Tracked players: 7368 · 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.
1304 / 7368Active ranked this season
06:58
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 07:00 Built UTC
SKILL RANK ENGINE V2 DEPLOYED ENGINE INTEL · CLICK
Live servers
Player progression profile
Demetrius "WeebDestroyer" Joy
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.
Silver II
Silver loadout fileLoadout signal file

Demetrius "WeebDestroyer" Joy1297 Skill RR

Silver II

Lost SignalLast proven rank saved / live slot released / state file ? 63.9d ago
1297Skill 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.
41/100
Low Pressure
Preview only · does not affect Skill RR yet
PROJECTED RR IF ENABLED-4 Skill RR
LADDER TRACK BASE934
PRESSURE BUDGET±23 RR
VISIBLE PREVIEW930

Recent eligible matches sit slightly below expected field pressure.

41Current gauge
44Newest 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
Won Won Loss Won Loss Abandoned Abandoned Won Loss Won
Open DBStats Profile ↗
Ranked read

Demetrius "WeebDestroyer" Joy is the kind of player who can make late objective moments uncomfortable. This player can slow a push, break a late play, and give the team a way back into a round. More plants, stops, escort work, and direct obj touches would make the good minutes count even harder. There is also enough support value here to keep pushes from dying after one bad trade. Adding more obj work and stop pressure in the next game would make the round value much easier to feel.

Team value: stop pressure Strongest: stop pressure · solid Next: more obj work Form: next push
DBRanked Field Intel
Dirty Bomb last sighting · not live in current scan
Last seen
63 d ago · 22 DBRanked servers · scan fresh
Last serversaved sighting
Nitrado New York - TK's Dirty Bomb Server
obj_trainyard · Stopwatch · Late Game
Maplast saved
obj_trainyard
Stopwatch · Late Game
Last lobby13 ranked players
14/16
players in monitored server
Lobby difficultyGold I
1501
avg Skill RR 1501
Ranked densityrank signal
92.9%
13 of 14 detected players
Stomp riskbalance signal
71 / 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
Silver II
1297Silver II · Skill RR
Silver III → Silver II8%
44 RR to Silver II4 RR above floor
1728Peak form
1069All-time peak
0Ladder track
Role radar / combat DNA
COMBATOBJSUPPORTCLUTCHKPH
Primary: Objective Stops · Secondary: Support
Form engine
COLD-34 last 6
3 positive · 3 negative · 6 active in the last 6 updates
Pressure meterHIGH
80/100
Stability50%
SWINGY
Peak form gapCobalt II
+431 gap
Standing moveSkill scale
0
Rank pressurelocked
—
Idle field shiftoffline
-1
Player DNAStable read
Demetrius "WeebDestroyer" Joy helps keep the team alive when the first trade goes wrong. This player makes pushes less fragile because one bad trade does not always end the wave. More fight pressure near the team would make those useful minutes much more dangerous. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 18.8 support actions/hour.
Primary Support Secondary Objective Stops Based on season signals
SENTINEL ONLINE
SYS CLOCK 07:13:04 UTC
NEXT SCAN 06:56
CONTACTS 1304 INDEXED
THREAT LEVEL NOMINAL
SENTINEL UPLINK ACTIVE · Demetrius "WeebDestroyer" Joy 1297 RR · FORM COLD — 3/6 POSITIVE · LEAK SCAN: COMBAT PRESSURE -13.5 RR/UPDATE · PEAK FORM 1728 ON RECORD · LADDER PRESSURE HIGH 80/100 ·
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
Demetrius "WeebDestroyer" Joy
Silver II · Held-Rank Veteran
—BOARD POS
RR 1297PEAK 1728STATE 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, -13.5 RR / update.
σ
Volatility WatchSEV-2Stability 50% — rating is swingy. Long sessions amplify the swings.
▼
Cold StreakSEV-23 negative in the last 6 updates, -34 RR net. The next session decides the slide.
Personal Reactor · Skill RR Core
1728Peak form
1069All-time peak
0Ladder track
+4RR above floor
1297Silver II · Skill RR8% TO SILVER II
Silver III → Silver II8% · 44 RR needed
REACTOR PULSE · FORM LAST 6COLD -34
Sentinel Confidence
95HIGH
80–100 · HIGH
50–79 · MODERATE
0–49 · LOW
Confidence scored from history depth (301 rows), stored scored breakdowns (10) and signal freshness for this player.
Session Doctrine · Fatigue Signature AVG RR BY UPDATE # WITHIN A SESSION · 4 SESSIONS ANALYSED
+0.8 1st Deployopener
-16.7 2nd Deploybleeding
-3.7 3rd+ Deploybleeding
⬢ Standing Order
Stop after two scored updates.
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates. Walking away on time is worth ~6.2 RR per session at current pace.
Strongest Window
0611 UTC avg -5.4 RR / update over 7 updates weakest: 1217 UTC (avg -5.5)
Recent Sessions
2026-08-16-09-204 updates-29
2026-08-15-08-403 updates-9
2026-08-14-20-001 update-9
2026-08-14-16-002 updates-11
Proximity Radar · Ladder Contacts
AHEAD BEHIND
YOU IN RANGE CHASING FADING HOLDING
Combat Telemetry
80/100HIGH
Rank Pressure
pressure on current standing
50%SWINGY
Stability
rating consistency index
3/6HOT RATIO
Hot Ratio
positive in last 6 updates
-34COLD
Form Engine
net RR across last 6
+431peak form gap 0standing move -1idle field shift LOCKEDrank field
Role Radar · Combat DNA
COMBAT OBJ SUPPORT CLUTCH KPH
Objective Stops
69
Support
59
Objective
37
KPH
30
Combat
6
52.7season KPH 38.4profile KPH SUPPORTprimary
SENTINEL EVENT LOG · LIVE FEED
[07:13] > SCAN CYCLE 0713 COMPLETE — 1304 contacts indexed
[07:13] > RATING SIGNAL LOCKED: 1297 RR · SILVER II
[07:13] > LEAK SCAN: COMBAT PRESSURE below target — drain -13.5 RR/update
[07:13] > FORM ENGINE: 3/6 positive — band COLD, stability 50%
Sentinel Read · Player Assessment
Demetrius "WeebDestroyer" Joy helps keep the team alive when the first trade goes wrong. This player makes pushes less fragile because one bad trade does not always end the wave. More fight pressure near the team would make those useful minutes much more dangerous. This player also has timing around stops, which can save rounds that look almost gone. Current support pace sits around 18.8 support actions/hour.
SUPPORTprimary OBJECTIVE STOPSsecondary season signals
M-01

RR Leak Lab

where the rating bleeds · counterfactual fix simulator · 10 stored scored games
Combat pressureavg 2.7 vs 75/h target · weight 20%
-13.5RR / update
Kills per houravg 43.4 vs 152/h target · weight 20%
-9.7RR / update
Support actionsavg 6.5 vs 18/h target · weight 20%
-8.8RR / update
Objective stops / C4 pressureavg 10.3 vs 13/h target · weight 20%
-3.5RR / update
Objective actionsavg 31.7 vs 17/h target · weight 20%
-1.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.2RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.5RR / update
Fix Simulator · Counterfactual
Average scored update right now-5.9 RR
Hit Combat pressure target — nothing else changes+9 RR / update
Hit Combat pressure + Kills per hour targets+20 RR / update
Counterfactual on the same games, same K-factor (~79). 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 13%RR
Top 66%Combat
Top 44%Objective
Top 14%Support
Top 76%KPH
Objective Stops69/100
Support59/100
Objective37/100
KPH30/100
Combat6/100
M-05

Objective Command

coach uplink · post-match orders · damage report: Last game hurt (-6 impact)
⬢ NOT ENOUGH BADGE Silver II TAPE SAYS Cobalt II
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 pressureTHE SQUINT
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
The path up is blocked by a problem with YOUR name on it. Next session we clear the road. Then, and only then, we talk badges. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. Silver II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Working Signals
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.
That was close to fine, but close to fine does not climb fast. Put more work near obj next game. Next game: put hands on the round. EV, C4, delivery, plant, defuse, repair — whatever the map asks, answer loudly. 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 hurt 2026-08-16-10:20 / -6 game impact
Coach
NOT ENOUGH
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 pressureTHE SQUINT
ZENSQUINTINGCLIPBOARD DOWNWHISTLE BITTENCARDIAC EVENT
Your badgeSilver IISilver II
➞
The tape saysCobalt IICobalt II
That is right — the tape played a full tier above the paperwork. Keep this shape and the board has no choice.
Fast climb order
The path up is blocked by a problem with YOUR name on it. Next session we clear the road. Then, and only then, we talk badges. The simplest order I will ever give: BE SOMEWHERE, DOING SOMETHING, ON PURPOSE. Stand with your team, shoot at the problem, touch the objective. Three steps. A Proxy mine manages two of them, and it does not even have legs. Silver II is reachable from where you stand — not with a lottery ticket, with a STREAK. Stack clean nights back to back and walk up to it like you have been there before.
Post-game read // new engine senses
THE LOCKER ROOM
RECONjudged by your class bar
FILE 006 STUDENT UNDER ORDER: SUPPORT
Coach
From your file · the coach speaksSession 6 between us. By now I know your habits better than you do, which is exactly the problem I intend to fix.Tonight's OBJECTIVE at 1.69 is a new file record - the old ceiling was 1.63. I crossed it out myself. Redrawing a player's ceiling is my favorite part of this job.What I want is small and non-negotiable: one honest shift with the drill done. Bring me that and this page becomes the BEFORE picture. Every great file has one.
SUPPORT
My clipboard has a dent in it now. We both know whose shift put it there.
0.22
CLASS BAR 1.00
OBJECTIVE
I went quiet when this number came in. The room thought something was wrong. Nothing was wrong. Everything, for once, was RIGHT.
1.69
CLASS BAR 1.00
The drill // next sessionI am not asking. Call it. Spot it. Mark it. Your team fights blind without you — be their eyes before you are their highlight.
TRAINYARDWON
219 damage a minute out, 228 in. Even ledger - champions run a surplus.
THE TAPE · DBR ARCHIVE · POST-GAME
Squad read
AIMEE
IN YOUR SQUAD 5 OF LAST 6
The snitch device marks everything it sees for the whole team. Deploy it watching the lane you cannot, and you are covering two angles at once.
▸FILM ROOM // TRAINYARD
Attacking Trainyard: win the utility duel first — their long angles live and die on deployables and marks. Clear the toys, then walk the lanes.
The last ten fights read 41 against a fair share of 50. Passengers do not lift cups.
❞You will hate me tonight and thank me at the ceremony. I take that trade every single time.

Working signals

No strong booster in the last scored game. One signal needs to break target to unlock movement.
2 positive -71 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
4 negative 0.866 vs 0.945

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
Honeymoon is over. I expected you to play ON PURPOSE. Pick fights you can win, hold ground that matters, stop treating the objective like somebody else's shift.
What your last games gave me
Clinical. Surgical. RUDE, even. You took contested rounds and converted them into clean wins like it was a hobby.
How fast this can move you
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 2.7 vs 75/h target · weight 20%
-13.5RR / update
Kills per houravg 43.4 vs 152/h target · weight 20%
-9.7RR / update
Support actionsavg 6.5 vs 18/h target · weight 20%
-8.8RR / update
Objective stops / C4 pressureavg 10.3 vs 13/h target · weight 20%
-3.5RR / update
Objective actionsavg 31.7 vs 17/h target · weight 20%
-1.6RR / update
Verified public data bonusavg 0 vs 0/h target · weight 0%
+0.2RR / update
Win resultavg 0.7 vs 1/h target · weight 1%
+0.5RR / update
Fix simulator
Average scored update right now-5.9 RR
Hit Combat pressure target — nothing else changes+9 RR / update
Hit Combat pressure + Kills per hour targets+20 RR / update
Counterfactual on the same games, same K-factor (~79). 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
0611 UTC avg -5.4 RR / update over 7 updates weakest: 1217 UTC (avg -5.5)
Fatigue signature · avg RR by update # in a session
+0.81st
-16.72nd
-3.73rd+
Clear fatigue signature: openers earn, long sessions bleed. Hard rule worth testing: stop after two scored updates.
Recent sessions
2026-08-16-09-204 updates-29
2026-08-15-08-403 updates-9
2026-08-14-20-001 update-9
2026-08-14-16-002 updates-11
04

Field standing

percentile ranks and playstyle DNA against the visible ranked field
Top 13%RR
Top 66%Combat
Top 44%Objective
Top 14%Support
Top 76%KPH
Objective Stops69/100
Support59/100
Objective37/100
KPH30/100
Combat6/100
Personal intelligence / weekly compile

Loadout DNA // Demetrius "WeebDestroyer" Joy

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

1297Public Skill RR now
+1Recorded season RR change
-58Performance 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: 1297 season RR + 0 public adjustment = 1297 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 · 44 valid updates
2026-08-16-10:20-6 performance
Activity: 21.1 min / 15 K / 29 A / 1 W
Score: actual 0.866 vs expected 0.945 / margin -0.079
Show exact performance breakdown
0.866Actual score
0.945Expected score
-0.079Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.89
OBJECTIVE1.69
SUPPORT0.22
PRESSURE0.89
ground truth 0.94 vs legacy read 0.16 · 1 match window · 1.00 = your class target for this lobby
2026-08-16-10-00+5 performance
Activity: 24.6 min / 5 K / 9 A / 0 W
Score: actual 0.929 vs expected 0.863 / margin 0.066
Show exact performance breakdown
0.929Actual score
0.863Expected score
0.066Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.80
OBJECTIVE1.30
SUPPORT0.35
PRESSURE1.09
ground truth 1.03 vs legacy read 0.08 · 1 match window · 1.00 = your class target for this lobby
2026-08-16-09:40+3 performance
Activity: 12.6 min / 12 K / 12 A / 0 W
Score: actual 0.919 vs expected 0.876 / margin 0.043
Show exact performance breakdown
0.919Actual score
0.876Expected score
0.043Margin
79K-factor
2026-08-16-09:20-31 performance
Activity: 21.7 min / 12 K / 17 A / 2 W
Score: actual 0.53 vs expected 0.923 / margin -0.394
Show exact performance breakdown
0.53Actual score
0.923Expected score
-0.394Margin
79K-factor
MIS v2 · NEW ENGINERECONengine weight 90%
COMBAT0.60
OBJECTIVE0.49
SUPPORT0.34
PRESSURE0.90
ground truth 0.60 vs legacy read 0.11 · 1 match window · 1.00 = your class target for this lobby
2026-08-15-10:40-10 performance
Activity: 14.8 min / 13 K / 1 A / 4 W
Score: actual 0.755 vs expected 0.888 / margin -0.132
Show exact performance breakdown
0.755Actual score
0.888Expected score
-0.132Margin
79K-factor
2026-08-15-09-00-32 performance
Activity: 15 min / 8 K / 5 A / 0 W
Score: actual 0.493 vs expected 0.903 / margin -0.41
Show exact performance breakdown
0.493Actual score
0.903Expected score
-0.41Margin
79K-factor
MIS v2 · NEW ENGINEMEDICengine weight 90%
COMBAT0.55
OBJECTIVE0.18
SUPPORT0.55
PRESSURE1.04
ground truth 0.54 vs legacy read 0.14 · 1 match window · 1.00 = your class target for this lobby
2026-08-15-08:40+33 performance
Activity: 11.5 min / 8 K / 12 A / 4 W
Score: actual 1.277 vs expected 0.858 / margin 0.418
Show exact performance breakdown
1.277Actual score
0.858Expected score
0.418Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT1.01
OBJECTIVE1.70
SUPPORT0.93
PRESSURE1.01
ground truth 1.30 vs legacy read 1.05 · 1 match window · 1.00 = your class target for this lobby
2026-08-14-20-00-9 performance
Activity: 27.8 min / 13 K / 23 A / 1 W
Score: actual 0.795 vs expected 0.905 / margin -0.109
Show exact performance breakdown
0.795Actual score
0.905Expected score
-0.109Margin
79K-factor
MIS v2 · NEW ENGINEFIRESUPPORTengine weight 90%
COMBAT0.78
OBJECTIVE1.01
SUPPORT0.32
PRESSURE1.16
ground truth 0.78 vs legacy read 0.95 · 3 match window · 1.00 = your class target for this lobby
2026-08-14-16:20-21 performance
Activity: 25.1 min / 10 K / 25 A / 0 W
Score: actual 0.719 vs expected 0.989 / margin -0.27
Show exact performance breakdown
0.719Actual score
0.989Expected score
-0.27Margin
79K-factor
MIS v2 · NEW ENGINEMIXED / MEDIC 60% / FIRESUPPORT 40%engine weight 90%
COMBAT0.63
OBJECTIVE0.78
SUPPORT0.73
PRESSURE0.96
ground truth 0.78 vs legacy read 0.34 · 2 match window · 1.00 = your class target for this lobby
2026-08-14-16-00+10 performance
Activity: 7 min / 3 K / 5 A / 1 W
Score: actual 1.107 vs expected 0.982 / margin 0.124
Show exact performance breakdown
1.107Actual score
0.982Expected score
0.124Margin
79K-factor
MIS v2 · NEW ENGINEENGINEERengine weight 90%
COMBAT0.67
OBJECTIVE1.96
SUPPORT0.47
PRESSURE0.74
ground truth 1.22 vs legacy read 0.06 · 1 match window · 1.00 = your class target for this lobby
2026-09-14-17-00
HELD Silver III / Skill RR 1295 / 0 RR
Position 991 / Support / Revive / KPH 38.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-13-07-20
HELD Silver III / Skill RR 1296 / 0 RR
Position 991 / Support / Revive / KPH 38.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-13-07-00
HELD Silver III / Skill RR 1296 / 0 RR
Position 991 / Support / Revive / KPH 38.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-13-06-20
HELD Silver III / Skill RR 1296 / 0 RR
Position 991 / Support / Revive / KPH 38.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-13-02-20
HELD Silver III / Skill RR 1296 / 0 RR
Position 988 / Support / Revive / KPH 38.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
Show older movement history / 5
2026-09-13-02-00
FIELD SHIFT Silver III / Skill RR 1296 / -1 RR
Position 987 / Support / Revive / KPH 38.44 / Performance 0 / Field shift -1
  • No new gameplay detected. Skill RR moved -1 from ranked-field movement.
2026-09-13-00-40
HELD Silver III / Skill RR 1296 / 0 RR
Position 984 / Support / Revive / KPH 38.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-09-13-00-00
HELD Silver III / Skill RR 1296 / 0 RR
Position 985 / Support / Revive / KPH 38.44 / Performance 0 / Field shift 0
  • No new gameplay detected. Skill RR held.
2026-08-11-12-00
HELD Silver III / Skill RR 1318 / -1 RR
Position 415 / Support / Revive / KPH 37.69 / Performance 0 / Field shift -
  • Stored season RR movement: -1. Historical own/field RR attribution is unavailable.
2026-08-11-11-20
HELD Silver III / Skill RR 1319 / 0 RR
Position 413 / Support / Revive / KPH 37.69 / 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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