Tracked players: 7385 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. NO CHEATER DETECTED
Dirty Bomb community ranked system

DB REVIVAL/RANKED

Community ladder for Dirty Bomb players. Season II is live through December 31, 2026 UTC. 2 valid scored updates unlock a normal rank. The ladder updates every 20 minutes.
1295 / 7385Active ranked this season
00:07
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 17:40 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Drakidda
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.
Gold V
Gold contract filePressure-band contract

Drakidda1371 Skill RR

Gold V

Lost SignalLast proven rank saved / live slot released / state file ? 89.3d ago
1371Skill 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.
49/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-1 Skill RR
LADDER TRACK BASE1067
PRESSURE BUDGET±27 RR
VISIBLE PREVIEW1066
Field Closer x 1

Recent eligible matches sit slightly below expected field pressure.

49Current gauge
38Newest 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
Abandoned Won Loss Won Abandoned Loss Won Abandoned Won Abandoned
Open DBStats Profile ↗
Ranked read

Drakidda 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. When the obj work rises with the useful minutes, this player becomes easier to trust in close rounds. The last scored game showed the good parts clearly.

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
89 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
TBAG Funhouse *new host* - hosted by Mellonpopr on Twitch/Youtube/Kick discord.gg/K57gDc5YG3
lobby · Objective · Pre Game
Maplast saved
lobby
Objective · Pre Game
Last lobby14 ranked players
14/16
players in monitored server
Lobby difficultyGold II
1427
avg Skill RR 1427
Ranked densityrank signal
100%
14 of 14 detected players
Stomp riskbalance signal
55 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 14
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 V
1371Gold V · Skill RR
Silver II → Silver I59%
18 RR to Silver I26 RR above floor
1917Peak form
1108All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Objective
Form engine
COLD-41 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability50%
SWINGY
Peak form gapCobalt I
+546 gap
Standing moveSkill scale
+48
Rank pressurelocked
—
Idle field shiftnone
—
Player DNAStable read
Drakidda is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. Cleaner trades around the obj would make the round work much harder to stop. The obj side gives the team more than just scoreboard value. Current stop pace sits around 19 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 17:59:55 UTC
NEXT SCAN 00:05
CONTACTS 1295 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Drakidda 1371 RR · FORM COLD — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -14.3 RR/UPDATE · PEAK FORM 1917 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
Drakidda
Gold V · Held-Rank Veteran
—BOARD POS
RR 1371PEAK 1917STATE COLDCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -14.3 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
▼
Cold StreakSEV-23 negative in the last 6 updates, -41 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1917Peak form
1108All-time peak
0Ladder track
+26RR above floor
1371Gold V · Skill RR59% TO SILVER I
Silver II → Silver I59% · 18 RR needed
REACTOR PULSE · FORM LAST 6COLD -41
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1486 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
-4.2 1st Deploybleeding
+10 2nd Deployholding
— 3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
0611 UTC avg +17 RR / update over 2 updates weakest: 1823 UTC (avg -10.5)
Recent Sessions
2026-07-22-11-401 update+6
2026-07-16-18-201 update+21
2026-07-13-17-002 updates-6
2026-07-12-23-402 updates-62
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-41COLD
Form Engine
net RR across last 6
+546peak form gap +48standing move 0idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
Objective
36
KPH
29
Support
18
Combat
5
81.3season KPH 38.1profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[17:59] > SCAN CYCLE 1759 COMPLETE — 1295 contacts indexed
[17:59] > RATING SIGNAL LOCKED: 1371 RR · GOLD V
[17:59] > LEAK SCAN: COMBAT PRESSURE below target — drain -14.3 RR/update
[17:59] > FORM ENGINE: 3/6 positive — band COLD, stability 50%
Sentinel Read · Player Assessment
Drakidda is dangerous when the round is about to swing. This player can turn one messy stop into a round that suddenly looks playable again. Cleaner trades around the obj would make the round work much harder to stop. The obj side gives the team more than just scoreboard value. Current stop pace sits around 19 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 10.5 vs 75/h target · weight 20%
-14.3RR / update
Kills per houravg 83.2 vs 152/h target · weight 20%
-6.9RR / update
Objective actionsavg 20.8 vs 17/h target · weight 20%
-5.3RR / update
Objective stops / C4 pressureavg 11.6 vs 13/h target · weight 20%
-4.4RR / update
Support actionsavg 13.1 vs 18/h target · weight 20%
-3.8RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.3RR / update
Fix Simulator · Counterfactual
Average scored update right now+1.3 RR
Hit Combat pressure target — nothing else changes+16.8 RR / update
Hit Combat pressure + Objective stops / C4 pressure targets+27.8 RR / update
Counterfactual on the same games, same K-factor (~92). 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
7d+6 net
Your games
+6
Field drift
0
1 scored update 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 11%RR
Top 71%Combat
Top 46%Objective
Top 58%Support
Top 77%KPH
Objective Stops100/100
Objective36/100
KPH29/100
Support18/100
Combat5/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+6 impact)
⬢ GOOD PROOF BADGE Gold V TAPE SAYS Elite
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureNODDING
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 climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Silver 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
No strong booster in the last scored game.
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 game. Team value gave the team a way in; now keep that value pointed at the obj. Next game: drag the fight onto the win condition. If the enemy wants obj, make them pay rent. 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 2026-07-22-11:40 / +6 game impact
Coach
GOOD PROOF
Half of that tape belongs in a highlight reel. The other half belongs in a training video titled WHAT NOT TO DO. Decide which player shows up next shift.
Coach blood pressureNODDING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold VGold V
➞
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 climb is live. Right now your tape does the talking, and it is saying beautiful, violent things. MORE. You are drifting through matches like fog with a loadout. Next session: pick a job, weld yourself to it, and do it so loudly the file has no choice but to notice. Stay glued to the squad. Fight near the work. NO INVISIBLE MINUTES. You are ONE good night from Silver 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 006 STUDENT UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksThe tape cuts off early, so I am not hanging the night on it. Full shifts first - then we talk properly.And before you argue with the board: the best SUPPORT in this file is 1.06, set by YOU. I do not hold players to my standards. I hold them to their own receipts.The door is right there and so is the drill. One of them fixes this page. Pick the drill, every time, until my pen agrees with you.
SUPPORT
There are numbers that make a coach sad and numbers that make a coach LOUD. Congratulations on finding the second kind.
0.37
CLASS BAR 1.00
OBJECTIVE
Sit down and watch this back. THAT is your ceiling - and tonight you touched it with both hands.
1.61
CLASS BAR 1.00
The drill // next sessionThe quiet work wins wars. Double your utility output and let the frontline feel the difference.
WHITECHAPELLOST
126 in, 0 out. I watched this part standing up. Not out of respect - I just could not sit through it.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
FLETCHER
IN YOUR SQUAD 3 OF LAST 6
Stickies on the choke buy your team the crossing. Detonate as their heads turn — timing beats spread.
▸FILM ROOM // WHITECHAPEL
Chapel with your Fletcher: pre-stick the EV chokes before the vehicle arrives. The escort walks through a corridor you already own.
❞I do not raise my voice at hopeless players. Sit with what that means.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
3 positive -41 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
3 negative 1.094 vs 1.021

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
I had you on my board as a real merc. Real mercs change rounds. I expected pressure the other team has to plan around, not pressure they discover by accident.
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
Everything you do right now counts DOUBLE. The ladder is watching you like I watch the EV in overtime — unblinking, sweating, emotionally compromised.
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 10.5 vs 75/h target · weight 20%
-14.3RR / update
Kills per houravg 83.2 vs 152/h target · weight 20%
-6.9RR / update
Objective actionsavg 20.8 vs 17/h target · weight 20%
-5.3RR / update
Objective stops / C4 pressureavg 11.6 vs 13/h target · weight 20%
-4.4RR / update
Support actionsavg 13.1 vs 18/h target · weight 20%
-3.8RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.5RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+1.3RR / update
Fix simulator
Average scored update right now+1.3 RR
Hit Combat pressure target — nothing else changes+16.8 RR / update
Hit Combat pressure + Objective stops / C4 pressure targets+27.8 RR / update
Counterfactual on the same games, same K-factor (~92). 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
7d+6 net
Your games+6
Field drift0
1 scored update in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
0611 UTC avg +17 RR / update over 2 updates weakest: 1823 UTC (avg -10.5)
Fatigue signature · avg RR by update # in a session
-4.21st
+102nd
—3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-07-22-11-401 update+6
2026-07-16-18-201 update+21
2026-07-13-17-002 updates-6
2026-07-12-23-402 updates-62
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 11%RR
Top 71%Combat
Top 46%Objective
Top 58%Support
Top 77%KPH
Objective Stops100/100
Objective36/100
KPH29/100
Support18/100
Combat5/100
Personal intelligence / weekly compile

Loadout DNA // Drakidda

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

Stable personal record
30completed proof matches
9maps in personal file
Precisiondominant 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 NADER / SM72 loadout card
NADER / SM72Assault

7 completed matches / 42.9% observed result

Signature 2 FLETCHER / BL43 loadout card
FLETCHER / BL43Engineer

6 completed matches / 33.3% observed result

Signature 3 JAVELIN / SH56 loadout card
JAVELIN / SH56Fire Support

5 completed matches / 60.0% observed result

Signature 4 FRAGGER / M53 loadout card
FRAGGER / M53Assault

4 completed matches / 0.0% observed result

Role DNA
Combat
54
Objective
55
Support
41
Precision
64
Pressure
53
Compared with tracked ranked playersSTABLE 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 NADER / SM72 loadout card
NADER / SM72Assault
Test NADER / CR81 loadout card
NADER / CR81Assault
Keep NADER. Change one card.

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

7 completed matches / 42.9% observed result 22,814 completed carries / 4,467 players Field test / not a verdict
03 / map files

Your map dossier

Your observed card stays visible beside archive leads. Archive context explains history; it does not replace the current-build order above.

Castle4 personal / 75.0% observed
NADER / SM72 loadout card
Your observed cardNADER / SM72

2 completed matches / early read

NADER / CR83 loadout card
Archive same-merc leadNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

PROXY / R51 loadout card
Archive field referencePROXY / R51

1,559 archive carries / 500 players / 53.2% conservative floor

Trainyard3 personal / 33.3% observed
NADER / SM72 loadout card
Your observed cardNADER / SM72

2 completed matches / early read

PHANTOM / BL94 loadout card
Archive field referencePHANTOM / BL94

229 archive carries / 218 players / 54.7% conservative floor

Whitechapel3 personal / 0.0% observed
ARTY / S41 loadout card
Your observed cardARTY / S41

1 completed match / early read

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Underground3 personal / 33.3% observed
FLETCHER / BL43 loadout card
Your observed cardFLETCHER / BL43

2 completed matches / early read

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Dockyard2 personal / early read
SKYHAMMER / M63 loadout card
Your observed cardSKYHAMMER / M63

2 completed matches / early read

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Heist2 personal / early read
FLETCHER / BL43 loadout card
Your observed cardFLETCHER / BL43

1 completed match / early read

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

455 archive carries / 415 players / 49.0% conservative floor

GUARDIAN / T53 loadout card
Archive field referenceGUARDIAN / T53

173 archive carries / 153 players / 51.5% conservative floor

04 / whole kit

Deck and squad links

The complete three-card deck is descriptive. Squad links are repeated associations, not a winner prediction.

ARTY / B42 loadout card
ARTY / B42
NADER / SM72 loadout card
NADER / SM72
PROXY / R22 loadout card
PROXY / R22
Signature deck

1 completed match / early read

These three cards were carried in the same completed match. It describes the kit; it does not claim every card caused the result.

Most Ammo x1 / JAVELIN / SH56Most Objective x1 / PROXY / KE53Most Damage x1 / PROXY / KE53Most Objective x1 / FLETCHER / BL43

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

1371Public Skill RR now
+20Recorded season RR change
+15Performance 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: 1371 season RR + 0 public adjustment = 1371 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 · 15 valid updates
2026-07-22-11:40+6 performance
Activity: 6.1 min / 4 K / 7 A / 3 W
Score: actual 1.094 vs expected 1.021 / margin 0.073
Show exact performance breakdown
1.094Actual score
1.021Expected score
0.073Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.88
OBJECTIVE1.61
SUPPORT0.37
PRESSURE0.82
ground truth 1.16 vs legacy read 0.29 · 1 match window · 1.00 = your class target for this lobby
2026-07-16-18:20+21 performance
Activity: 5.8 min / 9 K / 5 A / 3 W
Score: actual 1.262 vs expected 0.992 / margin 0.27
Show exact performance breakdown
1.262Actual score
0.992Expected score
0.27Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.05
OBJECTIVE2.00
SUPPORT0.07
PRESSURE0.91
ground truth 1.34 vs legacy read 0.58 · 1 match window · 1.00 = your class target for this lobby
2026-07-13-17:20+8 performance
Activity: 29 min / 26 K / 20 A / 0 W
Score: actual 0.906 vs expected 0.803 / margin 0.103
Show exact performance breakdown
0.906Actual score
0.803Expected score
0.103Margin
79K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT0.76
OBJECTIVE1.52
SUPPORT0.23
PRESSURE1.02
ground truth 0.91 vs legacy read 0.73 · 1 match window · 1.00 = your class target for this lobby
2026-07-13-17-00-14 performance
Activity: 4.8 min / 2 K / 4 A / 3 W
Score: actual 0.712 vs expected 0.884 / margin -0.173
Show exact performance breakdown
0.712Actual score
0.884Expected score
-0.173Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.52
OBJECTIVE1.05
SUPPORT1.03
PRESSURE0.90
ground truth 0.79 vs legacy read 0.07 · 1 match window · 1.00 = your class target for this lobby
2026-07-13-00-00-27 performance
Activity: 11.1 min / 16 K / 7 A / 0 W
Score: actual 0.617 vs expected 0.955 / margin -0.338
Show exact performance breakdown
0.617Actual score
0.955Expected score
-0.338Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.82
OBJECTIVE0.13
SUPPORT0.58
PRESSURE0.93
ground truth 0.64 vs legacy read 0.39 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-23:40-35 performance
Activity: 8.4 min / 12 K / 11 A / 2 W
Score: actual 0.739 vs expected 1.068 / margin -0.329
Show exact performance breakdown
0.739Actual score
1.068Expected score
-0.329Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT1.13
OBJECTIVE0.53
SUPPORT0.42
PRESSURE0.83
ground truth 0.76 vs legacy read 0.52 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-12-00+56 performance
Activity: 5.2 min / 12 K / 10 A / 2 W
Score: actual 1.528 vs expected 0.99 / margin 0.538
Show exact performance breakdown
1.528Actual score
0.99Expected score
0.538Margin
105K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT2.00
OBJECTIVE2.00
SUPPORT0.05
PRESSURE1.33
ground truth 1.47 vs legacy read 1.17 · 1 match window · 1.00 = your class target for this lobby
2026-07-12-11:40+28 performance
Activity: 17.8 min / 32 K / 23 A / 3 W
Score: actual 1.134 vs expected 0.864 / margin 0.27
Show exact performance breakdown
1.134Actual score
0.864Expected score
0.27Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.31
OBJECTIVE1.38
SUPPORT0.55
PRESSURE0.97
ground truth 1.09 vs legacy read 1.07 · 2 match window · 1.00 = your class target for this lobby
2026-07-07-18:40+3 performance
Activity: 9 min / 11 K / 14 A / 0 W
Score: actual 0.896 vs expected 0.865 / margin 0.031
Show exact performance breakdown
0.896Actual score
0.865Expected score
0.031Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.07
OBJECTIVE0.86
SUPPORT0.58
PRESSURE1.14
ground truth 0.95 vs legacy read 0.26 · 2 match window · 1.00 = your class target for this lobby
2026-07-07-18:20-31 performance
Activity: 7.6 min / 10 K / 13 A / 3 W
Score: actual 0.607 vs expected 0.907 / margin -0.3
Show exact performance breakdown
0.607Actual score
0.907Expected score
-0.3Margin
105K-factor
2026-07-29-11-40
HELD Silver II / Skill RR 1366 / +1 RR
Position 361 / Objective Stopper / KPH 38.07 / Performance 0 / Field shift -
  • Stored season RR movement: +1. Historical own/field RR attribution is unavailable.
2026-07-29-11-20
HELD Silver II / Skill RR 1365 / 0 RR
Position 361 / Objective Stopper / KPH 38.07 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-29-11-00
HELD Silver II / Skill RR 1365 / 0 RR
Position 361 / Objective Stopper / KPH 38.07 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-29-10-40
HELD Silver II / Skill RR 1365 / 0 RR
Position 361 / Objective Stopper / KPH 38.07 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-29-10-20
HELD Silver II / Skill RR 1365 / 0 RR
Position 361 / Objective Stopper / KPH 38.07 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
Show older movement history / 5
2026-07-29-10-00
HELD Silver II / Skill RR 1365 / 0 RR
Position 361 / Objective Stopper / KPH 38.07 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-29-09-40
HELD Silver II / Skill RR 1365 / 0 RR
Position 361 / Objective Stopper / KPH 38.07 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-29-09-20
HELD Silver II / Skill RR 1365 / 0 RR
Position 361 / Objective Stopper / KPH 38.07 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-29-09-00
HELD Silver II / Skill RR 1365 / 0 RR
Position 361 / Objective Stopper / KPH 38.07 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
2026-07-29-08-40
HELD Silver II / Skill RR 1365 / 0 RR
Position 361 / Objective Stopper / KPH 38.07 / Performance 0 / Field shift -
  • Stored season RR movement: 0. Historical own/field RR attribution is unavailable.
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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