Tracked players: 7373 · 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 through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1295 / 7373Active ranked this season
08:12
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 14:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
K1N1GHT
SIGNAL LOST - FLATLINED
Over 30 days without a scored update. The rank slot left the live board, but this dossier is still tracked - nothing is deleted.
REVIVE ORDER: play scored ranked sessions to re-prove the signal. Valid updates bring this profile back to the live field.
RESTITUTION PAID — +48 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +48 RR on Jul 27, 2026 07:00 UTC. Games poisoned by cheaters can never count against anyone here.
Gold II
SEASON I REWARD
Gold IV
Gold IV
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

K1N1GHT1545 Skill RR

Gold II

Lost SignalLast proven rank saved / live slot released / state file ? 58.1d ago
1545Skill RR
#-Board position
DormantField state
Season peak savedSafety
FIELD PRESSURELAST 10 / LIVE DATA
CALIBRATED
?
Field Pressure compares this player's clean combat + support pressure share with the share expected from active time and prior skill. The gauge is the average of only the latest 10 eligible matches stored on this live server. 50 is neutral.
43/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-2 Skill RR
LADDER TRACK BASE630
PRESSURE BUDGET±16 RR
VISIBLE PREVIEW628

Recent eligible matches sit slightly below expected field pressure.

43Current gauge
51Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Won Won Won Won Loss Won Loss Abandoned Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want K1N1GHT 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 value gets stronger when the push also gets more revives, assists, and second chances. The support side gives the team second chances when the push gets messy. The last scored game showed the good parts clearly, especially through stop pressure and obj work.

Team value: stop pressure Strongest: stop pressure · top-end Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
58 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[BSH] Big Slut House HARDCORE | FF on | 8vs8 | GET HARD | Ping Limit 399 | Min LVL 50 | discord.gg/NmWVWU2mEN
obj_canarywharf · Stopwatch · Late Game
Maplast saved
obj_canarywharf
Stopwatch · Late Game
Last lobby13 ranked players
13/16
players in monitored server
Lobby difficultyGold I
1594
avg Skill RR 1594
Ranked densityrank signal
100%
13 of 13 detected players
Stomp riskbalance signal
38 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 13
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Held-Rank Veteran · Held rank · Skill RR is the rank signal
BOARD POSITION#-
Skill rating signal
Gold II
1545Gold II · Skill RR
Gold III → Gold II54%
25 RR to Gold II29 RR above floor
2149Peak form
1170All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
HOT+56 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability83%
LOCKED
Peak form gapElite
+604 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftoffline
0
Player DNAStable read
K1N1GHT 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. When the fights get cleaner, the team value becomes much easier to see. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 22.9 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 14:11:50 UTC
NEXT SCAN 08:10
CONTACTS 1295 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · K1N1GHT 1545 RR · FORM HOT — 5/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -12 RR/UPDATE · PEAK FORM 2149 ON RECORD · LADDER PRESSURE LOW 20/100 ·
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
K1N1GHT
Gold II · Held-Rank Veteran
—BOARD POS
RR 1545PEAK 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 2 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -12 RR / update.
✓
Form SurgingCLEAR5 of last 6 scored updates positive, +56 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2149Peak form
1170All-time peak
0Ladder track
+29RR above floor
1545Gold II · Skill RR54% TO GOLD II
Gold III → Gold II54% · 25 RR needed
REACTOR PULSE · FORM LAST 6HOT +56
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (2251 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 5 SESSIONS ANALYSED
+8.2 1st Deployopener
+14 2nd Deployholding
+4.5 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
0611 UTC avg +14.5 RR / update over 4 updates weakest: 1217 UTC (avg +5.7)
Recent Sessions
2026-08-22-10-401 update+21
2026-08-21-08-002 updates+19
2026-08-18-13-402 updates+12
2026-08-18-08-401 update+18
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
+56HOT
Form Engine
net RR across last 6
+604peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Support
72
Objective
46
KPH
43
Combat
7
52.4season KPH 55.8profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[14:11] > SCAN CYCLE 1411 COMPLETE — 1295 contacts indexed
[14:11] > RATING SIGNAL LOCKED: 1545 RR · GOLD II
[14:11] > LEAK SCAN: COMBAT PRESSURE below target — drain -12 RR/update
[14:11] > FORM ENGINE: 5/6 positive — band HOT, stability 83%
Sentinel Read · Player Assessment
K1N1GHT 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. When the fights get cleaner, the team value becomes much easier to see. The late-round stop value gives the team another way to break enemy momentum. Current support pace sits around 22.9 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 2.9 vs 75/h target · weight 20%
-12RR / update
Kills per houravg 45 vs 152/h target · weight 20%
-8.9RR / update
Objective actionsavg 6.6 vs 17/h target · weight 20%
-8RR / update
Support actionsavg 32.4 vs 18/h target · weight 20%
-0.6RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.6RR / update
Objective stops / C4 pressureavg 17.6 vs 13/h target · weight 20%
+2.8RR / update
Fix Simulator · Counterfactual
Average scored update right now+9.2 RR
Hit Combat pressure target — nothing else changes+20.6 RR / update
Hit Combat pressure + Objective actions targets+29.4 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
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d0 net
Your games
0
Field drift
0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 7%RR
Top 63%Combat
Top 32%Objective
Top 9%Support
Top 52%KPH
Objective Stops100/100
Support72/100
Objective46/100
KPH43/100
Combat7/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+21 impact)
⬢ FIELD MONSTER BADGE Gold II TAPE SAYS Elite
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 pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
⬢ FAST CLIMB ORDER
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Gold II. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Working Signals
▲
Clutch stops▲ High27.2 / 13 clutch/h target
▲
Objective work▲ High32.1 / 17 objective/h target
Objective Leaks
▼
Team support▼ Major0 / 18 support/h target
▼
Frag pressure▼ Major0 / 75 combat/h target
▼
Kill pace▼ Major34.6 / 152 KPH target
Field Orders
◎
Team supportTARGET0 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET34.6 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Clean enough to build on. Stop pressure did the heavy lifting and gave the next game a clear plan. Next game: if the push starts falling apart, be the glue. Pick people up, cover the revive, and make the second fight better than the first. Coach order: stay close enough that a bad trade gets a second chance.
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 2026-08-22-10:40 / +21 game impact
Coach
FIELD MONSTER
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 pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIGold II
➞
The tape saysEliteElite
You see this? This is what the games actually looked like. Wear the left one, PLAY like the right one, and soon they match.
Fast climb order
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. The job moves when you touch it and stops when you die — and you die A LOT, usually mid-touch. Sweep the angles first. Make your corner dangerous. Then work the objective like a man who plans to FINISH it. You are ONE good night from Gold II. ONE. This is exactly when clowns get sloppy and champions get SURGICAL. Lock in, protect the file, and take what is sitting RIGHT THERE.
Post-game read // new engine senses
THE LOCKER ROOM
ENGINEERjudged by your class bar
FILE 026 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksPage 26. Some coaches watch highlights. I read files - and yours has been on my desk since this morning with fresh coffee rings on it.And before you argue with the board: the best SUPPORT in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.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
I pulled this tape twice because I refused to believe it the first time. I believed it the second time. That is the part that hurts.
0.29
CLASS BAR 1.00
OBJECTIVE
Sit down and watch this back. THAT is your ceiling - and tonight you touched it with both hands.
2.00
CLASS BAR 1.00
The drill // next sessionWrite this on your hand: Support the push like the push depends on it — because it does.
CANARYWHARFLOST
191 damage a minute out, 335 a minute in. You were the pinata, not the bat.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
BUSHWHACKER
IN YOUR SQUAD EVERY RECENT GAME
A well-placed turret is covering fire for the whole team. Re-seat it every time the front line moves.
▸FILM ROOM // CANARY WHARF
Attacking Wharf: take the lifts and stairs as a pair — one body per route splits their eyes, and the flank that lands first unlocks the floor.
❞I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Clutch stops▲ High
27.2 / 13 clutch/h target
Objective work▲ High
32.1 / 17 objective/h target
5 positive +70 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
34.6 / 152 KPH target
1 negative 1.311 vs 0.975

Field orders

Team supporttarget
0 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
34.6 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
What I expected from your last games
You carry weight on my board, so I expected weight on the map. Entries broken. Pushes carried. The EV moving because you personally insisted.
What your last games gave me
That was not a performance, that was an eviction notice served to an entire lobby. Frame it. FRAME IT.
How fast this can move you
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
Combat pressureavg 2.9 vs 75/h target · weight 20%
-12RR / update
Kills per houravg 45 vs 152/h target · weight 20%
-8.9RR / update
Objective actionsavg 6.6 vs 17/h target · weight 20%
-8RR / update
Support actionsavg 32.4 vs 18/h target · weight 20%
-0.6RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.6RR / update
Objective stops / C4 pressureavg 17.6 vs 13/h target · weight 20%
+2.8RR / update
Fix simulator
Average scored update right now+9.2 RR
Hit Combat pressure target — nothing else changes+20.6 RR / update
Hit Combat pressure + Objective actions targets+29.4 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
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d0 net
Your games0
Field drift0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0611 UTC avg +14.5 RR / update over 4 updates weakest: 1217 UTC (avg +5.7)
Fatigue signature · avg RR by update # in a session
+8.21st
+142nd
+4.53rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-08-22-10-401 update+21
2026-08-21-08-002 updates+19
2026-08-18-13-402 updates+12
2026-08-18-08-401 update+18
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 7%RR
Top 63%Combat
Top 32%Objective
Top 9%Support
Top 52%KPH
Objective Stops100/100
Support72/100
Objective46/100
KPH43/100
Combat7/100
Personal intelligence / weekly compile

Loadout DNA // K1N1GHT

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
233completed proof matches
9maps in personal file
Supportdominant field lane
COOLINGlast 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 BUSHWHACKER / C73 loadout card
BUSHWHACKER / C73Engineer

71 completed matches / 49.3% observed result

Signature 2 GUARDIAN / T76 loadout card
GUARDIAN / T76Medic

51 completed matches / 33.3% observed result

Signature 3 JAVELIN / SH56 loadout card
JAVELIN / SH56Fire Support

45 completed matches / 53.3% observed result

Signature 4 SAWBONEZ / BL82 loadout card
SAWBONEZ / BL82Medic

40 completed matches / 50.0% observed result

Role DNA
Combat
30
Objective
56
Support
65
Precision
31
Pressure
24
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 BUSHWHACKER / C73 loadout card
BUSHWHACKER / C73Engineer
Test BUSHWHACKER / C41 loadout card
BUSHWHACKER / C41Engineer
Keep BUSHWHACKER. Change one card.

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

71 completed matches / 49.3% observed result 12,397 completed carries / 4,622 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.

Castle39 personal / 38.5% observed
GUARDIAN / T76 loadout card
Your observed cardGUARDIAN / T76

10 completed matches / 30.0% observed result

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground34 personal / 38.2% observed
BUSHWHACKER / C73 loadout card
Your observed cardBUSHWHACKER / C73

12 completed matches / 58.3% observed result

BUSHWHACKER / SM43 loadout card
Archive same-merc leadBUSHWHACKER / SM43

5,025 archive carries / 500 players / 50.9% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Whitechapel34 personal / 50.0% observed
BUSHWHACKER / C73 loadout card
Your observed cardBUSHWHACKER / C73

10 completed matches / 60.0% observed result

BUSHWHACKER / SM82 loadout card
Archive same-merc leadBUSHWHACKER / SM82

4,700 archive carries / 500 players / 50.6% conservative floor

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Bridge32 personal / 56.2% observed
BUSHWHACKER / C73 loadout card
Your observed cardBUSHWHACKER / C73

11 completed matches / 45.5% observed result

BUSHWHACKER / BL81 loadout card
Archive same-merc leadBUSHWHACKER / BL81

7,178 archive carries / 500 players / 52.3% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Heist21 personal / 57.1% observed
BUSHWHACKER / C73 loadout card
Your observed cardBUSHWHACKER / C73

9 completed matches / 55.6% observed result

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

Dockyard20 personal / 35.0% observed
BUSHWHACKER / C73 loadout card
Your observed cardBUSHWHACKER / C73

7 completed matches / 28.6% observed result

BUSHWHACKER / BL73 loadout card
Archive same-merc leadBUSHWHACKER / BL73

1,017 archive carries / 500 players / 49.3% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% 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.

AURA / BL72 loadout card
AURA / BL72
BUSHWHACKER / C73 loadout card
BUSHWHACKER / C73
SPARKS / 143 loadout card
SPARKS / 143
Signature deck

8 completed matches / 25.0% 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 x7 / BUSHWHACKER / C73Most Revives x6 / GUARDIAN / T76Match award x4 / BUSHWHACKER / C73Most Revives x3 / SAWBONEZ / BL82

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

1545Public Skill RR now
-4Recorded season RR change
+92Performance 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: 1545 season RR + 0 public adjustment = 1545 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 · 220 valid updates
2026-08-22-10:40+21 performance
Activity: 14.4 min / 7 K / 16 A / 0 W
Score: actual 1.311 vs expected 0.975 / margin 0.336
Show exact performance breakdown
1.311Actual score
0.975Expected score
0.336Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.79
OBJECTIVE2.00
SUPPORT0.29
PRESSURE1.25
ground truth 1.35 vs legacy read 0.84 · 1 match window · 1.00 = your class target for this lobby
2026-08-21-08:20+10 performance
Activity: 14.2 min / 12 K / 14 A / 0 W
Score: actual 1.167 vs expected 1.004 / margin 0.164
Show exact performance breakdown
1.167Actual score
1.004Expected score
0.164Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.91
OBJECTIVE0.18
SUPPORT2.00
PRESSURE0.79
ground truth 1.22 vs legacy read 0.66 · 1 match window · 1.00 = your class target for this lobby
2026-08-21-08-00+9 performance
Activity: 19.7 min / 8 K / 5 A / 2 W
Score: actual 1.317 vs expected 1.175 / margin 0.142
Show exact performance breakdown
1.317Actual score
1.175Expected score
0.142Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.76
OBJECTIVE1.09
SUPPORT2.00
PRESSURE0.85
ground truth 1.43 vs legacy read 0.21 · 1 match window · 1.00 = your class target for this lobby
2026-08-18-14-00+27 performance
Activity: 17.7 min / 9 K / 13 A / 3 W
Score: actual 1.492 vs expected 1.044 / margin 0.448
Show exact performance breakdown
1.492Actual score
1.044Expected score
0.448Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.62
OBJECTIVE2.00
SUPPORT2.00
PRESSURE0.86
ground truth 1.54 vs legacy read 0.86 · 1 match window · 1.00 = your class target for this lobby
2026-08-18-13:40-15 performance
Activity: 30 min / 18 K / 21 A / 0 W
Score: actual 0.771 vs expected 1.018 / margin -0.247
Show exact performance breakdown
0.771Actual score
1.018Expected score
-0.247Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.69
OBJECTIVE1.21
SUPPORT0.61
PRESSURE0.87
ground truth 0.78 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-08-18-08:40+18 performance
Activity: 30 min / 28 K / 31 A / 4 W
Score: actual 1.401 vs expected 1.105 / margin 0.296
Show exact performance breakdown
1.401Actual score
1.105Expected score
0.296Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.14
OBJECTIVE0.76
SUPPORT2.00
PRESSURE1.07
ground truth 1.45 vs legacy read 0.84 · 2 match window · 1.00 = your class target for this lobby
2026-08-17-14-00-17 performance
Activity: 8 min / 3 K / 2 A / 0 W
Score: actual 0.717 vs expected 0.993 / margin -0.276
Show exact performance breakdown
0.717Actual score
0.993Expected score
-0.276Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.43
OBJECTIVE1.45
SUPPORT0.46
PRESSURE1.33
ground truth 0.78 vs legacy read 0.35 · 1 match window · 1.00 = your class target for this lobby
2026-08-17-13:40+26 performance
Activity: 15 min / 15 K / 22 A / 1 W
Score: actual 1.516 vs expected 1.088 / margin 0.428
Show exact performance breakdown
1.516Actual score
1.088Expected score
0.428Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.06
OBJECTIVE1.82
SUPPORT2.00
PRESSURE0.82
ground truth 1.59 vs legacy read 0.62 · 1 match window · 1.00 = your class target for this lobby
2026-08-17-13:20+5 performance
Activity: 10.8 min / 3 K / 7 A / 0 W
Score: actual 1.079 vs expected 1.002 / margin 0.077
Show exact performance breakdown
1.079Actual score
1.002Expected score
0.077Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.45
OBJECTIVE0.18
SUPPORT2.00
PRESSURE0.83
ground truth 1.13 vs legacy read 0.74 · 1 match window · 1.00 = your class target for this lobby
2026-08-17-13-00+8 performance
Activity: 5.7 min / 6 K / 7 A / 2 W
Score: actual 1.152 vs expected 1.015 / margin 0.138
Show exact performance breakdown
1.152Actual score
1.015Expected score
0.138Margin
61K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.11
OBJECTIVE1.57
SUPPORT0.67
PRESSURE0.75
ground truth 1.19 vs legacy read 0.53 · 1 match window · 1.00 = your class target for this lobby
2026-09-21-10-40
HELD Gold III / Skill RR 1547 / 0 RR
Position 432 / Support / Revive / KPH 55.75 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-21-10-20
HELD Gold III / Skill RR 1547 / 0 RR
Position 432 / Support / Revive / KPH 55.75 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-21-10-00
HELD Gold III / Skill RR 1547 / 0 RR
Position 432 / Support / Revive / KPH 55.75 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-21-09-40
HELD Gold III / Skill RR 1547 / 0 RR
Position 432 / Support / Revive / KPH 55.75 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-21-09-20
HELD Gold III / Skill RR 1547 / 0 RR
Position 432 / Support / Revive / KPH 55.75 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-09-21-09-00
HELD Gold III / Skill RR 1547 / 0 RR
Position 432 / Support / Revive / KPH 55.75 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-21-08-40
HELD Gold III / Skill RR 1547 / 0 RR
Position 432 / Support / Revive / KPH 55.75 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-21-08-20
HELD Gold III / Skill RR 1547 / 0 RR
Position 432 / Support / Revive / KPH 55.75 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-21-08-00
HELD Gold III / Skill RR 1547 / 0 RR
Position 432 / Support / Revive / KPH 55.75 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-21-07-40
HELD Gold III / Skill RR 1547 / 0 RR
Position 432 / Support / Revive / KPH 55.75 / 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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