is league of legends' player base actually growing?
yes — riot designer august stated growth, and independent analysis estimates around 130 million monthly players in 2025.
Video Summary
Riot designer August says League's player base is growing, not shrinking.
Independent estimates put League at roughly 130 million monthly players in 2025.
Riot rarely publishes player counts; analysts use API data (op.gg), trends, and past confirmations to estimate totals.
Casual modes like ARAM Mayhem boost retention and bring lapsed players back more than they attract many new younger players.
Honor of Kings and mobile MOBAs outperform League in raw monthly reach, especially in China and on mobile platforms.
yes — riot designer august stated growth, and independent analysis estimates around 130 million monthly players in 2025.
analysts combine op.gg and similar api-derived game-activity data, historical confirmations from riot, and trend signals to produce estimates.
aram mayhem and other casual modes improve retention and bring former players back by offering low-stress fun, boosting overall numbers.
western players make up about 25% of the audience; the majority are in china and other eastern markets, which more strongly influence riot's priorities.
honor of kings has a much larger monthly reach (reported ~260 million) and set esports viewership records, highlighting mobile and regional dominance.
"League of Legends is actually growing, which is news that the general player base might not expect."
"Riot likely avoids reporting anything, and they especially don't want to report declining numbers."
"As of 2025, League of Legends was sitting at around 130 million players."
"League has trouble specifically getting new younger players."
"ARAM Mayhem and casual fun game modes lock people in."
"Honor of Kings has recently landed on 260 million per month, double League of Legends."
"Honor of Kings pulled off a world record for live viewers of an esports event with 60,000."
The game Honor of Kings achieved remarkable success by setting a world record for the highest number of live viewers at an esports event, reaching 60,000.
This statistic highlights the immense popularity and reach of esports in the current entertainment landscape.
"China is literally bigger than the rest of the world combined."
The global audience for League of Legends is segmented into major regions, with 55% of players originating from China, emphasizing its dominance in the gaming community.
Other regions contribute to the audience as follows: Europe accounts for about 9%, North America for about 8%, and Korea makes up 15% of the total player base.
This distribution showcases not only the popularity of League of Legends in different parts of the world but also stresses that the Western audience represents only a minority, comprising approximately 25% of the total.
"While it may feel like everyone in the community is complaining about something, the West is still only about 25% of the entire audience."
The significant disparity in audience size means that complaints from the Western community might not influence Riot Games' decisions as much as players might expect.
The majority of players, representing 75% of the audience, may be satisfied with aspects like gacha systems or other monetization strategies.
Gamers should consider their minority status in the global context, recognizing that their issues might not resonate with the larger player base.
"I won't complain because that's what's paying for the MMO."
The design of new projects, particularly those aimed at the MMO genre, is often tailored to appeal to the larger, predominantly Eastern player base.
Players in the West often express dissatisfaction over certain design choices, such as skin pricing or thematic changes, but their voices may not have the weight they believe because of the audience demographics.
This situation suggests a need for Western players to understand their position in the global market and the implications it has on game development and monetization strategies.