Whether Game 2 produces at least 20 total kills determines the over/under 19.5 outcome for that match. Payout is decided by the final combined count of champion takedowns.
A skirmish-heavy, fast-paced match pushes the tally toward the over. A slow, objective-first game favors the under.
Faker and T1's core laners and jungler set the mid-game fight tempo. Their willingness to roam and engage heavily influences kill totals.
Dplus KIA's bot lane pair and primary jungler will press for fights or opt for safer objective trades. Coaches and draft callers also shape kill potential through champion selection.
Draft priority for assassins, early-scaling marksmen, or engage supports shifts expectations for total kills. Bans that leave fragile disengage increase the chance of skirmishes.
Early jungle pathing, first-blood attempts, and lane gank frequency open lanes for kills. Vision control and contested objectives—dragons and Rift Herald—determine whether fights cascade into multi-kill teamfights.
First 10-minute action—ganks, first-blood attempts, and early tower trades—signals whether kills will accumulate. Kill tempo usually becomes clear before 15 minutes.
Monitor champion select for skirmisher or scaling patterns and any Game 1 draft adjustments. Live cues to track: jungle proximity, roaming frequency, and contested dragon spawns.