All opponents 15 teams
How the two are built
Agent roles and six team stats. 6 of the fingerprint's dimensions
different role mix
Their most-used lineups have different numbers of duelists, initiators, controllers or sentinels.
| Dimension | GE | LOUD | Gap | Reading | Sample |
|---|---|---|---|---|---|
| Fewer wins by defuse | 43% | 46% | -3 | Same | 143 defence round wins |
| Opening kills spread | 32% | 34% | -2 | Same | 29 maps |
| Top fragger takes less | 22% | 25% | -3 | Different | 29 maps |
| Kills spread evenly | 20.2 | 20.5 | -0.3 | Not settled | 29 maps |
| Higher headshot % | 28% | 28% | +0 | Same | 29 maps |
| Fewer assists per 100 kills | 35.9 | 39.4 | -3.4 | Not settled | 29 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 |
Pressure points
Differences supported by the teams' full samples.
Players change agents
structure
-22 pts
← Players change agentsPlayers keep one agent →
gap -34 to -10 · 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
More distinct comps
structure
+4.0
← Fewer distinct compsMore distinct comps →
gap +0.7 to +7.2 · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
distinct 5-agent comps, resampled to a common exposure
Top fragger takes less
texture
-3 pts
← Top fragger takes lessTop fragger takes more →
gap -5 to -1 pts · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
% of team kills taken by its top fragger
More role mixes
structure
+0.9
← Fewer role mixesMore role mixes →
gap +0.2 to +1.7 · 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
Bars show each team from the field low to high; the hairline marks the sixteen-team field mean.
Estimate ranges
Players change agentsgap -34 to -10More distinct compsgap +0.7 to +7.2Top fragger takes lessgap -5 to -1 ptsMore role mixesgap +0.2 to +1.7
GE vs LOUD: 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
More wins by defuse defence wins closed by defuse (retake identity)
Separates teams; a stable read.
G2 Esports
54%
168 defence round wins
Karmine Corp
52%
122 defence round wins
Team Vitality
52%
101 defence round wins
LOUD
46%
143 defence round wins
Global Esports
43%
173 defence round wins
JD Gaming
42%
161 defence round wins
Paper Rex
41%
109 defence round wins
TYLOO
41%
173 defence round wins
NRG
40%
125 defence round wins
Xi Lai Gaming
39%
145 defence round wins
FUT Esports
38%
148 defence round wins
Nongshim RedForce
35%
175 defence round wins
T1
33%
153 defence round wins
Team Liquid
32%
170 defence round wins
100 Thieves
29%
133 defence round wins
EDward Gaming
28%
132 defence round wins
Bars run from the field low (28.0%) to high (54.2%); rows are ordered by value.