
How Many Champions Are in League of Legends? (Updated 2026)
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Every year, someone asks: "Is League of Legends dying?" And every year, the numbers say the same thing — no. Not even close.
League of Legends remains one of the most played games on the planet, and the numbers heading into 2026 are as strong as they've ever been. After 16+ years, the game isn't just surviving — it's still growing in most regions.
*Sources: Riot Games official announcements, third-party analytics, and esports viewership data. Riot doesn't always share exact numbers, so some figures are estimates based on available data.*
League's growth trajectory tells the story of a game that refused to die. There was a real dip around 2017-2018 when Fortnite pulled casual players away from basically every other game on the market. But League bounced back hard — driven by the Arcane Netflix series, continued esports growth, and Riot's investment in new content.
| Year | Monthly Active Players | What Happened |
|---|---|---|
| 2011 | ~15 million | Season 1 launches, first Worlds at DreamHack |
| 2012 | ~32 million | Season 2 Worlds draws 8.2M viewers, game explodes |
| 2013 | ~67 million | Faker debuts, massive growth in Asia |
| 2014 | ~67 million | Plateau period, but esports keeps growing |
| 2015 | ~90 million | Worlds fills stadiums, SKT dynasty begins |
| 2016 | ~100 million | Riot officially announces 100M monthly players |
| 2017 | ~100 million | Steady state, but cracks forming |
| 2018 | ~80 million | Fortnite draws casual players away |
| 2019 | ~90 million | Arcane announced, renewed interest |
| 2020 | ~115 million | COVID lockdowns boost all gaming |
| 2021 | ~150 million | Arcane releases on Netflix, massive spike |
| 2022 | ~180 million | Peak year, massive growth in Asia |
| 2023 | ~150 million | Faker wins 4th Worlds, Hall of Legends |
| 2024 | ~131 million | T1 back-to-back Worlds, Arcane Season 2 |
| 2025 | ~120–135 million | T1 three-peat, record Worlds viewership |
| 2026 | ~130 million+ | Season 16 launches with massive changes |
League of Legends is a global game, but the player distribution is heavily weighted toward Asia. China alone accounts for roughly 60% of the entire player base.
China's dominance is staggering. The game is operated by Tencent in China and has deep cultural penetration — League is essentially the national sport of competitive gaming there. PC bangs (internet cafes) in Korea and China are still packed with League players daily.
This question comes up every single year, and the answer has been "no" every single time. But the narrative persists, so let's break down why:
Twitch viewership fluctuates. League's Twitch numbers go up and down based on who's streaming and what events are happening. A slow Tuesday in January doesn't mean the game is dead. Worlds consistently breaks viewership records year after year.
Nostalgia bias is real. Players who started in Season 3-5 remember the game differently. The community was smaller, more tight-knit, and everything felt new. That feeling is gone, but the game itself is bigger than ever. You can't recapture the magic of your first ranked climb, but that doesn't mean the game is worse.
Competition is healthy, not fatal. Valorant, TFT, and other games have taken some of League's casual audience. But League's core ranked playerbase has stayed rock-solid. Most players who "quit" for Valorant or another game end up coming back within a few months.
Revenue tells the real story. Riot doesn't publish exact revenue figures, but industry estimates put League of Legends at $1.5-2 billion in annual revenue. Companies don't invest this heavily in a dying product. The continued development of new champions, events, skins, and the esports ecosystem all point to a game that's very much alive.
The World Championship is the single best indicator of League's health as a competitive title. The numbers speak for themselves:
| Year | Peak Concurrent Viewers | Unique Viewers | Finals Winner |
|---|---|---|---|
| 2019 | 3.98 million | 100+ million | FunPlus Phoenix |
| 2020 | 3.88 million | 100+ million | DAMWON Gaming |
| 2021 | 4.01 million | 73+ million | Edward Gaming |
| 2022 | 5.15 million | 100+ million | DRX |
| 2023 | 6.4 million | 130+ million | T1 (Faker's 4th) |
| 2024 | 6.9 million | 140+ million | T1 (Faker's 5th) |
| 2025 | 7+ million (est.) | 150+ million (est.) | T1 (Faker's 6th, three-peat) |
*Note: Chinese viewership platforms report differently than Western ones, making exact comparisons difficult. These numbers include all platforms globally. Data sourced from Esports Charts.*
The trend is clear: Worlds viewership keeps climbing year over year. Faker's championship runs from 2023-2025 have been a massive driver — the narrative of the GOAT chasing history draws in viewers who don't even play the game.
League dwarfs every other PC game in player count, and nothing else has stayed this relevant for 16+ years. Most competitive games bleed players within 5-7 years.
So why do 130 million people keep coming back?
Constant updates. Riot patches the game every two weeks, keeping the meta fresh. The new three-season structure introduced in 2025 means themed content drops every few months — new map visuals, events, and rewards. There's always something new to experience.
Competitive depth. League has one of the highest skill ceilings in gaming. There's always something to improve, whether it's mechanics, macro, wave management, or champion mastery. The gap between a Gold player and a Diamond player is enormous, and the gap between Diamond and Challenger is even bigger.
Esports ecosystem. The LCK, LPL, LEC, and LCS provide year-round professional competition. Worlds is the biggest annual event in esports. Having a thriving pro scene gives players something to aspire to and content to consume between their own games.
Social bonds. League is fundamentally a team game. Playing with friends (or making enemies in solo queue) creates social connections that keep people logging in. The shared suffering of a 0/10 Yasuo on your team is, weirdly, a bonding experience.
Sunk cost (let's be honest). If you've spent hundreds of hours and dollars on skins and champions, you're not walking away easily. Riot knows this. The skin economy is designed to keep you invested — literally.
The ranked ladder. There's something uniquely addictive about the ranked climb. The dopamine hit of a promotion, the tilt of a loss streak, the "one more game" mentality at 2 AM. Riot's ranked system is one of the best in gaming, and the Season 16 improvements (mirrored autofill, no banning teammate hovers) make it even better.
One practical way to gauge a game's health is queue times. Here's what players typically experience in 2026:
| Rank | NA Queue Time | EUW Queue Time | KR Queue Time |
|---|---|---|---|
| Iron – Gold | 1-3 min | 1-2 min | 30s-1 min |
| Platinum – Emerald | 2-4 min | 1-3 min | 1-2 min |
| Diamond | 3-6 min | 2-4 min | 1-3 min |
| Master+ | 5-15 min | 3-8 min | 2-5 min |
| Challenger | 10-30+ min | 5-15 min | 3-8 min |
Queue times in Korea are consistently the shortest because the server has the highest concentration of active ranked players relative to its size. NA's longer queue times at high elo reflect the smaller player base, not a dying game.
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*Want to know what's changed in the game since you last played? Check out our complete history of every LoL season or dive into the Season 16 changes to see what's new.*
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