Mathematical proof that "Snowballing" is temporary.
A study of Logistic Advantage vs. Linear Skill.
We model a MOBA match not as a single coin flip, but as a chain of 50 discrete events (rounds). A "Round" represents a skirmish, a gank, or an objective fight.
In each round, exactly one team gains a point (Score). The winner of the round is determined by a weighted random choice, where the weights are dynamic.
Inherent player capability. Reaction time, mechanics, and macro sense. This value is constant.
Gold/XP derived from the Score. It grows, but it is Logistic, meaning it hits a cap (Full Build). You cannot buy more than 6 items.
Even with higher weight, you don't always win. The probabilistic nature simulates execution errors, lucky crits, or bad positioning.
Range of results based on 1,500 games per point.
Assuming the game is lost acts as a Self-Fulfilling Prophecy.
Simulating: Skill 12 vs 10
"In a competitive lab task, participants told they were at a disadvantage set lower goals and actually performed worse, turning an illusory disadvantage into real underperformance (self-fulfilling prophecy)"
— Dalton et al., 1977
"'Irrational performance beliefs' (awfulizing failure, self-depreciation) are linked to higher threat appraisals, depressive symptoms, and poorer well-being in athletes, which can undermine performance under pressure"
— Mansell, 2021; Mansell et al., 2023; Jooste et al., 2022
"In football, cognitive anxiety and negative thoughts predict poorer coping with adversity and reduced ability to 'peak under pressure,' especially when athletes fear losing prestige or status"
— Kaplánová, 2024
"Loss aversion and impact bias lead people to overpredict how bad losses will feel, increasing pre-competition anxiety and cautious or avoidant play in high-stakes moments"
— Kermer et al., 2006; Zhao et al., 2018
SMITE, like other MOBAs, exhibits the exact mechanics our model captures: logistic item scaling, skill-based combat, and emergent randomness from human decision-making.
The "5-minute fallacy" is especially prevalent in SMITE due to its fast-paced early game and visible gold/level differences. Players see a 2-level lead and assume inevitability, ignoring that:
Full build in SMITE is 6 items. Once both teams reach this ceiling, the early gold lead becomes irrelevant. The logistic S-curve flattens.
A single late-game team fight can swing thousands of gold. Objectives like Fire Giant and Gold Fury provide catch-up mechanics by design.
Your ability to land abilities, position correctly, and make macro decisions doesn't diminish because of a score deficit. α remains constant.
SMITE's design intentionally includes comeback mechanics. The game is not designed to be decided at 5 minutes. Surrendering early contradicts the very architecture of the game.
Our mathematical model predicts that the impact of advantages decreases over time. A 2-kill lead at 5 minutes should be more impactful than the same 2-kill lead at 25 minutes. But why does this happen mathematically?
Using our model, we can simulate games where both teams start with scores, representing different stages of the game. By maintaining a fixed score difference but varying the total score level, we can observe how the same numerical advantage produces diminishing win rate differences.
Simulation: For each game progression level (starting score), we run 1,000 games where the higher-skilled player starts with the specified advantage. We then plot how win rate changes as the game progresses.
When both teams have low scores (early game), the same numerical advantage creates a large win rate difference because the logistic advantage function is steeper at lower score values.
As scores increase, the advantage function reaches its steepest point (inflection point around score ~8), creating maximum differentiation.
At high scores (late game), both teams approach the advantage ceiling. The same numerical difference produces diminishing impact on win probability.
When both teams reach full builds, skill becomes the dominant factor again, as advantage contribution has plateaued for both sides.
This bell-shaped curve demonstrates why early surrenders are premature: the impact of your deficit will naturally diminish over time, giving you more chances to comeback as the game progresses.
Our mathematical model predicts that gold leads follow a logistic advantage curve with high variance in outcomes, and that advantage impact diminishes over time. But does this hold up in real competitive play?
GameSpot's analysis of League of Legends Worlds tournament data provides empirical validation of our model. Their findings reveal critical insights about how gold leads actually play out at the highest level of competition.
Teams with a gold lead win 80-85% of games from 11-40 minutes. Notice: This is not 100%. Even in professional play, 15-20% of games with gold leads result in comebacks.
Lead is building but not decisive
Advantage diminishes over time
The article identifies that a ~10% gold advantage corresponds to approximately 90% win rate. This aligns with our model's prediction that advantage follows a diminishing returns curve.
Critical Insight: The percentage lead needed decreases over time because total gold increases. A 1000g lead at 10 minutes (when teams have 5000g) is 20%, but at 30 minutes (when teams have 15000g) the same 1000g is only 6.7%.
By 20 minutes, 80-90% of professional games have developed a "significant" lead. However, this doesn't mean 90% of games are decided—it means most games have diverged from perfect equality.
The sharp drop after 35 minutes suggests that late-game scenarios often involve throws, team fight swings, or successful comeback mechanics that equalize the gold difference.
Win rates plateau at 80-85%, not 100%. This matches our S-curve prediction: advantages have diminishing returns and hit a ceiling.
15-20% comeback rate even at professional level proves that leads are probabilistic, not deterministic.
Win rate decreases after 40 minutes, consistent with our model's prediction that item caps flatten the advantage curve.
The 15-20% comeback rate in professional games demonstrates that team skill expression remains relevant even when behind, proving that deficits are not insurmountable.
This professional data is from Worlds tournament—the highest skill level in League of Legends. If even these elite teams lose 15-20% of games when ahead, what does that mean for ranked play?
If professional teams with perfect execution still lose 1 in 5 games when ahead, surrendering at 5 minutes in solo queue is statistically unjustified.
Data Source: GameSpot Analysis of League of Legends Worlds Tournament
"How Much Do Gold Leads Matter?" — GameSpot
A common dismissal of comeback victories is: "You just got lucky." This argument fundamentally misunderstands the nature of probabilistic outcomes in skill-based systems.
Emergent randomness arises from the composite of countless decision points and skill checks. It is not "random" in the way a coin flip is random—it is the aggregate result of deterministic choices made under uncertainty.
If we grant that a comeback win from a 98%/2% disadvantage is "luck," then we must logically extend this:
This reasoning leads to an absurd conclusion: all wins are luck, because all wins involve some probability less than 100%.
To avoid this, one might propose a threshold: "Below X% win chance, it's luck." But this is entirely arbitrary.
The weight factor of luck does not increase just because the likelihood of winning decreases. The contribution of skill, decision-making, and execution remains constant across all probability states. A 2% win still required the same mechanical precision as a 60% win—perhaps even more.
Outcome determined by chance alone. No skill input affects probability.
Unpredictable outcomes from the interaction of many skill-based decisions.
Variance due to unpredictability is not the same as variance due to randomness.
"Elite beach volleyball players overestimate winning chances when trailing, especially after rare comebacks, due to optimism bias, selective recall of comebacks (availability heuristic), and confirmation bias that supports 'we can still win' beliefs"
— Ittlinger et al., 2025
This shows that even professional athletes recognize the possibility of comebacks, which contradicts the idea that trailing positions are purely deterministic.
Even if we grant that non-deterministic behavior could be called "luck," we have no reason to believe this luck factor is the most important contributor to the outcome.
In philosophy of causation, an INUS condition is an Insufficient but Necessary part of an Unnecessary but Sufficient condition. Game outcomes are caused by multiple INUS factors working together.
Why should we privilege "luck" (variance) over these other equally necessary factors?
"High levels of adverse competition-related cognitions (e.g., 'I'm worse than others,' 'my performance is poor') relate to greater cognitive interference and lower subjective performance evaluations, consistent with attentional disruption and performance drops when expecting to lose"
— Michel-Kröhler et al., 2025
This demonstrates that psychological factors are measurable contributors to outcome, not mere "variance."
Consider winning a comeback from a 98%/2% predicted loss state. Rather than calling this "lucky," it could be attributed to:
Refusing to give up, maintaining focus under pressure
Outplaying opponents through superior mechanics
Finding and exploiting weaknesses in the enemy team
Perfect execution of a high-risk play
A comeback from 98%/2% is not simply "lucky"—it is a great feat of resilience, skill, adaptation, and determination. Attributing it solely to luck dismisses genuine achievement.
Predicts B will move right. Aims and fires ability at that spot.
Moves slightly to the right. Gets hit by the ability.
Create this exact scenario 100 times. Player A hits 90 times.
If they can "normally" hit, are the misses bad luck? Or skill variance?
Exact same scenario, but now Player A hits exactly 50 times.
It's a coin flip, right?
But wait—what about Player B's perspective?
"I predicted correctly 50% of the time. The other 50%? Bad luck—they moved unpredictably."
"I evaded successfully 50% of the time. Those were skill-based dodges. The hits? I got unlucky."
Both players are highly skilled. The 50% rate reflects the balance of their skills, not randomness.
This notion of luck is neither consistent nor helpful. The variance of these outcomes is due to unpredictability—the interaction of two skilled decision-makers—not randomness.
We could even argue the game is technically 100% deterministic: every frame, every input, follows causal physics. "Randomness" and "luck" become non-existent under this view.
One might argue they mean "luck" in an emergent or statistical sense—describing a positive and unlikely event.
However, this usage downplays the relevance of important factors of outcome. It dismisses the prediction, the read, the mechanical precision—all real skills that contributed to the result.
We established that MOBA advantages follow a logistic S-curve, not exponential growth. This means snowballing has a hard ceiling.
Monte Carlo simulations revealed high outcome variance even with significant deficits. Individual timelines frequently reverse.
Your base skill (α) never diminishes. It contributes equally to every round, regardless of score differential.
Tilting and giving up actively reduces your effective skill. The prophecy becomes self-fulfilling.
Emergent randomness from skill interactions is not luck. Calling comebacks "lucky" is inconsistent and arbitrary.
Outcomes are multi-causal. Privileging "luck" over skill, resilience, and adaptation is unjustified.
The claim "This game is over at 5 minutes" commits several errors:
"Game is over. FF at 10."
Deterministic, defeatist, causes tilt
"The expected outcome of this game is a loss."
Probabilistic, acknowledges uncertainty
However, even this "accurate" phrasing remains unhelpful due to the circumstances we've discussed:
"The 5-Minute Surrender Fallacy is not merely a statistical error—it is a self-fulfilling prophecy that conflates probability with certainty, variance with luck, and difficulty with impossibility."
The game is not decided at 5 minutes. Your skill matters. Your mental state matters. Your resilience matters. The only truly lost game is the one where you stop trying.
GameSpot (2016). How much do gold leads matter? Analysis of League of Legends Worlds tournament data examining the relationship between gold advantages and win rates across game time. https://www.gamespot.com/articles/how-much-do-gold-leads-matter/1100-6438520/
Beato, M., Latinjak, A., Bertollo, M., & Boullosa, D. (2025). Confirmation Bias in Sport Science: Understanding and Mitigating Its Impact. International Journal of Sports Physiology and Performance, 1-6. https://doi.org/10.1123/ijspp.2024-0381
Dalton, J., Maier, R., & Posavac, E. (1977). A self-fulfilling prophecy in a competitive psychomotor task. Journal of Research in Personality, 11, 487-495. https://doi.org/10.1016/0092-6566(77)90009-5
Gontijo, G., Ishikawa, V., Ichikawa, A., et al. (2023). Influences of mindset and lifestyle on sports performance: a systematic review. International Journal of Nutrology. https://doi.org/10.54448/ijn23227
Hyun, M., Jee, W., Wegner, C., Jordan, J., Du, J., & Oh, T. (2022). Self-Serving Bias in Performance Goal Achievement Appraisals: Evidence From Long-Distance Runners. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.762436
Ittlinger, S., Lang, S., Schubert, A., & Raab, M. (2025). How cognitive biases affect winning probability perception in beach volleyball experts. Scientific Reports, 15. https://doi.org/10.1038/s41598-025-17770-z
Jooste, J., Wolfson, S., & Kruger, A. (2022). Irrational Performance Beliefs and Mental Well-Being Upon Returning to Sport During the COVID-19 Pandemic: A Test of Mediation by Intolerance of Uncertainty. Research Quarterly for Exercise and Sport, 94, 802-811. https://doi.org/10.1080/02701367.2022.2056117
Kaplánová, A. (2024). Psychological readiness of football players for the match and its connection with self-esteem and competitive anxiety. Heliyon, 10. https://doi.org/10.1016/j.heliyon.2024.e27608
Kermer, D., Driver-Linn, E., Wilson, T., & Gilbert, D. (2006). Loss Aversion Is an Affective Forecasting Error. Psychological Science, 17, 649-653. https://doi.org/10.1111/j.1467-9280.2006.01760.x
Mansell, P. (2021). Stress mindset in athletes: Investigating the relationships between beliefs, challenge and threat with psychological wellbeing. Psychology of Sport and Exercise, 57, 102020. https://doi.org/10.1016/j.psychsport.2021.102020
Mansell, P., Sparks, K., Wright, J., et al. (2023). "Mindset: performing under pressure" – a multimodal cognitive-behavioural intervention to enhance the well-being and performance of young athletes. Journal of Applied Sport Psychology, 36, 623-642. https://doi.org/10.1080/10413200.2023.2296900
Michel-Kröhler, A., Wessa, M., & Berti, S. (2025). Adverse competition-related cognitions and it's relation to satisfaction and subjective performance: a validation study in a sample of English-speaking athletes. Scientific Reports, 15. https://doi.org/10.1038/s41598-025-16077-3
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These papers were sourced and synthesized using Consensus, an AI-powered search engine for research.
https://consensus.app
Game outcomes are not deterministic at 5 minutes. The logistic nature of advantage ensures that skill always remains a relevant factor in the late game.
Full Disclosure: The mathematical model, theoretical arguments, and conceptual framework presented in this analysis are the original work of the author. The core ideas, including the logistic advantage model, the analysis of self-fulfilling prophecies in competitive gaming, and the philosophical treatment of causation and luck, were developed independently.
AI tools were used as assistants in the following capacities:
All interpretations, conclusions, and applications of the research to gaming contexts remain the intellectual contribution of the author. AI served as a tool to accelerate implementation and literature review, not as the source of the underlying ideas or arguments.