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 | VIT | NRG | Gap | Reading | Sample |
|---|---|---|---|---|---|
| More wins by defuse | 52% | 40% | +12 | Not settled | 101 defence round wins |
| Opening kills spread | 30% | 32% | -2 | Same | 19 maps |
| Top fragger takes more | 22% | 21% | +1 | Same | 19 maps |
| Kills concentrated | 20.1 | 20.1 | +0.1 | Same | 19 maps |
| Lower headshot % | 26% | 26% | -1 | Same | 19 maps |
| Fewer assists per 100 kills | 39.5 | 47.7 | -8.2 | Different | 19 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 VIT 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 | 3 of 6 | 2 of 6 | Lower headshot % · Top fragger takes less · Kills spread evenly |
| EDward Gaming | different | 1 of 6 | 3 of 6 | Kills spread evenly |
| FUT Esports | same | 2 of 6 | 2 of 6 | Top fragger takes less · Kills concentrated |
| G2 Esports | different | 5 of 6 | 0 of 6 | Fewer wins by defuse · Higher headshot % · Opening kills concentrated · Top fragger takes more · Kills concentrated |
| Global Esports | same | 3 of 6 | 1 of 6 | Opening kills spread · Top fragger takes less · Kills spread evenly |
| JD Gaming | same | 3 of 6 | 1 of 6 | More assists per 100 kills · Opening kills spread · Kills spread evenly |
| Karmine Corp | different | 2 of 6 | 2 of 6 | Fewer wins by defuse · Opening kills spread |
| LOUD | different | 2 of 6 | 2 of 6 | More wins by defuse · More assists per 100 kills |
| Nongshim RedForce | same | 4 of 6 | 1 of 6 | Fewer assists per 100 kills · Opening kills concentrated · Top fragger takes more · Kills concentrated |
| NRG | different | 4 of 6 | 1 of 6 | Lower headshot % · Opening kills spread · Top fragger takes more · Kills concentrated |
| Paper Rex | different | 3 of 6 | 1 of 6 | Opening kills concentrated · Top fragger takes more · Kills concentrated |
| T1 | same | 3 of 6 | 2 of 6 | Higher headshot % · Fewer assists per 100 kills · Top fragger takes less |
| Team Liquid | same | 2 of 6 | 3 of 6 | More assists per 100 kills · Kills concentrated |
| TYLOO | same | 1 of 6 | 2 of 6 | Fewer assists per 100 kills |
| Xi Lai Gaming | same | 3 of 6 | 3 of 6 | More assists per 100 kills · Opening kills concentrated · Top fragger takes less |
Pressure points
Differences supported by the teams' full samples.
Uses the usual role mix
structure
-34 pts
← Uses the usual role mixUses unusual role mixes →
gap -48 to -20 · 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
Repeats its role mix
structure
+19 pts
← Changes its role mixRepeats its role mix →
gap +7 to +32 · 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
+19 pts
← Players change rolesPlayers keep one role →
gap +16 to +23 · 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
Fewer assists per 100 kills
texture
-8.2
← Fewer assists per 100 killsMore assists per 100 kills →
gap -14.7 to -1.8 · 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)
Larger agent pool
structure
+2.8
← Smaller agent poolLarger agent pool →
gap +1.8 to +3.8 · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
distinct agents fielded, 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
Uses the usual role mixgap -48 to -20Repeats its role mixgap +7 to +32Players keep one rolegap +16 to +23Fewer assists per 100 killsgap -14.7 to -1.8Larger agent poolgap +1.8 to +3.8
VIT 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
Higher after a win P(win round | won previous)
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
69%
268 rounds after a win
100 Thieves
69%
224 rounds after a win
TYLOO
67%
313 rounds after a win
Karmine Corp
66%
230 rounds after a win
EDward Gaming
65%
220 rounds after a win
T1
64%
281 rounds after a win
NRG
64%
212 rounds after a win
Nongshim RedForce
64%
326 rounds after a win
LOUD
63%
306 rounds after a win
Xi Lai Gaming
62%
223 rounds after a win
G2 Esports
62%
298 rounds after a win
FUT Esports
62%
252 rounds after a win
Global Esports
61%
293 rounds after a win
Team Vitality
61%
200 rounds after a win
Paper Rex
60%
186 rounds after a win
JD Gaming
58%
317 rounds after a win
Bars run from the field low (57.7%) to high (69.4%); rows are ordered by value.