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 | T1 | GE | Gap | Reading | Sample |
|---|---|---|---|---|---|
| Fewer wins by defuse | 33% | 43% | -10 | Not settled | 153 defence round wins |
| Opening kills concentrated | 34% | 32% | +2 | Same | 28 maps |
| Top fragger takes more | 22% | 22% | +0 | Same | 28 maps |
| Kills spread evenly | 18.8 | 20.2 | -1.4 | Different | 28 maps |
| Lower headshot % | 26% | 28% | -2 | Different | 27 maps |
| More assists per 100 kills | 40.0 | 35.9 | +4.1 | Not settled | 27 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 |
T1 vs GE — head to head
0 of 1 series · 1 of 4 maps · last met 2026-09-05Stats in these games
Round win rate
82 rounds
too close to call on this sample
40%
60%
Attack round win rate
too close to call on this sample
44%36 attack rounds
63%46 attack rounds
Defense round win rate
too close to call on this sample
37%46 defense rounds
56%36 defense rounds
Pistol win rate
pistols
too close to call on this sample
3 of 8
5 of 8
T1
GE
Estimate ranges
Round win rate-39 to +2 pts
Attack round win rate-38 to +3 pts
Defense round win rate-38 to +3 pts
Pistol win rate-73 to +39 pts
Maps played
Split
5–13
2026-09-05 · GE pick
Lotus
13–10
2026-09-05 · T1 pick
Ascent
5–13
2026-09-05 · GE pick
Haven
10–13
2026-09-05 · T1 pick
Repeated veto choices in this matchup
Only one series played. No repeated veto choices.
Pressure points
Differences supported by the teams' full samples.
Players keep one agent
structure
+12 pts
← Players change agentsPlayers keep one agent →
gap +1 to +22 · 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
Lower headshot %
texture
-2 pts
← Lower headshot %Higher headshot % →
gap -5 to -0 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 spread evenly
texture
-1.4
← Kills spread evenlyKills concentrated →
gap -2.0 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
Players keep one agentgap +1 to +22Lower headshot %gap -5 to -0 ptsKills spread evenlygap -2.0 to -0.7
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 role mixes different combinations of duelist, initiator, controller and sentinel counts, adjusted to the same number of maps
Separates teams; a stable read.
NRG
5.0
22 maps
Global Esports
4.9
29 maps
Team Vitality
4.9
19 maps
TYLOO
4.6
30 maps
T1
4.6
28 maps
G2 Esports
4.5
30 maps
EDward Gaming
4.0
22 maps
Paper Rex
4.0
18 maps
LOUD
4.0
31 maps
Team Liquid
3.3
27 maps
JD Gaming
3.0
34 maps
Xi Lai Gaming
3.0
24 maps
FUT Esports
2.9
27 maps
100 Thieves
2.9
21 maps
Karmine Corp
2.0
21 maps
Nongshim RedForce
2.0
32 maps
Bars run from the field low (2.0) to high (5.0); rows are ordered by value.