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 | JDG | KC | Gap | Reading | Sample |
|---|---|---|---|---|---|
| Fewer wins by defuse | 42% | 52% | -9 | Not settled | 122 defence round wins |
| Opening kills concentrated | 33% | 30% | +3 | Same | 21 maps |
| Top fragger takes less | 23% | 23% | -0 | Same | 21 maps |
| Kills spread evenly | 20.2 | 20.4 | -0.2 | Not settled | 21 maps |
| Lower headshot % | 30% | 30% | -1 | Same | 21 maps |
| More assists per 100 kills | 38.7 | 34.6 | +4.1 | 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 JDG 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 more · Kills concentrated |
| EDward Gaming | different | 3 of 6 | 2 of 6 | Higher headshot % · Top fragger takes less · Kills spread evenly |
| FUT Esports | same | 6 of 6 | 0 of 6 | More wins by defuse · Lower headshot % · More assists per 100 kills · Opening kills spread · Top fragger takes more · Kills concentrated |
| G2 Esports | different | 1 of 6 | 2 of 6 | Kills concentrated |
| Global Esports | same | 3 of 6 | 0 of 6 | Fewer wins by defuse · Opening kills concentrated · Kills concentrated |
| Karmine Corp | different | 3 of 6 | 0 of 6 | Lower headshot % · Opening kills concentrated · Top fragger takes less |
| LOUD | different | 3 of 6 | 0 of 6 | Fewer wins by defuse · Fewer assists per 100 kills · Opening kills spread |
| Nongshim RedForce | same | 2 of 6 | 1 of 6 | Fewer assists per 100 kills · Kills concentrated |
| NRG | different | 3 of 6 | 2 of 6 | More wins by defuse · Opening kills concentrated · Kills concentrated |
| Paper Rex | different | 3 of 6 | 0 of 6 | More wins by defuse · Lower headshot % · Kills concentrated |
| T1 | same | 3 of 6 | 2 of 6 | Fewer assists per 100 kills · Opening kills spread · Top fragger takes more |
| Team Liquid | same | 5 of 6 | 0 of 6 | Higher headshot % · More assists per 100 kills · Opening kills spread · Top fragger takes less · Kills concentrated |
| Team Vitality | same | 3 of 6 | 1 of 6 | Fewer assists per 100 kills · Opening kills concentrated · Kills concentrated |
| TYLOO | same | 2 of 6 | 0 of 6 | More wins by defuse · Top fragger takes less |
| Xi Lai Gaming | same | 3 of 6 | 1 of 6 | More wins by defuse · Lower headshot % · More assists per 100 kills |
Pressure points
Differences supported by the teams' full samples.
Players change agents
structure
-24 pts
← Players change agentsPlayers keep one agent →
gap -35 to -13 · 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
Changes its role mix
structure
-20 pts
← Changes its role mixRepeats its role mix →
gap -39 to -0 · 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
Larger agent pool
structure
+5.0
← Smaller agent poolLarger agent pool →
gap +1.1 to +8.9 · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
distinct agents fielded, resampled to a common exposure
More distinct comps
structure
+4.2
← Fewer distinct compsMore distinct comps →
gap +1.1 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
Bars show each team from the field low to high; the hairline marks the sixteen-team field mean.
Estimate ranges
Players change agentsgap -35 to -13Changes its role mixgap -39 to -0Larger agent poolgap +1.1 to +8.9More distinct compsgap +1.1 to +7.2
JDG vs KC: 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
Wins attack rounds attack 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.
Karmine Corp
60%
239 attack rounds
NRG
60%
197 attack rounds
TYLOO
57%
325 attack rounds
Team Vitality
57%
209 attack rounds
LOUD
56%
366 attack rounds
T1
55%
297 attack rounds
100 Thieves
55%
224 attack rounds
G2 Esports
55%
308 attack rounds
Nongshim RedForce
54%
354 attack rounds
Paper Rex
53%
203 attack rounds
Global Esports
52%
307 attack rounds
FUT Esports
51%
278 attack rounds
JD Gaming
51%
374 attack rounds
EDward Gaming
50%
225 attack rounds
Team Liquid
48%
279 attack rounds
Xi Lai Gaming
45%
233 attack rounds
Bars run from the field low (45.1%) to high (60.3%); rows are ordered by value.