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 | FUT | T1 | Gap | Reading | Sample |
|---|---|---|---|---|---|
| More wins by defuse | 38% | 33% | +5 | Same | 148 defence round wins |
| Opening kills concentrated | 35% | 34% | +1 | Same | 27 maps |
| Top fragger takes more | 23% | 22% | +1 | Same | 27 maps |
| Kills concentrated | 20.1 | 18.8 | +1.4 | Different | 27 maps |
| Higher headshot % | 30% | 26% | +5 | Different | 27 maps |
| Fewer assists per 100 kills | 36.8 | 40.0 | -3.2 | Not settled | 27 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 FUT 15 teams
Role mix = the number of duelists, initiators, controllers and sentinels in a lineup.
| Team | Role mix | Same | Different | Which ones match |
|---|---|---|---|---|
| 100 Thieves | same | 3 of 6 | 2 of 6 | Opening kills spread · Top fragger takes less · Kills spread evenly |
| EDward Gaming | different | 3 of 6 | 1 of 6 | Opening kills spread · Top fragger takes less · Kills spread evenly |
| G2 Esports | different | 1 of 6 | 3 of 6 | Kills concentrated |
| Global Esports | same | 4 of 6 | 1 of 6 | Fewer wins by defuse · More assists per 100 kills · Top fragger takes more · Kills spread evenly |
| JD Gaming | same | 6 of 6 | 0 of 6 | Fewer wins by defuse · Higher headshot % · Fewer assists per 100 kills · Opening kills concentrated · Top fragger takes less · Kills spread evenly |
| Karmine Corp | different | 3 of 6 | 1 of 6 | Higher headshot % · More assists per 100 kills · Top fragger takes less |
| LOUD | different | 1 of 6 | 1 of 6 | Opening kills concentrated |
| Nongshim RedForce | same | 2 of 6 | 2 of 6 | More wins by defuse · Kills concentrated |
| NRG | different | 3 of 6 | 2 of 6 | Fewer wins by defuse · Opening kills concentrated · Kills concentrated |
| Paper Rex | different | 4 of 6 | 1 of 6 | Fewer wins by defuse · Lower headshot % · More assists per 100 kills · Kills concentrated |
| T1 | same | 3 of 6 | 2 of 6 | More wins by defuse · Opening kills concentrated · Top fragger takes more |
| Team Liquid | same | 5 of 6 | 0 of 6 | More wins by defuse · Higher headshot % · Fewer assists per 100 kills · Opening kills concentrated · Kills concentrated |
| Team Vitality | same | 2 of 6 | 2 of 6 | Top fragger takes more · Kills concentrated |
| TYLOO | same | 3 of 6 | 0 of 6 | Fewer wins by defuse · Lower headshot % · Top fragger takes less |
| Xi Lai Gaming | same | 4 of 6 | 1 of 6 | Fewer wins by defuse · Lower headshot % · Fewer assists per 100 kills · Top fragger takes more |
Pressure points
Differences supported by the teams' full samples.
Players keep one role
structure
+15 pts
← Players change rolesPlayers keep one role →
gap +7 to +23 · 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
Higher headshot %
texture
+5 pts
← Lower headshot %Higher headshot % →
gap +2 to +7 pts · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
team headshot %
Fewer role mixes
structure
-1.7
← Fewer role mixesMore role mixes →
gap -3.3 to -0.1 · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
different combinations of duelist, initiator, controller and sentinel counts, adjusted to the same number of maps
Kills concentrated
texture
+1.4
← Kills spread evenlyKills concentrated →
gap +0.7 to +2.0 · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
kill-load concentration (100x Herfindahl over 5; even=20)
Bars show each team from the field low to high; the hairline marks the sixteen-team field mean.
Estimate ranges
Players keep one rolegap +7 to +23Higher headshot %gap +2 to +7 ptsFewer role mixesgap -3.3 to -0.1Kills concentratedgap +0.7 to +2.0
FUT vs T1: 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 attack rounds
Wins defence rounds
Wins rounds
Attack-sided
Wins opening duels
Opening kills concentrated
Wins pistols
More wins by elimination
More wins by detonation
More wins by defuse
More wins on the clock
More losses to detonation
Converts more plants
Wins more retakes
Higher after a win
Higher after 2+ losses
Higher KAST
Higher damage per round
Higher headshot %
More assists per 100 kills
Kills concentrated
Top fragger takes more
Players keep one role
Players keep one agent
Repeats its role mix
Uses unusual role mixes
More distinct comps
More role mixes
Larger agent pool
Converts more plants planted rounds converted
Varies more by map than by team.
Karmine Corp
42%
57 planted rounds
Team Vitality
41%
56 planted rounds
Nongshim RedForce
41%
116 planted rounds
LOUD
39%
112 planted rounds
100 Thieves
39%
77 planted rounds
Paper Rex
39%
52 planted rounds
NRG
38%
60 planted rounds
TYLOO
38%
87 planted rounds
G2 Esports
37%
111 planted rounds
FUT Esports
36%
78 planted rounds
JD Gaming
34%
118 planted rounds
Global Esports
31%
77 planted rounds
Team Liquid
31%
77 planted rounds
T1
31%
94 planted rounds
Xi Lai Gaming
22%
76 planted rounds
EDward Gaming
16%
61 planted rounds
Bars run from the field low (16.4%) to high (42.1%); rows are ordered by value.