All opponents 15 teams
How the two are built
Agent roles and six team stats. 6 of the fingerprint's dimensions
same role mix
Their most-used lineups have the same numbers of duelists, initiators, controllers and sentinels.
| Dimension | KC | G2 | Gap | Reading | Sample |
|---|---|---|---|---|---|
| Fewer wins by defuse | 52% | 54% | -3 | Same | 122 defence round wins |
| Opening kills concentrated | 30% | 28% | +2 | Same | 21 maps |
| Top fragger takes more | 23% | 21% | +3 | Different | 21 maps |
| Kills concentrated | 20.4 | 20.0 | +0.4 | Not settled | 21 maps |
| Higher headshot % | 30% | 25% | +5 | Different | 21 maps |
| Fewer assists per 100 kills | 34.6 | 41.8 | -7.2 | Different | 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.
Uses the usual role mix
structure
-26 pts
← Uses the usual role mixUses unusual role mixes →
gap -49 to -2 · 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
Players keep one agent
structure
+17 pts
← Players change agentsPlayers keep one agent →
gap +7 to +27 · 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
Fewer assists per 100 kills
texture
-7.2
← Fewer assists per 100 killsMore assists per 100 kills →
gap -13.6 to -0.7 · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
assists per 100 kills (utility-dense play)
Higher headshot %
texture
+5 pts
← Lower headshot %Higher headshot % →
gap +3 to +8 pts · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
team headshot %
Fewer distinct comps
structure
-5.4
← Fewer distinct compsMore distinct comps →
gap -8.4 to -2.5 · 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
Uses the usual role mixgap -49 to -2Players keep one agentgap +7 to +27Fewer assists per 100 killsgap -13.6 to -0.7Higher headshot %gap +3 to +8 ptsFewer distinct compsgap -8.4 to -2.5
KC vs G2: 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
Converts more plants planted rounds converted
Varies more by map than by team.
Karmine Corp
42%
57 planted rounds
Team Vitality
41%
56 planted rounds
Nongshim RedForce
41%
116 planted rounds
LOUD
39%
112 planted rounds
100 Thieves
39%
77 planted rounds
Paper Rex
39%
52 planted rounds
NRG
38%
60 planted rounds
TYLOO
38%
87 planted rounds
G2 Esports
37%
111 planted rounds
FUT Esports
36%
78 planted rounds
JD Gaming
34%
118 planted rounds
Global Esports
31%
77 planted rounds
Team Liquid
31%
77 planted rounds
T1
31%
94 planted rounds
Xi Lai Gaming
22%
76 planted rounds
EDward Gaming
16%
61 planted rounds
Bars run from the field low (16.4%) to high (42.1%); rows are ordered by value.