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Champions 2026 scoutStage 2 evidence · 16 teams · 133 series · 334 maps · 7138 rounds
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100 Thieves

100T · Americas · VCT 2026 Stage 2
Team record
7–1
Series
15–6
Maps
57%
Rounds · 449 rounds
55%
Attack · 224 attack rounds
59%
Defense · 225 defense rounds
100 Thieves scouting sections
All opponents 15 teams

How the two are built

Agent roles and six team stats. 6 of the fingerprint's dimensions
same role mix Their most-used lineups have the same numbers of duelists, initiators, controllers and sentinels.
Dimension 100T XLG Gap Reading Sample
Fewer wins by defuse 29% 39% -9 Not settled 133 defence round wins
Opening kills concentrated 38% 28% +10 Different 21 maps
Top fragger takes more 23% 22% +1 Same 21 maps
Kills concentrated 20.2 19.4 +0.7 Different 21 maps
Lower headshot % 26% 31% -5 Different 19 maps
More assists per 100 kills 42.0 37.5 +4.5 Not settled 21 maps
“Not settled” means this sample does not separate the two values. The sample column is the smaller of the two teams' samples, in the unit that dimension counts, because a comparison is only as strong as its thinner side. These dimensions are not all independent: the structure ones restate how rigid a lineup is from different angles and move together, so read them as one family rather than as separate agreements.
How every other team is built against 100T 15 teams

Role mix = the number of duelists, initiators, controllers and sentinels in a lineup.

Team Role mix Same Different Which ones match
EDward Gaming different 4 of 6 1 of 6 More wins by defuse · Opening kills concentrated · Top fragger takes less · Kills spread evenly
FUT Esports same 3 of 6 2 of 6 Opening kills concentrated · Top fragger takes more · Kills concentrated
G2 Esports different 3 of 6 2 of 6 Higher headshot % · More assists per 100 kills · Kills concentrated
Global Esports same 2 of 6 2 of 6 Top fragger takes more · Kills concentrated
JD Gaming same 2 of 6 2 of 6 Top fragger takes less · Kills concentrated
Karmine Corp different 1 of 6 4 of 6 Top fragger takes less
LOUD different 0 of 6 1 of 6 —
Nongshim RedForce same 3 of 6 1 of 6 Fewer wins by defuse · More assists per 100 kills · Kills concentrated
NRG different 2 of 6 1 of 6 Lower headshot % · Kills concentrated
Paper Rex different 1 of 6 3 of 6 Kills concentrated
T1 same 4 of 6 1 of 6 Fewer wins by defuse · Higher headshot % · More assists per 100 kills · Top fragger takes more
Team Liquid same 2 of 6 1 of 6 Fewer wins by defuse · Kills concentrated
Team Vitality same 3 of 6 2 of 6 Higher headshot % · Top fragger takes more · Kills concentrated
TYLOO same 3 of 6 1 of 6 More assists per 100 kills · Opening kills spread · Top fragger takes less
Xi Lai Gaming same 1 of 6 3 of 6 Top fragger takes more

Pressure points

Differences supported by the teams' full samples.
Uses the usual role mix structure -39 pts
100T 19% 21 maps XLG 58% 24 maps
← Uses the usual role mixUses unusual role mixes →
gap -58 to -21 · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
share of maps using a different role mix from the most common one on that map among the 16 teams
Repeats its role mix structure +39 pts
100T 81% 21 maps XLG 42% 24 maps
← Changes its role mixRepeats its role mix →
gap +21 to +56 · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
share of maps using their most common role mix: the number of duelists, initiators, controllers and sentinels
Players keep one agent structure +31 pts
100T 74% 21 maps XLG 44% 24 maps
← Players change agentsPlayers keep one agent →
gap +24 to +37 · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
mean share of a player's maps spent on their main agent
Players keep one role structure +11 pts
100T 96% 21 maps XLG 86% 24 maps
← Players change rolesPlayers keep one role →
gap +7 to +14 · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
mean share of a player's maps spent on their main class
Opening kills concentrated openers +10 pts
100T 38% 21 maps XLG 28% 24 maps
← Opening kills spreadOpening kills concentrated →
gap +2 to +17 pts · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
% of team first-kills taken by its top entry
Bars show each team from the field low to high; the hairline marks the sixteen-team field mean.
Estimate ranges
Uses the usual role mixgap -58 to -21Repeats its role mixgap +21 to +56Players keep one agentgap +24 to +37Players keep one rolegap +7 to +14Opening kills concentratedgap +2 to +17 pts

100T vs XLG: no head to head in Stage 2

They have not met inside VCT 2026 Stage 2, the scope every number on this site is drawn from. Any earlier meetings are outside it and are not counted here.
They have not met inside this corpus, and no substitute for that is offered. Compare their team-level dimensions below; no direct-match result is inferred.

One dimension at a time

Compare a stat across all sixteen teams.

Wins defence rounds defence round win%

This dimension does not separate teams. A team's position here moves between samples, so the order below is not a standing. It is shown because a flat dimension is a finding, and dimmed everywhere else on the site for the same reason.

Team Liquid 61% 280 defence rounds
100 Thieves 59% 225 defence rounds
Karmine Corp 56% 217 defence rounds
Xi Lai Gaming 55% 265 defence rounds
Global Esports 55% 317 defence rounds
TYLOO 54% 318 defence rounds
EDward Gaming 54% 243 defence rounds
Nongshim RedForce 54% 323 defence rounds
Paper Rex 51% 212 defence rounds
T1 51% 298 defence rounds
G2 Esports 50% 334 defence rounds
LOUD 50% 285 defence rounds
Team Vitality 49% 205 defence rounds
FUT Esports 49% 302 defence rounds
NRG 49% 257 defence rounds
JD Gaming 46% 352 defence rounds
Bars run from the field low (45.7%) to high (60.7%); rows are ordered by value.