The Esports World Cup 2026 in Paris features 25 tournaments across 24 titles starting July 6, creating broad uncertainty around the single longest individual game. MOBAs such as Dota 2 and League of Legends often produce extended matches exceeding 60 minutes due to comeback mechanics and strategic depth, while FPS titles like Counter-Strike 2 and Valorant typically conclude faster. With no event yet underway and formats ranging from best-of-one to best-of-five, trader consensus remains evenly split across duration buckets, reflecting the lack of a clear frontrunner. Early Dota 2 or League of Legends results, patch-driven meta shifts, or an unusually prolonged series could quickly widen spreads by establishing a new benchmark for maximum length.
Resumo experimental gerado por IA com dados do Polymarket. Isto não é aconselhamento de trading e não tem qualquer papel na resolução deste mercado. · AtualizadoEWC 2026: Maior duração de jogo
91–95 99.5%
Menos de 80 20%
80–85 20%
86–90 20%
$260 Vol.
$260 Vol.
Menos de 80
Não
80–85
Não
86–90
Não
91–95
Sim
96–100
Não
101–105
Não
106–110
Não
111+
Não
91–95 99.5%
Menos de 80 20%
80–85 20%
86–90 20%
$260 Vol.
$260 Vol.
Menos de 80
Não
80–85
Não
86–90
Não
91–95
Sim
96–100
Não
101–105
Não
106–110
Não
111+
Não
"Duration" means the in-game duration of a single game as recorded by the resolution source — measured by the in-game clock from game start to the game's conclusion (the destruction of the losing team's Ancient or a called game). It does not include the draft/pick-ban phase or paused time, consistent with how Dota 2 records game length.
Each game's duration is rounded down to the last fully completed minute for bucketing (e.g., a game lasting 85 minutes and 42 seconds counts as 85 minutes and falls in the "80–85" bracket; a game lasting 90 minutes and 5 seconds counts as 90 and falls in the "86–90" bracket).
Only completed official games count (group stage, survival/gauntlet stage, and playoffs). A game that is remade or not completed does not count. The market resolves to the single bracket containing the duration of the longest qualifying game in the tournament.
If the tournament is cancelled, postponed past August 2, 2026, 11:59 PM ET, or the results are not determined within that timeframe, this market will resolve to "Other."
The primary resolution source for this market will be Dotabuff (https://www.dotabuff.com). A consensus of credible reporting may also be used.
Mercado Aberto: Jul 2, 2026, 7:44 PM ET
Resolver
0x69c47De9D...Resultado proposto: Não
Sem contestação
Resultado final: Não
"Duration" means the in-game duration of a single game as recorded by the resolution source — measured by the in-game clock from game start to the game's conclusion (the destruction of the losing team's Ancient or a called game). It does not include the draft/pick-ban phase or paused time, consistent with how Dota 2 records game length.
Each game's duration is rounded down to the last fully completed minute for bucketing (e.g., a game lasting 85 minutes and 42 seconds counts as 85 minutes and falls in the "80–85" bracket; a game lasting 90 minutes and 5 seconds counts as 90 and falls in the "86–90" bracket).
Only completed official games count (group stage, survival/gauntlet stage, and playoffs). A game that is remade or not completed does not count. The market resolves to the single bracket containing the duration of the longest qualifying game in the tournament.
If the tournament is cancelled, postponed past August 2, 2026, 11:59 PM ET, or the results are not determined within that timeframe, this market will resolve to "Other."
The primary resolution source for this market will be Dotabuff (https://www.dotabuff.com). A consensus of credible reporting may also be used.
Resolver
0x69c47De9D...Resultado proposto: Não
Sem contestação
Resultado final: Não
The Esports World Cup 2026 in Paris features 25 tournaments across 24 titles starting July 6, creating broad uncertainty around the single longest individual game. MOBAs such as Dota 2 and League of Legends often produce extended matches exceeding 60 minutes due to comeback mechanics and strategic depth, while FPS titles like Counter-Strike 2 and Valorant typically conclude faster. With no event yet underway and formats ranging from best-of-one to best-of-five, trader consensus remains evenly split across duration buckets, reflecting the lack of a clear frontrunner. Early Dota 2 or League of Legends results, patch-driven meta shifts, or an unusually prolonged series could quickly widen spreads by establishing a new benchmark for maximum length.
Resumo experimental gerado por IA com dados do Polymarket. Isto não é aconselhamento de trading e não tem qualquer papel na resolução deste mercado. · Atualizado



Cuidado com os links externos.
Cuidado com os links externos.
Frequently Asked Questions