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 | EDG | Gap | Reading | Sample |
|---|---|---|---|---|---|
| More wins by defuse | 42% | 28% | +14 | Different | 132 defence round wins |
| Opening kills spread | 33% | 37% | -4 | Not settled | 22 maps |
| Top fragger takes less | 23% | 24% | -1 | Same | 22 maps |
| Kills spread evenly | 20.2 | 20.3 | -0.1 | Same | 22 maps |
| Higher headshot % | 30% | 29% | +1 | Same | 18 maps |
| Fewer assists per 100 kills | 38.7 | 44.5 | -5.8 | Different | 22 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 |
JDG vs EDG — head to head
1 of 2 series · 2 of 4 maps · last met 2026-08-11Stats in these games
Round win rate
84 rounds
too close to call on this sample
51%
49%
Attack round win rate
too close to call on this sample
55%42 attack rounds
52%42 attack rounds
Defense round win rate
too close to call on this sample
48%42 defense rounds
45%42 defense rounds
Pistol win rate
pistols
too close to call on this sample
5 of 8
3 of 8
JDG
EDG
Estimate ranges
Round win rate-19 to +23 pts
Attack round win rate-18 to +23 pts
Defense round win rate-18 to +23 pts
Pistol win rate-39 to +73 pts
Maps played
Breeze
10–13
2026-07-19 · EDG pick
Haven
7–13
2026-07-19 · JDG pick
Breeze
13–6
2026-08-11 · EDG pick
Summit
13–9
2026-08-11 · JDG pick
Repeated veto choices in this matchup
EDG
banned Lotus
in 2 of 2 series against
JDG
EDG
banned Split
in 2 of 2 series against
JDG
EDG
picked Breeze
in 2 of 2 series against
JDG
JDG
banned Ascent
in 2 of 2 series against
EDG
Pressure points
Differences supported by the teams' full samples.
Uses the usual role mix
structure
-55 pts
← Uses the usual role mixUses unusual role mixes →
gap -76 to -33 · 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
More wins by defuse
how rounds end
+14 pts
← Fewer wins by defuseMore wins by defuse →
gap +2 to +27 pts · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
defence wins closed by defuse (retake identity)
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 -76 to -33More wins by defusegap +2 to +27 pts
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 rounds 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
58%
456 rounds
100 Thieves
57%
449 rounds
TYLOO
56%
643 rounds
Team Liquid
54%
559 rounds
Nongshim RedForce
54%
677 rounds
LOUD
54%
651 rounds
NRG
54%
454 rounds
Global Esports
53%
624 rounds
T1
53%
595 rounds
Team Vitality
53%
414 rounds
EDward Gaming
52%
468 rounds
G2 Esports
52%
642 rounds
Paper Rex
52%
415 rounds
Xi Lai Gaming
50%
498 rounds
FUT Esports
50%
580 rounds
JD Gaming
49%
726 rounds
Bars run from the field low (48.5%) to high (58.3%); rows are ordered by value.