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 | KC | TL | Gap | Reading | Sample |
|---|---|---|---|---|---|
| More wins by defuse | 52% | 32% | +20 | Different | 122 defence round wins |
| Opening kills spread | 30% | 34% | -4 | Not settled | 21 maps |
| Top fragger takes less | 23% | 24% | -1 | Same | 21 maps |
| Kills concentrated | 20.4 | 20.0 | +0.4 | Not settled | 21 maps |
| Higher headshot % | 30% | 30% | +1 | Same | 21 maps |
| Fewer assists per 100 kills | 34.6 | 37.4 | -2.8 | 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 KC 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 | different | 1 of 6 | 4 of 6 | Top fragger takes more |
| EDward Gaming | different | 2 of 6 | 2 of 6 | Top fragger takes less · Kills concentrated |
| FUT Esports | different | 3 of 6 | 1 of 6 | Lower headshot % · Fewer assists per 100 kills · Top fragger takes more |
| G2 Esports | same | 2 of 6 | 3 of 6 | Fewer wins by defuse · Opening kills concentrated |
| Global Esports | different | 2 of 6 | 0 of 6 | Fewer assists per 100 kills · Opening kills spread |
| JD Gaming | different | 3 of 6 | 0 of 6 | Higher headshot % · Opening kills spread · Top fragger takes more |
| LOUD | different | 3 of 6 | 2 of 6 | More wins by defuse · Opening kills spread · Kills spread evenly |
| Nongshim RedForce | different | 1 of 6 | 3 of 6 | Opening kills concentrated |
| NRG | different | 1 of 6 | 2 of 6 | Opening kills spread |
| Paper Rex | different | 3 of 6 | 0 of 6 | Lower headshot % · Fewer assists per 100 kills · Opening kills concentrated |
| T1 | different | 1 of 6 | 4 of 6 | Top fragger takes more |
| Team Liquid | different | 2 of 6 | 1 of 6 | Higher headshot % · Top fragger takes less |
| Team Vitality | different | 2 of 6 | 2 of 6 | More wins by defuse · Opening kills concentrated |
| TYLOO | different | 3 of 6 | 2 of 6 | Lower headshot % · Top fragger takes less · Kills spread evenly |
| Xi Lai Gaming | different | 2 of 6 | 2 of 6 | Lower headshot % · Opening kills concentrated |
KC vs TL — head to head
2 of 2 series · 5 of 7 maps · last met 2026-08-30Stats in these games
Round win rate
154 rounds
too close to call on this sample
54%
46%
Attack round win rate
too close to call on this sample
53%78 attack rounds
45%76 attack rounds
Defense round win rate
too close to call on this sample
55%76 defense rounds
47%78 defense rounds
Pistol win rate
14 pistols
too close to call on this sample
50%
50%
KC
TL
Estimate ranges
Round win rate-8 to +23 pts
Attack round win rate-8 to +23 pts
Defense round win rate-8 to +23 pts
Pistol win rate-46 to +46 pts
Maps played
Lotus
13–11
2026-08-02 · KC pick
Summit
11–13
2026-08-02 · TL pick
Haven
13–11
2026-08-02 · decider
Sunset
13–7
2026-08-30 · KC pick
Ascent
13–6
2026-08-30 · TL pick
Lotus
7–13
2026-08-30 · KC pick
Summit
13–10
2026-08-30 · TL pick
Repeated veto choices in this matchup
TL
picked Summit
in 2 of 2 series against
KC
KC
banned Split
in 2 of 2 series against
TL
KC
picked Lotus
in 2 of 2 series against
TL
Pressure points
Differences supported by the teams' full samples.
More wins by defuse
how rounds end
+20 pts
← Fewer wins by defuseMore wins by defuse →
gap +7 to +32 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)
Fewer distinct comps
structure
-3.5
← Fewer distinct compsMore distinct comps →
gap -6.7 to -0.3 · 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
More wins by defusegap +7 to +32 ptsFewer distinct compsgap -6.7 to -0.3
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.