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
10:37
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
Tommy
Cobalt II
Cobalt strike vaultElite-gate contract

Tommy1756 Skill RR

Cobalt II

Active SignalLive rank slot held / state file ? 2.1d ago
1756Skill RR
#57Board position
Signal heldField state
0 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.
52/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+2 Skill RR
BASE SKILL RR1939
PRESSURE BUDGET±48 RR
VISIBLE PREVIEW1941
Silent Support x 2Field Breaker x 1

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

52Current gauge
36Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Won Won Won Loss Loss Won Won Won Loss
Open DBStats Profile ↗
Ranked read

You do not want Tommy near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. The best rounds are the ones where fight pressure also turns into progress on the map. This player also brings pressure when the round needs somebody to take contact. The next jump is about turning the good moments into more obj work and support value for the team.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
2 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
World Championship - Fight for your country!
obj_bridge · Objective · Post Game
Maplast saved
obj_bridge
Objective · Post Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1500
avg Skill RR 1500
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
70 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Stopper · Hot streak · Skill RR is the rank signal
BOARD POSITION#57
Skill rating signal
Cobalt II
1756Cobalt II · Skill RR
Cobalt II → Cobalt I0%
88 RR to Cobalt I0 RR above floor
2150Peak form
1970All-time peak
1939Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+51 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability67%
SWINGY
Peak form gapElite
+394 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftnone
Player DNAStable read
Tommy helps keep the team alive when the first trade goes wrong. This player makes pushes less fragile because one bad trade does not always end the wave. Those second chances can be the difference between a dead push and a round that keeps moving. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 26.4 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:24 UTC
NEXT SCAN 10:36
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #57 Tommy 1756 RR · CONTACT #60 CLOSURE +657/DAY — INTERCEPT ~1D · FORM HOT — 4/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -12.9 RR/UPDATE · PEAK FORM 2150 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
Tommy
Cobalt II · Hot Streak Objective Stopper
#57BOARD POS
RR 1756PEAK 2150STATE HOTCONF 80
● 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
Threat ClosingSEV-1#60 Pan gained +657 RR today, 10 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -12.9 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Form SurgingCLEAR4 of last 6 scored updates positive, +51 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2150Peak form
1970All-time peak
1939Ladder track
0RR above floor
1756Cobalt II · Skill RR0% TO COBALT I
Cobalt II → Cobalt I0% · 88 RR needed
REACTOR PULSE · FORM LAST 6HOT +51
Sentinel Confidence
80HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (66 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 1 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 4 updates
Recent Sessions
2026-07-15-15-4010 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+51HOT
Form Engine
net RR across last 6
+394peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
90
Support
82
Combat
50
Objective
31
122.2season KPH 116.9profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1756 RR · COBALT II · BOARD #57
[23:29] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -12.9 RR/update
[23:29] > THREAT TRACK: contact #60 closure +657/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
Tommy helps keep the team alive when the first trade goes wrong. This player makes pushes less fragile because one bad trade does not always end the wave. Those second chances can be the difference between a dead push and a round that keeps moving. There is also useful stop pressure around plants, defuses, and late-round fights. Current support pace sits around 26.4 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 1.4 vs 17/h target · weight 20%
-12.9RR / update
Combat pressureavg 42.1 vs 75/h target · weight 20%
-6.8RR / update
Kills per houravg 125.7 vs 152/h target · weight 20%
-3.7RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Objective stops / C4 pressureavg 28.2 vs 13/h target · weight 20%
+4.3RR / update
Support actionsavg 44.7 vs 18/h target · weight 20%
+4.6RR / update
Fix Simulator · Counterfactual
Average scored update right now+10.4 RR
Hit Objective actions target — nothing else changes+21.6 RR / update
Hit Objective actions + Combat pressure targets+28 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h+163 net
Your games
+163
Field drift
0
13 scored updates in window
72h+231 net
Your games
+231
Field drift
0
24 scored updates in window
7d+291 net
Your games
+291
Field drift
0
28 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 3%RR
Top 10%Combat
Top 58%Objective
Top 8%Support
Top 7%KPH
Objective Stops100/100
KPH90/100
Support82/100
Combat50/100
Objective31/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-31 impact)
⬢ WHAT WAS THAT?! BADGE Cobalt II TAPE SAYS Gold III
Confidence: revoked. Privileges: revoked. The little star I drew next to your name: ERASED. Earn the star back. EARN THE STAR.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge on the left cost you months. The badge on the right cost you one lazy session. Think about the exchange rate.
⬢ FAST CLIMB ORDER
The file is taking damage every session and I am physically holding it together with tape and denial. Next match is damage control. Pure. Simple. Boring. SURVIVE. 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 I is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
No strong booster in the last scored game.
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Team support▼ Major0 / 18 support/h target
Clutch stops▼ Major0 / 13 clutch/h target
Field Orders
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Serious reset. The team cannot use pressure that never reaches the round. Next game, stay with the wave and make the obj feel it. Next game: play closer to the obj. Touch EV/C4, escort, plant, defuse, repair, deliver or contest. The round has to feel your presence. Coach order: no sightseeing. Get on the obj or make the enemy leave it.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game hurt 2026-07-15-20-00 / -31 game impact
Coach
WHAT WAS THAT?!
Confidence: revoked. Privileges: revoked. The little star I drew next to your name: ERASED. Earn the star back. EARN THE STAR.
Coach blood pressureCARDIAC EVENT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IICobalt II
The tape saysGold IIIGold III
The badge on the left cost you months. The badge on the right cost you one lazy session. Think about the exchange rate.
Fast climb order
The file is taking damage every session and I am physically holding it together with tape and denial. Next match is damage control. Pure. Simple. Boring. SURVIVE. 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 I 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
RECONjudged by your class bar
FILE 004 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksSession 4. Sit down - the file is open and I have been reading it since before you walked in.And before you argue with the board: the best OBJECTIVE in this file is 1.99, set by YOU. I do not hold players to my standards. I hold them to their own receipts.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
OBJECTIVE
That is not a dip. A dip implies you were on the road at some point.
0.05
CLASS BAR 1.00
SUPPORT
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.20
CLASS BAR 1.00
The drill // next sessionI am not asking. Next session your scope and the objective are in the same postcode at all times.
BRIDGELOST
316 out against 225 in, every minute. That is how you tilt the ice.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
REDEYE
IN YOUR SQUAD 3 OF LAST 6
IR through your own smoke ON the objective: you work in fog they cannot enter. Panic time for them, paperwork for you.
FILM ROOM // BRIDGE
Attacking Bridge: trade the first fight for map control, not kills. The team standing when the escort window opens eats lunch; the team respawning watches.
A Field Breaker stamp in the file - you dragged a losing fight over the line. That is playoff DNA.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
4 positive +51 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Team support▼ Major
0 / 18 support/h target
Clutch stops▼ Major
0 / 13 clutch/h target
2 negative 0.674 vs 1.174

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
What I expected from your last games
My demands at this tier come with a heart-rate warning. Total lane authority. Clinical trades. The EV moves like it is scared of disappointing you.
What your last games gave me
There is good work in that file, and I would frame it — for a different player. For you, it goes in the drawer marked NOT THE STANDARD.
How fast this can move you
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
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 1.4 vs 17/h target · weight 20%
-12.9RR / update
Combat pressureavg 42.1 vs 75/h target · weight 20%
-6.8RR / update
Kills per houravg 125.7 vs 152/h target · weight 20%
-3.7RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.2RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.8RR / update
Objective stops / C4 pressureavg 28.2 vs 13/h target · weight 20%
+4.3RR / update
Support actionsavg 44.7 vs 18/h target · weight 20%
+4.6RR / update
Fix simulator
Average scored update right now+10.4 RR
Hit Objective actions target — nothing else changes+21.6 RR / update
Hit Objective actions + Combat pressure targets+28 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h+163 net
Your games+163
Field drift0
13 scored updates in window
72h+231 net
Your games+231
Field drift0
24 scored updates in window
7d+291 net
Your games+291
Field drift0
28 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 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
2026-07-15-15-4010 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 3%RR
Top 10%Combat
Top 58%Objective
Top 8%Support
Top 7%KPH
Objective Stops100/100
KPH90/100
Support82/100
Combat50/100
Objective31/100
Personal intelligence / weekly compile

Loadout DNA // Tommy

Signature mercs, exact functional cards, map habits and the smallest useful next test. Personal history stays personal; field options use separate completed-match evidence.

Stable personal record
35completed proof matches
8maps in personal file
Combatdominant field lane
NEW SIGNALlast 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 / CR81 loadout card
PHOENIX / CR81Medic

11 completed matches / 81.8% observed result

Signature 2 FRAGGER / M62 loadout card
FRAGGER / M62Assault

6 completed matches / 83.3% observed result

Signature 3 SAWBONEZ / BL71 loadout card
SAWBONEZ / BL71Medic

6 completed matches / 83.3% observed result

Signature 4 STOKER / M61 loadout card
STOKER / M61Fire Support

5 completed matches / 60.0% observed result

Role DNA
Combat
90
Objective
46
Support
58
Precision
76
Pressure
89
Compared with tracked ranked playersSTABLE 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 FRAGGER / M62 loadout card
FRAGGER / M62Assault
Test FRAGGER / M93 loadout card
FRAGGER / M93Assault
Keep FRAGGER. Change one card.

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

6 completed matches / 83.3% observed result 4,917 completed carries / 646 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.

Whitechapel7 personal / 71.4% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

5 completed matches / 80.0% observed result

PHOENIX / C41 loadout card
Archive same-merc leadPHOENIX / C41

5,530 archive carries / 500 players / 52.2% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground5 personal / 20.0% observed
PHOENIX / CR81 loadout card
Your observed cardPHOENIX / CR81

2 completed matches / early read

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

Bridge4 personal / 100.0% observed
FRAGGER / M62 loadout card
Your observed cardFRAGGER / M62

2 completed matches / early read

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Heist2 personal / early read
THUNDER / MA95 loadout card
Your observed cardTHUNDER / MA95

2 completed matches / early read

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Dockyard2 personal / early read
JAVELIN / SH85 loadout card
Your observed cardJAVELIN / SH85

1 completed match / early read

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Castle2 personal / early read
ARTY / D43 loadout card
Your observed cardARTY / D43

1 completed match / early read

ARTY / S41 loadout card
Archive same-merc leadARTY / S41

596 archive carries / 500 players / 51.2% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% 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.

AIMEE / F51 loadout card
AIMEE / F51
FRAGGER / M62 loadout card
FRAGGER / M62
PHOENIX / CR81 loadout card
PHOENIX / CR81
Signature deck

2 completed matches / early read

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 x2 / SKYHAMMER / M92Most Accurate x1 / PHOENIX / CR81Most Damage x1 / STOKER / T52Most Deployables x1 / THUNDER / MA95

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 ? 28 valid updates
2026-07-15-20-00-31 performance
Activity: 4 min / 10 K / 4 A / 0 W
Score: actual 0.674 vs expected 1.174 / margin -0.5
Show exact performance breakdown
0.674Actual score
1.174Expected score
-0.5Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.17
OBJECTIVE0.05
SUPPORT0.20
PRESSURE0.87
ground truth 0.72 vs legacy read 0.33 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-19:40+6 performance
Activity: 11.2 min / 30 K / 14 A / 3 W
Score: actual 1.273 vs expected 1.173 / margin 0.1
Show exact performance breakdown
1.273Actual score
1.173Expected score
0.1Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.77
OBJECTIVE0.68
SUPPORT1.24
PRESSURE0.86
ground truth 1.27 vs legacy read 1.00 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-19:20+20 performance
Activity: 25.8 min / 62 K / 31 A / 3 W
Score: actual 1.473 vs expected 1.146 / margin 0.328
Show exact performance breakdown
1.473Actual score
1.146Expected score
0.328Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 69% / RECON 31%engine weight 90%
COMBAT1.89
OBJECTIVE0.74
SUPPORT1.72
PRESSURE0.72
ground truth 1.46 vs legacy read 1.17 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-19-00-3 performance
Activity: 12.9 min / 8 K / 9 A / 0 W
Score: actual 1.08 vs expected 1.133 / margin -0.053
Show exact performance breakdown
1.08Actual score
1.133Expected score
-0.053Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.63
OBJECTIVE0.13
SUPPORT2.00
PRESSURE0.62
ground truth 1.12 vs legacy read 0.80 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-18:40+39 performance
Activity: 6.2 min / 13 K / 13 A / 2 W
Score: actual 1.771 vs expected 1.124 / margin 0.647
Show exact performance breakdown
1.771Actual score
1.124Expected score
0.647Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.82
OBJECTIVE2.00
SUPPORT2.00
PRESSURE1.08
ground truth 1.82 vs legacy read 0.87 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-18:20+20 performance
Activity: 17.9 min / 22 K / 31 A / 6 W
Score: actual 1.413 vs expected 1.085 / margin 0.328
Show exact performance breakdown
1.413Actual score
1.085Expected score
0.328Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 71% / ASSAULT 29%engine weight 90%
COMBAT1.18
OBJECTIVE1.65
SUPPORT1.58
PRESSURE0.94
ground truth 1.49 vs legacy read 0.55 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-18-00-5 performance
Activity: 12.1 min / 27 K / 21 A / 0 W
Score: actual 1.028 vs expected 1.107 / margin -0.08
Show exact performance breakdown
1.028Actual score
1.107Expected score
-0.08Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / ASSAULT 63% / MEDIC 37%engine weight 90%
COMBAT1.36
OBJECTIVE0.48
SUPPORT0.99
PRESSURE1.14
ground truth 1.01 vs legacy read 1.08 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-17-00+23 performance
Activity: 15.3 min / 41 K / 30 A / 1 W
Score: actual 1.595 vs expected 1.226 / margin 0.37
Show exact performance breakdown
1.595Actual score
1.226Expected score
0.37Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.87
OBJECTIVE1.24
SUPPORT1.97
PRESSURE1.06
ground truth 1.58 vs legacy read 1.32 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-16:40+4 performance
Activity: 34.7 min / 84 K / 55 A / 3 W
Score: actual 1.172 vs expected 1.113 / margin 0.059
Show exact performance breakdown
1.172Actual score
1.113Expected score
0.059Margin
61K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 62% / ASSAULT 38%engine weight 90%
COMBAT1.71
OBJECTIVE0.75
SUPPORT1.32
PRESSURE1.02
ground truth 1.17 vs legacy read 0.98 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-15:40+31 performance
Activity: 24.1 min / 51 K / 28 A / 3 W
Score: actual 1.59 vs expected 1.082 / margin 0.508
Show exact performance breakdown
1.59Actual score
1.082Expected score
0.508Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.60
OBJECTIVE1.37
SUPPORT1.82
PRESSURE1.03
ground truth 1.56 vs legacy read 1.24 · 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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