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 | VIT | Gap | Reading | Sample |
|---|---|---|---|---|---|
| More wins by defuse | 52% | 52% | +0 | Same | 101 defence round wins |
| Opening kills concentrated | 30% | 30% | +0 | Same | 19 maps |
| Top fragger takes more | 23% | 22% | +2 | Not settled | 19 maps |
| Kills concentrated | 20.4 | 20.1 | +0.3 | Not settled | 19 maps |
| Higher headshot % | 30% | 26% | +5 | Different | 19 maps |
| Fewer assists per 100 kills | 34.6 | 39.5 | -4.8 | Different | 19 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
+24 pts
← Players change agentsPlayers keep one agent →
gap +18 to +30 · 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
Uses unusual role mixes
structure
+17 pts
← Uses the usual role mixUses unusual role mixes →
gap +4 to +30 · 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
Repeats its role mix
structure
+14 pts
← Changes its role mixRepeats its role mix →
gap +0 to +27 · 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
Fewer distinct comps
structure
-6.1
← Fewer distinct compsMore distinct comps →
gap -8.1 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 5-agent comps, resampled to a common exposure
Smaller agent pool
structure
-5.4
← Smaller agent poolLarger agent pool →
gap -7.8 to -3.0 · 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
Bars show each team from the field low to high; the hairline marks the sixteen-team field mean.
Estimate ranges
Players keep one agentgap +18 to +30Uses unusual role mixesgap +4 to +30Repeats its role mixgap +0 to +27Fewer distinct compsgap -8.1 to -4.0Smaller agent poolgap -7.8 to -3.0
KC vs VIT: 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 elimination won rounds ending in elimination
Varies more by map than by team.
EDward Gaming
79%
245 round wins
T1
72%
317 round wins
Team Liquid
70%
304 round wins
FUT Esports
70%
290 round wins
TYLOO
69%
358 round wins
Paper Rex
69%
216 round wins
Global Esports
68%
333 round wins
Nongshim RedForce
68%
367 round wins
100 Thieves
68%
256 round wins
Xi Lai Gaming
68%
250 round wins
LOUD
67%
349 round wins
JD Gaming
66%
352 round wins
NRG
66%
243 round wins
Karmine Corp
63%
266 round wins
Team Vitality
63%
220 round wins
G2 Esports
58%
336 round wins
Bars run from the field low (58.3%) to high (78.8%); rows are ordered by value.