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 | PRX | T1 | Gap | Reading | Sample |
|---|---|---|---|---|---|
| More wins by defuse | 41% | 33% | +9 | Not settled | 109 defence round wins |
| Opening kills spread | 28% | 34% | -6 | Not settled | 18 maps |
| Top fragger takes less | 22% | 22% | -1 | Same | 18 maps |
| Kills concentrated | 20.1 | 18.8 | +1.3 | Different | 18 maps |
| Higher headshot % | 30% | 26% | +5 | Different | 18 maps |
| Fewer assists per 100 kills | 36.3 | 40.0 | -3.6 | Not settled | 18 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 PRX 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 | 3 of 6 | Kills spread evenly |
| EDward Gaming | different | 0 of 6 | 3 of 6 | — |
| FUT Esports | different | 4 of 6 | 1 of 6 | More wins by defuse · Higher headshot % · Fewer assists per 100 kills · Kills spread evenly |
| G2 Esports | different | 3 of 6 | 3 of 6 | Opening kills spread · Top fragger takes more · Kills concentrated |
| Global Esports | different | 4 of 6 | 1 of 6 | Fewer wins by defuse · More assists per 100 kills · Top fragger takes less · Kills spread evenly |
| JD Gaming | different | 3 of 6 | 0 of 6 | Fewer wins by defuse · Higher headshot % · Kills spread evenly |
| Karmine Corp | different | 3 of 6 | 0 of 6 | Higher headshot % · More assists per 100 kills · Opening kills spread |
| LOUD | different | 1 of 6 | 2 of 6 | Fewer wins by defuse |
| Nongshim RedForce | different | 3 of 6 | 1 of 6 | Opening kills concentrated · Top fragger takes more · Kills concentrated |
| NRG | different | 3 of 6 | 2 of 6 | More wins by defuse · Top fragger takes more · Kills spread evenly |
| T1 | different | 1 of 6 | 2 of 6 | Top fragger takes less |
| Team Liquid | different | 3 of 6 | 1 of 6 | Higher headshot % · Fewer assists per 100 kills · Kills concentrated |
| Team Vitality | different | 3 of 6 | 1 of 6 | Opening kills spread · Top fragger takes less · Kills spread evenly |
| TYLOO | different | 2 of 6 | 3 of 6 | More wins by defuse · Lower headshot % |
| Xi Lai Gaming | different | 5 of 6 | 1 of 6 | More wins by defuse · Lower headshot % · Fewer assists per 100 kills · Opening kills spread · Top fragger takes less |
PRX vs T1 — head to head
0 of 1 series · 1 of 3 maps · last met 2026-07-18Stats in these games
Round win rate
82 rounds
too close to call on this sample
49%
51%
Attack round win rate
too close to call on this sample
51%41 attack rounds
54%41 attack rounds
Defense round win rate
too close to call on this sample
46%41 defense rounds
49%41 defense rounds
Pistol win rate
pistols
too close to call on this sample
2 of 6
4 of 6
PRX
T1
Estimate ranges
Round win rate-23 to +19 pts
Attack round win rate-23 to +18 pts
Defense round win rate-23 to +18 pts
Pistol win rate-81 to +40 pts
Maps played
Sunset
12–14
2026-07-18 · PRX pick
Ascent
13–11
2026-07-18 · T1 pick
Breeze
15–17
2026-07-18 · decider
Repeated veto choices in this matchup
Only one series played. No repeated veto choices.
Pressure points
Differences supported by the teams' full samples.
Higher headshot %
texture
+5 pts
← Lower headshot %Higher headshot % →
gap +3 to +7 pts · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
team headshot %
Kills concentrated
texture
+1.3
← Kills spread evenlyKills concentrated →
gap +0.6 to +1.9 · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
kill-load concentration (100x Herfindahl over 5; even=20)
Bars show each team from the field low to high; the hairline marks the sixteen-team field mean.
Estimate ranges
Higher headshot %gap +3 to +7 ptsKills concentratedgap +0.6 to +1.9
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
Top fragger takes more % of team kills taken by its top fragger
Separates teams; a stable read.
LOUD
25%
31 maps
Team Liquid
24%
27 maps
TYLOO
24%
30 maps
EDward Gaming
24%
22 maps
Karmine Corp
23%
21 maps
JD Gaming
23%
34 maps
100 Thieves
23%
21 maps
FUT Esports
23%
27 maps
T1
22%
28 maps
Global Esports
22%
29 maps
Xi Lai Gaming
22%
24 maps
Team Vitality
22%
19 maps
Paper Rex
22%
18 maps
Nongshim RedForce
21%
32 maps
NRG
21%
22 maps
G2 Esports
21%
30 maps
Bars run from the field low (20.6%) to high (25.0%); rows are ordered by value.