Tracked players: 7372 · 20-minute updates active
DB Ranked Revival
DBRANKED AI UNIT S-01 · CONTAMINATION WATCH SENTINEL Autonomous anticheat — watching every server, guarding every rank. 1 CHEATER ONLINE
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.
1297 / 7372Active ranked this season
04:23
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 13:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
EJackulator
Gold II
Gold contract filePressure-band contract

EJackulator1611 Skill RR

Gold II

Active SignalLive rank slot held / state file ? 7.6d ago
1611Skill RR
#298Board position
Signal heldField state
42 RR safeSafety
FIELD PRESSURELAST 10 / LIVE DATA
PROVISIONAL 7/10
?
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.
52/100
Positive Pressure
Preview only · provisional 7/10 matches
PROJECTED RR IF ENABLED+1 Skill RR
LADDER TRACK BASE1346
PRESSURE BUDGET±34 RR
VISIBLE PREVIEW1347
Field Breaker x 1Last Line x 1

Recent eligible matches are producing slightly more field pressure than expected.

52Current gauge
56Newest match
50Expected pressure
7/10Eligible live matches
Field Pressure graph - latest eligible matches only / newest at right50 = expected / hover / tap for actual versus expected share
Won Won Loss Won Won Loss Won Won Won Loss
Open DBStats Profile ↗
Ranked read

EJackulator gives the team a way back when the enemy thinks the play is finished. This player gets value by denying plants, defuses, EV fights, and late objective plays. Add cleaner fights around the push and this player becomes harder to remove from the round. There is also enough fight pressure to make space when the team needs it. The most recent scored round gave the team value through obj work and stop pressure.

Team value: stop pressure Strongest: stop pressure · top-end Next: cleaner fights Form: moving right
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
7 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
US East | SuperJost Server | Voice Chat enabled
obj_whitechapel · Objective · Late Game
Maplast saved
obj_whitechapel
Objective · Late Game
Last lobby5 ranked players
8/16
players in monitored server
Lobby difficultyGold I
1574
avg Skill RR 1574
Ranked densityrank signal
62.5%
5 of 8 detected players
Stomp riskbalance signal
31 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 8
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Rising · Skill RR is the rank signal
BOARD POSITION#298
Skill rating signal
Gold II
1611Gold II · Skill RR
Gold II → Gold I73%
16 RR to Gold I42 RR above floor
2094Peak form
1397All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
HOT+25 last 6
4 positive · 1 negative · 6 active in the last 6 updates
Pressure meterLOW
20/100
Stability67%
SWINGY
Peak form gapElite
+483 gap
Standing moveSkill scale
+102
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
You do not want EJackulator near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. When the fights get cleaner, the team value becomes much easier to see. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 31.8 objective stops/hour.
Primary Objective Stops Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 13:15:38 UTC
NEXT SCAN 04:22
CONTACTS 1297 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #298 EJackulator 1611 RR · FORM HOT — 4/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -16.3 RR/UPDATE · PEAK FORM 2094 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
EJackulator
Gold II · Objective Stopper
#298BOARD POS
RR 1611PEAK 2094STATE HOTCONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Combat pressure running below scoring target — worst active leak, -16.3 RR / update.
σ
Volatility WatchSEV-2Stability 67% — rating is swingy. Long sessions amplify the swings.
✓
Form SurgingCLEAR4 of last 6 scored updates positive, +25 RR net. The engine is running hot.
Personal Reactor · Skill RR Core
2094Peak form
1397All-time peak
0Ladder track
+42RR above floor
1611Gold II · Skill RR73% TO GOLD I
Gold II → Gold I73% · 16 RR needed
REACTOR PULSE · FORM LAST 6HOT +25
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (1433 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 5 SESSIONS ANALYSED
-4.4 1st Deploybleeding
+0.2 2nd Deployholding
— 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 +3.3 RR / update over 8 updates weakest: 0005 UTC (avg -23.5)
Recent Sessions
2026-10-11-21-202 updates+59
2026-08-23-21-402 updates-36
2026-08-23-18-402 updates-27
2026-08-17-02-002 updates-47
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
+25HOT
Form Engine
net RR across last 6
+483peak form gap +102standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
65
Objective
47
Combat
26
Support
26
92.8season KPH 84.9profile KPH OBJECTIVE STOPSprimary
SENTINEL EVENT LOG · LIVE FEED
[13:15] > SCAN CYCLE 1315 COMPLETE — 1297 contacts indexed
[13:15] > RATING SIGNAL LOCKED: 1611 RR · GOLD II · BOARD #298
[13:15] > LEAK SCAN: COMBAT PRESSURE below target — drain -16.3 RR/update
[13:15] > FORM ENGINE: 4/6 positive — band HOT, stability 67%
Sentinel Read · Player Assessment
You do not want EJackulator near your plant or defuse. This player is useful when the match comes down to timing, stops, and one more body on the objective. When the fights get cleaner, the team value becomes much easier to see. This player also puts enough time into the round to make the team pressure matter. Current stop pace sits around 31.8 objective stops/hour.
OBJECTIVE STOPSprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 15.5 vs 75/h target · weight 20%
-16.3RR / update
Support actionsavg 7.6 vs 18/h target · weight 20%
-12.8RR / update
Kills per houravg 92.2 vs 152/h target · weight 20%
-9.3RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Objective actionsavg 22.4 vs 17/h target · weight 20%
+0.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.2RR / update
Objective stops / C4 pressureavg 37.6 vs 13/h target · weight 20%
+9.3RR / update
Fix Simulator · Counterfactual
Average scored update right now-4.2 RR
Hit Combat pressure target — nothing else changes+9.8 RR / update
Hit Combat pressure + Support actions targets+21.9 RR / update
Counterfactual on the same games, same K-factor (~90). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

earned RR vs ranked-field drift · 3 windows
24h0 net
Your games
0
Field drift
0
0 scored updates in window
72h0 net
Your games
0
Field drift
0
0 scored updates in window
7d0 net
Your games
0
Field drift
0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
M-03

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 5%RR
Top 19%Combat
Top 31%Objective
Top 46%Support
Top 18%KPH
Objective Stops100/100
KPH65/100
Objective47/100
Combat26/100
Support26/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+26 impact)
⬢ FIELD MONSTER BADGE Gold II TAPE SAYS Elite
I asked for proof and you kicked the door off the hinges, the frame off the wall, and the wall off the building. Outstanding.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Two badges, one truth: the ladder owes you money. Collect it next session.
⬢ FAST CLIMB ORDER
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. 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▲ High39.3 / 17 objective/h target
▲
Clutch stops▲ High23.1 / 13 clutch/h target
Objective Leaks
▼
Frag pressure▼ Major10.6 / 75 combat/h target
▼
Team support▼ Major4.6 / 18 support/h target
▼
Kill pace▼ Medium110.9 / 152 KPH target
Field Orders
◎
Frag pressureTARGET10.6 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Team supportTARGET4.6 / 18 support/h target — Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
◎
Kill paceTARGET110.9 / 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: trade with the wave. If the enemy falls, the push should move before the body gets cold. Coach order: open the push, then help it walk through.
Sentinel Command Line · Direct Uplink TYPE /HELP FOR DIRECTIVES
SENTINEL SHELL v2.0 — uplink established. Clearance: COMMAND. Type /help for directives.
sentinel@dbranked:~$
DATA DETECTS. PLAYERS DECIDE.
One ladder · One signal · One mission: rank — DBRANKED SENTINEL™ · hourly scan cycle
OBJECTIVE COMMAND CHANNEL
Objective Command
Post-match orders / EV/C4 pressure / repair the signal
DAMAGE REPORT Last game helped 2026-10-11-21:40 / +26 game impact
Coach
FIELD MONSTER
I asked for proof and you kicked the door off the hinges, the frame off the wall, and the wall off the building. Outstanding.
Coach blood pressureGRINNING
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeGold IIGold II
➞
The tape saysEliteElite
Two badges, one truth: the ladder owes you money. Collect it next session.
Fast climb order
THIS. This is rank fuel and we are NOT letting it cool down. Same fire, next session, no days off. You LOVE the objective and the objective is getting you KILLED. You sprint at the EV like it is family while enemy crosshairs queue up behind you, taking turns. Gun FIRST. Clear the lane, win the fight, THEN do the job — the wrench works better when you are alive to hold it. 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
RECONjudged by your class bar
FILE 006 VETERAN UNDER ORDER: SUPPORT
Coach
From your file · the coach speaks48 days out and the rink dust is real. No speeches - one clean shift, then we raise the bar again.And before you argue with the board: the best SUPPORT in this file is 1.56, set by YOU. I do not hold players to my standards. I hold them to their own receipts.SUPPORT at 1.27 against a recent file average of 0.56 - even your weakest board is climbing. That is what a real repair looks like: boring, steady, undeniable.Now the hard part - do it again. Files full of one great page belong to the almost-players, and I have read too many of those. Yours will not be one. I have decided.
OBJECTIVE
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
1.75
CLASS BAR 1.00
The drill // next sessionNothing to fix, everything to defend. Champions are the ones who do it twice. Go do it twice.
WHITECHAPELLOST
276 damage a minute out, 339 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
PHANTOM
IN YOUR SQUAD 4 OF LAST 6
Walk their backline and call every rotation you see. An invisible scout who talks is worth two visible ones who shoot.
▸FILM ROOM // WHITECHAPEL
Chapel escorts die to impatience: the EV outlives every hero who sprints ahead of it. Move as a convoy — the vehicle sets the pace, not your bloodlust.
A Field Breaker stamp in the file - you dragged a losing fight over the line. That is playoff DNA.
❞I am proud of you. I do not say that into microphones. I am saying it into your file.

Working signals

Objective work▲ High
39.3 / 17 objective/h target
Clutch stops▲ High
23.1 / 13 clutch/h target
4 positive -4 last 6

Objective leaks

Frag pressure▼ Major
10.6 / 75 combat/h target
Team support▼ Major
4.6 / 18 support/h target
Kill pace▼ Medium
110.9 / 152 KPH target
2 negative 1.486 vs 1.154

Field orders

Frag pressuretarget
10.6 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Team supporttarget
4.6 / 18 support/h target
Stay close enough to keep the push alive with revives, assists, health, ammo and trades.
Kill pacetarget
110.9 / 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
Middle-of-the-board games at your rank is a man in a suit sleeping at his desk. I expected you AWAKE, loud, and expensive to play against.
What your last games gave me
Perfect tape. PERFECT. The other team's coach should retire. I almost retired, and I am on YOUR side — out of pure satisfaction.
How fast this can move you
Your badge is on a HAIR TRIGGER right now. One hot streak and you climb like Skyhammer's airstrike going UP for once. One sloppy night and you are in the basement holding a mop.
Climb Lab · performance intelligence
Computed from this player's stored scored breakdowns, movement history and the live ladder — no estimates, no filler.
01

RR Leak Lab

where the rating actually bleeds, across 10 stored scored games
Combat pressureavg 15.5 vs 75/h target · weight 20%
-16.3RR / update
Support actionsavg 7.6 vs 18/h target · weight 20%
-12.8RR / update
Kills per houravg 92.2 vs 152/h target · weight 20%
-9.3RR / update
Win resultavg 0.6 vs 1/h target · weight 1%
+0.3RR / update
Objective actionsavg 22.4 vs 17/h target · weight 20%
+0.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+2.2RR / update
Objective stops / C4 pressureavg 37.6 vs 13/h target · weight 20%
+9.3RR / update
Fix simulator
Average scored update right now-4.2 RR
Hit Combat pressure target — nothing else changes+9.8 RR / update
Hit Combat pressure + Support actions targets+21.9 RR / update
Counterfactual on the same games, same K-factor (~90). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

how much of the movement was earned in games, and how much is ranked-field drift
24h0 net
Your games0
Field drift0
0 scored updates in window
72h0 net
Your games0
Field drift0
0 scored updates in window
7d0 net
Your games0
Field drift0
0 scored updates in window
Flat window: nothing moved either way. The next scored session decides the direction.
03

Session Lab

when this player earns, and when the session should end
Strongest window
1823 UTC avg +3.3 RR / update over 8 updates weakest: 0005 UTC (avg -23.5)
Fatigue signature · avg RR by update # in a session
-4.41st
+0.22nd
—3rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-10-11-21-202 updates+59
2026-08-23-21-402 updates-36
2026-08-23-18-402 updates-27
2026-08-17-02-002 updates-47
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 5%RR
Top 19%Combat
Top 31%Objective
Top 46%Support
Top 18%KPH
Objective Stops100/100
KPH65/100
Objective47/100
Combat26/100
Support26/100
Personal intelligence / weekly compile

Loadout DNA // EJackulator

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

1611Public Skill RR now
+35Recorded season RR change
-21Performance sum in view
10Scored updates in view

Recent scored updates. Choose a range above.

Line = season RR before public adjustments. Bars match the last ten scored updates below, filtered by the selected range. Performance is a different unit—not direct public RR gains.

Current accounting: 1559 season RR + +52 public adjustment = 1611 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 · 14 valid updates
2026-10-11-21:40+26 performance
Activity: 15 min / 24 K / 10 A / 0 W
Score: actual 1.486 vs expected 1.154 / margin 0.332
Show exact performance breakdown
1.486Actual score
1.154Expected score
0.332Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.48
OBJECTIVE1.75
SUPPORT1.27
PRESSURE1.45
ground truth 1.48 vs legacy read 1.01 · 1 match window · 1.00 = your class target for this lobby
2026-10-11-21:20+33 performance
Activity: 15.3 min / 28 K / 10 A / 4 W
Score: actual 1.53 vs expected 1.109 / margin 0.42
Show exact performance breakdown
1.53Actual score
1.109Expected score
0.42Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.75
OBJECTIVE1.48
SUPPORT1.68
PRESSURE0.92
ground truth 1.51 vs legacy read 1.09 · 2 match window · 1.00 = your class target for this lobby
2026-08-23-23:20-41 performance
Activity: 14.7 min / 16 K / 10 A / 0 W
Score: actual 0.526 vs expected 1.047 / margin -0.521
Show exact performance breakdown
0.526Actual score
1.047Expected score
-0.521Margin
79K-factor
2026-08-23-21:40+5 performance
Activity: 17.4 min / 10 K / 7 A / 2 W
Score: actual 1.164 vs expected 1.105 / margin 0.059
Show exact performance breakdown
1.164Actual score
1.105Expected score
0.059Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.36
OBJECTIVE1.36
SUPPORT0.58
PRESSURE0.92
ground truth 1.14 vs legacy read 0.88 · 2 match window · 1.00 = your class target for this lobby
2026-08-23-19:40+2 performance
Activity: 19 min / 43 K / 23 A / 3 W
Score: actual 1.069 vs expected 1.047 / margin 0.022
Show exact performance breakdown
1.069Actual score
1.047Expected score
0.022Margin
105K-factor
MIS v2 · NEW ENGINEASSAULTengine weight 90%
COMBAT1.27
OBJECTIVE1.16
SUPPORT0.03
PRESSURE0.93
ground truth 1.04 vs legacy read 1.00 · 1 match window · 1.00 = your class target for this lobby
2026-08-23-18:40-29 performance
Activity: 13.9 min / 20 K / 6 A / 3 W
Score: actual 0.838 vs expected 1.115 / margin -0.276
Show exact performance breakdown
0.838Actual score
1.115Expected score
-0.276Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.24
OBJECTIVE0.45
SUPPORT0.73
PRESSURE1.05
ground truth 0.82 vs legacy read 0.70 · 1 match window · 1.00 = your class target for this lobby
2026-08-17-02:20+1 performance
Activity: 11.4 min / 12 K / 14 A / 3 W
Score: actual 1.158 vs expected 1.151 / margin 0.007
Show exact performance breakdown
1.158Actual score
1.151Expected score
0.007Margin
105K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.20
OBJECTIVE0.44
SUPPORT1.56
PRESSURE1.28
ground truth 1.22 vs legacy read 0.84 · 1 match window · 1.00 = your class target for this lobby
2026-08-17-02-00-48 performance
Activity: 11.7 min / 7 K / 11 A / 0 W
Score: actual 0.441 vs expected 1.229 / margin -0.788
Show exact performance breakdown
0.441Actual score
1.229Expected score
-0.788Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.77
OBJECTIVE0.02
SUPPORT0.42
PRESSURE0.92
ground truth 0.48 vs legacy read 0.51 · 1 match window · 1.00 = your class target for this lobby
2026-08-05-22:20+13 performance
Activity: 6.3 min / 6 K / 6 A / 2 W
Score: actual 1.341 vs expected 1.218 / margin 0.123
Show exact performance breakdown
1.341Actual score
1.218Expected score
0.123Margin
105K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.22
OBJECTIVE2.00
SUPPORT0.47
PRESSURE0.55
ground truth 1.35 vs legacy read 0.92 · 1 match window · 1.00 = your class target for this lobby
2026-08-05-22-00+17 performance
Activity: 5.8 min / 8 K / 5 A / 0 W
Score: actual 1.317 vs expected 1.159 / margin 0.159
Show exact performance breakdown
1.317Actual score
1.159Expected score
0.159Margin
105K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.53
OBJECTIVE0.70
SUPPORT2.00
PRESSURE0.95
ground truth 1.30 vs legacy read 0.96 · 1 match window · 1.00 = your class target for this lobby
2026-10-19-13-00
HELD Gold III / Skill RR 1559 / 0 RR
Position 395 / Objective Stopper / KPH 84.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-40
HELD Gold III / Skill RR 1559 / 0 RR
Position 394 / Objective Stopper / KPH 84.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-20
HELD Gold III / Skill RR 1559 / 0 RR
Position 394 / Objective Stopper / KPH 84.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-12-00
HELD Gold III / Skill RR 1559 / 0 RR
Position 395 / Objective Stopper / KPH 84.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-11-40
HELD Gold III / Skill RR 1559 / 0 RR
Position 395 / Objective Stopper / KPH 84.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-19-11-20
HELD Gold III / Skill RR 1559 / 0 RR
Position 395 / Objective Stopper / KPH 84.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-11-00
FIELD SHIFT Gold III / Skill RR 1559 / -1 RR
Position 395 / Objective Stopper / KPH 84.92 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-10-19-10-40
HELD Gold III / Skill RR 1560 / 0 RR
Position 394 / Objective Stopper / KPH 84.92 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-19-10-20
FIELD SHIFT Gold III / Skill RR 1560 / +1 RR
Position 394 / Objective Stopper / KPH 84.92 / Performance 0 / Field shift +1
  • No new gameplay detected. Skill RR moved +1 from ranked-field movement.
2026-10-19-10-00
FIELD SHIFT Gold III / Skill RR 1559 / -1 RR
Position 395 / Objective Stopper / KPH 84.92 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 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 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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