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Champions 2026 scoutStage 2 evidence · 16 teams · 133 series · 334 maps · 7138 rounds
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Karmine Corp

KC · EMEA · VCT 2026 Stage 2
Team record
7–1
Series
16–5
Maps
58%
Rounds · 456 rounds
60%
Attack · 239 attack rounds
56%
Defense · 217 defense rounds
Karmine Corp scouting sections
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 GE Gap Reading Sample
More wins by defuse 52% 43% +9 Not settled 122 defence round wins
Opening kills spread 30% 32% -2 Same 21 maps
Top fragger takes more 23% 22% +2 Not settled 21 maps
Kills concentrated 20.4 20.2 +0.2 Not settled 21 maps
Higher headshot % 30% 28% +2 Not settled 21 maps
Fewer assists per 100 kills 34.6 35.9 -1.3 Same 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

Pressure points

Differences supported by the teams' full samples.
Players keep one agent structure +36 pts
KC 75% 21 maps GE 39% 29 maps
← Players change agentsPlayers keep one agent →
gap +26 to +46 · 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
Repeats its role mix structure +33 pts
KC 67% 21 maps GE 33% 29 maps
← Changes its role mixRepeats its role mix →
gap +16 to +50 · 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
Players keep one role structure +16 pts
KC 87% 21 maps GE 71% 29 maps
← Players change rolesPlayers keep one role →
gap +6 to +25 · 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 class
Smaller agent pool structure -7.0
KC 11.4 21 maps GE 18.4 29 maps
← Smaller agent poolLarger agent pool →
gap -10.0 to -4.0 · 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
Fewer distinct comps structure -6.5
KC 4.6 21 maps GE 11.1 29 maps
← Fewer distinct compsMore distinct comps →
gap -9.4 to -3.5 · 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 keep one agentgap +26 to +46Repeats its role mixgap +16 to +50Players keep one rolegap +6 to +25Smaller agent poolgap -10.0 to -4.0Fewer distinct compsgap -9.4 to -3.5

KC vs GE: 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.

Higher after 2+ losses P(win round | lost 2+ in a row)

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 54% 84 rounds after 2+ losses
Team Vitality 49% 85 rounds after 2+ losses
Global Esports 49% 138 rounds after 2+ losses
T1 45% 142 rounds after 2+ losses
Nongshim RedForce 45% 154 rounds after 2+ losses
Paper Rex 45% 87 rounds after 2+ losses
TYLOO 44% 140 rounds after 2+ losses
LOUD 42% 147 rounds after 2+ losses
JD Gaming 41% 193 rounds after 2+ losses
FUT Esports 40% 154 rounds after 2+ losses
100 Thieves 40% 93 rounds after 2+ losses
Xi Lai Gaming 39% 123 rounds after 2+ losses
EDward Gaming 39% 111 rounds after 2+ losses
Team Liquid 38% 137 rounds after 2+ losses
G2 Esports 37% 147 rounds after 2+ losses
NRG 37% 104 rounds after 2+ losses
Bars run from the field low (36.5%) to high (53.6%); rows are ordered by value.