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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 100T Gap Reading Sample
More wins by defuse 52% 29% +22 Different 122 defence round wins
Opening kills spread 30% 38% -8 Different 21 maps
Top fragger takes more 23% 23% +1 Same 21 maps
Kills concentrated 20.4 20.2 +0.2 Not settled 21 maps
Higher headshot % 30% 26% +5 Different 21 maps
Fewer assists per 100 kills 34.6 42.0 -7.3 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.
More wins by defuse how rounds end +22 pts
KC 52% 122 defence round wins 100T 29% 133 defence round wins
← Fewer wins by defuseMore wins by defuse →
gap +10 to +35 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)
Uses unusual role mixes structure +19 pts
KC 38% 21 maps 100T 19% 21 maps
← Uses the usual role mixUses unusual role mixes →
gap +3 to +35 · 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 change roles structure -10 pts
KC 87% 21 maps 100T 96% 21 maps
← Players change rolesPlayers keep one role →
gap -14 to -5 · 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
Opening kills spread openers -8 pts
KC 30% 21 maps 100T 38% 21 maps
← Opening kills spreadOpening kills concentrated →
gap -16 to -1 pts · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
% of team first-kills taken by its top entry
Fewer assists per 100 kills texture -7.3
KC 34.6 21 maps 100T 42.0 21 maps
← Fewer assists per 100 killsMore assists per 100 kills →
gap -13.8 to -0.9 · 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)
Bars show each team from the field low to high; the hairline marks the sixteen-team field mean.
Estimate ranges
More wins by defusegap +10 to +35 ptsUses unusual role mixesgap +3 to +35Players change rolesgap -14 to -5Opening kills spreadgap -16 to -1 ptsFewer assists per 100 killsgap -13.8 to -0.9

KC vs 100T: 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.

More wins on the clock defence wins closed by the clock

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.

100 Thieves 11% 133 defence round wins
Karmine Corp 9% 122 defence round wins
NRG 8% 125 defence round wins
JD Gaming 8% 161 defence round wins
T1 7% 153 defence round wins
Team Liquid 7% 170 defence round wins
Team Vitality 6% 101 defence round wins
Nongshim RedForce 6% 175 defence round wins
Xi Lai Gaming 6% 145 defence round wins
G2 Esports 5% 168 defence round wins
Global Esports 5% 173 defence round wins
TYLOO 4% 173 defence round wins
EDward Gaming 4% 132 defence round wins
LOUD 4% 143 defence round wins
Paper Rex 3% 109 defence round wins
FUT Esports 3% 148 defence round wins
Bars run from the field low (2.7%) to high (10.5%); rows are ordered by value.