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

TL · EMEA · VCT 2026 Stage 2
Team record
7–4
Series
17–10
Maps
54%
Rounds · 559 rounds
48%
Attack · 279 attack rounds
61%
Defense · 280 defense rounds
Team Liquid 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 TL NRG Gap Reading Sample
Fewer wins by defuse 32% 40% -8 Not settled 125 defence round wins
Opening kills concentrated 34% 32% +2 Same 22 maps
Top fragger takes more 24% 21% +3 Different 22 maps
Kills spread evenly 20.0 20.1 -0.0 Same 22 maps
Higher headshot % 30% 26% +3 Different 22 maps
Fewer assists per 100 kills 37.4 47.7 -10.3 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 TL 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 2 of 6 1 of 6 More wins by defuse · Kills spread evenly
EDward Gaming different 4 of 6 1 of 6 More wins by defuse · Higher headshot % · Opening kills spread · Top fragger takes more
FUT Esports same 5 of 6 0 of 6 Fewer wins by defuse · Lower headshot % · More assists per 100 kills · Opening kills spread · Kills spread evenly
G2 Esports different 1 of 6 3 of 6 Kills concentrated
Global Esports same 3 of 6 0 of 6 More assists per 100 kills · Opening kills concentrated · Kills spread evenly
JD Gaming same 5 of 6 0 of 6 Lower headshot % · Fewer assists per 100 kills · Opening kills concentrated · Top fragger takes more · Kills spread evenly
Karmine Corp different 2 of 6 1 of 6 Lower headshot % · Top fragger takes more
LOUD different 3 of 6 1 of 6 Fewer assists per 100 kills · Opening kills concentrated · Top fragger takes less
Nongshim RedForce same 2 of 6 3 of 6 Fewer wins by defuse · Kills spread evenly
NRG different 2 of 6 3 of 6 Opening kills concentrated · Kills spread evenly
Paper Rex different 3 of 6 1 of 6 Lower headshot % · More assists per 100 kills · Kills spread evenly
T1 same 2 of 6 2 of 6 Fewer wins by defuse · Opening kills concentrated
Team Vitality same 2 of 6 3 of 6 Fewer assists per 100 kills · Kills spread evenly
TYLOO same 1 of 6 0 of 6 Top fragger takes more
Xi Lai Gaming same 1 of 6 2 of 6 Fewer assists per 100 kills

Pressure points

Differences supported by the teams' full samples.
Repeats its role mix structure +30 pts
TL 63% 27 maps NRG 33% 22 maps
← Changes its role mixRepeats its role mix →
gap +11 to +50 · 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 their most common role mix: the number of duelists, initiators, controllers and sentinels
Players keep one role structure +23 pts
TL 91% 27 maps NRG 68% 22 maps
← Players change rolesPlayers keep one role →
gap +17 to +28 · 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
Players keep one agent structure +16 pts
TL 68% 27 maps NRG 53% 22 maps
← Players change agentsPlayers keep one agent →
gap +6 to +25 · 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 assists per 100 kills texture -10.3
TL 37.4 27 maps NRG 47.7 22 maps
← Fewer assists per 100 killsMore assists per 100 kills →
gap -16.8 to -3.9 · 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)
Higher headshot % texture +3 pts
TL 30% 27 maps NRG 26% 22 maps
← Lower headshot %Higher headshot % →
gap +1 to +6 pts · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
team headshot %
Bars show each team from the field low to high; the hairline marks the sixteen-team field mean.
Estimate ranges
Repeats its role mixgap +11 to +50Players keep one rolegap +17 to +28Players keep one agentgap +6 to +25Fewer assists per 100 killsgap -16.8 to -3.9Higher headshot %gap +1 to +6 pts

TL 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 rounds 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.

Karmine Corp 58% 456 rounds
100 Thieves 57% 449 rounds
TYLOO 56% 643 rounds
Team Liquid 54% 559 rounds
Nongshim RedForce 54% 677 rounds
LOUD 54% 651 rounds
NRG 54% 454 rounds
Global Esports 53% 624 rounds
T1 53% 595 rounds
Team Vitality 53% 414 rounds
EDward Gaming 52% 468 rounds
G2 Esports 52% 642 rounds
Paper Rex 52% 415 rounds
Xi Lai Gaming 50% 498 rounds
FUT Esports 50% 580 rounds
JD Gaming 49% 726 rounds
Bars run from the field low (48.5%) to high (58.3%); rows are ordered by value.