TOTAL VOLUME:
$154.8b
24H VOL:
$277,138,640
24H TRANSACTIONS:
2,984,640,614
OPEN INTEREST:
$1,905,404,943
412,077
Markets across
39,838
events
MATCHED EVENTS:
4,526
PLATFORM COVERAGE:
5
Polymarket:
37%
VS.
Kalshi:
63%
Closed: Oct 23, 6:58 PM EST
Kalshi
This market tracks the total number of kills in the first game of a League of Legends match between Team Liquid and CTBC Flying Oyster during the Worlds Group Stage. Currently, the consensus probability favors Over 27.5 total kills at 60.0%, with Under 27.5 at 39.0%. This aggregated view combines data from Kalshi and Predict, and will resolve based on the official result reported by https://gol.gg/esports/home. Keep an eye on October 23, 2026, as this is the originally scheduled date for the match, and will determine the start of the resolution window.
If CTBC Flying Oyster wins the Worlds 2026: CTBC Flying Oyster vs. Team Liquid League of Legends match originally scheduled for Oct 23, 2026 at 2:00 PM EDT, then the market resolves to Yes. If Team Liquid wins the Worlds 2026: CTBC Flying Oyster vs. Team Liquid League of Legends match originally scheduled for Oct 23, 2026 at 2:00 PM EDT, then the market resolves to Yes.
This market refers to the LoL Round 1 match between Team Liquid and CTBC Flying Oyster in the Worlds Group Stage, initially scheduled for October 23, 2026 at 2:00 PM ET. This market will resolve to "Team Liquid" if Team Liquid win the match against CTBC Flying Oyster. This market will resolve to "CTBC Flying Oyster" if CTBC Flying Oyster win the match against Team Liquid. If the match is canceled (not played at all) or ends in a tie, this market will resolve to 50-50. If the match is postponed, it must be rescheduled to a start time on or before November 6, 2026 at 11:59 PM ET (14 calendar days after the originally scheduled start of October 23, 2026 at 2:00 PM ET). If, by that deadline, the most recently announced rescheduled start time is on or before the deadline, this market resolves based on the result of the match as played. Otherwise, this market resolves 50-50, regardless of whether the match is subsequently played. If the match begins but is not completed, and one team wins due to the opponent's forfeiture, disqualification, or walkover, this market will resolve to the team who wins. If the match ends in a forfeit, disqualification, or walkover (team withdraws before the start and the other wins automatically), this market will resolve to 50-50. The resolution source for this market will be official information from https://gol.gg/esports/home. However, if https://gol.gg/esports/home has not published final results within 2 hours after the event’s conclusion, a consensus of credible reporting may be used instead including video evidence. In cases where a team’s listed name includes minor discrepancies from the resolution source, this market will resolve based on the underlying real-world match rather than exact name matching. Recognizable abbreviations, alternate or erroneous spellings, sponsor tags, affiliate or academy designations, regional identifiers, and minor formatting differences will be treated as referring to the same team, provided the intended team can be clearly and uniquely identified within the relevant competition. If a listed team name has no reasonable connection to any participating team, or if it matches or could reasonably refer to another team in the same competition such that the intended team cannot be unambiguously determined, this market will resolve 50-50.
Differences in prices between Kalshi and Predict can occur for several reasons. Kalshi and Predict can show different implied probabilities for the same outcome because of liquidity, fee structure, participant mix, and how each venue defines the contract. Each platform attracts a different user base with varying expertise and access to information, which can influence trading behavior. Trading volume also differs; Kalshi has seen a volume of $2,011,053 while Predict’s volume is currently lower. Additionally, the specific mechanisms for price discovery and margin requirements on each platform can create discrepancies. These factors contribute to the observed differences in probabilities for the League of Legends match.