Tracked players: 2659 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live. Seasons last 3 months. Ranks are calculated from valid scored games with real stored deltas and update automatically every 20 minutes.
565 / 2659Active ranked this season
10:59
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
PlayerZERO
Gold II
Gold contract filePressure-band contract

PlayerZERO1613 Skill RR

Gold II

Active SignalLive rank slot held / state file ? 2.4d ago
1613Skill RR
#123Board position
Signal heldField state
56 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 3/10
?
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.
68/100
High Pressure
Preview only · provisional 3/10 matches
PROJECTED RR IF ENABLED+7 Skill RR
BASE SKILL RR800
PRESSURE BUDGET±20 RR
VISIBLE PREVIEW807
Silent Support x 2

Recent eligible matches are bending the field clearly above expectation.

68Current gauge
78Newest match
50Expected pressure
3/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Loss Won Won Won Won Won Won Won Won Won
Open DBStats Profile ↗
Ranked read

PlayerZERO is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. More help after the first trade would turn useful minutes into stronger team rounds. The last scored game moved in the right direction, with obj work helping the round.

Team value: obj work Strongest: obj work · solid Next: more team support Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
2 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[BLOOD]BATH OBJ\/EXE\/SW: Voting | FF-OFF
obj_bridge · Objective · Mid Game
Maplast saved
obj_bridge
Objective · Mid Game
Last lobby6 ranked players
6/16
players in monitored server
Lobby difficultyGold III
1389
avg Skill RR 1389
Ranked densityrank signal
100%
6 of 6 detected players
Stomp riskbalance signal
24 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 6
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Hot Streak Objective Runner · Hot streak · Skill RR is the rank signal
BOARD POSITION#123
Skill rating signal
Gold II
1613Gold II · Skill RR
Gold II → Gold I92%
7 RR to Gold I56 RR above floor
1999Peak form
800All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective · Secondary: Objective Stops
Form engine
HOT+118 last 6
4 positive · 2 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapElite
+386 gap
Standing moveSkill scale
+47
Rank pressureField opened
Field opened +3 RR
Idle field shiftoffline
+11
Player DNAStable read
PlayerZERO is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. When the fights get cleaner, the team value becomes much easier to see. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 17 objective actions/hour.
Primary Objective Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 23:29:02 UTC
NEXT SCAN 10:58
CONTACTS 565 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #123 PlayerZERO 1613 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -18.5 RR/UPDATE · PEAK FORM 1999 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
PlayerZERO
Gold II · Hot Streak Objective Runner
#123BOARD POS
RR 1613PEAK 1999STATE HOTCONF 79
● 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
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -18.5 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
Target In ReachINTEL#122 HanutaSancho is 3 RR ahead and in range — catch in ~1d at today's pace.
Form SurgingCLEAR4 of last 6 scored updates positive, +118 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
1999Peak form
800All-time peak
0Ladder track
+56RR above floor
1613Gold II · Skill RR92% TO GOLD I
Gold II → Gold I92% · 7 RR needed
REACTOR PULSE · FORM LAST 6HOT +118
Sentinel Confidence
79MODERATE
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (189 rows), stored scored breakdowns (6) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 2 SESSIONS ANALYSED
0 1st Deployopener
0 2nd Deployholding
0 3rd+ Deploylate game
⬢ Standing Order
Session length is not the leak.
No fatigue pattern: performance holds across the session. Session length is not the leak.
Strongest Window
0005 UTC avg 0 RR / update over 3 updates
Recent Sessions
2026-07-15-11-005 updates0
2026-07-07-16-001 update0
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
20/100LOW
Rank Pressure
pressure on current standing
67%SWINGY
Stability
rating consistency index
4/6HOT RATIO
Hot Ratio
positive in last 6 updates
+118HOT
Form Engine
net RR across last 6
+386peak form gap +47standing move +11idle field shift FIELD OPENEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective
61
Objective Stops
43
KPH
26
Support
12
Combat
3
32.6season KPH 33.7profile KPH OBJECTIVEprimary
SENTINEL EVENT LOG · LIVE FEED
[23:29] > SCAN CYCLE 2329 COMPLETE — 565 contacts indexed
[23:29] > RATING SIGNAL LOCKED: 1613 RR · GOLD II · BOARD #123
[23:29] > LEAK SCAN: COMBAT PRESSURE below target — drain -18.5 RR/update
[23:29] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
PlayerZERO is the player who keeps the obj moving when the map needs work. This player keeps the round moving instead of letting every useful minute become only a fight. When the fights get cleaner, the team value becomes much easier to see. This player also has timing around stops, which can save rounds that look almost gone. Current obj pace sits around 17 objective actions/hour.
OBJECTIVEprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 6 stored scored games
Combat pressureavg 1.2 vs 75/h target · weight 20%
-18.5RR / update
Kills per houravg 40.2 vs 152/h target · weight 20%
-13.4RR / update
Support actionsavg 12.1 vs 18/h target · weight 20%
-5.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Win resultavg 0.9 vs 1/h target · weight 1%
+1RR / update
Objective stops / C4 pressureavg 22.3 vs 13/h target · weight 20%
+2.3RR / update
Objective actionsavg 66 vs 17/h target · weight 20%
+12.6RR / update
Fix Simulator · Counterfactual
Average scored update right now+19.7 RR
Hit Combat pressure target — nothing else changes+39.9 RR / update
Hit Combat pressure + Kills per hour targets+54.9 RR / update
Counterfactual on the same games, same K-factor (~105). 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
72h+63 net
Your games
+63
Field drift
0
5 scored updates in window
7d+63 net
Your games
+63
Field drift
0
5 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 6%RR
Top 84%Combat
Top 18%Objective
Top 75%Support
Top 85%KPH
Objective61/100
Objective Stops43/100
KPH26/100
Support12/100
Combat3/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+34 impact)
⬢ FIELD MONSTER BADGE Gold II TAPE SAYS Elite
That is a man auditioning for a better badge and ACING it. Whatever you ate before those games — eat it forever. Your best work all season, and it shows from SPACE. Same pressure, same shape, next session — and the season ends with a parade.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
⬢ FAST CLIMB ORDER
The door is open. The DOOR. IS. OPEN. We do not admire open doors on this bench, we RUN through them screaming. 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. You are ONE good night from Gold I. 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
Objective work▲ High54.4 / 17 objective/h target
Objective Leaks
Team support▼ Major0 / 18 support/h target
Frag pressure▼ Major0 / 75 combat/h target
Kill pace▼ Major34 / 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 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
Good. That game had teeth. Obj work gave the team something real to play behind. Next game: stay near the blue names. A revive five seconds too late is just a funeral with paperwork. Coach order: keep the wave moving; dead pushes do not climb.
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 2026-07-15-12:40 / +34 game impact
Coach
FIELD MONSTER
That is a man auditioning for a better badge and ACING it. Whatever you ate before those games — eat it forever. Your best work all season, and it shows from SPACE. Same pressure, same shape, next session — and the season ends with a parade.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIGold II
The tape saysEliteElite
The badge is what you are. The tape is what you are BECOMING. I rarely get to say that in a good mood. Enjoy it.
Fast climb order
The door is open. The DOOR. IS. OPEN. We do not admire open doors on this bench, we RUN through them screaming. 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. You are ONE good night from Gold I. 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 002 ROOKIE UNDER ORDER: COMBAT
Coach
From your file · the coach speaksLesson two, engineer: we have a real read on you now. This shift, be first hands on every objective touch - the wrench earns trust in this room faster than the gun ever will.Tonight's SUPPORT at 2.00 is a new file record - the old ceiling was 1.21. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.So here is what happens now. You come back, you run the drill, and we never speak of this page again. That is not a request - that is how the good files get written.
COMBAT
Below the bar, above excuses. Fix it.
0.74
CLASS BAR 1.00
SUPPORT
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 sessionThe wrench is not a pacifist. Clear the lane before you kneel at the objective — next session your gun opens the door your repairs walk through.
BRIDGEWON
Taking 322 a minute and answering with 121. Trades like that pay THEIR ladder, not yours.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
BUSHWHACKER
IN YOUR SQUAD EVERY RECENT GAME
Bushwhacker in one line: place the gun that never blinks, then do engineer work while it argues. Turret first, wrench second, always.
FILM ROOM // BRIDGE
When the EV stalls under focus, reset instead of feeding — a stalled escort is bait for BOTH teams, and the side that regroups first owns the next window.
Ten straight fights above your share - 68 against 50. The bench sees it. I see it.
I am this hard on you because I have SEEN your ceiling. Getting you there is my whole job.

Working signals

Objective work▲ High
54.4 / 17 objective/h target
4 positive +118 last 6

Objective leaks

Team support▼ Major
0 / 18 support/h target
Frag pressure▼ Major
0 / 75 combat/h target
Kill pace▼ Major
34 / 152 KPH target
2 negative 1.470 vs 1.143

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 / 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
This high up, the team builds around you whether you like it or not. I expected a foundation, not a decorative pillar.
What your last games gave me
Apex stuff. You ran through their setups with total authority. Somewhere their shotcaller is awake at 3 AM whispering your name at the ceiling.
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 6 stored scored games
Combat pressureavg 1.2 vs 75/h target · weight 20%
-18.5RR / update
Kills per houravg 40.2 vs 152/h target · weight 20%
-13.4RR / update
Support actionsavg 12.1 vs 18/h target · weight 20%
-5.3RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.3RR / update
Win resultavg 0.9 vs 1/h target · weight 1%
+1RR / update
Objective stops / C4 pressureavg 22.3 vs 13/h target · weight 20%
+2.3RR / update
Objective actionsavg 66 vs 17/h target · weight 20%
+12.6RR / update
Fix simulator
Average scored update right now+19.7 RR
Hit Combat pressure target — nothing else changes+39.9 RR / update
Hit Combat pressure + Kills per hour targets+54.9 RR / update
Counterfactual on the same games, same K-factor (~105). 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
72h+63 net
Your games+63
Field drift0
5 scored updates in window
7d+63 net
Your games+63
Field drift0
5 scored updates in window
Self-made: this movement is coming from the games. Exactly how a climb should look.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0005 UTC avg +0 RR / update over 3 updates
Fatigue signature · avg RR by update # in a session
+01st
+02nd
+03rd+
No fatigue pattern: performance holds across the session. Session length is not the leak.
Recent sessions
2026-07-15-11-005 updates0
2026-07-07-16-001 update0
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 6%RR
Top 84%Combat
Top 18%Objective
Top 75%Support
Top 85%KPH
Objective61/100
Objective Stops43/100
KPH26/100
Support12/100
Combat3/100
Personal intelligence / weekly compile

Loadout DNA // PlayerZERO

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

1613Skill RR
-7Skill RR delta
1621Peak 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 6 scored games ? 6 valid updates
2026-07-15-12:40+34 performance
Activity: 17.6 min / 10 K / 13 A / 2 W
Score: actual 1.47 vs expected 1.143 / margin 0.328
Show exact performance breakdown
1.47Actual score
1.143Expected score
0.328Margin
105K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 56% / MEDIC 44%engine weight 90%
COMBAT0.74
OBJECTIVE1.90
SUPPORT2.00
PRESSURE1.05
ground truth 1.56 vs legacy read 0.55 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-12-00-24 performance
Activity: 25.7 min / 11 K / 23 A / 4 W
Score: actual 0.883 vs expected 1.111 / margin -0.228
Show exact performance breakdown
0.883Actual score
1.111Expected score
-0.228Margin
105K-factor
MIS v2 · NEW ENGINEMIXED / ENGINEER 63% / MEDIC 37%engine weight 90%
COMBAT0.57
OBJECTIVE0.90
SUPPORT1.21
PRESSURE0.66
ground truth 0.91 vs legacy read 0.73 · 2 match window · 1.00 = your class target for this lobby
2026-07-15-11:40+39 performance
Activity: 10.2 min / 10 K / 7 A / 1 W
Score: actual 1.354 vs expected 0.986 / margin 0.368
Show exact performance breakdown
1.354Actual score
0.986Expected score
0.368Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.81
OBJECTIVE1.05
SUPPORT2.00
PRESSURE0.75
ground truth 1.42 vs legacy read 0.83 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-11:20+30 performance
Activity: 7.6 min / 4 K / 2 A / 3 W
Score: actual 1.201 vs expected 0.917 / margin 0.285
Show exact performance breakdown
1.201Actual score
0.917Expected score
0.285Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.71
OBJECTIVE0.60
SUPPORT2.00
PRESSURE0.92
ground truth 1.29 vs legacy read 0.47 · 1 match window · 1.00 = your class target for this lobby
2026-07-15-11-00-16 performance
Activity: 15.9 min / 4 K / 10 A / 1 W
Score: actual 0.806 vs expected 0.958 / margin -0.152
Show exact performance breakdown
0.806Actual score
0.958Expected score
-0.152Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.42
OBJECTIVE0.42
SUPPORT1.23
PRESSURE0.69
ground truth 0.81 vs legacy read 0.83 · 1 match window · 1.00 = your class target for this lobby
2026-07-07-16-00+55 performance
Activity: 3.9 min / 5 K / 4 A / 1 W
Score: actual 0.927 vs expected 0.4 / margin 0.527
Show exact performance breakdown
0.927Actual score
0.4Expected score
0.527Margin
105K-factor
2026-07-17-23-20
FIELD SHIFT Gold II / Skill RR 1613 / 0 RR
Position 127 / Objective Stopper / KPH 33.68 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-23-00
FIELD SHIFT Gold II / Skill RR 1613 / 0 RR
Position 127 / Objective Stopper / KPH 33.68 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-40
FIELD SHIFT Gold II / Skill RR 1613 / 0 RR
Position 127 / Objective Stopper / KPH 33.68 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-22-20
FIELD SHIFT Gold I / Skill RR 1613 / -1 RR
Position 126 / Objective Stopper / KPH 33.68 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-07-17-22-00
FIELD SHIFT Gold I / Skill RR 1614 / 0 RR
Position 126 / Objective Stopper / KPH 33.68 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
Show older movement history / 5
2026-07-17-21-40
FIELD SHIFT Gold II / Skill RR 1614 / 0 RR
Position 128 / Objective Stopper / KPH 33.68 / Performance 0 / Field shift +2
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-20
FIELD SHIFT Gold II / Skill RR 1614 / 0 RR
Position 128 / Objective Stopper / KPH 33.68 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-21-00
FIELD SHIFT Gold II / Skill RR 1614 / 0 RR
Position 127 / Objective Stopper / KPH 33.68 / Performance 0 / Field shift +3
  • No new gameplay detected. Skill RR moved 0 from ranked-field movement.
2026-07-17-20-40
FIELD SHIFT Gold II / Skill RR 1614 / +1 RR
Position 127 / Objective Stopper / KPH 33.68 / Performance 0 / Field shift +4
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-07-17-20-20
FIELD SHIFT Gold II / Skill RR 1613 / 0 RR
Position 127 / Objective Stopper / KPH 33.68 / Performance 0 / Field shift +3
  • 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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