRESSURE0.67
ground truth 1.15 vs legacy read 1.14 · 2 match window · 1.00 = your class target for this lobby
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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