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 | TYL | XLG | Gap | Reading | Sample |
|---|---|---|---|---|---|
| More wins by defuse | 41% | 39% | +2 | Same | 145 defence round wins |
| Opening kills concentrated | 39% | 28% | +11 | Different | 24 maps |
| Top fragger takes more | 24% | 22% | +2 | Not settled | 24 maps |
| Kills concentrated | 20.4 | 19.4 | +1.0 | Different | 24 maps |
| Higher headshot % | 31% | 31% | +0 | Same | 19 maps |
| More assists per 100 kills | 41.0 | 37.5 | +3.6 | Not settled | 24 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 TYL 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 | 1 of 6 | Fewer assists per 100 kills · Opening kills concentrated · Top fragger takes more |
| EDward Gaming | different | 3 of 6 | 2 of 6 | Opening kills concentrated · Top fragger takes more · Kills concentrated |
| FUT Esports | same | 3 of 6 | 0 of 6 | More wins by defuse · Higher headshot % · Top fragger takes more |
| G2 Esports | different | 1 of 6 | 4 of 6 | Fewer assists per 100 kills |
| Global Esports | same | 1 of 6 | 3 of 6 | Fewer wins by defuse |
| JD Gaming | same | 2 of 6 | 0 of 6 | Fewer wins by defuse · Top fragger takes more |
| Karmine Corp | different | 3 of 6 | 2 of 6 | Higher headshot % · Top fragger takes more · Kills concentrated |
| LOUD | different | 4 of 6 | 1 of 6 | Fewer wins by defuse · More assists per 100 kills · Top fragger takes less · Kills spread evenly |
| Nongshim RedForce | same | 2 of 6 | 3 of 6 | More wins by defuse · More assists per 100 kills |
| NRG | different | 1 of 6 | 3 of 6 | More wins by defuse |
| Paper Rex | different | 2 of 6 | 3 of 6 | Fewer wins by defuse · Higher headshot % |
| T1 | same | 1 of 6 | 2 of 6 | More assists per 100 kills |
| Team Liquid | same | 1 of 6 | 0 of 6 | Top fragger takes less |
| Team Vitality | same | 1 of 6 | 2 of 6 | More assists per 100 kills |
| Xi Lai Gaming | same | 2 of 6 | 2 of 6 | More wins by defuse · Higher headshot % |
TYL vs XLG — head to head
0 of 1 series · 0 of 2 maps · last met 2026-07-25Stats in these games
Round win rate
47 rounds
too close to call on this sample
43%
57%
Attack round win rate
too close to call on this sample
32%25 attack rounds
45%22 attack rounds
Defense round win rate
too close to call on this sample
55%22 defense rounds
68%25 defense rounds
Pistol win rate
pistols
too close to call on this sample
2 of 4
2 of 4
TYL
XLG
Estimate ranges
Round win rate-41 to +13 pts
Attack round win rate-38 to +14 pts
Defense round win rate-38 to +14 pts
Pistol win rate-70 to +70 pts
Maps played
Breeze
8–13
2026-07-25 · XLG pick
Lotus
12–14
2026-07-25 · TYL pick
Repeated veto choices in this matchup
Only one series played. No repeated veto choices.
Pressure points
Differences supported by the teams' full samples.
Opening kills concentrated
openers
+11 pts
← Opening kills spreadOpening kills concentrated →
gap +3 to +18 pts · bar length is each team's position on that axis against the sixteen-team field; the hairline is the field mean
% of team first-kills taken by its top entry
Players change roles
structure
-8 pts
← Players change rolesPlayers keep one role →
gap -15 to -0 · 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
Kills concentrated
texture
+1.0
← Kills spread evenlyKills concentrated →
gap +0.4 to +1.6 · 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
Opening kills concentratedgap +3 to +18 ptsPlayers change rolesgap -15 to -0Kills concentratedgap +0.4 to +1.6
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 losses to detonation defence losses conceded to detonation
Varies more by map than by team.
Paper Rex
28%
103 defence round losses
Team Vitality
28%
104 defence round losses
Karmine Corp
22%
95 defence round losses
NRG
22%
132 defence round losses
G2 Esports
21%
166 defence round losses
LOUD
21%
142 defence round losses
FUT Esports
21%
154 defence round losses
T1
20%
145 defence round losses
Team Liquid
20%
110 defence round losses
Global Esports
19%
144 defence round losses
TYLOO
18%
145 defence round losses
Xi Lai Gaming
18%
120 defence round losses
100 Thieves
17%
92 defence round losses
EDward Gaming
16%
111 defence round losses
JD Gaming
16%
191 defence round losses
Nongshim RedForce
12%
148 defence round losses
Bars run from the field low (11.5%) to high (28.2%); rows are ordered by value.