Tracked players: 7382 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. 1 CHEATER ONLINE
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1296 / 7382Active ranked this season
14:36
Next rank update
Same player search as the ladder
How ranks move

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

2026-10-19 Last update UTC 16:20 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
123
Elite
SEASON I REWARD
Elite
Elite
Highest peak rank from Jun 2026
Elite command dossierMax-band contract

1232001 Skill RR

Elite

Active SignalLive rank slot held / state file ? 1.5d ago
2001Skill RR
#26Board position
Signal heldField state
50 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
51/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+1 Skill RR
LADDER TRACK BASE2011
PRESSURE BUDGET±50 RR
VISIBLE PREVIEW2012
Field Closer x 1

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

51Current gauge
57Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Loss Loss Won Loss Loss Won Won Won Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

123 is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. Those kills become much more valuable when this player start moving the obj or protecting the team. The fight side gives the team a way to open pushes instead of only reacting. The last scored game moved in the right direction, with stop pressure and fight pressure helping the round.

Team value: stop pressure Strongest: stop 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 · 22 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
obj_canarywharf · Objective · Late Game
Maplast saved
obj_canarywharf
Objective · Late Game
Last lobby13 ranked players
14/16
players in monitored server
Lobby difficultyGold II
1497
avg Skill RR 1497
Ranked densityrank signal
92.9%
13 of 14 detected players
Stomp riskbalance signal
69 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 14
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#26
Skill rating signal
Elite
2001Elite · Skill RR
Elite → Max rank100%
0 RR to Max rank50 RR above floor
2149Peak form
2037All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+33 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
35/100
Stability67%
SWINGY
Peak form gapElite
+148 gap
Standing moveSkill scale
+4
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
-1
Player DNAStable read
123 gives the team something in more than one part of the match. This player brings fight pressure, team value, and enough round presence to fit different situations. Not every contribution is loud, but the value shows when the round needs someone steady. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 17.7 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 16:25:25 UTC
NEXT SCAN 14:35
CONTACTS 1296 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #26 123 2001 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -9.5 RR/UPDATE · PEAK FORM 2149 ON RECORD · LADDER PRESSURE LOW 35/100 ·
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
123
Elite · Objective Stopper
#26BOARD POS
RR 2001PEAK 2149STATE 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 3 SIGNALS
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -9.5 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR4 of last 6 scored updates positive, +33 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2149Peak form
2037All-time peak
0Ladder track
+50RR above floor
2001Elite · Skill RRMAX RANK REACHED · 100%
Elite → Max rank100% · 50 RR above floor
REACTOR PULSE · FORM LAST 6HOT +33
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4495 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
-12.5 1st Deploybleeding
-4 2nd Deploybleeding
+6.4 3rd+ Deploylate game
⬢ Standing Order
Warm up before scored time.
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Strongest Window
0005 UTC avg +4 RR / update over 9 updates
Recent Sessions
2026-10-18-01-409 updates+36
2026-09-27-06-201 update-20
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
35/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+33HOT
Form Engine
net RR across last 6
+148peak form gap +4standing move -1idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
100
Combat
74
Support
55
Objective
26
187.1season KPH 131.6profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[16:25] > SCAN CYCLE 1625 COMPLETE — 1296 contacts indexed
[16:25] > RATING SIGNAL LOCKED: 2001 RR · ELITE · BOARD #26
[16:25] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -9.5 RR/update
[16:25] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
123 gives the team something in more than one part of the match. This player brings fight pressure, team value, and enough round presence to fit different situations. Not every contribution is loud, but the value shows when the round needs someone steady. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 17.7 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 10.3 vs 17/h target · weight 20%
-9.5RR / update
Support actionsavg 14.5 vs 18/h target · weight 20%
-7RR / update
Combat pressureavg 96.2 vs 75/h target · weight 20%
-1.9RR / update
Kills per houravg 192.2 vs 152/h target · weight 20%
-1RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.1RR / update
Objective stops / C4 pressureavg 71.7 vs 13/h target · weight 20%
+7RR / update
Fix Simulator · Counterfactual
Average scored update right now+0.7 RR
Hit Objective actions target — nothing else changes+7.8 RR / update
Hit Objective actions + Support actions targets+12.6 RR / update
Counterfactual on the same games, same K-factor (~59). 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+36 net
Your games
+36
Field drift
0
9 scored updates in window
7d+36 net
Your games
+36
Field drift
0
9 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 4%Combat
Top 63%Objective
Top 16%Support
Top 3%KPH
Objective Stops100/100
KPH100/100
Combat74/100
Support55/100
Objective26/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+6 impact)
⬢ GOOD PROOF BADGE Elite TAPE SAYS Elite
That is the quiet kind of good that wins seasons. You did the job plus interest. I respect a man who tips.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Badge and tape agree. A rare moment of peace on this bench. Do not get comfortable — peace bores me.
⬢ FAST CLIMB ORDER
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. That gun is a WEAPON OF MASS RANK-CLIMBING — now point it at the win condition. You are opening lanes nobody walks through. Crack the line, then ESCORT the team through the crack. Pressure that converts is pressure that PROMOTES. 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▲ High166.3 / 13 clutch/h target
▲
Frag pressure▲ High204.9 / 75 combat/h target
▲
Kill pace▲ Medium258.6 / 152 KPH target
Objective Leaks
No active leak flagged by the coach.
Field Orders
◎
Objective workTARGET25.4 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Team supportTARGET25.9 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Good game. Stop pressure did the useful work, and the team had something to build from. Next game: stay alive for the swing moment. Dirty rounds are often won by the player who did not wander off. Coach order: save one ugly round with one clean stop.
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 2026-10-18-04:20 / +6 game impact
Coach
GOOD PROOF
That is the quiet kind of good that wins seasons. You did the job plus interest. I respect a man who tips.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeEliteElite
➞
The tape saysEliteElite
Badge and tape agree. A rare moment of peace on this bench. Do not get comfortable — peace bores me.
Fast climb order
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. That gun is a WEAPON OF MASS RANK-CLIMBING — now point it at the win condition. You are opening lanes nobody walks through. Crack the line, then ESCORT the team through the crack. Pressure that converts is pressure that PROMOTES. 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
RECONjudged by your class bar
FILE 021 VETERAN UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksSession 21, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.The file also says 2 straight orders followed. That combination is rare enough in this room that I underline it.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
PRESSURE
The bar does not negotiate. I have tried. It hung up on me.
0.69
CLASS BAR 1.00
COMBAT
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 sessionYour presence should cost them space even when you do not fire. Get close enough to be a problem.
CANARYWHARFLOST
598 out against 178 in, every minute. That is how you tilt the ice.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
RECON
YOUR ROLE ON THE FLOOR
Less spectator, more predator. A recon they must respect changes the whole map.
▸FILM ROOM // CANARY WHARF
The objective windows on Wharf are short and violent. Have the engineer escorted BEFORE the window opens, not summoned after.
❞I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ High
166.3 / 13 clutch/h target
Frag pressure▲ High
204.9 / 75 combat/h target
Kill pace▲ Medium
258.6 / 152 KPH target
4 positive +33 last 6

Objective leaks

No major dragger in the last scored game. Protect this pattern.
2 negative 1.547 vs 1.445

Field orders

Objective worktarget
25.4 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
25.9 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
What I expected from your last games
Top of the ladder. The air is thin and my patience is thinner. I expected perfection with a body count. Every round bends around you, or somebody gets benched — and it cannot be them, because they are not mine.
What your last games gave me
Perfect tape. PERFECT. The other team's coach should retire. I almost retired, and I am on YOUR side — out of pure satisfaction.
How fast this can move you
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
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
Objective actionsavg 10.3 vs 17/h target · weight 20%
-9.5RR / update
Support actionsavg 14.5 vs 18/h target · weight 20%
-7RR / update
Combat pressureavg 96.2 vs 75/h target · weight 20%
-1.9RR / update
Kills per houravg 192.2 vs 152/h target · weight 20%
-1RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.1RR / update
Objective stops / C4 pressureavg 71.7 vs 13/h target · weight 20%
+7RR / update
Fix simulator
Average scored update right now+0.7 RR
Hit Objective actions target — nothing else changes+7.8 RR / update
Hit Objective actions + Support actions targets+12.6 RR / update
Counterfactual on the same games, same K-factor (~59). 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+36 net
Your games+36
Field drift0
9 scored updates in window
7d+36 net
Your games+36
Field drift0
9 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 +4 RR / update over 9 updates
Fatigue signature · avg RR by update # in a session
-12.51st
-42nd
+6.43rd+
Slow starter: the first update runs cold and later ones improve. A warm-up lobby before queueing scored time would be cheap RR.
Recent sessions
2026-10-18-01-409 updates+36
2026-09-27-06-201 update-20
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 1%RR
Top 4%Combat
Top 63%Objective
Top 16%Support
Top 3%KPH
Objective Stops100/100
KPH100/100
Combat74/100
Support55/100
Objective26/100
Personal intelligence / weekly compile

Loadout DNA // 123

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
211completed proof matches
10maps in personal file
Combatdominant 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 SPARKS / 371 loadout card
SPARKS / 371Medic

64 completed matches / 59.4% observed result

Signature 2 PHOENIX / CR71 loadout card
PHOENIX / CR71Medic

55 completed matches / 54.5% observed result

Signature 3 FRAGGER / M93 loadout card
FRAGGER / M93Assault

36 completed matches / 44.4% observed result

Signature 4 NADER / CR73 loadout card
NADER / CR73Assault

34 completed matches / 55.9% observed result

Role DNA
Combat
94
Objective
15
Support
83
Precision
84
Pressure
92
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 NADER / CR73 loadout card
NADER / CR73Assault
Test NADER / CR81 loadout card
NADER / CR81Assault
Keep NADER. Change one card.

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

34 completed matches / 55.9% observed result 22,814 completed carries / 4,467 players Personally confirmed field test
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.

Bridge33 personal / 63.6% observed
PHOENIX / CR71 loadout card
Your observed cardPHOENIX / CR71

14 completed matches / 50.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle32 personal / 56.2% observed
SPARKS / 371 loadout card
Your observed cardSPARKS / 371

14 completed matches / 57.1% observed result

SPARKS / 273 loadout card
Archive same-merc leadSPARKS / 273

583 archive carries / 442 players / 51.0% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Whitechapel26 personal / 30.8% observed
SPARKS / 371 loadout card
Your observed cardSPARKS / 371

8 completed matches / 37.5% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground24 personal / 70.8% observed
SPARKS / 371 loadout card
Your observed cardSPARKS / 371

11 completed matches / 63.6% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard21 personal / 61.9% observed
PHOENIX / CR71 loadout card
Your observed cardPHOENIX / CR71

7 completed matches / 71.4% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Terminal Redux19 personal / 47.4% observed
SPARKS / 371 loadout card
Your observed cardSPARKS / 371

7 completed matches / 42.9% observed result

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% conservative floor

04 / whole kit

Deck and squad links

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

FLETCHER / BL21 loadout card
FLETCHER / BL21
FRAGGER / M62 loadout card
FRAGGER / M62
SPARKS / 371 loadout card
SPARKS / 371
Signature deck

12 completed matches / 66.7% 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 Revives x5 / SPARKS / 371Most Finishes x5 / SPARKS / 371Most Finishes x4 / JAVELIN / SH85Most Kills x4 / SPARKS / 371

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

2001Public Skill RR now
-60Recorded season RR change
+16Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

Line = season RR before public adjustments. Bars match the last ten scored updates below, filtered by the selected range. Performance is a different unit—not direct public RR gains.

Current accounting: 1992 season RR + +9 public adjustment = 2001 public Skill RR. Adjustments are not extra played results.

Hover or tap the blue RR line or green/red performance bars.Old field/game RR attribution is unavailable where it was not reliably recorded.
Scored update log / last 10 scored updates · 132 valid updates
2026-10-18-04:20+6 performance
Activity: 14.4 min / 51 K / 37 A / 0 W
Score: actual 1.547 vs expected 1.445 / margin 0.101
Show exact performance breakdown
1.547Actual score
1.445Expected score
0.101Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT2.00
OBJECTIVE1.30
SUPPORT1.26
PRESSURE0.69
ground truth 1.45 vs legacy read 1.76 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-04-00-16 performance
Activity: 15.6 min / 19 K / 10 A / 1 W
Score: actual 1.043 vs expected 1.307 / margin -0.265
Show exact performance breakdown
1.043Actual score
1.307Expected score
-0.265Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 53% / RECON 47%engine weight 90%
COMBAT1.93
OBJECTIVE1.07
SUPPORT0.33
PRESSURE0.90
ground truth 1.01 vs legacy read 0.92 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-03:40+21 performance
Activity: 11.3 min / 37 K / 19 A / 4 W
Score: actual 1.687 vs expected 1.347 / margin 0.339
Show exact performance breakdown
1.687Actual score
1.347Expected score
0.339Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT2.00
OBJECTIVE1.84
SUPPORT2.00
PRESSURE0.35
ground truth 1.71 vs legacy read 1.31 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-03:20+5 performance
Activity: 25.5 min / 75 K / 32 A / 0 W
Score: actual 1.399 vs expected 1.322 / margin 0.078
Show exact performance breakdown
1.399Actual score
1.322Expected score
0.078Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT2.00
OBJECTIVE0.54
SUPPORT1.59
PRESSURE0.99
ground truth 1.36 vs legacy read 1.43 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-03-00+18 performance
Activity: 7 min / 26 K / 13 A / 1 W
Score: actual 1.767 vs expected 1.473 / margin 0.294
Show exact performance breakdown
1.767Actual score
1.473Expected score
0.294Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT2.00
OBJECTIVE2.00
SUPPORT1.86
PRESSURE0.94
ground truth 1.74 vs legacy read 1.29 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-02:40-1 performance
Activity: 20.3 min / 40 K / 15 A / 0 W
Score: actual 1.359 vs expected 1.375 / margin -0.016
Show exact performance breakdown
1.359Actual score
1.375Expected score
-0.016Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 74% / ASSAULT 26%engine weight 90%
COMBAT1.56
OBJECTIVE0.26
SUPPORT2.00
PRESSURE1.04
ground truth 1.36 vs legacy read 1.22 · 2 match window · 1.00 = your class target for this lobby
2026-10-18-02:20+12 performance
Activity: 15 min / 38 K / 28 A / 2 W
Score: actual 1.464 vs expected 1.265 / margin 0.199
Show exact performance breakdown
1.464Actual score
1.265Expected score
0.199Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.86
OBJECTIVE1.26
SUPPORT0.42
PRESSURE1.19
ground truth 1.45 vs legacy read 1.32 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-02-00-4 performance
Activity: 14 min / 33 K / 17 A / 2 W
Score: actual 1.175 vs expected 1.245 / margin -0.071
Show exact performance breakdown
1.175Actual score
1.245Expected score
-0.071Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.67
OBJECTIVE0.56
SUPPORT0.44
PRESSURE1.03
ground truth 1.19 vs legacy read 0.78 · 1 match window · 1.00 = your class target for this lobby
2026-10-18-01:40-5 performance
Activity: 8.5 min / 17 K / 7 A / 0 W
Score: actual 1.163 vs expected 1.24 / margin -0.077
Show exact performance breakdown
1.163Actual score
1.24Expected score
-0.077Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.64
OBJECTIVE0.11
SUPPORT0.79
PRESSURE1.36
ground truth 1.18 vs legacy read 1.09 · 1 match window · 1.00 = your class target for this lobby
2026-09-27-06:20-20 performance
Activity: 14 min / 26 K / 7 A / 1 W
Score: actual 1.075 vs expected 1.534 / margin -0.458
Show exact performance breakdown
1.075Actual score
1.534Expected score
-0.458Margin
44K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.10
OBJECTIVE0.78
SUPPORT2.00
PRESSURE1.03
ground truth 1.11 vs legacy read 0.75 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-16-20
HELD Elite / Skill RR 1992 / 0 RR
Position 28 / Combat / KPH 131.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-16-00
HELD Elite / Skill RR 1992 / 0 RR
Position 28 / Combat / KPH 131.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-40
HELD Elite / Skill RR 1992 / 0 RR
Position 28 / Combat / KPH 131.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-15-20
FIELD SHIFT Elite / Skill RR 1992 / +1 RR
Position 28 / Combat / KPH 131.59 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-10-19-15-00
FIELD SHIFT Elite / Skill RR 1991 / -1 RR
Position 28 / Combat / KPH 131.59 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
Show older movement history / 5
2026-10-19-14-40
FIELD SHIFT Elite / Skill RR 1992 / -1 RR
Position 27 / Combat / KPH 131.59 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-19-14-20
HELD Elite / Skill RR 1993 / 0 RR
Position 27 / Combat / KPH 131.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-14-00
HELD Elite / Skill RR 1993 / 0 RR
Position 27 / Combat / KPH 131.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-40
HELD Elite / Skill RR 1993 / 0 RR
Position 27 / Combat / KPH 131.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-13-20
HELD Elite / Skill RR 1993 / 0 RR
Position 27 / Combat / KPH 131.59 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

DBRanked is an independent, fan-built competitive ladder for Dirty Bomb — built, run, and funded by one merc from the community. It is not affiliated with Splash Damage. The game stopped being maintained; the field didn't. This board exists so the mercs still fighting have a ladder worth fighting on.

Do I need to install anything?

No. Nothing to install, nothing to run, nothing to connect. DBRanked never touches your machine, your game, or your account — it reads publicly available match telemetry and nothing else. If a site claiming to be us ever asks you to install something, it isn't us.

Does DBRanked affect my in-game stats or account?

Never. The system is read-only by design. It cannot modify, touch, or interfere with anything in the game — it only watches and ranks.

How is this different from DBStats?

DBStats shows lifetime raw numbers. DBRanked is the competitive layer built on top of the living field: monthly seasons, placement, ranks, signal rules, a board that responds every 20 minutes. One is an archive. This is a ladder.

How do I get on the ladder?

Play. There is no signup, no registration, no application. The engine discovers active mercs on its own and opens a dossier automatically. Fight scored games and the system finds you.

Is Dirty Bomb even still alive?

Alive enough to fight on. Quieter than the old days — but the mercs still here are the ones who never stopped loving this game, and now there's a live ladder under them. The board fills with one kind of player: the ones who came back. Be one of them.

The ladder just opened. Does being early matter?

More than it will again. Right now the top of the board is being claimed for the first time, by whoever shows up and fights for it. Give it a season and those slots are defended by mercs with the deepest proven records on the field. Founding names are remembered — and there's exactly one window to become one.

I haven't played in years. Do I grind up from the bottom?

No. The first time the system scores you, it reads your full lifetime field record and places you from it — you don't start at the floor, you start where your history says you stand, then prove it from there. The years you already put in aren't gone. They're your opening position.

Can someone take my place on the board?

Always. The board shows the mercs directly above and below you — the ones hunting your slot and the ones you're hunting. They don't wait. Every 20-minute update you sit out is another window someone else spends proving into your space. Rank here is held, not owned.

Does any of this last, or does it reset?

Ranks reset each season. The record doesn't. What you do is written into your dossier permanently, and the rare command citations the system issues for exceptional records never expire, can't be bought, and can't be requested. Seasons end. What you proved on the field stays on file.

What stops cheaters from ruining it?

The system watches for play that doesn't add up, and command reviews the evidence before anything is final. Confirmed cheaters aren't quietly deleted — they're quarantined and left on the board as a marked warning. The field remembers who fought fair. It remembers who didn't, too.

Why chase a rank in a game this old?

Because nobody hands it to you. No clan to carry you, no queue luck to thank, no shop to buy your way up. Every point on this board is something a merc earned with their own hands, in a game the rest of the world wrote off. That's exactly what makes it worth holding.

I changed my in-game name — do I lose my rank?

No. Your dossier follows your contract, not your name. Rename as often as you like; the system already knows who you are.

Can a fresh account just smurf to the top?

Fresh contracts are profiled like everyone else — and the engine pays particular attention to accounts whose play doesn't match their age. Placement gates visibility, and the field has long memory. Climb honestly; it's faster.

Can rank be bought, requested, or gifted?

No. Nothing on DBRanked is purchasable — not rank, not RR, not honors. The rare command citations that exist are written by the system and signed by command. They cannot be requested, and asking for one is the most reliable way to never receive it.

Who decides the rules? Can they change?

Command does, and yes — the ladder is alive and its laws evolve with the field. Every rule change ships publicly in System Updates. What never changes: the base RR formula isn't for sale, isn't negotiable, and applies to everyone equally.

Can I remove my profile from DBRanked?

Yes. The ladder ranks the public field, but the field is made of people. If you want your dossier removed, write to command at info@dbranked.com and it will be handled — no forms, no fight.

How season rank works

Every season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

Lost Signal means a ranked player has not recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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