Whether any player scores an ultra kill or a rampage in Game 3 determines two separate market outcomes: one resolves on any ultra kill, the other on any rampage.
Both results signal a lopsided run of kills in the decider and reflect execution, tempo control, and team coordination in the final match.
L1ga Team and MOUZ supply the players whose actions decide the outcomes, with core carries and midlaners most likely to string multi-kills.
Supports and offlaners matter too: space creation, stuns, and save mechanics from any roster can enable or prevent ultra kills and rampages.
Hero draft and lane matchups set the baseline for multi-kill probability; mobile cores, reset items, and high-AOE ultimates increase rampage chances.
Game tempo, early networth gaps, Roshan timing, smoke ganks, and buyback availability are the causal levers that change these short-term outcomes.
Pick/ban phase will show whether teams favor slippery cores or heavy crowd-control that produces streaks.
Track first blood timing, mid-game Aegis windows, death timers, smoke usage, Roshan fights, and minute-to-minute networth swings in Game 3; most decisive sequences happen around minutes 15–35.