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
08:47
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
SavitriDEVI
Bronze III
SEASON I REWARD
Bronze III
Bronze III
Highest peak rank from Jun 2026
Bronze spawn fileEntry-band file

SavitriDEVI1038 Skill RR

Bronze III

Active SignalLive rank slot held / state file ? just now
1038Skill RR
#520Board position
Positive impactField state
0 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 8/10
?
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.
38/100
Pressure Deficit
Preview only · provisional 8/10 matches
PROJECTED RR IF ENABLED-5 Skill RR
BASE SKILL RR865
PRESSURE BUDGET±22 RR
VISIBLE PREVIEW860

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

38Current gauge
55Newest match
50Expected pressure
8/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Loss Abandoned Loss Won Loss Won Won Won Won
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

You do not want SavitriDEVI near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. More plants, stops, escort work, and direct obj touches would make the good minutes count even harder. The last scored game showed the good parts clearly, especially through wins.

Team value: stop pressure Strongest: stop pressure · top-end Next: more obj work Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
17 min ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
DB REVIVAL/RANKED SERVER. Check your rank at dbranked.com
obj_terminalredux · Stopwatch · Late Game
Maplast saved
obj_terminalredux
Stopwatch · Late Game
Last lobby14 ranked players
15/16
players in monitored server
Lobby difficultyGold III
1355
avg Skill RR 1355
Ranked densityrank signal
93.3%
14 of 15 detected players
Stomp riskbalance signal
71 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#520
Skill rating signal
Bronze III
1038Bronze III · Skill RR
Bronze III → Bronze II0%
80 RR to Bronze II0 RR above floor
1547Peak form
984All-time peak
865Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE0 last 6
5 positive · 1 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
40/100
Stability83%
LOCKED
Peak form gapGold II
+509 gap
Standing moveSkill scale
-42
Rank pressureField opened
Field opened +5 RR
Idle field shiftoffline
+4
Player DNAStable read
SavitriDEVI 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. More fight pressure near the team would make those useful minutes much more dangerous. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 12.8 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:31:14 UTC
NEXT SCAN 08:46
CONTACTS 565 INDEXED
THREAT LEVEL CRITICAL
SENTINEL UPLINK ACTIVE · #520 SavitriDEVI 1038 RR · CONTACT #523 CLOSURE +428/DAY — INTERCEPT ~1D · FORM STABLE — 5/6 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -11.3 RR/UPDATE · PEAK FORM 1547 ON RECORD · LADDER PRESSURE MEDIUM 40/100 ·
Sentinel
Player Intelligence System · Operational Awareness Layer
Seeing rank risk before it escalates. Computed from stored scored breakdowns, movement history and the live ladder — no estimates, no filler. Intelligence that tracks. Players who climb.
Clearance · Command Eyes Only Engine · Season RR Feed · Hourly Scan
▣ TARGET LOCKED
SavitriDEVI
Bronze III · Objective Stopper
#520BOARD POS
RR 1038PEAK 1547STATE 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 4 SIGNALS
Threat ClosingSEV-1#523 piotr131313 gained +428 RR today, 8 RR behind. Intercept estimate ~1 day at current pace.
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -11.3 RR / update.
Target In ReachINTEL#518 76561198865515868 is 21 RR ahead and in range — catch in ~1d at today's pace.
Form HoldingCLEAR5 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1547Peak form
984All-time peak
865Ladder track
0RR above floor
1038Bronze III · Skill RR0% TO BRONZE II
Bronze III → Bronze II0% · 80 RR needed
REACTOR PULSE · FORM LAST 6STABLE 0
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1805 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
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1823 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-17-23-002 updates0
2026-07-16-22-203 updates0
2026-07-16-19-401 update0
2026-07-14-19-402 updates0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
40/100MEDIUM
Rank Pressure
pressure on current standing
83%LOCKED
Stability
rating consistency index
5/6HOT RATIO
Hot Ratio
positive in last 6 updates
0STABLE
Form Engine
net RR across last 6
+509peak form gap -42standing move +4idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
91
KPH
40
Objective
38
Support
17
Combat
7
50.6season KPH 52.2profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[23:31] > SCAN CYCLE 2331 COMPLETE — 565 contacts indexed
[23:31] > RATING SIGNAL LOCKED: 1038 RR · BRONZE III · BOARD #520
[23:31] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -11.3 RR/update
[23:31] > THREAT TRACK: contact #523 closure +428/d — INTERCEPT ETA ~1 DAYS
Sentinel Read · Player Assessment
SavitriDEVI 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. More fight pressure near the team would make those useful minutes much more dangerous. There is also obj work behind the pressure, which makes the good minutes count more. Current stop pace sits around 12.8 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 0 vs 17/h target · weight 20%
-11.3RR / update
Combat pressureavg 0 vs 75/h target · weight 20%
-11.1RR / update
Support actionsavg 4.1 vs 18/h target · weight 20%
-7.8RR / update
Kills per houravg 47.6 vs 152/h target · weight 20%
-6.3RR / update
Objective stops / C4 pressureavg 8.1 vs 13/h target · weight 20%
-1.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.2RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Fix Simulator · Counterfactual
Average scored update right now-12.9 RR
Hit Objective actions target — nothing else changes+2.5 RR / update
Hit Objective actions + Combat pressure targets+17.6 RR / update
Counterfactual on the same games, same K-factor (~77). 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
2 scored updates in window
72h0 net
Your games
0
Field drift
0
6 scored updates in window
7d-2932 net
Your games
-2932
Field drift
0
207 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 22%RR
Top 71%Combat
Top 43%Objective
Top 68%Support
Top 64%KPH
Objective Stops91/100
KPH40/100
Objective38/100
Support17/100
Combat7/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+19 impact)
⬢ COMMAND APPROVED BADGE Bronze III TAPE SAYS Cobalt II
Real proof, real pressure, real climb. I underlined your name twice on the board. TWO underlines. That is coach currency. Season best. SEASON. BEST. I rang the bell in the locker room. We do not even HAVE a bell. I bought one on the way home, SPECIFICALLY.
Coach blood pressurePLEASED
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
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. 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
Win result▲ Minor100%
Objective Leaks
Objective work▼ Major0 / 17 objective/h target
Clutch stops▼ Major0 / 13 clutch/h target
Frag pressure▼ Major0 / 75 combat/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.
Clutch stopsTARGET0 / 13 clutch/h target — Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressureTARGET0 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
Good work. Round result showed up where the round could use it. Next game: if C4 is involved, be rude about it. Arm, disarm, protect, contest. Standing nearby and admiring it is not a strategy. 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 helped 2026-07-17-23:20 / +19 game impact
Coach
COMMAND APPROVED
Real proof, real pressure, real climb. I underlined your name twice on the board. TWO underlines. That is coach currency. Season best. SEASON. BEST. I rang the bell in the locker room. We do not even HAVE a bell. I bought one on the way home, SPECIFICALLY.
Coach blood pressurePLEASED
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeBronze IIIBronze III
The tape saysCobalt IICobalt II
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
Winning shape detected and I want it BOTTLED. Take this exact version of yourself into the next session and turn the volume up two notches. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. 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
ASSAULTjudged by your class bar
FILE 002 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksYou changed jobs on me. I will not grade the old order in the wrong uniform. New role, new read, same standard.The lifetime ledger reads 8,295 kills across 159 hours. None of it pays tonight's rent - but it tells me the hands are real, and real hands have no excuse.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 circled this one in silence. The silence should worry you more than the circle.
0.64
CLASS BAR 1.00
The drill // next sessionEven the spearhead throws ammo to the line behind it. One touch of teamwork per life — that is all I ask, and it is not optional.
TERMINALREDUXWON
311 damage a minute out, 240 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
NADER
IN YOUR SQUAD EVERY RECENT GAME
Lob over your own line into theirs. Nader is the only covering fire that ignores the cover.
FILM ROOM // TERMINAL
Holding Terminal: defend the gauntlet in layers, not lines. Losing the first choke should cost them the second — trade space for time all the way home.
The last ten fights read 38 against a fair share of 50. Passengers do not lift cups.
Bad shifts do not scare me. Wasted ones do. You are not the second kind - prove me right.

Working signals

Win result▲ Minor
100%
5 positive 0 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Clutch stops▼ Major
0 / 13 clutch/h target
Frag pressure▼ Major
0 / 75 combat/h target
1 negative 0.912 vs 0.668

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Clutch stopstarget
0 / 13 clutch/h target
Respect late-round noise: C4, EV, plants, defuses and final contests need you alive.
Frag pressuretarget
0 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
What I expected from your last games
Fresh meat on my bench. Nothing fancy required — clean fights, honest minutes, and no hiding behind Aura's healing station like it is your mother.
What your last games gave me
Clinical. Surgical. RUDE, even. You took contested rounds and converted them into clean wins like it was a hobby.
How fast this can move you
The board reacts to you instantly at this stage. Every round is a job interview, and the interviewer has anger issues. It is me. I am the interviewer.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Objective actionsavg 0 vs 17/h target · weight 20%
-11.3RR / update
Combat pressureavg 0 vs 75/h target · weight 20%
-11.1RR / update
Support actionsavg 4.1 vs 18/h target · weight 20%
-7.8RR / update
Kills per houravg 47.6 vs 152/h target · weight 20%
-6.3RR / update
Objective stops / C4 pressureavg 8.1 vs 13/h target · weight 20%
-1.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.2RR / update
Win resultavg 0.5 vs 1/h target · weight 1%
+0.4RR / update
Fix simulator
Average scored update right now-12.9 RR
Hit Objective actions target — nothing else changes+2.5 RR / update
Hit Objective actions + Combat pressure targets+17.6 RR / update
Counterfactual on the same games, same K-factor (~77). 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
2 scored updates in window
72h0 net
Your games0
Field drift0
6 scored updates in window
7d-2932 net
Your games-2932
Field drift0
207 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
1823 UTC avg +0 RR / update over 3 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-07-17-23-002 updates0
2026-07-16-22-203 updates0
2026-07-16-19-401 update0
2026-07-14-19-402 updates0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 22%RR
Top 71%Combat
Top 43%Objective
Top 68%Support
Top 64%KPH
Objective Stops91/100
KPH40/100
Objective38/100
Support17/100
Combat7/100
Personal intelligence / weekly compile

Loadout DNA // SavitriDEVI

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

Weekly compile pending
0completed proof matches
0maps in personal file
Unresolveddominant field lane
COMPILE PENDINGlast seven days

Weekly loadout compile queued

This player ranked after the latest weekly build. The public Field Manual works now; the personal dossier will appear after the next compile.

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 Field Manual

Skill movement + performance history

1038Skill RR
+44Skill RR delta
1038Peak Skill RR shown
72Tracked 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 ? 12 valid updates
2026-07-17-23:20+19 performance
Activity: 16.2 min / 20 K / 26 A / 3 W
Score: actual 0.912 vs expected 0.668 / margin 0.244
Show exact performance breakdown
0.912Actual score
0.668Expected score
0.244Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.00
OBJECTIVE0.97
SUPPORT0.64
PRESSURE1.02
ground truth 0.96 vs legacy read 0.21 · 2 match window · 1.00 = your class target for this lobby
2026-07-17-23-00+19 performance
Activity: 23.3 min / 26 K / 35 A / 2 W
Score: actual 0.835 vs expected 0.593 / margin 0.241
Show exact performance breakdown
0.835Actual score
0.593Expected score
0.241Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.72
OBJECTIVE1.14
SUPPORT0.31
PRESSURE1.27
ground truth 0.88 vs legacy read 0.43 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-23-00+1 performance
Activity: 8.9 min / 5 K / 6 A / 3 W
Score: actual 0.589 vs expected 0.575 / margin 0.015
Show exact performance breakdown
0.589Actual score
0.575Expected score
0.015Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.41
OBJECTIVE0.79
SUPPORT0.20
PRESSURE1.11
ground truth 0.66 vs legacy read 0.07 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-22:40+4 performance
Activity: 16.1 min / 15 K / 16 A / 2 W
Score: actual 0.638 vs expected 0.593 / margin 0.045
Show exact performance breakdown
0.638Actual score
0.593Expected score
0.045Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.62
OBJECTIVE0.55
SUPPORT0.70
PRESSURE0.89
ground truth 0.67 vs legacy read 0.34 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-22:20+9 performance
Activity: 3 min / 2 K / 3 A / 0 W
Score: actual 0.703 vs expected 0.584 / margin 0.119
Show exact performance breakdown
0.703Actual score
0.584Expected score
0.119Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 56% / ASSAULT 44%engine weight 90%
COMBAT0.49
OBJECTIVE1.04
SUPPORT0.16
PRESSURE1.27
ground truth 0.78 vs legacy read 0.06 · 2 match window · 1.00 = your class target for this lobby
2026-07-16-19:40-52 performance
Activity: 2.3 min / 1 K / 3 A / 0 W
Score: actual 0.036 vs expected 0.696 / margin -0.659
Show exact performance breakdown
0.036Actual score
0.696Expected score
-0.659Margin
79K-factor
2026-07-14-20-00-23 performance
Activity: 9.8 min / 9 K / 7 A / 0 W
Score: actual 0.456 vs expected 0.743 / margin -0.287
Show exact performance breakdown
0.456Actual score
0.743Expected score
-0.287Margin
79K-factor
2026-07-14-19:40-51 performance
Activity: 12.5 min / 9 K / 19 A / 0 W
Score: actual 0.222 vs expected 0.874 / margin -0.651
Show exact performance breakdown
0.222Actual score
0.874Expected score
-0.651Margin
79K-factor
2026-07-13-22:20-29 performance
Activity: 11 min / 10 K / 20 A / 0 W
Score: actual 0.598 vs expected 0.966 / margin -0.367
Show exact performance breakdown
0.598Actual score
0.966Expected score
-0.367Margin
79K-factor
2026-07-13-18:40-23 performance
Activity: 14.9 min / 8 K / 23 A / 0 W
Score: actual 0.648 vs expected 1.024 / margin -0.376
Show exact performance breakdown
0.648Actual score
1.024Expected score
-0.376Margin
61K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.69
OBJECTIVE0.34
SUPPORT0.74
PRESSURE1.32
ground truth 0.75 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
2026-07-17-23-20
MATCH IMPACT Bronze IV / Skill RR 1038 / +26 RR
Position 551 / Objective Stopper / KPH 52.18 / Performance +19 / Field shift 0 / Ladder track 865
  • +19 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Win result and Verified public data bonus. Weak/low signals: Objective actions, Objective stops / C4 pressure and Combat pressure.
Show exact performance breakdown
0.912Actual score
0.668Expected score
0.244Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.00
OBJECTIVE0.97
SUPPORT0.64
PRESSURE1.02
ground truth 0.96 vs legacy read 0.21 · 2 match window · 1.00 = your class target for this lobby
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.134
Objective stops / C4 pressurePulled RR down
Measured: 0 delta / Stop score / hour 0
Score: 0 / Weight: 20% / Impact: -0.134
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.13
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 7.4
Score: 0.413 / Weight: 20% / Impact: -0.051
Kills per hourPulled RR down
Measured: 20 kills / Kills / hour 74.3
Score: 0.489 / Weight: 19.5% / Impact: -0.035
Win resultPushed RR up
Measured: 3-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.016
2026-07-17-23-00
MATCH IMPACT Bronze IV / Skill RR 1012 / +25 RR
Position 560 / Objective Stopper / KPH 52.14 / Performance +19 / Field shift 0 / Ladder track 846
  • +19 RR. Total ranked impact beat the expected level for current Skill RR expectation. Pushed up by Objective stops / C4 pressure and Win result. Weak/low signals: Objective actions, Combat pressure and Support actions.
Show exact performance breakdown
0.835Actual score
0.593Expected score
0.241Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.72
OBJECTIVE1.14
SUPPORT0.31
PRESSURE1.27
ground truth 0.88 vs legacy read 0.43 · 1 match window · 1.00 = your class target for this lobby
Objective stops / C4 pressurePushed RR up
Measured: 6.5 delta / Stop score / hour 16.8
Score: 1.289 / Weight: 20% / Impact: +0.139
Objective actionsPulled RR down
Measured: 0 delta / Objective score / hour 0
Score: 0 / Weight: 20% / Impact: -0.119
Combat pressurePulled RR down
Measured: 0 delta / Combat score / hour 0
Score: 0 / Weight: 19.5% / Impact: -0.116
Support actionsPulled RR down
Measured: 2 delta / Support score / hour 5.2
Score: 0.287 / Weight: 20% / Impact: -0.061
Kills per hourPulled RR down
Measured: 26 kills / Kills / hour 67
Score: 0.441 / Weight: 19.5% / Impact: -0.03
Win resultPushed RR up
Measured: 2-0 / Win ratio 100%
Score: 1.667 / Weight: 1% / Impact: +0.017
2026-07-17-22-40
FIELD SHIFT Bronze IV / Skill RR 987 / 0 RR
Position 569 / Objective Stopper / KPH 52.1 / Performance 0 / Field shift +1 / Ladder track 827
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Bronze IV / Skill RR 987 / 0 RR
Position 569 / Objective Stopper / KPH 52.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Bronze IV / Skill RR 987 / 0 RR
Position 570 / Objective Stopper / KPH 52.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Bronze IV / Skill RR 987 / 0 RR
Position 572 / Objective Stopper / KPH 52.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Bronze IV / Skill RR 987 / 0 RR
Position 571 / Objective Stopper / KPH 52.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Bronze IV / Skill RR 987 / 0 RR
Position 571 / Objective Stopper / KPH 52.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Bronze IV / Skill RR 987 / 0 RR
Position 571 / Objective Stopper / KPH 52.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Bronze IV / Skill RR 987 / 0 RR
Position 570 / Objective Stopper / KPH 52.1 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

Every monthly season starts fresh. Everyone begins Unranked. After 4 valid scored updates, the player gets a visible season rank. Placement players on 1/4, 2/4, and 3/4 are still part of season calibration while they build placement.

Signal maintenance is now staged visually. After full activation, a ranked player with no own valid scored update for more than 7 days becomes Lost Signal: last proven rank stays saved, but the live rank slot is released.

What is a valid scored update?

A valid scored update is real, tracked match activity the engine can read - your games on the field. Every match you actually play counts toward your rating on its own. Four valid scored updates unlock your first rank; after that, they keep your live signal active. Sit out and nothing scores - the engine only ever moves on what you put on the field.

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

Lost Signal means a ranked player has not had a valid scored update from their own gameplay for more than 7 days. The player keeps last proven rank and Skill RR history, but after full activation does not occupy live rank space until fresh signal is proven again.

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

What does 4/4 mean?

A player needs 4 valid scored updates to unlock a visible season rank. Before that, the player is in Unranked placement. Keep playing real rounds; the rank appears automatically after 4/4.

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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