A single team fight in Game 2 determines whether any player records a quadra kill or the rarer penta kill.
A quadra is four rapid kills by one player; a penta is five. Those multi-kills swing momentum, create highlight moments, and directly decide some game outcomes and payouts.
Weibo Gaming and JD Gaming carry players—mid laners and AD carries—are the likeliest sources of quadra or penta kills in Game 2.
Junglers who force extended skirmishes and roamers who isolate targets can also finish big. Supports rarely secure pentas but their crowd control and vision enable carries to clean up fights.
Champion picks and power spikes—assassins, high-burst mages, and hypercarries—create windows for a single player to chain four or five kills.
Objective fights around Baron or Dragon, vision denial, Flash cooldowns, and item timings determine whether a fight becomes a multi-kill opportunity or a split reset.
Early draft choices and bans for Game 2 reveal whether teams favor pick compositions or late-game team fights. Leaving assassins or hypercarries open increases penta likelihood.
Track Flash and ultimate cooldowns, kill streaks, Baron spawn and fight timings, and lane isolation attempts between minutes 20–35 for the clearest signals.