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 | T1 | NRG | Gap | Reading | Sample |
|---|---|---|---|---|---|
| Fewer wins by defuse | 33% | 40% | -7 | Not settled | 125 defence round wins |
| Opening kills concentrated | 34% | 32% | +2 | Same | 22 maps |
| Top fragger takes more | 22% | 21% | +1 | Same | 22 maps |
| Kills spread evenly | 18.8 | 20.1 | -1.3 | Different | 22 maps |
| Lower headshot % | 26% | 26% | -1 | Same | 22 maps |
| Fewer assists per 100 kills | 40.0 | 47.7 | -7.7 | Different | 22 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 T1 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 | same | 4 of 6 | 1 of 6 | More wins by defuse · Lower headshot % · Fewer assists per 100 kills · Top fragger takes less |
| EDward Gaming | different | 2 of 6 | 2 of 6 | More wins by defuse · Opening kills spread |
| FUT Esports | same | 3 of 6 | 2 of 6 | Fewer wins by defuse · Opening kills spread · Top fragger takes less |
| G2 Esports | different | 2 of 6 | 2 of 6 | Higher headshot % · Fewer assists per 100 kills |
| Global Esports | same | 2 of 6 | 2 of 6 | Opening kills concentrated · Top fragger takes more |
| JD Gaming | same | 3 of 6 | 2 of 6 | More assists per 100 kills · Opening kills concentrated · Top fragger takes less |
| Karmine Corp | different | 1 of 6 | 4 of 6 | Top fragger takes less |
| LOUD | different | 2 of 6 | 4 of 6 | More assists per 100 kills · Opening kills concentrated |
| Nongshim RedForce | same | 3 of 6 | 1 of 6 | Fewer wins by defuse · Fewer assists per 100 kills · Top fragger takes more |
| NRG | different | 3 of 6 | 2 of 6 | Lower headshot % · Opening kills concentrated · Top fragger takes more |
| Paper Rex | different | 1 of 6 | 2 of 6 | Top fragger takes more |
| Team Liquid | same | 2 of 6 | 2 of 6 | More wins by defuse · Opening kills spread |
| Team Vitality | same | 3 of 6 | 2 of 6 | Lower headshot % · More assists per 100 kills · Top fragger takes more |
| TYLOO | same | 1 of 6 | 2 of 6 | Fewer assists per 100 kills |
| Xi Lai Gaming | same | 2 of 6 | 2 of 6 | Fewer wins by defuse · Top fragger takes more |
Pressure points
Differences supported by the teams' full samples.
Uses the usual role mix
structure
-30 pts
← Uses the usual role mixUses unusual role mixes →
gap -52 to -8 · 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
Fewer assists per 100 kills
texture
-7.7
← Fewer assists per 100 killsMore assists per 100 kills →
gap -14.2 to -1.3 · 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)
Kills spread evenly
texture
-1.3
← Kills spread evenlyKills concentrated →
gap -1.9 to -0.7 · 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
Uses the usual role mixgap -52 to -8Fewer assists per 100 killsgap -14.2 to -1.3Kills spread evenlygap -1.9 to -0.7
T1 vs NRG: 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
Wins defence rounds defence round win%
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.
Team Liquid
61%
280 defence rounds
100 Thieves
59%
225 defence rounds
Karmine Corp
56%
217 defence rounds
Xi Lai Gaming
55%
265 defence rounds
Global Esports
55%
317 defence rounds
TYLOO
54%
318 defence rounds
EDward Gaming
54%
243 defence rounds
Nongshim RedForce
54%
323 defence rounds
Paper Rex
51%
212 defence rounds
T1
51%
298 defence rounds
G2 Esports
50%
334 defence rounds
LOUD
50%
285 defence rounds
Team Vitality
49%
205 defence rounds
FUT Esports
49%
302 defence rounds
NRG
49%
257 defence rounds
JD Gaming
46%
352 defence rounds
Bars run from the field low (45.7%) to high (60.7%); rows are ordered by value.