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 | GE | T1 | Gap | Reading | Sample |
|---|---|---|---|---|---|
| More wins by defuse | 43% | 33% | +10 | Not settled | 153 defence round wins |
| Opening kills spread | 32% | 34% | -2 | Same | 28 maps |
| Top fragger takes less | 22% | 22% | -0 | Same | 28 maps |
| Kills concentrated | 20.2 | 18.8 | +1.4 | Different | 28 maps |
| Higher headshot % | 28% | 26% | +2 | Different | 27 maps |
| Fewer assists per 100 kills | 35.9 | 40.0 | -4.1 | 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 GE 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 | 2 of 6 | 2 of 6 | Top fragger takes less · Kills spread evenly |
| EDward Gaming | different | 2 of 6 | 2 of 6 | Lower headshot % · Kills spread evenly |
| FUT Esports | same | 4 of 6 | 1 of 6 | More wins by defuse · Fewer assists per 100 kills · Top fragger takes less · Kills concentrated |
| G2 Esports | different | 2 of 6 | 2 of 6 | Opening kills concentrated · Kills concentrated |
| JD Gaming | same | 3 of 6 | 0 of 6 | More wins by defuse · Opening kills spread · Kills spread evenly |
| Karmine Corp | different | 2 of 6 | 0 of 6 | More assists per 100 kills · Opening kills concentrated |
| LOUD | different | 3 of 6 | 1 of 6 | Fewer wins by defuse · Higher headshot % · Opening kills spread |
| Nongshim RedForce | same | 3 of 6 | 0 of 6 | Higher headshot % · Top fragger takes more · Kills concentrated |
| NRG | different | 4 of 6 | 1 of 6 | More wins by defuse · Opening kills spread · Top fragger takes more · Kills concentrated |
| Paper Rex | different | 4 of 6 | 1 of 6 | More wins by defuse · Fewer assists per 100 kills · Top fragger takes more · Kills concentrated |
| T1 | same | 2 of 6 | 2 of 6 | Opening kills spread · Top fragger takes less |
| Team Liquid | same | 3 of 6 | 0 of 6 | Fewer assists per 100 kills · Opening kills spread · Kills concentrated |
| Team Vitality | same | 3 of 6 | 1 of 6 | Opening kills concentrated · Top fragger takes more · Kills concentrated |
| TYLOO | same | 1 of 6 | 3 of 6 | More wins by defuse |
| Xi Lai Gaming | same | 4 of 6 | 2 of 6 | More wins by defuse · Fewer assists per 100 kills · Opening kills concentrated · Top fragger takes more |
GE vs T1 — head to head
1 of 1 series · 3 of 4 maps · last met 2026-09-05Stats in these games
Round win rate
82 rounds
too close to call on this sample
60%
40%
Attack round win rate
too close to call on this sample
63%46 attack rounds
44%36 attack rounds
Defense round win rate
too close to call on this sample
56%36 defense rounds
37%46 defense rounds
Pistol win rate
pistols
too close to call on this sample
5 of 8
3 of 8
GE
T1
Estimate ranges
Round win rate-2 to +39 pts
Attack round win rate-3 to +38 pts
Defense round win rate-3 to +38 pts
Pistol win rate-39 to +73 pts
Maps played
Split
13–5
2026-09-05 · GE pick
Lotus
10–13
2026-09-05 · T1 pick
Ascent
13–5
2026-09-05 · GE pick
Haven
13–10
2026-09-05 · T1 pick
Repeated veto choices in this matchup
Only one series played. No repeated veto choices.
Pressure points
Differences supported by the teams' full samples.
Players change agents
structure
-12 pts
← Players change agentsPlayers keep one agent →
gap -22 to -1 · 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
Higher headshot %
texture
+2 pts
← Lower headshot %Higher headshot % →
gap +0 to +5 pts · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
team headshot %
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 change agentsgap -22 to -1Higher headshot %gap +0 to +5 ptsKills concentratedgap +0.7 to +2.0
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
Wins more retakes retakes won
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.
Nongshim RedForce
78%
78 retakes
Karmine Corp
75%
84 retakes
TYLOO
73%
97 retakes
Xi Lai Gaming
73%
77 retakes
Global Esports
73%
102 retakes
G2 Esports
72%
126 retakes
Team Liquid
71%
76 retakes
100 Thieves
71%
55 retakes
JD Gaming
69%
98 retakes
LOUD
69%
96 retakes
EDward Gaming
67%
55 retakes
Team Vitality
64%
81 retakes
FUT Esports
64%
88 retakes
NRG
63%
79 retakes
T1
63%
79 retakes
Paper Rex
61%
74 retakes
Bars run from the field low (60.8%) to high (78.2%); rows are ordered by value.