Tracked players: 7368 · 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.
1304 / 7368Active ranked this season
07:03
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 06:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
tnuk
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 — +27 RR RETURNED
Rank taken from this player by a confirmed unfair player has been repaid in full — latest payment +4 RR on Aug 21, 2026 23:20 UTC. Games poisoned by cheaters can never count against anyone here.
Gold III
SEASON I REWARD
Gold IV
Gold IV
Highest peak rank from Jun 2026
Gold contract filePressure-band contract

tnuk1484 Skill RR

Gold III

Lost SignalLast proven rank saved / live slot released / state file ? 52.3d ago
☣ Hazard pay12 RR lifetime / the system pays the mercs who endure a quarantined contract
1484Skill 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.
61/100
High Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+8 Skill RR
LADDER TRACK BASE1371
PRESSURE BUDGET±34 RR
VISIBLE PREVIEW1379
Silent Support x 4

Recent eligible matches are bending the field clearly above expectation.

61Current gauge
57Newest match
50Expected pressure
10/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Loss Loss Loss Loss Loss Loss Won Won Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

tnuk gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. Add cleaner fights around the push and this player becomes harder to remove from the round. The next jump comes from making one useful signal matter more for the team.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: steady
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
52 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_whitechapel · Stopwatch · Late Game
Maplast saved
obj_whitechapel
Stopwatch · Late Game
Last lobby16 ranked players
16/16
players in monitored server
Lobby difficultyGold I
1508
avg Skill RR 1508
Ranked densityrank signal
100%
16 of 16 detected players
Stomp riskbalance signal
55 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 16
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 III
1484Gold III · Skill RR
Gold IV → Gold III47%
32 RR to Gold III28 RR above floor
2148Peak form
1474All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-4 last 6
2 positive · 2 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability33%
VOLATILE
Peak form gapElite
+664 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftoffline
0
Player DNAStable read
tnuk is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. When the fights get cleaner, the team value becomes much easier to see. The support side gives the team second chances when the push gets messy. Current stop pace sits around 23.2 objective stops/hour.
Primary Objective Stops Secondary Support Based on season signals
SENTINEL ONLINE
SYS CLOCK 06:12:58 UTC
NEXT SCAN 07:02
CONTACTS 1304 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · tnuk 1484 RR · FORM STABLE — 2/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -11.4 RR/UPDATE · PEAK FORM 2148 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
tnuk
Gold III · Held-Rank Veteran
—BOARD POS
RR 1484PEAK 2148STATE STABLECONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -11.4 RR / update.
σ
Volatility AlertSEV-2Stability 33% — rating is volatile. Swings will be large in both directions.
✓
Form HoldingCLEAR2 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
2148Peak form
1474All-time peak
0Ladder track
+28RR above floor
1484Gold III · Skill RR47% TO GOLD III
Gold IV → Gold III47% · 32 RR needed
REACTOR PULSE · FORM LAST 6STABLE -4
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (2854 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 6 SESSIONS ANALYSED
-3.5 1st Deploybleeding
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 +5 RR / update over 3 updates weakest: 1823 UTC (avg -5.1)
Recent Sessions
2026-08-27-23-001 update0
2026-08-25-23-001 update+22
2026-08-24-23-201 update-32
2026-08-23-19-003 updates-23
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
33%VOLATILE
Stability
rating consistency index
2/6HOT RATIO
Hot Ratio
positive in last 6 updates
-4STABLE
Form Engine
net RR across last 6
+664peak form gap 0standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
49
Objective
48
Support
46
Combat
13
60.4season KPH 63.4profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[06:12] > SCAN CYCLE 0612 COMPLETE — 1304 contacts indexed
[06:12] > RATING SIGNAL LOCKED: 1484 RR · GOLD III
[06:12] > LEAK SCAN: COMBAT PRESSURE below target — drain -11.4 RR/update
[06:12] > FORM ENGINE: 2/6 positive — band STABLE, stability 33%
Sentinel Read · Player Assessment
tnuk is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. When the fights get cleaner, the team value becomes much easier to see. The support side gives the team second chances when the push gets messy. Current stop pace sits around 23.2 objective stops/hour.
OBJECTIVE STOPSprimary SUPPORTsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 5.1 vs 75/h target · weight 20%
-11.4RR / update
Objective actionsavg 2.6 vs 17/h target · weight 20%
-10.6RR / update
Kills per houravg 63.8 vs 152/h target · weight 20%
-7.2RR / update
Support actionsavg 33.6 vs 18/h target · weight 20%
-1.4RR / update
Objective stops / C4 pressureavg 15.4 vs 13/h target · weight 20%
-0.3RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.5RR / update
Fix Simulator · Counterfactual
Average scored update right now-2.1 RR
Hit Combat pressure target — nothing else changes+9 RR / update
Hit Combat pressure + Objective actions targets+19.3 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 8%RR
Top 40%Combat
Top 30%Objective
Top 22%Support
Top 41%KPH
Objective Stops100/100
KPH49/100
Objective48/100
Support46/100
Combat13/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game held (0 impact)
⬢ LEVEL HELD BADGE Gold III TAPE SAYS Elite
Stable. Safe. Stationary. You know what else is stable, safe, and stationary? FURNITURE. Do you want to be furniture?
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
⬢ FAST CLIMB ORDER
You are holding ground. Fine. FINE. But nobody ever got carried off the server on shoulders for HOLDING GROUND. Pick a direction. The direction is UP. Sawbonez does not heal from another postcode, and neither should you. Your team is fighting four against five while you curate a small wellness retreat behind a crate. Move up, trade shots, revive INTO the push — be the reason it survives, not the witness who describes how it died. You are ONE good night from Gold III. 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
▲
Team support▲ Minor18.7 / 18 support/h target
Objective Leaks
▼
Frag pressure▼ Major4.6 / 75 combat/h target
▼
Kill pace▼ Major61.1 / 152 KPH target
▼
Objective work▼ Major7.6 / 17 objective/h target
Field Orders
◎
Frag pressureTARGET4.6 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET61.1 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
◎
Objective workTARGET7.6 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Held rank. Not loud, not dead. Now make the next game actually move the round. Next game: keep the gun hot, but keep it near the round. The team needs useful pressure, not a private duel in another postcode. Coach order: open the push, then help it walk through.
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 held 2026-08-27-23-00 / 0 game impact
Coach
LEVEL HELD
Stable. Safe. Stationary. You know what else is stable, safe, and stationary? FURNITURE. Do you want to be furniture?
Coach blood pressureTAPPING THE DESK
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIIGold III
➞
The tape saysEliteElite
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
You are holding ground. Fine. FINE. But nobody ever got carried off the server on shoulders for HOLDING GROUND. Pick a direction. The direction is UP. Sawbonez does not heal from another postcode, and neither should you. Your team is fighting four against five while you curate a small wellness retreat behind a crate. Move up, trade shots, revive INTO the push — be the reason it survives, not the witness who describes how it died. You are ONE good night from Gold III. 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
MEDICjudged by your class bar
FILE 029 VETERAN UNDER ORDER: OBJECTIVE
Coach
From your file · the coach speaksPage 29 of your file. I do not keep thick files on players I have given up on. Remember that while I talk.And before you argue with the board: the best OBJECTIVE in this file is 2.00, set by YOU. I do not hold players to my standards. I hold them to their own receipts.Your last pages average 0.92 on OBJECTIVE. Tonight reads 0.60. That is not a slump - a slump apologizes. That is a choice being made shift after shift, and choices can be unmade.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.
OBJECTIVE
Close the gap before it becomes a habit. Habits get names stitched on the bench.
0.60
CLASS BAR 1.00
COMBAT
So close it hurts. One more honest shift and it is over the line.
0.90
CLASS BAR 1.00
The drill // next sessionHealing a team that is not on the point is palliative care. Anchor to the objective and make your saves count where the round is decided.
WHITECHAPELLOST
9 teammates raised on this shift. The tape does not lie about who kept that team breathing.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AURA
IN YOUR SQUAD 4 OF LAST 6
Plant the station where the objective lives, not where it is safe. A station healing nobody is furniture.
▸FILM ROOM // WHITECHAPEL
Holding Chapel: spend a body on the constructibles early. Every side door that stays closed is a whole flank your team never has to fight.
Field share 61 of 50 across the last ten. You have been carrying, and carrying shows.
❞I do not raise my voice at hopeless players. Sit with what that means.

Working signals

Team support▲ Minor
18.7 / 18 support/h target
2 positive -33 last 6

Objective leaks

Frag pressure▼ Major
4.6 / 75 combat/h target
Kill pace▼ Major
61.1 / 152 KPH target
Objective work▼ Major
7.6 / 17 objective/h target
3 negative 0.951 vs 0.959

Field orders

Frag pressuretarget
4.6 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
61.1 / 152 KPH target
Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Objective worktarget
7.6 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
What I expected from your last games
My file says you know what you are doing. So I expected it: smart angles, paddles out before the body hits the floor, a gun that shows up to work on time.
What your last games gave me
Every single action bought something. Space, time, rounds, dignity. You played that match like you had already seen the ending and were just being polite about 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 5.1 vs 75/h target · weight 20%
-11.4RR / update
Objective actionsavg 2.6 vs 17/h target · weight 20%
-10.6RR / update
Kills per houravg 63.8 vs 152/h target · weight 20%
-7.2RR / update
Support actionsavg 33.6 vs 18/h target · weight 20%
-1.4RR / update
Objective stops / C4 pressureavg 15.4 vs 13/h target · weight 20%
-0.3RR / update
Win resultavg 0.3 vs 1/h target · weight 1%
+0.1RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.5RR / update
Fix simulator
Average scored update right now-2.1 RR
Hit Combat pressure target — nothing else changes+9 RR / update
Hit Combat pressure + Objective actions targets+19.3 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
0005 UTC avg +5 RR / update over 3 updates weakest: 1823 UTC (avg -5.1)
Fatigue signature · avg RR by update # in a session
-3.51st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-08-27-23-001 update0
2026-08-25-23-001 update+22
2026-08-24-23-201 update-32
2026-08-23-19-003 updates-23
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 8%RR
Top 40%Combat
Top 30%Objective
Top 22%Support
Top 41%KPH
Objective Stops100/100
KPH49/100
Objective48/100
Support46/100
Combat13/100
Personal intelligence / weekly compile

Loadout DNA // tnuk

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
130completed proof matches
11maps in personal file
Supportdominant field lane
IMPROVINGlast seven days
01 / identity

Signature arsenal

The exact merc and loadout codes this player carried in valid completed matches. Skin color is cosmetic; weapons, augments and the code define the card.

Most carried VASSILI / F91 loadout card
VASSILI / F91Recon

32 completed matches / 40.6% observed result

Signature 2 AURA / R73 loadout card
AURA / R73Medic

25 completed matches / 32.0% observed result

Signature 3 AURA / BL41 loadout card
AURA / BL41Medic

21 completed matches / 33.3% observed result

Signature 4 STOKER / T91 loadout card
STOKER / T91Fire Support

20 completed matches / 25.0% observed result

Role DNA
Combat
34
Objective
58
Support
65
Precision
56
Pressure
38
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 AURA / R73 loadout card
AURA / R73Medic
Test AURA / BL41 loadout card
AURA / BL41Medic
Keep AURA. 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 / 32.0% observed result 17,762 completed carries / 6,595 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.

Whitechapel13 personal / 46.2% observed
VASSILI / F91 loadout card
Your observed cardVASSILI / F91

7 completed matches / 42.9% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground10 personal / 30.0% observed
VASSILI / F91 loadout card
Your observed cardVASSILI / F91

6 completed matches / 50.0% observed result

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Bridge10 personal / 10.0% observed
AURA / R73 loadout card
Your observed cardAURA / R73

5 completed matches / 20.0% observed result

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Dockyard8 personal / 50.0% observed
AURA / R73 loadout card
Your observed cardAURA / R73

4 completed matches / 50.0% observed result

AURA / R72 loadout card
Archive same-merc leadAURA / R72

235 archive carries / 205 players / 49.4% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Castle7 personal / 57.1% observed
AURA / R73 loadout card
Your observed cardAURA / R73

4 completed matches / 25.0% observed result

AURA / H71 loadout card
Archive same-merc leadAURA / H71

2,892 archive carries / 500 players / 50.4% conservative floor

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Heist6 personal / 16.7% observed
AURA / BL41 loadout card
Your observed cardAURA / BL41

4 completed matches / 25.0% observed result

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.

AURA / R73 loadout card
AURA / R73
STOKER / T91 loadout card
STOKER / T91
VASSILI / F91 loadout card
VASSILI / F91
Signature deck

11 completed matches / 27.3% 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 Accurate x2 / VASSILI / F91Most Assists x1 / VASSILI / F91Most Deployables x1 / VASSILI / F91Most Finishes x1 / SKYHAMMER / M92

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

1484Public Skill RR now
+1Recorded season RR change
-21Performance 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: 1484 season RR + 0 public adjustment = 1484 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 · 176 valid updates
2026-08-27-23-000 performance
Activity: 21.5 min / 16 K / 20 A / 0 W
Score: actual 0.951 vs expected 0.959 / margin -0.007
Show exact performance breakdown
0.951Actual score
0.959Expected score
-0.007Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.90
OBJECTIVE0.60
SUPPORT1.15
PRESSURE1.26
ground truth 1.00 vs legacy read 0.55 · 1 match window · 1.00 = your class target for this lobby
2026-08-25-23-00+22 performance
Activity: 15.8 min / 8 K / 10 A / 3 W
Score: actual 1.337 vs expected 0.973 / margin 0.363
Show exact performance breakdown
1.337Actual score
0.973Expected score
0.363Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.61
OBJECTIVE1.20
SUPPORT2.00
PRESSURE0.99
ground truth 1.40 vs legacy read 0.72 · 1 match window · 1.00 = your class target for this lobby
2026-08-24-23:20-32 performance
Activity: 9 min / 7 K / 4 A / 0 W
Score: actual 0.494 vs expected 1.025 / margin -0.531
Show exact performance breakdown
0.494Actual score
1.025Expected score
-0.531Margin
61K-factor
2026-08-23-19:40-5 performance
Activity: 22 min / 38 K / 29 A / 0 W
Score: actual 0.918 vs expected 0.994 / margin -0.075
Show exact performance breakdown
0.918Actual score
0.994Expected score
-0.075Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.94
OBJECTIVE0.78
SUPPORT0.83
PRESSURE1.03
ground truth 0.90 vs legacy read 0.74 · 1 match window · 1.00 = your class target for this lobby
2026-08-23-19:20+11 performance
Activity: 7 min / 10 K / 5 A / 0 W
Score: actual 1.262 vs expected 1.076 / margin 0.186
Show exact performance breakdown
1.262Actual score
1.076Expected score
0.186Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.15
OBJECTIVE0.24
SUPPORT2.00
PRESSURE1.11
ground truth 1.32 vs legacy read 0.58 · 1 match window · 1.00 = your class target for this lobby
2026-08-23-19-00-29 performance
Activity: 4.2 min / 4 K / 3 A / 0 W
Score: actual 0.522 vs expected 0.99 / margin -0.468
Show exact performance breakdown
0.522Actual score
0.99Expected score
-0.468Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.84
OBJECTIVE0.06
SUPPORT0.05
PRESSURE1.11
ground truth 0.60 vs legacy read 0.11 · 1 match window · 1.00 = your class target for this lobby
2026-08-21-23-00-3 performance
Activity: 7.4 min / 7 K / 2 A / 0 W
Score: actual 1.079 vs expected 1.134 / margin -0.055
Show exact performance breakdown
1.079Actual score
1.134Expected score
-0.055Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.76
OBJECTIVE0.72
SUPPORT1.70
PRESSURE0.61
ground truth 1.13 vs legacy read 0.52 · 1 match window · 1.00 = your class target for this lobby
2026-08-20-02:20+5 performance
Activity: 11.5 min / 6 K / 7 A / 2 W
Score: actual 1.121 vs expected 1.037 / margin 0.083
Show exact performance breakdown
1.121Actual score
1.037Expected score
0.083Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.61
OBJECTIVE0.78
SUPPORT1.76
PRESSURE1.01
ground truth 1.21 vs legacy read 0.37 · 1 match window · 1.00 = your class target for this lobby
2026-08-20-02-00-11 performance
Activity: 14 min / 14 K / 13 A / 0 W
Score: actual 0.855 vs expected 1.034 / margin -0.179
Show exact performance breakdown
0.855Actual score
1.034Expected score
-0.179Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.84
OBJECTIVE0.20
SUPPORT1.51
PRESSURE1.42
ground truth 0.89 vs legacy read 0.72 · 1 match window · 1.00 = your class target for this lobby
2026-08-20-01:40+21 performance
Activity: 7.4 min / 2 K / 14 A / 2 W
Score: actual 1.37 vs expected 1.031 / margin 0.34
Show exact performance breakdown
1.37Actual score
1.031Expected score
0.34Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.93
OBJECTIVE0.80
SUPPORT2.00
PRESSURE1.23
ground truth 1.42 vs legacy read 0.45 · 1 match window · 1.00 = your class target for this lobby
2026-09-26-23-00
HELD Gold IV / Skill RR 1479 / 0 RR
Position 567 / Objective Stopper / KPH 63.4 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-26-22-40
HELD Gold IV / Skill RR 1479 / 0 RR
Position 568 / Objective Stopper / KPH 63.4 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-26-22-20
HELD Gold IV / Skill RR 1479 / 0 RR
Position 568 / Objective Stopper / KPH 63.4 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-26-22-00
HELD Gold IV / Skill RR 1479 / 0 RR
Position 568 / Objective Stopper / KPH 63.4 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-26-21-40
HELD Gold IV / Skill RR 1479 / 0 RR
Position 568 / Objective Stopper / KPH 63.4 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-09-26-21-20
HELD Gold IV / Skill RR 1479 / 0 RR
Position 568 / Objective Stopper / KPH 63.4 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-26-21-00
HELD Gold IV / Skill RR 1479 / 0 RR
Position 568 / Objective Stopper / KPH 63.4 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-26-20-40
HELD Gold IV / Skill RR 1479 / 0 RR
Position 567 / Objective Stopper / KPH 63.4 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-26-20-20
HELD Gold IV / Skill RR 1479 / 0 RR
Position 570 / Objective Stopper / KPH 63.4 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-26-20-00
HELD Gold IV / Skill RR 1479 / 0 RR
Position 568 / Objective Stopper / KPH 63.4 / 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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