TOTAL VOLUME:
$134.1b
24H VOL:
$133,388,117
24H TRANSACTIONS:
2,388,728,490
OPEN INTEREST:
$1,436,095,462
405,232
Markets across
30,526
events
MATCHED EVENTS:
2,693
PLATFORM COVERAGE:
5
Polymarket:
39%
VS.
Kalshi:
61%
Closed: Jul 3, 11:00 AM EST
Polymarket
This market refers to the StarCraft II match between HeRoMaRinE and Shino in the HomeStory Cup XXIX Group A, initially scheduled for July 3 at 7:00AM ET. This market will resolve to "HeRoMaRinE" if HeRoMaRinE win the match against Shino. This market will resolve to "Shino" if Shino win the match against HeRoMaRinE. If the match is canceled (not played at all), ends in a tie, or is delayed beyond 7 days from the scheduled date without a winner determined, this market will resolve to 50-50. 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://liquipedia.net/starcraft2/Main_Page. However, if https://liquipedia.net/starcraft2/Main_Page 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.
This market refers to the StarCraft II match between HeRoMaRinE and Shino in the HomeStory Cup XXIX Group A, initially scheduled for July 3 at 7:00AM ET. This market will resolve to "HeRoMaRinE" if HeRoMaRinE win the match against Shino. This market will resolve to "Shino" if Shino win the match against HeRoMaRinE. If the match is canceled (not played at all), ends in a tie, or is delayed beyond 7 days from the scheduled date without a winner determined, this market will resolve to 50-50. 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://liquipedia.net/starcraft2/Main_Page. However, if https://liquipedia.net/starcraft2/Main_Page 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.
Prediction market odds and traditional sportsbook odds often diverge because they reflect different participant bases and incentive structures. Sportsbooks set lines to balance action and lock in profit margins, while prediction markets aggregate the beliefs of traders risking real capital on outcomes. This market may show materially different probabilities than major esports betting sites, especially if one venue has sharper information flow or different liquidity. Comparing the two can reveal where the crowd on Polymarket sees edge relative to conventional oddsmakers.
On Polymarket, traders set the odds by buying and selling shares that represent different outcomes—in this case, the match result between the two competitors. On Polymarket, prices reflect that venue's order book, liquidity, and how traders price the outcome right now. The price of each outcome share reflects the collective probability assigned by the market; a share trading at 0.72 implies a 72% chance of that outcome occurring. As new information surfaces or trading volume shifts, prices adjust in real time, ensuring the market continuously reprices the likelihood of each scenario through the actions of profit-seeking traders.
This market resolves around Jul 3, 2026, once the match concludes and the result is verifiable from credible public sources. The outcome is determined by the official result of the best-of-three series, with the winner confirmed through established esports reporting channels and tournament records. Until that point, traders can continue to buy and sell shares as odds fluctuate based on pre-match expectations, player updates, and any other signals that influence confidence in each competitor's chances.
Several catalysts could shift odds before the match begins. Player roster changes, recent tournament results, or public statements about form and preparation often trigger repricing. Injury reports or technical issues affecting either competitor's setup may also influence trader sentiment. Closer to the event, community analysis, expert predictions, and betting patterns on other platforms can create momentum. Even casual social media discussion or streaming activity can sway perception, especially in esports where narrative and momentum carry weight alongside raw skill assessment.