TOTAL VOLUME:

$134.2b

24H VOL:

$134,145,987

24H TRANSACTIONS:

2,388,728,490

OPEN INTEREST:

$1,441,166,947

406,422

Markets across

30,383

events

MATCHED EVENTS:

2,688

PLATFORM COVERAGE:

5

Polymarket:

39%

VS.

Kalshi:

61%

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Valorant: REJECT vs Riddle (BO3) - VCL Japan Main Stage
kalshi
polymarket

Who will win REJECT vs Riddle?

Volume:
$148,022

REJECT

 - Kalshi

REJECT - Kalshi

1W

News

Positive

Negative

Neutral

Hover marker for details

Vol.

·

Resolved Jun 28, 2026

Closed: Jun 28, 8:29 AM EST

kalshi

Kalshi

View
Join Kalshi and score $25 for your first trade.
Outcome
Trade
Chance %
Price
Spread
Liquidity
Volume
24h
7d
Open Interest
Ends in
Result
kalshi

REJECT

View
100%
Yes 100¢No 0¢
100¢
N/A
$36,604
N/A
N/A
$25,965
Settled
Yes
polymarket

Match Winner

100%
Yes 100¢No 0¢
0.1¢
N/A
$33,447
N/A
N/A
N/A
Settled
Yes
polymarket

Map 1 Winner

100%
Yes 100¢No 0¢
0.1¢
N/A
$26,040
N/A
N/A
N/A
Settled
Yes
polymarket

Map 2 Winner

100%
Yes 100¢No 0¢
0.1¢
N/A
$20,310
N/A
N/A
N/A
Settled
Yes
polymarket

Map Handicap: RC (-1.5) vs Riddle (+1.5)

100%
Yes 100¢No 0¢
0.1¢
N/A
$986
N/A
N/A
N/A
Settled
Yes
polymarket

Map 2 Total Rounds: Over/Under 21.5

100%
Yes 100¢No 0¢
0.1¢
N/A
$170
N/A
N/A
N/A
Settled
Yes
polymarket

Map 1 Total Rounds: Over/Under 21.5

100%
Yes 100¢No 0¢
0.1¢
N/A
$90
N/A
N/A
N/A
Settled
Yes
polymarket

Map 3 Rounds Handicap: REJECT (-2.5) vs Riddle (+2.5)

50%
Yes 50¢No 50¢
1¢
N/A
$364
N/A
N/A
N/A
Settled
No
kalshi

Riddle

0%
Yes 0¢No 100¢
100¢
N/A
$29,855
N/A
N/A
$21,535
Settled
No
polymarket

Map 1 Rounds Handicap: REJECT (-2.5) vs Riddle (+2.5)

0%
Yes 0¢No 100¢
—
N/A
$75
N/A
N/A
N/A
Settled
Yes
polymarket

Map 2 Rounds Handicap: REJECT (-2.5) vs Riddle (+2.5)

0%
Yes 0¢No 100¢
—
N/A
$75
N/A
N/A
N/A
Settled
Yes
polymarket

O/U 2.5 Games

0%
Yes 0¢No 100¢
—
N/A
$7
N/A
N/A
N/A
Settled
Yes
polymarket

Map 3 Total Rounds: Over/Under 21.5

50%
Yes 50¢No 50¢
1¢
N/A
N/A
N/A
N/A
N/A
Settled
No
Total markets: 13

Description

A best-of-three (BO3) Valorant match between REJECT and Riddle in the VCL Japan Main Stage, scheduled for June 28, 2026 at 6:00 AM EDT. Markets cover match winner, individual map winners, round handicaps, and total round counts across all three maps.

PredictionHero - Resolution Divergence Alerts (RDA)

Unified Resolution Criteria (Consistent across platforms)

Both Kalshi and Polymarket apply identical resolution logic: official vlr.gg data with 2-hour credible reporting fallback, 50-50 on cancellation/tie/7-day delay, and strict completion requirements for map-specific markets.Primary resolution logic: Official vlr.gg results; credible consensus reporting (including video evidence) if vlr.gg does not publish within 2 hours of event conclusion

Core resolution logic:

  • Match winner (REJECT vs Riddle) resolves based on best-of-three series outcome; forfeits/walkovers on incomplete matches resolve 50-50, but completed forfeits on clinching maps count as match completion
  • Individual map winners (Map 1, Map 2) require the map to be played to completion; incomplete maps or forfeits resolve 50-50
  • Round handicap markets (Map 1, 2, 3 at -2.5/+2.5 threshold) require maps to be played to completion; resolve based on final round differential regardless of match outcome
  • Total round markets (Map 1, 2, 3 Over/Under 21.5) require maps to be played to completion; exactly 21.5 rounds resolves 50-50
  • Games Total (Over/Under 2.5) counts maps won by any means (including forfeit/walkover/default) if match is completed; incomplete matches with forfeiture resolve 50-50
  • Map Handicap (-1.5/+1.5) counts all maps including forfeits if match is completed; incomplete matches with forfeiture resolve 50-50
  • Team name discrepancies are resolved by identifying the underlying real-world team; recognizable abbreviations, alternate spellings, sponsor tags, and formatting differences are treated as the same team if unambiguous

Edge cases & clarifications:

  • Cancellation or Tie: Match canceled (not played at all), ends in a tie, or delayed beyond 7 days from scheduled date without a winner determined resolves to 50-50 across all markets
  • Incomplete Match with Forfeiture: If match begins but is not completed and one team wins due to opponent forfeiture/disqualification/walkover: match winner and map handicap markets resolve 50-50; games total and map handicap resolve 50-50; but if the forfeiture occurs on the clinching map, the match is considered completed and resolves to the winning team
  • Incomplete Map: If a map is not played at all, not played to completion, or decided by forfeit/disqualification/walkover/default rather than rounds played to conclusion, map-specific markets (map winner, round handicap, total rounds) resolve 50-50
  • Team Name Ambiguity: If a listed team name has no reasonable connection to any participating team or could refer to multiple teams in the same competition such that intent cannot be unambiguously determined, market resolves 50-50
  • Resolution Source Timing: Official vlr.gg results are primary; if vlr.gg does not publish final results within 2 hours after event conclusion, consensus of credible reporting (including video evidence) may be used instead
Timing: Resolution occurs upon match completion (all maps played or match concluded by forfeiture/disqualification). If vlr.gg publishes results, resolution is immediate; otherwise, resolution occurs within 2 hours of event conclusion when credible consensus is established. Markets triggered by 7-day delay without completion resolve to 50-50 on that date.Our PredictionHero Resolution Divergence Alerts (RDA) are there to help users identify potential differences across platforms. They do not replace or supersede the official rules and description of any prediction market. Users are solely responsible for reviewing and understanding the applicable rules and resolution criteria before placing any trade or bet. If you notice a potential inconsistency, discrepancy, or error in an alert, please report it to our team so we can review and improve the accuracy of our data.

Polymarket

This market refers to the Valorant match between REJECT and Riddle in the VCL Japan Main Stage, initially scheduled for June 28 at 6:00AM ET. This market will resolve to "REJECT" if REJECT win the match against Riddle. This market will resolve to "Riddle" if Riddle win the match against REJECT. 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://vlr.gg. However, if https://vlr.gg 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.

Kalshi

The market resolves based on the result of the VCL Japan 2026 Valorant match between Riddle and REJECT scheduled for June 28, 2026 at 6:00 AM EDT. Resolution occurs when either team wins the match, with each outcome triggering a Yes resolution for its respective market. The match result is determined by standard Valorant competitive rules and the official VCL Japan 2026 league regulations.

Frequently asked questions

The REJECT vs Riddle VCL Japan match dashboard aggregates prediction market pricing across Polymarket and Kalshi, allowing traders to monitor consensus odds on multiple outcomes tied to this best-of-three Valorant fixture. Polymarket tracks match-winner probabilities, while Kalshi offers granular map-level markets. By comparing both platforms, you gain insight into how different trader bases price the same event, revealing arbitrage opportunities and broader market sentiment on REJECT's and Riddle's competitive positioning in the VCL Japan Main Stage.

Prediction markets like Polymarket and Kalshi derive odds directly from trader positions and liquidity, reflecting real-time belief rather than bookmaker margins. Sportsbooks apply built-in profit margins and may adjust lines based on liability management. Prediction market prices tend to be sharper and more responsive to new information, especially for niche esports events like this one. However, sportsbook odds often feature tighter spreads and higher liquidity for major matchups. Comparing both sources helps identify mispricings and informs your trading or betting strategy.

Polymarket and Kalshi can show different implied probabilities for the same outcome because of liquidity, fee structure, participant mix, and how each venue defines the contract. Kalshi and Polymarket operate under different regulatory frameworks, fee structures, and user bases, leading to natural price divergence. Kalshi's match-winner market and Polymarket's map-level outcomes attract different trader profiles and risk appetites. Liquidity concentration, order-book depth, and the timing of major esports news can cause one platform to reprice faster than the other. Additionally, each platform's resolution rules and dispute-handling processes may create subtle differences in how traders perceive tail-risk scenarios, widening spreads during high-volatility periods around the event.

Key catalysts include roster changes, player injuries, or last-minute lineup announcements from either team. Scrim results, recent tournament performance, and public statements from coaches or players can shift trader sentiment significantly. Meta shifts in Valorant patch updates may favor one team's agent pool over the other. Media coverage, betting-exchange activity on mainstream sportsbooks, and community sentiment on esports forums often precede prediction market repricing. Monitor official VCL Japan announcements and team social channels for updates that could alter perceived win probability before the match begins.