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 | TYL | KC | Gap | Reading | Sample |
|---|---|---|---|---|---|
| Fewer wins by defuse | 41% | 52% | -11 | Not settled | 122 defence round wins |
| Opening kills concentrated | 39% | 30% | +9 | Different | 21 maps |
| Top fragger takes more | 24% | 23% | +1 | Same | 21 maps |
| Kills concentrated | 20.4 | 20.4 | +0.0 | Same | 21 maps |
| Higher headshot % | 31% | 30% | +1 | Same | 21 maps |
| More assists per 100 kills | 41.0 | 34.6 | +6.4 | 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 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 % |
Pressure points
Differences supported by the teams' full samples.
Players change agents
structure
-30 pts
← Players change agentsPlayers keep one agent →
gap -41 to -18 · 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
Changes its role mix
structure
-29 pts
← Changes its role mixRepeats its role mix →
gap -49 to -9 · 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
Opening kills concentrated
openers
+9 pts
← Opening kills spreadOpening kills concentrated →
gap +2 to +17 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
-9 pts
← Players change rolesPlayers keep one role →
gap -17 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
Larger agent pool
structure
+5.1
← Smaller agent poolLarger agent pool →
gap +2.3 to +7.8 · 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
Players change agentsgap -41 to -18Changes its role mixgap -49 to -9Opening kills concentratedgap +2 to +17 ptsPlayers change rolesgap -17 to -0Larger agent poolgap +2.3 to +7.8
TYL 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.
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
Wins more retakes retakes won
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.
Nongshim RedForce
78%
78 retakes
Karmine Corp
75%
84 retakes
TYLOO
73%
97 retakes
Xi Lai Gaming
73%
77 retakes
Global Esports
73%
102 retakes
G2 Esports
72%
126 retakes
Team Liquid
71%
76 retakes
100 Thieves
71%
55 retakes
JD Gaming
69%
98 retakes
LOUD
69%
96 retakes
EDward Gaming
67%
55 retakes
Team Vitality
64%
81 retakes
FUT Esports
64%
88 retakes
NRG
63%
79 retakes
T1
63%
79 retakes
Paper Rex
61%
74 retakes
Bars run from the field low (60.8%) to high (78.2%); rows are ordered by value.