Welcome to Season 16! Use Coupon SEASON16 for a discount off your next purchase! ↑↑↓↓←→←→BA

League of Legends Player Count in 2026: How Many People Still Play?

Updated February 11, 2026
League of Legends player count and statistics 2026

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.

Monthly Active Players

130M+
Making League of Legends the most played PC game in the world — by a significant margin.

~35-40M Daily Active Players
~12-14M Peak Concurrent
7M+ Worlds 2025 Peak Viewers
200M+ Total Registered Accounts

*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.*

Player Count Over the Years

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.

YearMonthly Active PlayersWhat Happened
2011~15 millionSeason 1 launches, first Worlds at DreamHack
2012~32 millionSeason 2 Worlds draws 8.2M viewers, game explodes
2013~67 millionFaker debuts, massive growth in Asia
2014~67 millionPlateau period, but esports keeps growing
2015~90 millionWorlds fills stadiums, SKT dynasty begins
2016~100 millionRiot officially announces 100M monthly players
2017~100 millionSteady state, but cracks forming
2018~80 millionFortnite draws casual players away
2019~90 millionArcane announced, renewed interest
2020~115 millionCOVID lockdowns boost all gaming
2021~150 millionArcane releases on Netflix, massive spike
2022~180 millionPeak year, massive growth in Asia
2023~150 millionFaker wins 4th Worlds, Hall of Legends
2024~131 millionT1 back-to-back Worlds, Arcane Season 2
2025~120–135 millionT1 three-peat, record Worlds viewership
2026~130 million+Season 16 launches with massive changes

The Arcane effect was real. When Arcane Season 1 dropped on Netflix in November 2021, League saw a measurable spike in new player registrations and returning players. The show introduced millions of people to League's universe who had never touched the game. Arcane Season 2 in 2024 had a similar but smaller effect.

Player Count by Region

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 ~75M ~55-60% of total
SEA
Southeast Asia ~15M ~8% of total
🇪🇺
Europe (EUW + EUNE) ~12M ~6.5% of total
🇰🇷
Korea ~8M ~4.5% of total
LAN
Latin America ~6M ~3% of total
🇧🇷
Brazil ~5M ~3% of total
🇺🇸
North America ~4M ~2% of total
🇦🇺
Oceania ~500K ~0.3% of total

Why NA feels "small": North America's ~4 million players represent only about 2% of the global player base. This is why NA queue times are longer at high elo and why the region has historically struggled at international events — the talent pool is simply smaller. But NA is one of the most commercially valuable regions due to higher average spending per player.

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.

Is League of Legends Dying?

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:

The "dying game" myth explained: Most English-speaking content creators and Reddit users are in NA or EU — regions that represent less than 10% of the total player base. If NA feels slightly less active, it can seem like the game is dying. But globally, League is growing. It's a perspective problem, not a population problem.

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.

Worlds Viewership: The Health Check

The World Championship is the single best indicator of League's health as a competitive title. The numbers speak for themselves:

YearPeak Concurrent ViewersUnique ViewersFinals Winner
20193.98 million100+ millionFunPlus Phoenix
20203.88 million100+ millionDAMWON Gaming
20214.01 million73+ millionEdward Gaming
20225.15 million100+ millionDRX
20236.4 million130+ millionT1 (Faker's 4th)
20246.9 million140+ millionT1 (Faker's 5th)
20257+ 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.

How Does LoL Compare to Other Games?

League of Legends ~130M
Fortnite ~80-100M
CS2 ~35-40M
Valorant ~30-35M
Apex Legends ~15-20M
Dota 2 ~10-12M

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.

What Keeps 130 Million Players Coming Back?

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.

The 172+ champion roster helps too. With over 172 playable champions, the game offers incredible variety. You can play thousands of games and still discover new matchups, synergies, and strategies. No two games of League are exactly the same.

Queue Times and Server Health

One practical way to gauge a game's health is queue times. Here's what players typically experience in 2026:

RankNA Queue TimeEUW Queue TimeKR Queue Time
Iron – Gold1-3 min1-2 min30s-1 min
Platinum – Emerald2-4 min1-3 min1-2 min
Diamond3-6 min2-4 min1-3 min
Master+5-15 min3-8 min2-5 min
Challenger10-30+ min5-15 min3-8 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.

Frequently Asked Questions

How many people play League of Legends in 2026?
Approximately 130 million monthly active players worldwide, making it the most played PC game globally by a significant margin.

Is League of Legends still popular?
Yes. Player counts, esports viewership, and revenue have all remained strong or grown through 2026. Worlds 2025 set new viewership records with T1's historic three-peat.

What region has the most LoL players?
China, by a massive margin. Over half of all League players are in China — roughly 70-80 million. The game is operated by Tencent there and has deep cultural significance.

How many people play League in NA?
North America has approximately 4 million monthly active players. While small compared to China or Europe, NA is one of the most commercially valuable regions due to higher average spending per player.

Is League bigger than Valorant?
Yes. League has roughly 4-5 times more monthly active players than Valorant (~130M vs ~30-35M). Both are Riot games, and Valorant is growing, but League remains the flagship title.

Is League bigger than Dota 2?
By a lot. League has roughly 15-18 times more monthly active players than Dota 2. Dota has a dedicated community and bigger prize pools per tournament, but League dominates in player count and viewership.

When was League of Legends most popular?
The game actually peaked around 2022 at roughly 180 million monthly players. It's settled to around 120-135 million since then — still massive, but the "peak cultural moment" was arguably 2021 when Arcane launched on Netflix and brought League into mainstream pop culture.

Join the 130 Million

Start your ranked journey with a fresh account — level 30, 40,000+ Blue Essence, instant delivery. All major regions available.

---

*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.*

Aussy· 14 min read
Back to Blog

Ready to start playing? Check out our LoL smurf accounts with instant delivery and lifetime warranty. Browse NA accounts or OCE accounts.

6,921 Accounts Sold
🛡️
0 Bans in 30 Days
Daily Drop
Daily Drop!