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
ToAsT O_o
WARNING SIGNAL WEAK - REVIVE AVAILABLE
6.8 days since your last scored update. You are still in the live field, but at day 7 the signal flatlines and this rank slot leaves the board.
REVIVE ORDER: play one scored ranked session. A single valid update restores ACTIVE SIGNAL and the countdown resets.
Bronze III
Bronze spawn fileEntry-band file

ToAsT O_o1064 Skill RR

Bronze III

Weak SignalRank live / signal close to expiry / state file ? 6.8d ago
1064Skill RR
#515Board position
Signal heldField state
26 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.
20/100
Critical Deficit
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-18 Skill RR
BASE SKILL RR1179
PRESSURE BUDGET±29 RR
VISIBLE PREVIEW1161

Recent eligible matches show field pressure far below the player's expected share.

20Current gauge
20Newest 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 Abandoned Loss Loss Loss Won Loss Won Won Won
Open DBStats Profile ↗
Ranked read

ToAsT O_o is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. That stop pressure gives the team extra time, extra trades, and another chance to move. The obj side gives the team more than just scoreboard value. There is team value here when the good moments also bring more obj work and support value.

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
6 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_domeredux · Objective · Late Game
Veteran signallast saved
Level 433
last saved DBRanked roster level
Maplast saved
obj_domeredux
Objective · Late Game
Last lobby12 ranked players
14/16
players in monitored server
Lobby difficultyGold III
1351
avg Skill RR 1351
Ranked densityrank signal
85.7%
12 of 14 detected players
Stomp riskbalance signal
65 / 100
live lobby spread pressure
Rookie pressurerookie signal
3 / 14
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Under pressure · Skill RR is the rank signal
BOARD POSITION#515
Skill rating signal
Bronze III
1064Bronze III · Skill RR
Bronze III → Bronze II24%
54 RR to Bronze II26 RR above floor
1811Peak form
1740All-time peak
1179Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
COLD-31 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability67%
SWINGY
Peak form gapCobalt II
+747 gap
Standing moveSkill scale
0
Rank pressurelocked
Idle field shiftnone
Player DNAStable read
ToAsT O_o 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. That support value matters most when the team would otherwise lose the whole push after one mistake. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 16.6 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:28 UTC
NEXT SCAN 10:32
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #515 ToAsT O_o 1064 RR · CONTACT #516 CLOSURE +356/DAY — INTERCEPT ~1D · FORM COLD — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -9.1 RR/UPDATE · PEAK FORM 1811 ON RECORD · LADDER PRESSURE MEDIUM 45/100 ·
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
ToAsT O_o
Bronze III · Objective Stopper
#515BOARD POS
RR 1064PEAK 1811STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 4 SIGNALS
Threat ClosingSEV-1#516 soroka6654321 gained +356 RR today, 1 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -9.1 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Cold StreakSEV-22 negative in the last 6 updates, -31 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1811Peak form
1740All-time peak
1179Ladder track
+26RR above floor
1064Bronze III · Skill RR24% TO BRONZE II
Bronze III → Bronze II24% · 54 RR needed
REACTOR PULSE · FORM LAST 6COLD -31
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (293 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 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
2026-07-11-05-002 updates0
2026-07-10-18-405 updates0
2026-07-09-08-401 update0
2026-07-09-03-202 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
-31COLD
Form Engine
net RR across last 6
+747peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
76
KPH
75
Combat
64
Support
52
40.3season KPH 97.1profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1064 RR · BRONZE III · BOARD #515
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -9.1 RR/update
[23:29] > THREAT TRACK: contact #516 closure +356/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
ToAsT O_o 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. That support value matters most when the team would otherwise lose the whole push after one mistake. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 16.6 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 1.5 vs 75/h target · weight 20%
-9.1RR / update
Support actionsavg 2.9 vs 18/h target · weight 20%
-7.5RR / update
Kills per houravg 39 vs 152/h target · weight 20%
-6.1RR / update
Objective actionsavg 18.1 vs 17/h target · weight 20%
-1.6RR / update
Objective stops / C4 pressureavg 9.6 vs 13/h target · weight 20%
-0.5RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.5RR / update
Fix Simulator · Counterfactual
Average scored update right now-0.2 RR
Hit Combat pressure target — nothing else changes+12.1 RR / update
Hit Combat pressure + Support actions targets+23 RR / update
Counterfactual on the same games, same K-factor (~65). 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-38 net
Your games
-38
Field drift
0
7 scored updates in window
72h-130 net
Your games
-130
Field drift
0
22 scored updates in window
7d-259 net
Your games
-259
Field drift
0
32 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 21%RR
Top 7%Combat
Top 11%Objective
Top 24%Support
Top 14%KPH
Objective Stops100/100
Objective76/100
KPH75/100
Combat64/100
Support52/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-15 impact)
⬢ ANGRY REVIEW BADGE Bronze III TAPE SAYS Silver III
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
⬢ FAST CLIMB ORDER
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. Bronze II 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.
That one hurt. Not because of one mistake — because the round needed more obj work when it mattered. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. Coach order: touch the obj before the enemy starts renting 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 2026-07-11-05:20 / -15 game impact
Coach
ANGRY REVIEW
I laughed, then I shouted, then I sat down. One game did all three. Do you understand how rare that is? Do you understand how FIXABLE that is?
Coach blood pressureWHISTLE CASUALTY
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IIIBronze III
The tape saysSilver IIISilver III
I showed the bench both badges. The bench applauded. The bench never applauds. Keep going.
Fast climb order
STOP. EVERYTHING. We are not climbing, we are not styling, we are STOPPING THE BLEEDING. Fundamentals only until the tape stops screaming. I need you to pick ONE THING. One. Fighting, the job, the squad — I do not care WHICH, I care that the round can FEEL you doing it. Right now your tape is so quiet I checked if my speakers broke. Bronze II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 005 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 5 between us. By now I know your habits better than you do, which is exactly the problem I intend to fix.This is your 5th shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.SUPPORT at 0.22 against a recent file average of 0.09 - even your weakest board is climbing. That is what a real repair looks like: boring, steady, undeniable.I am not asking you to be great tomorrow. I am ordering you to be HONEST tomorrow - drill done, feet where the round lives. Greatness is just honesty with repetitions.
SUPPORT
My clipboard has a dent in it now. We both know whose shift put it there.
0.22
CLASS BAR 1.00
OBJECTIVE
THIS. Whatever you ate, whatever you listened to, whatever you argued with on the way here - repeat all of it.
1.37
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Your team died waiting. That ends now — defib in hand before their body hits the floor. Make saving people your whole personality.
DOMEREDUXWON
156 in, 79 out. I watched this part standing up. Not out of respect - I just could not sit through it.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
SPARKS
IN YOUR SQUAD EVERY RECENT GAME
Charged shots heal the living too — put health into the entry man as he swings the corner. A healed peek is a won peek.
FILM ROOM // DOME
Dome fights compress under the glass — abilities stack in the small rooms, so trade utility first and bodies second.
Ten-fight share: 20 of 50. Four other people carried weight with your name on it. Go take it back.
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 -31 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 0.511 vs 0.763

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
You are in tryouts, kid. I was not asking for Cobalt plays. I was asking: can you hold a lane without bursting into tears? That is the whole exam.
What your last games gave me
Functional. There is a word that should haunt you. You did things. The things were fine. FINE. I did not get into coaching for FINE.
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
Combat pressureavg 1.5 vs 75/h target · weight 20%
-9.1RR / update
Support actionsavg 2.9 vs 18/h target · weight 20%
-7.5RR / update
Kills per houravg 39 vs 152/h target · weight 20%
-6.1RR / update
Objective actionsavg 18.1 vs 17/h target · weight 20%
-1.6RR / update
Objective stops / C4 pressureavg 9.6 vs 13/h target · weight 20%
-0.5RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.5RR / update
Fix simulator
Average scored update right now-0.2 RR
Hit Combat pressure target — nothing else changes+12.1 RR / update
Hit Combat pressure + Support actions targets+23 RR / update
Counterfactual on the same games, same K-factor (~65). 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-38 net
Your games-38
Field drift0
7 scored updates in window
72h-130 net
Your games-130
Field drift0
22 scored updates in window
7d-259 net
Your games-259
Field drift0
32 scored updates in window
Performance leak: recent games are the reason this rating is sliding. The Leak Lab above shows where.
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
2026-07-11-05-002 updates0
2026-07-10-18-405 updates0
2026-07-09-08-401 update0
2026-07-09-03-202 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 21%RR
Top 7%Combat
Top 11%Objective
Top 24%Support
Top 14%KPH
Objective Stops100/100
Objective76/100
KPH75/100
Combat64/100
Support52/100
Personal intelligence / weekly compile

Loadout DNA // ToAsT O_o

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
127completed proof matches
11maps in personal file
Objectivedominant field lane
STEADYlast 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 FLETCHER / BL32 loadout card
FLETCHER / BL32Engineer

49 completed matches / 40.8% observed result

Signature 2 SPARKS / 373 loadout card
SPARKS / 373Medic

25 completed matches / 40.0% observed result

Signature 3 SPARKS / 383 loadout card
SPARKS / 383Medic

23 completed matches / 52.2% observed result

Signature 4 PROXY / R22 loadout card
PROXY / R22Engineer

22 completed matches / 40.9% observed result

Role DNA
Combat
14
Objective
87
Support
13
Precision
46
Pressure
8
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 SPARKS / 373 loadout card
SPARKS / 373Medic
Test SPARKS / 383 loadout card
SPARKS / 383Medic
Keep SPARKS. Change one card.

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

25 completed matches / 40.0% observed result 13,057 completed carries / 3,215 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.

Whitechapel16 personal / 43.8% observed
FLETCHER / BL32 loadout card
Your observed cardFLETCHER / BL32

7 completed matches / 28.6% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge13 personal / 46.2% observed
FLETCHER / BL32 loadout card
Your observed cardFLETCHER / BL32

10 completed matches / 40.0% observed result

FLETCHER / A62 loadout card
Archive same-merc leadFLETCHER / A62

1,503 archive carries / 500 players / 50.2% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Castle11 personal / 45.5% observed
FLETCHER / BL32 loadout card
Your observed cardFLETCHER / BL32

6 completed matches / 50.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground10 personal / 40.0% observed
FLETCHER / BL32 loadout card
Your observed cardFLETCHER / BL32

7 completed matches / 57.1% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Trainyard9 personal / 33.3% observed
FLETCHER / BL32 loadout card
Your observed cardFLETCHER / BL32

7 completed matches / 42.9% observed result

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Heist5 personal / 40.0% observed
FLETCHER / BL32 loadout card
Your observed cardFLETCHER / BL32

3 completed matches / 33.3% observed result

FLETCHER / H33 loadout card
Archive same-merc leadFLETCHER / H33

455 archive carries / 415 players / 49.0% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% 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.

HUNTER / 4117 loadout card
HUNTER / 4117
PHANTOM / BL44 loadout card
PHANTOM / BL44
PROXY / R22 loadout card
PROXY / R22
Signature deck

10 completed matches / 40.0% 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 Objective x9 / FLETCHER / BL32Most Objective x3 / FLETCHER / A31Most Objective x2 / PROXY / R22Most Finishes x2 / GUARDIAN / HU106

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 ? 44 valid updates
2026-07-11-05:20-15 performance
Activity: 5.9 min / 2 K / 3 A / 2 W
Score: actual 0.511 vs expected 0.763 / margin -0.252
Show exact performance breakdown
0.511Actual score
0.763Expected score
-0.252Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.34
OBJECTIVE1.37
SUPPORT0.22
PRESSURE0.61
ground truth 0.56 vs legacy read 0.08 · 1 match window · 1.00 = your class target for this lobby
2026-07-11-05-00+2 performance
Activity: 7.8 min / 2 K / 3 A / 4 W
Score: actual 0.728 vs expected 0.701 / margin 0.027
Show exact performance breakdown
0.728Actual score
0.701Expected score
0.027Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.21
OBJECTIVE2.00
SUPPORT0.02
PRESSURE1.17
ground truth 0.77 vs legacy read 0.26 · 2 match window · 1.00 = your class target for this lobby
2026-07-10-21:40+8 performance
Activity: 10.5 min / 1 K / 4 A / 0 W
Score: actual 0.775 vs expected 0.646 / margin 0.129
Show exact performance breakdown
0.775Actual score
0.646Expected score
0.129Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.29
OBJECTIVE0.94
SUPPORT0.95
PRESSURE1.27
ground truth 0.84 vs legacy read 0.28 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-21:20-35 performance
Activity: 9.8 min / 5 K / 4 A / 0 W
Score: actual 0.157 vs expected 0.736 / margin -0.579
Show exact performance breakdown
0.157Actual score
0.736Expected score
-0.579Margin
61K-factor
2026-07-10-19:20+7 performance
Activity: 12.7 min / 8 K / 12 A / 2 W
Score: actual 0.923 vs expected 0.806 / margin 0.117
Show exact performance breakdown
0.923Actual score
0.806Expected score
0.117Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.89
OBJECTIVE0.88
SUPPORT1.18
PRESSURE0.97
ground truth 0.99 vs legacy read 0.27 · 1 match window · 1.00 = your class target for this lobby
2026-07-10-19-00+2 performance
Activity: 9.5 min / 11 K / 7 A / 0 W
Score: actual 0.814 vs expected 0.775 / margin 0.039
Show exact performance breakdown
0.814Actual score
0.775Expected score
0.039Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.80
OBJECTIVE0.52
SUPPORT1.09
PRESSURE1.29
ground truth 0.87 vs legacy read 0.49 · 2 match window · 1.00 = your class target for this lobby
2026-07-10-18:40-7 performance
Activity: 8.7 min / 8 K / 0 A / 0 W
Score: actual 0.659 vs expected 0.779 / margin -0.12
Show exact performance breakdown
0.659Actual score
0.779Expected score
-0.12Margin
61K-factor
2026-07-09-08:40-8 performance
Activity: 10.4 min / 3 K / 4 A / 0 W
Score: actual 0.618 vs expected 0.748 / margin -0.13
Show exact performance breakdown
0.618Actual score
0.748Expected score
-0.13Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.22
OBJECTIVE1.56
SUPPORT0.10
PRESSURE1.29
ground truth 0.68 vs legacy read 0.20 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-03:40+43 performance
Activity: 11.5 min / 17 K / 6 A / 2 W
Score: actual 1.289 vs expected 0.742 / margin 0.547
Show exact performance breakdown
1.289Actual score
0.742Expected score
0.547Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.19
OBJECTIVE1.69
SUPPORT1.10
PRESSURE1.24
ground truth 1.29 vs legacy read 1.10 · 1 match window · 1.00 = your class target for this lobby
2026-07-09-03:20+15 performance
Activity: 4.9 min / 4 K / 1 A / 1 W
Score: actual 0.92 vs expected 0.732 / margin 0.188
Show exact performance breakdown
0.92Actual score
0.732Expected score
0.188Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.48
OBJECTIVE2.00
SUPPORT0.08
PRESSURE1.40
ground truth 0.94 vs legacy read 0.52 · 1 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.

ONLINE NOW 0 · LAST 24H 709 · LAST 30 DAYS 8812