Champions 2026 scoutStage 2 evidence · 16 teams · 133 series · 334 maps · 7138 rounds
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T1

T1 · Pacific · VCT 2026 Stage 2
Team record
8–4
Series
18–10
Maps
53%
Rounds · 595 rounds
55%
Attack · 297 attack rounds
51%
Defense · 298 defense rounds
T1 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 T1 KC Gap Reading Sample
Fewer wins by defuse 33% 52% -19 Different 122 defence round wins
Opening kills concentrated 34% 30% +4 Not settled 21 maps
Top fragger takes less 22% 23% -1 Same 21 maps
Kills spread evenly 18.8 20.4 -1.6 Different 21 maps
Lower headshot % 26% 30% -5 Different 21 maps
More assists per 100 kills 40.0 34.6 +5.4 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 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.
Players change agents structure -24 pts
T1 51% 28 maps KC 75% 21 maps
← Players change agentsPlayers keep one agent →
gap -35 to -14 · 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 wins by defuse how rounds end -19 pts
T1 33% 153 defence round wins KC 52% 122 defence round wins
← Fewer wins by defuseMore wins by defuse →
gap -31 to -6 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)
Players change roles structure -14 pts
T1 73% 28 maps KC 87% 21 maps
← Players change rolesPlayers keep one role →
gap -21 to -6 · 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
Lower headshot % texture -5 pts
T1 26% 27 maps KC 30% 21 maps
← Lower headshot %Higher headshot % →
gap -7 to -2 pts · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
team headshot %
More distinct comps structure +4.7
T1 9.2 28 maps KC 4.6 21 maps
← Fewer distinct compsMore distinct comps →
gap +1.7 to +7.7 · 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
Players change agentsgap -35 to -14Fewer wins by defusegap -31 to -6 ptsPlayers change rolesgap -21 to -6Lower headshot %gap -7 to -2 ptsMore distinct compsgap +1.7 to +7.7

T1 vs KC: 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.

Attack-sided attack minus defence round win% (pp)

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.

NRG 11.3 pp 454 rounds
Team Vitality 7.6 pp 414 rounds
LOUD 6.1 pp 651 rounds
JD Gaming 5.4 pp 726 rounds
G2 Esports 4.2 pp 642 rounds
Karmine Corp 4.1 pp 456 rounds
T1 3.9 pp 595 rounds
TYLOO 2.5 pp 643 rounds
FUT Esports 2.1 pp 580 rounds
Paper Rex 1.3 pp 415 rounds
Nongshim RedForce 0.0 pp 677 rounds
Global Esports -2.5 pp 624 rounds
EDward Gaming -4.1 pp 468 rounds
100 Thieves -4.2 pp 449 rounds
Xi Lai Gaming -9.6 pp 498 rounds
Team Liquid -12.7 pp 559 rounds
Bars run from the field low (-12.7 pp) to high (11.3 pp); rows are ordered by value.