Spirit edge G2 to clinch BLAST Bounty S2 Finals berth despite donk’s off day

Spirit edge G2 to clinch BLAST Bounty S2 Finals berth despite donk’s off day

Spirit edge G2 to clinch BLAST Bounty S2 Finals berth despite donk’s off day

Team Spirit squeezed past G2 2–1 in the Stage-2 Round of 16 to secure a ticket to the BLAST Bounty Season 2 Finals in Malta. The IEM Cologne champions survived a rare dip from superstar donk, leaning instead on sh1ro and zont1x to close the series. 

How it happened

  • Mirage — Spirit 13–11: G2’s game plan disrupted donk early, but Spirit strung together a mid-half surge off multi-kills from zont1x and zweih, with a key sh1ro clutch helping them over the line.

  • Ancient — G2 13–8: huNter- powered G2 to a dominant 10–2 CT half and finished the map with a 1v3 to level the match, handing Spirit their first loss on Ancient after a six-map win streak. 

  • Dust2 — Spirit 13–7: Spirit’s pistols and opening picks from sh1ro flipped the second half as they pulled away to seal qualification. Final series score: Mirage 13–11 (Spirit), Ancient 13–8 (G2), Dust2 13–7 (Spirit)

The difference makers

  • sh1ro topped the server (55–36, 1.29 rating) with crucial clutches; zont1x added steady impact (1.19 rating). donk finished below par (0.98 overall) and posted back-to-back sub-1.00 maps for the first time in 11 months—yet Spirit still advanced. 

  • G2 coach Eetu “sAw” Saha said their plan wasn’t to directly “anti-donk,” but to avoid areas that enable his impact—an approach that limited him for large stretches. 

Selection twist & context

Under BLAST Bounty’s selection mechanic, G2 (seed 9) actively chose Spirit (seed 3)—a bold call given G2’s six-series win streak over Spirit dating back to June 2024, and their first meeting since NiKo and m0NESY departed the roster. 

Who these teams are right now

  • Spirit arrive on the back of winning IEM Cologne 2025, where donk claimed his ninth HLTV MVP with a 1.50 event rating. 

  • G2 have undergone a summer rebuild: m0NESY completed a high-profile move to Falcons (after NiKo joined Falcons earlier in the year), while SunPayus and MATYS signed on and huNter- assumed IGL duties with sAw as head coach. 

What’s next: Malta Finals

Spirit join the eight-team BLAST Bounty S2 Finals in Malta, August 14–17, concluding a week-long online phase. The event retains BLAST’s bounty mechanic (defeating a team claims half of its bounty; the rest rolls over), with spots filled from the online stage. 

Alright — here’s the expanded version with player-by-player heatmaps for Spirit in the G2 series and a mini-scout on G2’s new structure based on verified match data.


Player-by-Player Breakdown — Spirit vs G2

sh1ro

  • Role: AWPer / secondary caller

  • Series rating: 1.29 (highest overall)

  • Impact zones: Most effective holding Mirage mid with the AWP (avg. 1.47 rating there), consistent Dust2 long control (3 opening kills, 0 deaths in opening duels).

  • Notable clutch: 1v2 retake on Mirage at 9–9 swing round.

zont1x

  • Role: Rifler / anchor

  • Series rating: 1.19

  • Impact zones: Ancient B site anchor with 5 multi-kill rounds; Mirage connector control helped stabilize CT halves.

  • Trend: Won 71% of duels in tight choke points.

donk

  • Role: Entry star

  • Series rating: 0.98 (rare low output)

  • Impact zones: Struggled on Ancient A entries vs. huNter- and nexa crossfires; Mirage ramp entries also neutralized early.

  • Stat note: First back-to-back sub-1.00 maps in 11 months.

zontix & zont1x synergy

  • Notable CT setups on Mirage involved bait-and-trade positioning between zont1x (connector) and zontix (jungle), leading to 5/6 successful multi-kill sequences in the half.


Mini-Scout: G2’s New IGL + AWP System

With huNter- as IGL and SunPayus as primary AWPer, G2’s calling showed some consistent traits in this match:

  1. Map veto priorities

    • Pick: Ancient — still a comfort pick even post-NiKo/m0NESY, but reliant on CT side dominance.

    • Ban: Nuke first, followed by Vertigo.

    • Float: Mirage and Dust2 into deciders.

  2. T-side calling patterns

    • Heavy focus on slow defaults leading to late-round 4-man executes.

    • Less mid-round reactivity compared to the NiKo era — structure is more rigid but allows SunPayus freedom to reposition.

  3. AWP usage

    • SunPayus often parked on key anchor lines (Ancient mid doors, Mirage ticket booth) rather than aggressive peeks, relying on rifle cores to make space.

  4. Synergy development

    • MATYS integrated into entry pack with nexa, but timings still looked off in split executions — seen especially in Mirage B splits.