Tracked players: 7408 · 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.
1282 / 7408Active ranked this season
19:37
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.

2026-10-20 Last update UTC 16:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Hector the snail
Cobalt II
SEASON I REWARD
Silver I
Silver I
Highest peak rank from Jun 2026
Cobalt strike vaultElite-gate contract

Hector the snail1779 Skill RR

Cobalt II

Active SignalLive rank slot held / state file ? 10.8d ago
1779Skill RR
#114Board position
Signal heldField state
20 RR safeSafety
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.
59/100
Positive Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED+9 Skill RR
LADDER TRACK BASE1998
PRESSURE BUDGET±50 RR
VISIBLE PREVIEW2007
Silent Support x 6Pressure Rescue x 1

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

59Current gauge
66Newest 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
Loss Abandoned Loss Won Loss Loss Loss Abandoned Won Loss
Open Steam Profile ↗ Open DBStats Profile ↗
Ranked read

Hector the snail 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. That stop pressure gives the team extra time, extra trades, and another chance to move. This player also brings pressure when the round needs somebody to take contact. The most recent scored round gave the team value through support value and stop pressure.

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
7 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
[BSH] Big Slut House HARDCORE | FF on | 8vs8 | GET HARD | Ping Limit 399 | Min LVL 50 | discord.gg/NmWVWU2mEN
obj_whitechapel · Stopwatch · Late Game
Maplast saved
obj_whitechapel
Stopwatch · Late Game
Last lobby16 ranked players
15/16
players in monitored server
Lobby difficultyGold I
1540
avg Skill RR 1540
Ranked densityrank signal
106.7%
16 of 15 detected players
Stomp riskbalance signal
54 / 100
live lobby spread pressure
Rookie pressurerookie signal
0 / 15
Level < 100 in same lobby
DBRANKED INTELLIGENCE
Combat Intelligence
Objective Stopper · Stable · Skill RR is the rank signal
BOARD POSITION#114
Skill rating signal
Cobalt II
1779Cobalt II · Skill RR
Cobalt II → Cobalt I29%
75 RR to Cobalt I20 RR above floor
1776Peak form
2032All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: KPH
Form engine
STABLE-7 last 6
1 positive · 1 negative · 3 active in the last 6 updates
Pressure meterMEDIUM
45/100
Stability33%
VOLATILE
Peak form gapCobalt II
-3 gap
Standing moveSkill scale
0
Rank pressureEven field
Even field 0 RR
Idle field shiftoffline
0
Player DNAStable read
Hector the snail is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. That support value matters most when the team would otherwise lose the whole push after one mistake. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 20.4 support actions/hour.
Primary Support Secondary Objective Based on season signals
SENTINEL ONLINE
SYS CLOCK 16:00:24 UTC
NEXT SCAN 19:36
CONTACTS 1282 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · #114 Hector the snail 1779 RR · FORM STABLE — 1/3 POSITIVE · LEAK SCAN: OBJECTIVE ACTIONS -15.1 RR/UPDATE · PEAK FORM 1776 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
Hector the snail
Cobalt II · Objective Stopper
#114BOARD POS
RR 1779PEAK 1776STATE STABLECONF 95
● ACTIVERating SignalSkill RR tracked against the live ladder, every scan.
● ACTIVEForm EngineHot/cold detection across scored updates.
● ACTIVERole DNACombat identity decoded from match behaviour.
● ACTIVELeak DetectionLocates exactly where the rating bleeds RR.
● ACTIVEField DriftSeparates earned RR from ladder drift.
● ACTIVEThreat TrackingIntercept clocks on every ladder neighbour.
Risk Detection · Real Time 3 SIGNALS
!
Performance LeakSEV-2Objective actions running below scoring target — worst active leak, -15.1 RR / update.
σ
Volatility AlertSEV-2Stability 33% — rating is volatile. Swings will be large in both directions.
✓
Form HoldingCLEAR1 of last 6 scored updates positive. STABLE band, no cold streak detected.
Personal Reactor · Skill RR Core
1776Peak form
2032All-time peak
0Ladder track
+20RR above floor
1779Cobalt II · Skill RR29% TO COBALT I
Cobalt II → Cobalt I29% · 75 RR needed
REACTOR PULSE · FORM LAST 6STABLE -7
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (4162 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 7 SESSIONS ANALYSED
-3.6 1st Deploybleeding
-1 2nd Deploybleeding
+7 3rd+ Deploylate game
⬢ Standing Order
Hold the line.
Collecting data — the fatigue pattern locks in after a few more sessions.
Strongest Window
1217 UTC avg +2.3 RR / update over 4 updates weakest: 1823 UTC (avg -4.8)
Recent Sessions
2026-10-09-21-201 update+23
2026-10-02-18-201 update-30
2026-09-18-21-001 update-8
2026-09-13-18-401 update+5
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
45/100MEDIUM
Rank Pressure
pressure on current standing
33%VOLATILE
Stability
rating consistency index
1/3HOT RATIO
Hot Ratio
positive in last 6 updates
-7STABLE
Form Engine
net RR across last 6
-3peak form gap 0standing move 0idle field shift EVEN FIELDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
100
KPH
69
Combat
64
Support
64
Objective
53
65.9season KPH 89.2profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[16:00] > SCAN CYCLE 1600 COMPLETE — 1282 contacts indexed
[16:00] > RATING SIGNAL LOCKED: 1779 RR · COBALT II · BOARD #114
[16:00] > LEAK SCAN: OBJECTIVE ACTIONS below target — drain -15.1 RR/update
[16:00] > FORM ENGINE: 1/3 positive — band STABLE, stability 33%
Sentinel Read · Player Assessment
Hector the snail is useful when the team needs the wave to keep moving. This player keeps people alive, brings useful support value, and helps the team recover after bad trades. That support value matters most when the team would otherwise lose the whole push after one mistake. This player also puts enough time into the round to make the team pressure matter. Current support pace sits around 20.4 support actions/hour.
SUPPORTprimary OBJECTIVEsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Objective actionsavg 1.2 vs 17/h target · weight 20%
-15.1RR / update
Combat pressureavg 15.7 vs 75/h target · weight 20%
-13.1RR / update
Kills per houravg 68.4 vs 152/h target · weight 20%
-10.2RR / update
Objective stops / C4 pressureavg 29.2 vs 13/h target · weight 20%
-1.5RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.6RR / update
Support actionsavg 72.5 vs 18/h target · weight 20%
+4.1RR / update
Fix Simulator · Counterfactual
Average scored update right now-2 RR
Hit Objective actions target — nothing else changes+9.3 RR / update
Hit Objective actions + Combat pressure targets+18.7 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-hour bars this rating is scored against. White tick = target line.
M-02

Play vs Field

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

Field Standing

percentiles + playstyle DNA vs the visible ranked field
Top 3%RR
Top 5%Combat
Top 25%Objective
Top 12%Support
Top 15%KPH
Objective Stops100/100
KPH69/100
Combat64/100
Support64/100
Objective53/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game helped (+23 impact)
⬢ CHAMPAGNE ROOM BADGE Cobalt II TAPE SAYS Elite
I bit my whistle clean in half. From JOY. Do you understand how rare joy-related whistle damage is in this profession?! That run just out-performed every other entry in your season file. The file has a new king, and the old entries are FURIOUS.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
⬢ FAST CLIMB ORDER
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. 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. Cobalt I is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
▲
Team support▲ High38.5 / 18 support/h target
▲
Clutch stops▲ High77.9 / 13 clutch/h target
Objective Leaks
▼
Objective work▼ Major0 / 17 objective/h target
▼
Frag pressure▼ Major35.3 / 75 combat/h target
▼
Kill pace▼ Major90.2 / 152 KPH target
Field Orders
◎
Objective workTARGET0 / 17 objective/h target — Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
◎
Frag pressureTARGET35.3 / 75 combat/h target — Fight with the wave. Take cleaner trades where the team can use the kill.
◎
Kill paceTARGET90.2 / 152 KPH target — Keep the frag pace, but make the kills buy space, stops, plants, defuses or safer pushes.
That game had bite. Team support was not just noise; it helped the team move. Next game: make the obj hear footsteps. Escort it, arm it, fix it, steal it, deliver it, contest it — do not let the round happen without you. 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 2026-10-09-21:20 / +23 game impact
Coach
CHAMPAGNE ROOM
I bit my whistle clean in half. From JOY. Do you understand how rare joy-related whistle damage is in this profession?! That run just out-performed every other entry in your season file. The file has a new king, and the old entries are FURIOUS.
Coach blood pressureCHAMPAGNE CALM
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeCobalt IICobalt II
➞
The tape saysEliteElite
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
We are in push mode, people. Whatever you did — do it again, faster, with the energy of a man whose badge depends on it. Because it DOES. 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. Cobalt I is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
MEDICjudged by your class bar
FILE 025 VETERAN UNDER ORDER: PRESSURE
Coach
From your file · the coach speaksSession 25, and I will tell you what I tell every file this thick: the tape stopped surprising me weeks ago. Tonight, surprise me.This is your 23rd shift in the MEDIC sweater on my watch. The sweater fits. The habits inside it are what we are still tailoring.Between now and next session, one habit changes. Just one. That is how every thick file in my cabinet got written - one stubborn page at a time.
PRESSURE
So close it hurts. One more honest shift and it is over the line.
0.81
CLASS BAR 1.00
SUPPORT
I have coached this game longer than some of you have been alive. Shifts like this are why I still show up.
2.00
CLASS BAR 1.00
The drill // next sessionCloser. Next shift you live one step behind the entry, not one province behind the fight.
WHITECHAPELLOST
334 in, 195 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
PHOENIX
IN YOUR SQUAD EVERY RECENT GAME
Phoenix is the medic who can afford to be greedy. Trade in the front line, pulse yourself honest, repeat.
▸FILM ROOM // WHITECHAPEL
On defense, disable the vehicle and then HOLD the repair angle — the EV is bait; the repairman is the round.

Working signals

Team support▲ High
38.5 / 18 support/h target
Clutch stops▲ High
77.9 / 13 clutch/h target
4 positive +4 last 6

Objective leaks

Objective work▼ Major
0 / 17 objective/h target
Frag pressure▼ Major
35.3 / 75 combat/h target
Kill pace▼ Major
90.2 / 152 KPH target
2 negative 1.609 vs 1.239

Field orders

Objective worktarget
0 / 17 objective/h target
Play closer to the obj: EV, C4, plant, defuse, repair, escort, deliver and contest work.
Frag pressuretarget
35.3 / 75 combat/h target
Fight with the wave. Take cleaner trades where the team can use the kill.
Kill pacetarget
90.2 / 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
Cobalt. COBALT. At this altitude, good is a slur. I expected you walking into lanes like a landlord collecting rent. Every fight, every angle — yours by default.
What your last games gave me
You dismantled their whole structure in round one and then spent the rest of the match charging them rent on the ruins.
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
Objective actionsavg 1.2 vs 17/h target · weight 20%
-15.1RR / update
Combat pressureavg 15.7 vs 75/h target · weight 20%
-13.1RR / update
Kills per houravg 68.4 vs 152/h target · weight 20%
-10.2RR / update
Objective stops / C4 pressureavg 29.2 vs 13/h target · weight 20%
-1.5RR / update
Win resultavg 0.4 vs 1/h target · weight 1%
-0RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.6RR / update
Support actionsavg 72.5 vs 18/h target · weight 20%
+4.1RR / update
Fix simulator
Average scored update right now-2 RR
Hit Objective actions target — nothing else changes+9.3 RR / update
Hit Objective actions + Combat pressure targets+18.7 RR / update
Counterfactual on the same games, same K-factor (~61). Targets are the live per-update bars this rating is scored against.
02

Play vs Field

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

Session Lab

when this player earns, and when the session should end
Strongest window
1217 UTC avg +2.3 RR / update over 4 updates weakest: 1823 UTC (avg -4.8)
Fatigue signature · avg RR by update # in a session
-3.61st
-12nd
+73rd+
Collecting data - pattern locks in after a few more sessions.
Recent sessions
2026-10-09-21-201 update+23
2026-10-02-18-201 update-30
2026-09-18-21-001 update-8
2026-09-13-18-401 update+5
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 3%RR
Top 5%Combat
Top 25%Objective
Top 12%Support
Top 15%KPH
Objective Stops100/100
KPH69/100
Combat64/100
Support64/100
Objective53/100
Personal intelligence / weekly compile

Loadout DNA // Hector the snail

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

Strong personal record
127completed proof matches
10maps in personal file
Supportdominant field lane
IMPROVINGlast seven days
01 / identity

Signature arsenal

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

Most carried PROXY / KE21 loadout card
PROXY / KE21Engineer

64 completed matches / 53.1% observed result

Signature 2 SPARKS / 262 loadout card
SPARKS / 262Medic

60 completed matches / 53.3% observed result

Signature 3 PHANTOM / C96 loadout card
PHANTOM / C96Recon

57 completed matches / 52.6% observed result

Signature 4 PHOENIX / CR72 loadout card
PHOENIX / CR72Medic

9 completed matches / 77.8% observed result

Role DNA
Combat
62
Objective
26
Support
82
Precision
62
Pressure
76
Compared with tracked ranked playersSTRONG evidence
02 / controlled test

Next field order

One change at a time. No random merc swap and no claim that an association guarantees a win.

Current SPARKS / 262 loadout card
SPARKS / 262Medic
Test SPARKS / 383 loadout card
SPARKS / 383Medic
Keep SPARKS. Change one card.

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

60 completed matches / 53.3% observed result 13,057 completed carries / 3,215 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.

Bridge17 personal / 58.8% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

15 completed matches / 53.3% observed result

PROXY / H53 loadout card
Archive same-merc leadPROXY / H53

296 archive carries / 253 players / 51.4% conservative floor

SAWBONEZ / BL43 loadout card
Archive field referenceSAWBONEZ / BL43

925 archive carries / 500 players / 51.6% conservative floor

Dockyard13 personal / 84.6% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

11 completed matches / 81.8% observed result

PROXY / H22 loadout card
Archive same-merc leadPROXY / H22

178 archive carries / 148 players / 52.2% conservative floor

PHOENIX / CR71 loadout card
Archive field referencePHOENIX / CR71

463 archive carries / 273 players / 58.1% conservative floor

Castle11 personal / 54.5% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

9 completed matches / 44.4% observed result

PROXY / R51 loadout card
Archive same-merc leadPROXY / R51

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

NADER / CR83 loadout card
Archive field referenceNADER / CR83

183 archive carries / 104 players / 52.9% conservative floor

Underground8 personal / 50.0% observed
PHANTOM / C96 loadout card
Your observed cardPHANTOM / C96

8 completed matches / 50.0% observed result

PHANTOM / BL54 loadout card
Archive same-merc leadPHANTOM / BL54

2,971 archive carries / 500 players / 50.8% conservative floor

NADER / SM43 loadout card
Archive field referenceNADER / SM43

477 archive carries / 337 players / 50.4% conservative floor

Whitechapel8 personal / 50.0% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

7 completed matches / 42.9% observed result

KIRA / D41 loadout card
Archive field referenceKIRA / D41

228 archive carries / 195 players / 57.6% conservative floor

Terminal Redux7 personal / 28.6% observed
PROXY / KE21 loadout card
Your observed cardPROXY / KE21

5 completed matches / 20.0% observed result

PROXY / KE53 loadout card
Archive same-merc leadPROXY / KE53

1,368 archive carries / 500 players / 51.2% conservative floor

GUARDIAN / M72 loadout card
Archive field referenceGUARDIAN / M72

191 archive carries / 160 players / 52.6% 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.

PHANTOM / C96 loadout card
PHANTOM / C96
PROXY / KE21 loadout card
PROXY / KE21
SPARKS / 262 loadout card
SPARKS / 262
Signature deck

57 completed matches / 52.6% observed result

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

Most Revives x19 / SPARKS / 262Most Finishes x11 / PHANTOM / C96Most Finishes x3 / SPARKS / 262Most Finishes x3 / AIMEE / F75

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

1779Public Skill RR now
-9Recorded season RR change
-20Performance 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: 1783 season RR + -4 public adjustment = 1779 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 · 72 valid updates
2026-10-09-21:20+23 performance
Activity: 8 min / 11 K / 7 A / 2 W
Score: actual 1.609 vs expected 1.239 / margin 0.371
Show exact performance breakdown
1.609Actual score
1.239Expected score
0.371Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.29
OBJECTIVE1.79
SUPPORT2.00
PRESSURE0.81
ground truth 1.63 vs legacy read 1.06 · 1 match window · 1.00 = your class target for this lobby
2026-10-02-18:20-30 performance
Activity: 12 min / 21 K / 4 A / 0 W
Score: actual 0.882 vs expected 1.375 / margin -0.493
Show exact performance breakdown
0.882Actual score
1.375Expected score
-0.493Margin
61K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT1.21
OBJECTIVE0.27
SUPPORT0.88
PRESSURE0.96
ground truth 0.90 vs legacy read 0.76 · 1 match window · 1.00 = your class target for this lobby
2026-09-18-21-00-8 performance
Activity: 5.6 min / 3 K / 4 A / 0 W
Score: actual 1.14 vs expected 1.266 / margin -0.126
Show exact performance breakdown
1.14Actual score
1.266Expected score
-0.126Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.72
OBJECTIVE0.07
SUPPORT2.00
PRESSURE1.02
ground truth 1.23 vs legacy read 0.50 · 1 match window · 1.00 = your class target for this lobby
2026-09-13-18:40+5 performance
Activity: 19.2 min / 20 K / 16 A / 1 W
Score: actual 1.38 vs expected 1.293 / margin 0.087
Show exact performance breakdown
1.38Actual score
1.293Expected score
0.087Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.05
OBJECTIVE1.07
SUPPORT2.00
PRESSURE0.85
ground truth 1.44 vs legacy read 0.94 · 2 match window · 1.00 = your class target for this lobby
2026-08-09-14:40+7 performance
Activity: 20.8 min / 13 K / 18 A / 1 W
Score: actual 1.445 vs expected 1.335 / margin 0.11
Show exact performance breakdown
1.445Actual score
1.335Expected score
0.11Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.80
OBJECTIVE1.80
SUPPORT2.00
PRESSURE0.75
ground truth 1.52 vs legacy read 0.63 · 1 match window · 1.00 = your class target for this lobby
2026-08-09-14:20+7 performance
Activity: 5.1 min / 6 K / 4 A / 1 W
Score: actual 1.48 vs expected 1.361 / margin 0.119
Show exact performance breakdown
1.48Actual score
1.361Expected score
0.119Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT1.10
OBJECTIVE1.89
SUPPORT2.00
PRESSURE0.39
ground truth 1.55 vs legacy read 0.66 · 1 match window · 1.00 = your class target for this lobby
2026-08-09-14-00-14 performance
Activity: 13.4 min / 13 K / 7 A / 0 W
Score: actual 1.147 vs expected 1.369 / margin -0.222
Show exact performance breakdown
1.147Actual score
1.369Expected score
-0.222Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.86
OBJECTIVE0.36
SUPPORT2.00
PRESSURE0.48
ground truth 1.23 vs legacy read 0.57 · 1 match window · 1.00 = your class target for this lobby
2026-08-08-15:40+9 performance
Activity: 19.4 min / 7 K / 10 A / 0 W
Score: actual 1.379 vs expected 1.237 / margin 0.142
Show exact performance breakdown
1.379Actual score
1.237Expected score
0.142Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.97
OBJECTIVE1.00
SUPPORT2.00
PRESSURE0.85
ground truth 1.42 vs legacy read 1.05 · 1 match window · 1.00 = your class target for this lobby
2026-08-07-23:40-9 performance
Activity: 10.4 min / 12 K / 4 A / 1 W
Score: actual 1.212 vs expected 1.367 / margin -0.155
Show exact performance breakdown
1.212Actual score
1.367Expected score
-0.155Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.87
OBJECTIVE0.63
SUPPORT1.99
PRESSURE0.77
ground truth 1.30 vs legacy read 0.66 · 2 match window · 1.00 = your class target for this lobby
2026-08-07-23-00-10 performance
Activity: 13.3 min / 7 K / 9 A / 0 W
Score: actual 1.078 vs expected 1.244 / margin -0.167
Show exact performance breakdown
1.078Actual score
1.244Expected score
-0.167Margin
61K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.64
OBJECTIVE0.08
SUPPORT2.00
PRESSURE0.84
ground truth 1.15 vs legacy read 0.74 · 1 match window · 1.00 = your class target for this lobby
2026-10-20-16-00
HELD Cobalt II / Skill RR 1783 / 0 RR
Position 112 / Combat / KPH 89.15 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-15-40
HELD Cobalt II / Skill RR 1783 / 0 RR
Position 112 / Combat / KPH 89.15 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-15-20
HELD Cobalt II / Skill RR 1783 / 0 RR
Position 112 / Combat / KPH 89.15 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-15-00
HELD Cobalt II / Skill RR 1783 / 0 RR
Position 112 / Combat / KPH 89.15 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-14-40
HELD Cobalt II / Skill RR 1783 / 0 RR
Position 112 / Combat / KPH 89.15 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-10-20-14-20
HELD Cobalt II / Skill RR 1783 / 0 RR
Position 112 / Combat / KPH 89.15 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-14-00
HELD Cobalt II / Skill RR 1783 / 0 RR
Position 112 / Combat / KPH 89.15 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-13-40
HELD Cobalt II / Skill RR 1783 / 0 RR
Position 112 / Combat / KPH 89.15 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-13-20
HELD Cobalt II / Skill RR 1783 / 0 RR
Position 112 / Combat / KPH 89.15 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-10-20-13-00
HELD Cobalt II / Skill RR 1783 / 0 RR
Position 112 / Combat / KPH 89.15 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
FAQ / Ranked stats explained

How DB Ranked reads your games

What is DBRanked? Who runs this?

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

Do I need to install anything?

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

Does DBRanked affect my in-game stats or account?

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

How is this different from DBStats?

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

How do I get on the ladder?

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

Is Dirty Bomb even still alive?

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

The ladder just opened. Does being early matter?

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

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

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

Can someone take my place on the board?

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

Does any of this last, or does it reset?

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

What stops cheaters from ruining it?

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

Why chase a rank in a game this old?

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

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

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

Can a fresh account just smurf to the top?

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

Can rank be bought, requested, or gifted?

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

Who decides the rules? Can they change?

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

Can I remove my profile from DBRanked?

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

How season rank works

Every season starts fresh. Everyone begins Unranked. After 2 valid scored updates, the player receives a normal season rank and can enter the leaderboard under the same eligibility rules as other ranked players. Players still completing placement remain part of the season comparison pool.

A ranked player with no valid scored update from their own gameplay for more than 30 days becomes Lost Signal: rank history stays saved, but the live leaderboard slot is released.

What is a valid scored update?

A valid scored update is tracked gameplay that passes the scoring rules, not simply a timer tick or page refresh. 2 valid scored updates unlock your first rank; later scored updates refine your rating and maintain your live signal. The initial baseline does not count, and idle timestamps do not earn placement progress.

What is Skill RR?

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

How do I climb?

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

What is Impact?

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

Why can Skill RR move when I did not play?

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

What is Last 6 games?

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

What is Rank pressure?

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

What is Idle field shift?

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

What is Lost Signal?

Lost Signal means a ranked player has not recorded a valid scored update for more than 30 days. Rank and Skill RR history remain saved, but the live slot is released until the return-proof rules are met. The monthly rule means a rolling 30-day window, not a calendar-month reset.

What is Rank at Risk?

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

Do I become Unranked if I stop playing?

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

Do I start from Bronze when I return?

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

What are Climb meter and Danger meter?

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

What are the engine stats?

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

What is Playstyle?

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

What is Ranked Read?

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

What is Coach Read?

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

What is Ladder track?

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

What is Peak form?

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

How many updates do I need to get a rank?

You need 2 valid scored updates in the current season. At 2/2, you receive a normal rank and can enter the leaderboard, with the same activity and eligibility rules as other ranked players. Before that, you are Unranked. An update is a scored gameplay window, not necessarily one match. The initial baseline and idle timestamps do not count.

When does this season end?

Season II has been extended: July-December 2026, ending December 31, 2026 at 23:59:59 UTC. Your existing season scores and history continue; there is no October reset. Season III begins January 1, 2027, with the normal three-month cadence after this one-off extension.

When will Hunt the Witch return?

Hunt the Witch remains paused. Its existing rest period has been extended from 100 to 1,000 days. This does not change normal ladder scoring or remove any saved event history.

What does History show?

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

I have low rank, now what?

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

What happens when a cheater is caught?

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

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

How does DBRanked detect cheaters?

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

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

What should I play more?

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

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