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League of Legends
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League of Legends
Game logo reading "League of Legends" in gold text
Logo variant from 2019
DeveloperRiot Games
PublisherRiot Games
DirectorAndrei van Roon[1]
ProducerJeff Jew
Platforms
Release
October 27, 2009
  • Windows
  • October 27, 2009
  • OS X
  • March 1, 2013
GenreMOBA
ModeMultiplayer

League of Legends (LoL), commonly referred to as League, is a multiplayer online battle arena video game developed and published by Riot Games. Inspired by Defense of the Ancients, a custom map for Warcraft III, Riot's founders sought to develop a stand-alone game in the same genre. Since its release in October 2009, League has been free-to-play and is monetized through purchasable character customization. The game is available for Windows and macOS.

In the game's main mode, Summoner's Rift, two teams of five players battle in player-versus-player combat. Each player controls a character, known as a "champion", with unique abilities and styles of play. During a match, champions become more powerful by collecting experience points, earning gold, and purchasing items to defeat the opposing team. Teams defend their base and win by pushing toward the enemy base and destroying a large structure within it, the "Nexus".

League of Legends has received generally favorable reviews, which have highlighted its accessibility, character designs, and production value. The game's long lifespan has resulted in a critical reappraisal, with reviews trending favorably; it is widely considered one of the greatest video games ever made. But rude and abusive in-game player behavior, criticized since the game's early days, persists despite Riot's attempts to fix the problem. In 2019, League regularly peaked at eight million concurrent players, and its popularity has led to tie-ins such as music, comic books, short stories, and the animated series Arcane. Its success has spawned several spin-off video games, including a mobile version, a digital collectible card game, and a turn-based role-playing game, among others. A massively multiplayer online role-playing game based on the property is in development.

League of Legends is the world's largest esport, with an international competitive scene consisting of multiple regional leagues which culminates in an annual League of Legends World Championship. The 2019 event registered over 100 million unique viewers, peaking at a concurrent viewership of 44 million during the finals. Domestic and international events have been broadcast on livestreaming websites such as Twitch, YouTube, Bilibili, and the cable television sports channel ESPN.

Gameplay

[edit]
Screenshot of League of Legends, featuring four champions in the bottom lane of the game's primary map, surrounded by minions.
Four champions in the bottom lane of Summoner's Rift, surrounded by minions. The red health bars indicate that they are opposing players.

League of Legends is a multiplayer online battle arena (MOBA) game in which the player controls a character ("champion") with a set of unique abilities from an isometric perspective.[2][3] During a match, champions gain levels by accruing experience points (XP) through killing enemies.[4] Items can be acquired to increase champions' strength,[5] and are bought with gold, which players accrue passively over time and earn actively by defeating the opposing team's minions,[2] champions, or defensive structures.[4][5] In the main game mode, Summoner's Rift, items are purchased through a shop menu available to players only when their champion is in the team's base.[2] Each match is discrete; levels and items do not transfer from one match to another.[6]

Summoner's Rift

[edit]
The game's main map. It is a square, with the team bases on the top right and bottom right corners. There are three pathways to each base: one diagonally across the center, and the others going up and turning at the top left and bottom right corners.
A simplified representation of Summoner's Rift. The yellow paths are the "lanes" down which minions march; blue and red dots represent turrets. The fountains are the dark areas within each base, and are beside each Nexus. The dotted black line indicates the river.

Summoner's Rift is the flagship game mode of League of Legends and the most prominent in professional-level play.[7][8][9] The mode has a ranked competitive ladder; a matchmaking system determines a player's skill level and generates a starting rank from which they can climb. There are ten tiers; the least skilled are Iron, Bronze, and Silver, and the highest are Master, Grandmaster, and Challenger.[10][a]

Two teams of five players compete to destroy the opposing team's "Nexus", which is guarded by the enemy champions and defensive structures known as "turrets".[13] Each team's Nexus is in its base, where players start the game and reappear after death.[13] Non-player characters known as minions are generated from each team's Nexus and advance toward the enemy base along three lanes guarded by turrets: top, middle, and bottom.[14] Each team's base contains three "inhibitors", one behind the third tower from the center of each lane. Destroying an enemy team's inhibitor causes stronger allied minions to spawn in that lane and allows the attacking team to damage the enemy Nexus and the two turrets guarding it.[15] The regions in between the lanes are known as the "jungle", which is inhabited by "monsters" that, like minions, respawn at regular intervals. Like minions, monsters provide gold and XP when killed.[16] Another, more powerful class of monster resides within the river that separates each team's jungle.[17] These monsters require multiple players to defeat and grant special abilities to their slayers' team. For example, teams can gain a powerful allied unit after killing the Rift Herald, permanent strength boosts by killing dragons, and stronger, more durable minions by killing Baron Nashor.[18]

Summoner's Rift matches can last from 15 minutes to over an hour.[19] The game does not dictate where players may go, but conventions have arisen: typically one player goes in the top lane, one in the middle lane, one in the jungle, and two in the bottom lane.[2][4][20] Players in a lane kill minions to accumulate gold and XP (termed "farming") and try to prevent their opponent from doing the same. A fifth champion, known as a "jungler", farms the jungle monsters and, when powerful enough, assists their teammates in a lane.[21]

Other modes

[edit]

Besides Summoner's Rift, League of Legends has two other permanent game modes. ARAM ("All Random, All Mid") is a five-versus-five mode like Summoner's Rift, but on a map called Howling Abyss with only one long lane, no jungle area, and champions randomly chosen for players.[22][23][24] Given the small size of the map, players must be vigilant in avoiding enemy abilities.[25]

Teamfight Tactics is an auto battler released in June 2019 and made a permanent game mode the next month.[26][27] As with others in its genre, players build a team and battle to be the last one standing. Players do not directly affect combat but position their units on a board for them to fight automatically against opponents each round.[28] Teamfight Tactics is available for iOS and Android and has cross-platform play with the Windows and macOS clients.[29]

Other game modes have been made available temporarily, typically aligning with in-game events.[30][31] Ultra Rapid Fire (URF) mode was available for two weeks as a 2014 April Fools Day prank. In the mode, champion abilities have no resource cost, significantly reduced cooldown timers, increased movement speed, reduced healing, and faster attacks.[32][33] In April 2015, Riot disclosed that it had not brought the mode back because its unbalanced design resulted in player "burnout". Riot also said the costs associated with maintaining and balancing URF were too high.[34] Other temporary modes include One for All and Nexus Blitz. One for All has players pick a champion for all members of their team to play.[35][36] In Nexus Blitz, players participated in a series of mini-games on a compressed map.[37]

Development

[edit]

Pre-release

[edit]
A photograph of Riot Games's headquarters in West Los Angeles
Riot Games's West Los Angeles headquarters

Riot Games's founders Brandon Beck and Marc Merill had an idea for a spiritual successor to Defense of the Ancients, known as DotA. A mod for Warcraft III: Reign of Chaos, DotA required players to buy Warcraft III and install custom software; The Washington Post's Brian Crecente said the mod "lacked a level of polish and was often hard to find and set up".[38] Phillip Kollar of Polygon noted that Blizzard Entertainment supported Warcraft III with an expansion pack, then shifted their focus to other projects while the game still had players. Beck and Merill sought to create a game that would be supported over a significantly longer period.[39]

Beck and Merill held a DotA tournament for students at the University of Southern California, with an ulterior goal of recruitment. There they met Jeff Jew, later a producer on League of Legends. Jew was very familiar with DotA and spent much of the tournament teaching others how to play. Beck and Merill invited him to an interview, and he joined Riot Games as an intern.[38] Beck and Merill recruited two figures involved with DotA: Steve Feak, one of its designers,[38] and Steve Mescon, who ran a support website to assist players.[40][41] Feak said early development was highly iterative, comparing it to designing DotA.[42]

A demonstration of League of Legends built in the Warcraft III game engine was completed in four months and then shown at the 2007 Game Developers Conference.[39] There, Beck and Merill had little success with potential investors. Publishers were confused by the game's free-to-play business model and lack of a single-player mode. The free-to-play model was untested outside of Asian markets,[38] so publishers were primarily interested in a retail release, and the game's capacity for a sequel.[39] In 2008, Riot reached an agreement with holding company Tencent to oversee the game's launch in China.[39]

League of Legends was announced on October 7, 2008, for Microsoft Windows.[43][44] Closed beta-testing began in April 2009.[43][45] Upon the launch of the beta, 17 champions were available.[46] Riot initially aimed to ship the game with 20 champions but doubled the number before the game's full release in North America on October 27, 2009.[47][48] The game's full name was announced as League of Legends: Clash of Fates. Riot planned to use the subtitle to signal when future content was available, but decided it was silly and dropped it before launch.[39]

Post-release

[edit]

League of Legends receives regular updates in the form of patches. Although previous games had utilized patches to ensure no one strategy dominated, League of Legends' patches made keeping pace with the developer's changes a core part of the game. In 2014, Riot standardized its patch cadence to once approximately every two or three weeks.[49] These updates change the effectiveness of strategies within the game, known as the metagame; update content is determined by the developer using a combination of gameplay data and product goals.[50]

The development team includes hundreds of game designers and artists. In 2016, the music team had four full-time composers and a team of producers creating audio for the game and its promotional materials.[51] As of 2025, the game has 171 champions,[52] and Riot Games periodically overhauls the visuals and gameplay of the oldest in the roster.[53] Although only available for Microsoft Windows at launch, a Mac version of the game was made available in 2013.[54]

Since May 2023, the game uses Riot's custom always-online anti-cheat software, Vanguard, on Microsoft Windows devices.[55] Originally developed by Riot for its tactical shooter Valorant (2020), Vanguard requires access to the device's kernel, which some users saw as unnecessarily intrusive.[56] Vanguard does not collect user data or send it to Riot Games.[57] Following the anti-cheat's deployment, some players said Vanguard bricked their devices. The developer said this was caused by other problems, with only 0.03% of players reporting issues.[55]

Revenue model

[edit]

League of Legends uses a free-to-play business model. Revenue is generated by selling cosmetic goods with no impact to gameplay. Several of these cosmetics—for example, "skins" that change the appearance of champions—can be redeemed after purchasing an in-game currency called Riot Points (RP).[58] As virtual goods, they have high profit margins.[51] An Ubisoft analyst estimated in 2014 that 4% of players were paying customers—significantly lower than the industry standard—and suggested that revenue optimization was likely not a priority because of the game's large player base.[59] A 2016 analysis by SuperData estimated the game's monthly revenues at $150 million per month.[60] At the 2024 Summer Game Fest, game director Pu Liu said that revenue is primarily generated by a "single-digit percentage" of players, colloquially known as whales.[61]

Skins have five basic tiers, ranging in cost from $4 to $25.[62] Riot Games added an additional skin tier to League of Legends in 2024, describing them as a luxury good. These skins cannot be purchased outright: instead, players buy attempts to win the skin via a slot machine.[63] Some commentators identified this as a gacha game mechanic,[64][65] used by Riot since 2023 in Teamfight Tactics.[66] Players are guaranteed to acquire the skin after a predefined number of failed attempts.[67] The cost can range from $200 to $430.[68] Responses to early skins in this tier divided players.[69] The first was criticized for being a recolored variant of an existing skin,[70] known as a "chroma".[71] The developer released several more of these,[72] with a YouTube content creator known for showcasing upcoming skins for the company describing the tier as a "scam".[72][73]

One day after revealing a $430 "Hall of Fame" skin to honor the career of professional gamer Faker,[74] Riot announced layoffs at the company, impacting Ben Rosado—the cosmetic's designer—and eliciting further negative responses from players.[68][75] In early 2025, Riot announced a new skin in the tier that had been long requested by players. PC Gamer's Rick Lane described the strategy as "whale chasing" and "psychological manipulation". He said that the skins had been selected to "subtly" entice players into "rolling the dice", at which point the sunk-cost fallacy takes over. Lane described it as the latest in a series of monetization controversies for the developer.[76]

In November 2024, the studio said they would streamline player rewards in an upcoming patch, describing the game's various progression tracks and currencies as "needlessly complex".[77] The announcement caused widespread outrage. A viral Reddit post estimated that free-to-play players must play the game for over 800 hours to unlock a single champion.[78] It was described by GamesRadar+ as the studio's "worst PR disaster in years".[79] In mid-January 2025, game director Andrei van Room said they had "screwed up", explaining that a designer forgot to include the "first win of the day" experience bonus in their calculations, causing unintended consequences.[80] The developer partially reverted some of the changes, including halving the cost of purchasing a champion, and the return of "hextech chests"[81]—a loot box system introduced in 2016. These are purchasable virtual "chests" that provide random cosmetics,[82] a practice that has been criticized as a form of gambling.[83]

Plot

[edit]

Before 2014, players existed in-universe as political leaders, or "Summoners", commanding champions to fight on the Fields of Justice—for example, Summoner's Rift—to avert a catastrophic war.[84] Sociologist Matt Watson said the plot and setting were bereft of the political themes found in other role-playing games, and presented in reductive "good versus evil" terms.[85] In the game's early development, Riot did not hire writers, and designers wrote character biographies only a paragraph long.[39]

In September 2014, Riot Games rebooted the game's fictional setting, removing summoners from the game's lore to avoid "creative stagnation".[84][86] Luke Plunkett wrote for Kotaku that, although the change would upset long-term fans, it was necessary as the game's player base grew in size.[87] Shortly after the reboot, Riot hired Warhammer writer Graham McNeill.[88] Riot's storytellers and artists create flavor text, adding "richness" to the game, but very little of this is seen as a part of normal gameplay. Instead, that work supplies a foundation for the franchise's expansion into other media,[51] such as comic books and spin-off video games.[89][90] The Fields of Justice were replaced by a new fictional setting—a planet called Runeterra. The setting has elements from several genres—from Lovecraftian horror to traditional sword and sorcery fantasy.[91]

Reception

[edit]

League of Legends received generally favorable reviews on its initial release, according to review aggregator website Metacritic.[92] Many publications noted the game's high replay value.[104][105][106] Kotaku reviewer Brian Crecente admired how items altered champion play styles.[106] Quintin Smith of Eurogamer concurred, praising the amount of experimentation offered by champions.[107] Comparing it to Defense of the Ancients, Rick McCormick of GamesRadar+ said that playing League of Legends was "a vote for choice over refinement".[108]

Given the game's origins, other reviewers frequently compared aspects of it to DotA. According to GamesRadar+ and GameSpot, League of Legends would feel familiar to those who had already played DotA.[95][109] The game's inventive character design and lively colors distinguished the game from its competitors.[101] Smith concluded his review by noting that, although there was not "much room for negativity", Riot's goal of refining DotA had not yet been realized.[107]

Although Crecente praised the game's free-to-play model,[106] GameSpy's Ryan Scott was critical of the grind required for non-paying players to unlock key gameplay elements, calling it unacceptable in a competitive game.[110][b] Many outlets said the game was underdeveloped.[105][101] A physical version of the game was available for purchase from retailers; GameSpot's Kevin VanOrd said it was an inadvisable purchase because the value included $10 of store credit for an unavailable store.[105] German site GameStar noted that none of the bonuses in that version were available until the launch period had ended and refused to carry out a full review.[112] IGN's Steve Butts compared the launch to the poor state of CrimeCraft's release earlier in 2009; he indicated that features available during League of Legends's beta were removed for the release, even for those who purchased the retail version.[101] Matches took unnecessarily long to find for players, with long queue times,[106][101][113] and GameRevolution mentioned frustrating bugs.[114]

Some reviewers addressed toxicity in the game's early history. Crecente wrote that the community was "insular" and "whiny" when losing.[106] Butts speculated that League of Legends inherited many of DotA's players, who had developed a reputation for being "notoriously hostile" to newcomers.[101]

Reassessment

[edit]
Fan cosplay of the League of Legends champion Nidalee

Regular updates to the game have resulted in a reappraisal by some outlets; IGN's second reviewer, Leah B. Jackson, explained that the website's original review had become "obsolete".[102] Two publications increased their original scores: GameSpot from 6 to 9,[97][98] and IGN from 8 to 9.2.[101][102] The variety offered by the champion roster was described by Steven Strom of PC Gamer as "fascinating";[103] Jackson pointed to "memorable" characters and abilities.[102] Although the items had originally been praised at release by other outlets such as Kotaku,[106] Jackson's reassessment criticized the lack of item diversity and viability, noting that the items recommended to the player by the in-game shop were essentially required because of their strength.[102]

While reviewers were pleased with the diverse array of play styles offered by champions and their abilities,[102][98][103] Strom thought that the female characters still resembled those in "horny Clash of Clans clones" in 2018.[103] Two years before Strom's review, a champion designer responded to criticism by players that a young, female champion was not conventionally attractive. He argued that limiting female champions to one body type was constraining and said progress had been made in Riot's recent releases.[115]

Comparisons persisted between the game and others in the genre. GameSpot's Tyler Hicks wrote that new players would pick up League of Legends quicker than DotA and that the removal of randomness-based skills made the game more competitive.[98] Jackson called League of Legends's rate of unlock for champions "a model of generosity", but less than DotA's sequel, Dota 2 (2013), produced by Valve, wherein characters are unlocked by default.[102] Strom said the game was fast-paced compared to Dota 2's "yawning" matches, but slower than those of Blizzard Entertainment's "intentionally accessible" MOBA Heroes of the Storm (2015).[103]

Accolades

[edit]

At the first Game Developers Choice Awards in 2010, the game won four major awards: Best Online Technology, Game Design, New Online Game, and Visual Arts.[116] At the 2011 Golden Joystick Awards, it won Best Free-to-Play Game.[117] Music produced for the game won a Shorty Award,[118] and was nominated at the Hollywood Music in Media Awards.[119]

League of Legends has received awards for its contribution to esports. It was nominated for Best Esports Game at The Game Awards in 2017 and 2018,[120][121] then won in 2019, 2020, and 2021.[122][123][124] Specific events organized by Riot for esports tournaments have been recognized by awards ceremonies. Also at The Game Awards, the Riot won Best Esports Event for the 2019, 2020 and 2021 League World Championships.[122][123][124] At the 39th Sports Emmy Awards in 2018, League of Legends won Outstanding Live Graphic Design for the 2017 world championship; as part of the pre-competition proceedings, Riot used augmented reality technology to have a computer-generated dragon fly across the stage.[125][126][127]

Player behavior

[edit]

League of Legends's player base has a longstanding reputation for "toxicity" — rude and abusive in-game behavior,[128][129][130] with a survey by the Anti-Defamation League indicating that 76% of players have experienced in-game harassment.[131] Riot Games has acknowledged the problem and responded that only a small portion of the game's players are consistently toxic. According to Jeffrey Lin, Riot's lead designer of social systems, most bad behavior is committed by players "occasionally acting out".[132] Several major systems have been implemented to tackle the issue. One is basic report functionality; players can report teammates or opponents who violate the game's code of ethics. The in-game chat is also monitored by algorithms that detect several types of abuse.[132] An early system was the "Tribunal"—players who met certain requirements were able to review reports sent to Riot. If enough players determined that the messages were a violation, an automated system would punish them.[133] Lin said that eliminating toxicity was an unrealistic goal, and the focus should be on rewarding good behavior.[134] To that end, Riot reworked the "Honor system" in 2017, allowing players to award teammates virtual medals after games for one of three positive attributes. Acquiring these medals increases a player's "Honor level", rewarding them with free loot boxes over time.[135]

In esports

[edit]
The 2016 League of Legends World Championship finals between SK Telecom T1 and Samsung Galaxy at the Staples Center

League of Legends is one of the world's largest esports, described by The New York Times as its "main attraction".[136] Online viewership and in-person attendance for the game's esports events outperformed those of the National Basketball Association, the World Series, and the Stanley Cup in 2016.[137] For the 2019 and 2020 League of Legends World Championship finals, Riot Games reported 44 and 45 peak million concurrent viewers respectively.[138][139] Harvard Business Review said that League of Legends epitomized the birth of the esports industry.[140]

As of April 2021, Riot Games operates 12 regional leagues internationally,[141][142][143] four of which—China, Europe, Korea, and North America—have franchised systems.[144][145][146][147][148] In 2017, this system comprised 109 teams and 545 players.[149] League games are typically livestreamed on platforms such as Twitch and YouTube.[139] The company sells streaming rights to the game;[51] the North American league playoff is broadcast on cable television by sports network ESPN.[150] In China, the rights to stream international events such as the World Championships and the Mid-Season Invitational were sold to Bilibili in Fall 2020 for a three-year deal reportedly worth US$113 million,[151][152][153] while exclusive streaming rights for the domestic and other regional leagues are owned by Huya Live.[154] The game's highest-paid professional players have commanded salaries of above $1 million—over three times the highest-paid players of Overwatch.[155] The scene has attracted investment from businesspeople otherwise unassociated with esports, such as retired basketball player Rick Fox, who founded his own team.[156] In 2020, his team's slot in the North American league was sold to the Evil Geniuses organization for $33 million.[157]

Spin-offs and other media

[edit]

Games

[edit]

For the 10th anniversary of League of Legends in 2019, Riot Games announced several games at various stages of production that were directly related to the League of Legends intellectual property (IP).[158][159] A stand-alone version of Teamfight Tactics was announced for mobile operating systems iOS and Android at the event and released in March 2020. The game has cross-platform play with the Windows and macOS clients.[29] Legends of Runeterra, a free-to-play digital collectible card game, launched in April 2020 for Microsoft Windows; the game features characters from League of Legends.[160][161][162] League of Legends: Wild Rift is a version of the game for mobile operating systems Android and iOS.[163] Instead of porting the game from League of Legends, Wild Rift's character models and environments were entirely rebuilt.[164] A single-player, turn-based role-playing game, Ruined King: A League of Legends Story, was released in 2021 for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, and Windows.[90] It was the first title released under Riot Games's publishing arm, Riot Forge, wherein non-Riot studios develop games using League of Legends characters.[165] In December 2020, Greg Street, vice-president of IP and Entertainment at Riot Games, announced that a massively multiplayer online role-playing game based on the game is in development.[166] Song of Nunu: A League of Legends Story, a third-person adventure game revolving around the champion Nunu's search for his mother, with the help of the yeti Willump, was announced for a planned release in 2022. It is being developed by Tequila Works, the creators of Rime.[167] It was released on Windows and the Nintendo Switch on November 1, 2023.[168]

Music

[edit]

Riot Games's first venture into music was in 2014 with the virtual heavy metal band Pentakill, promoting a skin line of the same name.[169][170] Initially, Pentakill consisted of six champions: Kayle, Karthus, Mordekaiser, Olaf, Sona, and Yorick. In 2021, Viego was introduced to the group. Their music was primarily made by Riot Games's in-house music team but featured cameos by Mötley Crüe drummer Tommy Lee and Danny Lohner, a former member of industrial rock band Nine Inch Nails. Their second album, Grasp of the Undying, reached number one on the iTunes metal charts in 2017.[170]

Pentakill was followed by K/DA, a virtual K-pop girl group composed of four champions, Ahri, Akali, Evelynn, and Kai'sa. As with Pentakill, K/DA is promotional material for a skin line by the same name.[171] The group's debut single, "Pop/Stars", which premiered at the 2018 League of Legends World Championship, garnered over 400 million views on YouTube and sparked widespread interest from people unfamiliar with League of Legends.[172] After a two-year hiatus, in August 2020, Riot Games released "The Baddest", the pre-release single for All Out, the five-track debut EP from K/DA which followed in November that year.[173]

In 2019, Riot created a virtual hip hop group called True Damage,[174] featuring the champions Akali, Yasuo, Qiyana, Senna, and Ekko.[175] The vocalists—Keke Palmer, Thutmose, Becky G, Duckwrth, and Soyeon—performed a live version of the group's debut song, "Giants", during the opening ceremony of the 2019 League of Legends World Championship, alongside holographic versions of their characters.[175] The in-game cosmetics promoted by the music video featured a collaboration with fashion house Louis Vuitton.[176]

In 2023, Riot formed Heartsteel, a virtual boy band, comprising the champions Aphelios, Ezreal, Kayn, K'Sante, Sett, and Yone. The vocalists are Baekhyun from the K-pop groups Exo and SuperM, Cal Scruby, ØZI, and Tobi Lou. Heartsteel's debut single "Paranoia" was released in October of that year.[177]

Comics

[edit]

Riot announced a collaboration with Marvel Comics in 2018.[89] Riot had previously experimented with releasing comics through its website.[178][179] Shannon Liao of The Verge noted that the comic books were "a rare opportunity for Riot to showcase its years of lore that has often appeared as an afterthought".[89] The first comic was League of Legends: Ashe—Warmother, which debuted in 2018, followed by League of Legends: Lux that same year.[180] A print version of the latter was released in 2019.[181]

Arcane

[edit]

While celebrating League of Legends's tenth anniversary, Riot announced an animated television series, Arcane.[182] It was the company's first production for television,[183] and a collaboration between Riot Games and animation studio Fortiche Production.[183] The series is set in the technologically advanced city of Piltover and its oppressed, underground sister city of Zaun.[183][184] Arcane explores adult themes and is not intended for children.[182] It features multiple playable characters from League of Legends. Hailee Steinfeld stars as Vi, Ella Purnell as Jinx, Kevin Alejandro as Jayce, and Katie Leung as Caitlyn.[185]

After a delay caused by the COVID-19 pandemic, the series premiered in November 2021 on Netflix internationally and through Tencent Video in China.[183] The first season received critical acclaim, winning four Emmy Awards and nine Annie Awards.[186] After the success of the first season, Riot hired former executives from Netflix, HBO Max, and Paramount Television Studios to expand its entertainment division,[187] and CEO Nicolo Laurent pledged to create an "entertainment company for the 21st century".[188] Ahead of the premiere of the second and final season, Variety reported that production and marketing costs for Arcane's 18 episodes exceeded $250 million, making it the most expensive animated series ever made.[186]

Bloomberg News reported that Riot paid Netflix around $3 million for each episode aired and that the studio failed to convert the series' success into in-game revenue. Riot had no plan to recoup the show's costs but said the second season was "on track to break even".[189] The second season premiered in November 2024 to similar acclaim, winning seven Annie Awards in all nominated categories.[190] GKIDS produced home media releases of the first season in 2024, including a collector's edition DVD, a 4K UHD steelbook, and Blu-ray variants. As of 2025, home media releases for the second season are forthcoming.[191]

Notes

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References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
League of Legends (LoL) is a free-to-play multiplayer online battle arena (MOBA) video game developed and published by Riot Games. In the game, two teams of five players each control customizable champions with unique abilities and compete to destroy the opposing team's Nexus, the core structure of their base, while defending their own. Riot Games was founded in 2006 specifically to create League of Legends, inspired by the Defense of the Ancients mod for Warcraft III, and the game entered open beta in April 2009 before its full release on October 27, 2009, for Microsoft Windows. Since launch, Riot has expanded the game with regular seasonal updates, introducing new champions—172 in total as of November 2025—and features like the world of Runeterra, which serves as the shared universe for related media. Gameplay occurs on a map called Summoner's Rift, divided into three lanes separated by jungle areas containing neutral monsters—including elemental drakes that grant stacking buffs based on their type (e.g., movement speed, damage amplification, health regeneration, or objective control bonuses)—and other objectives providing resources. Players earn experience and gold to level up their champion, purchase items for enhanced stats, and use abilities in strategic team fights, with matches typically lasting 20 to 50 minutes. Additional game modes, such as Arena (a 2v2v2v2 format) and Teamfight Tactics (an auto-battler), offer varied experiences beyond the core 5v5 mode. As of 2025, League of Legends maintains approximately 130 million monthly active players, making it one of the most popular video games globally. The game has a thriving esports scene, with professional players competing in five major regional leagues worldwide, culminating in the annual World Championship that attracts millions of viewers and a prize pool of $5 million. Beyond gaming, the franchise has inspired spin-offs like League of Legends: Wild Rift for mobile, the animated series Arcane, and other titles within the Runeterra universe.

Gameplay

Core mechanics

League of Legends is a multiplayer online battle arena (MOBA) game in which two teams of five players control champions that battle to destroy the enemy team's Nexus, the core structure at the heart of the base. The primary map, Summoner's Rift, features three main lanes—top, mid, and bot—separated by the jungle area containing neutral monsters and objectives. Players typically adopt one of five roles that define team composition: the top laner focuses on durable fighters who hold the lane independently; the jungler roams the jungle to farm monsters, gank lanes, and secure objectives; In Patch 26.3 (February 2026), OP.GG provides stats-based champion rankings (by win rate, pick rate, and ban rate) rather than a subjective tier list. For Ranked Solo/Duo (all ranks, excluding China, over 15 million games), top jungle champions by win rate include Briar (53.12%, pick 6.08%, ban 9.52%), Rammus (53.11%, pick 2.42%, ban 5.11%), Amumu (52.9%, pick 4.23%, ban 2.9%), and Dr. Mundo (52.32%, pick 3.71%, ban 11.38%). Viego is the most picked (15.94%, win 49.71%, ban 16.29%). Data collected shortly after patch launch on February 4, 2026. the mid laner plays burst-damage dealers like mages or assassins in the central lane; the ADC (attack damage carry) is a ranged damage dealer in the bot lane who scales into late-game power. In Patch 26.3 (as of February 2026), the ADC meta favors champions such as Jinx (the top pick) and Miss Fortune, with builds generally prioritizing critical strike chance, attack speed, and sustain items. A strong build for Jinx includes Yun Tal Wildarrows (first item), Berserker's Greaves, Infinity Edge, Runaan's Hurricane, and Lord Dominik's Regards. and the support assists the ADC by providing utility, healing, or crowd control without focusing on personal farming. This role-based structure encourages balanced team compositions, with players coordinating to cover lanes and rotate for map control. The champion system forms the foundation of gameplay, with over 170 unique champions available, each possessing a distinct kit of abilities tailored to specific playstyles. A typical champion has a passive ability that always applies, three basic abilities mapped to Q, W, and E keys for offensive or defensive actions, and an ultimate ability on the R key that unlocks at level 6 and provides a powerful effect. Abilities consume resources such as mana (a regenerating pool for most spellcasters), energy (a faster-recharging bar for sustained fighters), or alternatives like fury, heat, or courage, while some champions are resource-free and limited only by cooldowns. In addition to champion abilities, all players select two summoner spells before the match—universal abilities like Flash for short-range teleportation or Heal to restore health—that provide strategic options independent of the champion chosen. Players enhance their champions through the item and rune systems, which allow customization for stats, synergies, and strategies. Gold, earned from last-hitting minions, killing enemies, or defeating jungle monsters, is spent in the shop on up to six items (plus a trinket) that grant attributes like attack damage, ability power, health, or armor, along with unique passives and actives that amplify abilities or provide utility, such as lifesteal or movement speed boosts. Before the game starts, players configure a rune page with one keystone rune from paths like Precision (for sustained damage) or Domination (for burst and takedowns), supplemented by secondary runes for additional stats or effects, enabling adaptations to matchups or team needs without altering core item builds. Central to victory are objective mechanics that reward strategic focus beyond individual combat. To reach the Nexus, teams must destroy outer, inner, and base towers along each lane, followed by inhibitors that, when destroyed, spawn super minions to accelerate pushing; the Nexus itself is the final target, defended by additional structures. Jungle objectives include elemental dragons, which grant stacking team buffs like increased damage or objective damage upon slaying multiple, culminating in an Elder Dragon for a game-altering execute; Atakhan, an epic monster that spawns at 16 minutes and can be summoned to damage enemy structures; Baron Nashor provides a powerful aura buff enhancing minion damage and champion stats to facilitate base assaults. Vision control is essential, achieved by placing wards—consumable items that reveal fog-of-war areas—to spot enemies, deny ambushes, or locate objectives, with deeper wards offering longer-range sight. Matches follow a structured progression, typically lasting 15 to 40 minutes, where champions begin at level 1 and gain experience points from killing minions, jungle monsters, or opponents to reach a maximum of level 18, unlocking abilities and scaling stats along the way. Minion waves spawn every 30 seconds from each base, advancing along lanes to clash and provide gold and experience when last-hit; players push these waves toward enemy towers to damage structures, with towers prioritizing minions over champions for defense. This wave-based economy drives lane pressure and rotations, setting the pace from early-game farming to mid-game skirmishes and late-game teamfights. The matchmaking system in League of Legends prioritizes creating fair matches by balancing player skill through a hidden Matchmaking Rating (MMR), while considering factors such as position preferences and queue times to ensure quick and suitable pairings. A fair match is defined as one where each team has approximately a 50% chance of winning, achieved by matching teams with similar average MMR. Player ranks are determined by their tier and division, with progress tracked via League Points (LP). LP gains and losses after each match are influenced by the difference between a player's MMR and that of their opponents, rewarding wins against higher-MMR teams with more LP and penalizing losses to lower-MMR teams with greater deductions. In Patch 26.1 (January 2026), Riot Games relaxed duo queue restrictions in Master and above for Solo/Duo queue in most regions (excluding Korea and China), allowing Diamond 1 players to duo with Master, Grandmaster, or Challenger players up to Challenger, with matchmaking adjusted for premade parties based on MMR. Riot will monitor the impact on match quality and potential abuse.

Summoner's Rift

Summoner's Rift is the primary multiplayer online battle arena (MOBA) map in League of Legends, designed for standard 5v5 matches where two teams compete to destroy the opposing team's Nexus. The map features a symmetrical layout divided into three lanes—top, mid, and bottom—separated by a central river and flanked by jungle areas containing neutral monster camps. Each team's base is located at opposite corners of the map, with the blue team's base in the southwest and the red team's in the northeast, including spawn points near the Nexus for champions to recall and purchase items. Inhibitors, positioned behind the third turret in each lane, prevent enemy super minions from spawning when destroyed, while the Nexus serves as the ultimate objective, protected by two final turrets. The jungle areas on either side of the river host neutral monster camps that provide experience and gold, crucial for jungler champions to scale in power. Examples include the Gromp, a large toad-like monster that grants a damaging poison buff to enemies when smited, located near the top and bottom lanes, and the Krugs, a cluster of small rock creatures led by an Ancient Krug that offers stun effects on jungle monsters or bonus turret damage when enhanced. These camps, along with others like Murk Wolves and Raptors, encourage pathing decisions for efficient farming and vision control. Terrain features such as bushes—dense foliage patches scattered throughout the jungle and river—allow for ambushes by concealing champions from enemy sight, influencing ganking routes where junglers approach lanes unexpectedly via the river or side paths. Objective spawns add layers of strategic timing to matches on Summoner's Rift. Elemental drakes emerge from the pit in the lower river starting at 5 minutes, with a 5-minute respawn timer. These drakes spawn randomly as one of six types: Cloud (wind/air-themed, granting bonus movement speed out of combat), Infernal (fire-themed, providing increased attack damage and ability power), Ocean (water-themed, offering health and mana regeneration), Mountain (earth-themed, granting bonus true damage to turrets and epic monsters), Hextech (technology-themed, enhancing ability haste and attack speed), or Chemtech (chemistry-themed, providing crowd control resistance and amplified healing/shielding). Slaying them grants stacking buffs to the team (with effects scaling based on the number of drakes of the same type slain), culminating in a permanent Dragon Soul after four elemental drakes are slain, empowering the team based on the dominant element. After the third drake, the map transforms into an Elemental Rift with terrain alterations reflecting the prevailing element. Atakhan spawns at 16 minutes in the upper river's Baron pit, providing a summonable entity that deals significant true damage to structures upon activation, aiding early tower pushes before despawning at 24:45 to make way for Baron Nashor at 25 minutes. Slaying Baron Nashor grants the Hand of Baron buff for 180 seconds, boosting nearby minions' damage and enabling faster recalls, which facilitates large-scale pushes toward the enemy base. Lane-specific strategies revolve around wave management, where players control minion positions to farm safely or deny enemy gold, often pushing waves to pressure turrets or freezing them near towers for protection. The top lane, longer and more isolated, favors 1v1 duels and split-pushing, while the mid lane's central position enables quick rotations to side objectives like dragons. The bottom lane, played as a duo, emphasizes team synergy for early dragon control. Ganking routes typically involve junglers traversing the river bushes or jungle entrances to collapse on laners, with post-objective rotations—such as grouping for Baron after securing Atakhan—dictating mid-to-late game momentum. Environmental interactions, like the Elemental Rift transformation after the third dragon (e.g., Infernal Rift burning walls for new paths or Ocean Rift adding healing puddles), further alter the map's dynamics to reward adaptive play.

Alternative modes

Alternative modes in League of Legends provide variations on the core multiplayer online battle arena (MOBA) gameplay, offering casual and experimental experiences distinct from the standard Summoner's Rift matches. These modes emphasize fun, accessibility, and novelty to cater to diverse player preferences, often featuring altered rules, maps, or objectives that encourage constant engagement and team coordination. They serve as a counterpoint to competitive play, promoting shorter sessions and creative strategies. Arena is a permanent 2v2v2v2v2v2v2v2 (16 players in 8 duos) game mode where pairs of players compete in a tournament bracket across multiple rounds on rotating maps called Rings. Players select champions, choose augments to enhance abilities, and battle to be the last duo standing, with features like power-ups, environmental hazards, and a shop for items between rounds. Returned in patch 25.13 (June 2025) with updates including the Grand Reckoning theme, it offers fast-paced, duo-focused action lasting about 15-20 minutes per match. ARAM, short for All Random All Mid, originated as a popular community-created custom game mode on Summoner's Rift and was officially released as a permanent 5v5 mode on April 30, 2013, in Patch 3.6, played on the single-lane map Howling Abyss, where players receive randomly assigned champions from a pool of 65 eligible ones plus the free-to-play rotation. Champion selection allows trading with teammates or rerolling options, fostering quick adaptation without dedicated roles like junglers. Gameplay revolves around relentless team fights in the central lane, emphasizing adaptation to random champions and constant team engagements, supported by features such as hexgates for flanking, power flowers for cooldown reductions and shields, and cannons for repositioning, with no option to return to base; instead, health and mana regeneration and shopping are only possible upon respawning near the base after dying. Gold is earned primarily from minion waves and kills, enabling item purchases from a full shop, though support elixirs—temporary stat boosts—are particularly vital for non-carry champions. Recent updates, including the ARAM: Mayhem variant introduced in Patch 25.21, add augments at levels 7, 11, and 15 to amplify abilities, such as enhanced mobility or tankiness, while preserving the mode's chaotic, fight-focused identity. While primarily casual, ARAM features community-driven competitive tournaments, such as the LoL Pro ARAM Tournament. Teamfight Tactics (TFT) stands apart as a permanent auto-battler mode integrated into League of Legends, featuring eight players in a round-based free-for-all competition. Unlike the real-time control of main gameplay, TFT involves drafting champions from a shared pool, equipping them with items, and positioning them on a hexagonal board for automated battles, with success hinging on synergies from champion traits and economic management of gold for unit purchases and upgrades. Sets rotate seasonally, introducing new themes, traits, and balance changes to maintain strategic depth, making it a standalone experience that draws from the League universe but operates independently of MOBA elements. Rotating modes offer periodic alternatives through the Rotating Game Mode queue, introducing unique twists for variety. One For All requires all five players on a team to select the same champion, determined by a majority vote or random draw, leading to mirrored team compositions on Summoner's Rift and emphasizing coordinated synergies or counters in 5v5 matches. Ultimate Spellbook modifies champion abilities by replacing the secondary summoner spell with a random ultimate from another champion, enabling hybrid builds and creative plays in blind-pick games on Summoner's Rift, with updates adding around 20 new ultimates per rotation. Nexus Blitz, a historical experimental mode, featured fast-paced 5v5 action on a compact map with dynamic events like Bardle Royale or Dark Stars, but has been paused since 2023 with plans for revival incorporating modern features for shorter, objective-driven games. Event-specific modes tie into seasonal themes, enhancing immersion through limited-time PvE or altered PvP experiences. The Star Guardian Invasion, launched in 2017, was a cooperative 5-player mode where teams of Star Guardian champions defended against waves of alien invaders across multiple maps, progressing through seven encounters culminating in a boss fight, with perks like revives and ability upgrades promoting heroic narratives. These modes rotate in the client via dedicated queues, with staples like ARAM, TFT, and Arena always available, while others like One For All and Ultimate Spellbook cycle seasonally—often pausing for new developments, as seen in 2023 when rotations halted for a 2v2v2v2v2v2v2v2 prototype (now Arena)—before resuming later in the year. They play a key role in player retention by delivering high-engagement variety, with popular rotations like Ultra Rapid Fire outperforming others in sustained playtime, countering burnout from core modes and encouraging community participation during events.

Development

Pre-release

Riot Games was founded in September 2006 by Brandon Beck and Marc Merrill, two University of Southern California graduates passionate about online gaming, with the explicit goal of creating a standalone multiplayer online battle arena (MOBA) game inspired by the popularity of the Defense of the Ancients (DotA) mod for Warcraft III. The founders recognized DotA's massive player base in custom game lobbies but saw limitations in its mod status, such as lack of dedicated servers and monetization potential, prompting them to develop League of Legends as a full-fledged title from the ground up. Development began immediately after the company's inception, with an early prototype demonstrated at the 2007 Game Developers Conference using the Warcraft III engine to showcase the core MOBA mechanics. This proof-of-concept evolved into a custom proprietary engine built in C++ to support persistent online play and scalability. Key early decisions included committing to a free-to-play model with cosmetic and convenience microtransactions, ensuring accessibility while funding ongoing development, and embedding e-sports viability into the design through spectator-friendly features like replay systems and balanced champion kits from the outset. Closed alpha testing commenced in 2007 for internal and select external testers, focusing on core gameplay loops and map design, before transitioning to a broader closed beta in April 2009. The beta phase, running from April 11 to October 20, 2009, invited community members via keys distributed through forums and events, amassing significant feedback that drove iterative changes. Players highlighted issues with pacing and accessibility, leading to balance adjustments for the initial roster and the implementation of the summoner level progression system, which gated advanced features like ranked play to ease newcomers into the game. An open beta followed from October 21 to 27, 2009, further refining the experience based on public input. By launch on October 27, 2009, League of Legends featured 40 champions, doubling the originally planned roster to provide diverse playstyles and encourage strategic depth during early competitive experimentation. Embryonic lore elements tied champions to a shared universe of summoners and Runeterra, setting the foundation for narrative expansion without overshadowing mechanical focus in pre-release builds.

Post-release updates

Since its launch in 2009, League of Legends has undergone regular post-release updates through a bi-weekly patch schedule, focusing on balance adjustments, feature additions, and quality-of-life improvements to maintain gameplay freshness and address player feedback. These patches, managed by Riot Games, typically include champion tweaks, item changes, bug fixes, and occasional major system overhauls, with preseason and midseason updates introducing broader shifts. By 2025, over 400 patches had been released, reflecting Riot's commitment to iterative development. As of February 14, 2026, the current patch is Patch 26.3 (also referred to as V26.03), which went live on February 4, 2026, with hotfixes as recent as February 5, 2026. The next patch, 26.4, is scheduled for February 19, 2026. A key early milestone was the 2014 visual overhaul of Summoner's Rift, the game's primary map, which updated textures, lighting, and environmental details to enhance immersion without altering core mechanics. This update, rolled out across multiple patches in Season 4, improved pathing visibility and spectacle during objectives like Dragon fights. In 2016, Riot introduced dynamic queue in Season 6, allowing flexible team sizes (up to five players) in ranked matchmaking while preserving solo queue integrity, aiming to foster group play without diluting individual skill assessment. The same year saw the launch of Hextech Crafting, a loot and mastery-based system enabling players to earn capsules and keys for cosmetic rewards, which integrated progression rewards into the client. The 2020s brought significant client revamps, starting with a 2020 overhaul that streamlined the user interface, reduced load times, and added features like a searchable store and improved social tools, addressing long-standing performance complaints. Subsequent updates in 2023 and 2024 further optimized the client for cross-platform play and event integration. On the balance front, Riot's philosophy emphasizes proactive adjustments, with numerous champion reworks—ranging from visual updates to full gameplay overhauls—to modernize outdated kits and ensure diversity in the growing roster of 171 champions. A prominent example is the 2021 item system rework in Preseason 11, which introduced Mythic items as build cornerstones, providing unique passive effects and limiting players to one per game to streamline decision-making and counterplay. System evolutions have included the 2019 introduction of Prestige Points, a seasonal currency earned through Honor and events, redeemable for limited-edition skins like Prestige editions, enhancing reward accessibility beyond direct purchases. ARAM, the all-random mode, received iterative updates, such as the 2022 Champion Card reroll system for better team composition and the 2025 ARAM Mayhem variant, which added augment-style power spikes for chaotic, shorter matches. These changes prioritize fun and replayability in non-competitive play. In 2025, new champions like Mel were added, contributing to the roster reaching 171. In 2025, Riot shifted to a new annual cycle structured around three themed seasons—Welcome to Noxus (exploring imperial conquest mechanics), Spirit Blossom Beyond (focusing on Ionian lore and floral aesthetics), and Ultra Rapid Fire (emphasizing fast-paced, ability-hastened combat)—each integrated with a Battle Pass system for tiered rewards like skins and emotes. This format, announced in late 2024, replaced the traditional single-season model to align updates with narrative arcs and player retention. Patch 25.20 specifically prepared for the 2025 World Championship by balancing professional meta picks, such as nerfing dominant junglers, while Patch 25.22 introduced event skins like Mecha Herald Viktor ahead of the tournament in Chengdu. In early 2026, Riot Games announced anime-inspired Aegis Frame skins for Galio (Legendary) and Ornn, alongside Battle Academia skins for Briar and Samira (including the Battle Professor variant for Samira). These skins are scheduled to launch in patch 26.2. Community posts have shared splash arts, previews, and background sightings of other champions such as Kayn and Ezreal. Previews for these skins, including Legendary Aegis Frame Galio and Battle Academia Briar, have gone live on YouTube and the Public Beta Environment (PBE). Patch 26.1 introduced a lobby termination feature during champion select, using detection systems triggered by player reports to identify and penalize individuals holding lobbies hostage through intentional griefing or threats to ruin the game, allowing unaffected players to re-enter matchmaking. Ahead of Season 1 2026, Riot announced updates to the ranked system, including changes to how Flex and Solo/Duo MMR are determined, improvements to matchmaking to reduce autofill issues and skill mismatches, reduced queue times and champion select animations by approximately 30 seconds, and a new climb indicator in the loading screen showing if a player's MMR exceeds their visible rank. These modifications address key player pain points in ranked play.

Client Patching and Troubleshooting

Players frequently encounter issues where the League of Legends client becomes stuck during the patching process on screens displaying "checking for updates," "scanning files," or "calculating size." These problems are recurring across various patches and versions, with no unique issues or fixes documented specifically for 2026 or any particular patch cycle. They are typically resolved through basic troubleshooting steps, which include running the client as administrator, temporarily disabling antivirus/firewall software, flushing the DNS cache, using the in-client repair tool or the Hextech Repair Tool, deleting temporary files/cache, reinstalling the client, or manually installing .NET Framework 3.5. League of Legends relies on .NET Framework 3.5 as a software dependency for client functionality, particularly to resolve patching issues and game crashes. Riot Games recommends manual installation of .NET Framework 3.5 when such problems occur, even if higher versions are present. This requirement is not listed in the official minimum and recommended system requirements (known in Vietnamese as "yêu cầu hệ thống"), which have remained consistent in recent years including 2024 and 2025 according to the January 2026 update. For Windows, the minimum specifications include CPU Intel Core i3-530 or AMD A6-3650 (ARM not supported), GPU GeForce 400 Series or equivalent AMD HD series (such as HD 6570) or Intel HD 4600, RAM 2 GB, storage 16 GB free space, OS Windows 10 (build 19041+) or Windows 11 (with TPM 2.0 enabled), and DirectX 11 compatible hardware. Recommended specifications include CPU Intel Core i5-8250 or AMD Ryzen 3 1200, GPU NVIDIA GeForce 560 or AMD Radeon HD 6950 or Intel UHD 630, RAM 4 GB, and storage 16 GB SSD. macOS has separate requirements, with minimum CPU Intel Core i5-750 or Apple M1, RAM 2 GB, storage 12 GB, macOS 10.15, and Metal support; recommended includes CPU Intel Core i5-3300 or Apple M1, RAM 4 GB, macOS 11, and better GPU options. For full details, including any additional notes, refer to the official support page.

Lore and universe

Runeterra serves as the central setting for the League of Legends universe, a vast world marked by diverse regions, ancient magics, and ongoing conflicts that shape its history and inhabitants. The planet, often called the "magic earth," encompasses continents like Valoran and Shurima, where powerful World Runes once fueled cataclysmic wars. The Rune Wars, a series of devastating conflicts driven by the pursuit of these artifacts' immense power, ravaged the land, leading to the formation of nations built on the ruins to prevent future devastation. Regions such as Demacia, a fortified kingdom emphasizing justice, honor, and anti-magic petricite architecture founded as a refuge post-Rune Wars, stand in contrast to Noxus, an expansionist empire valuing meritocracy and strength above all, regardless of origin. Ionia, an archipelago bridging the material and spirit realms, promotes balance and spiritual harmony but grapples with internal divisions following Noxian invasion. Meanwhile, the twin cities of Piltover and Zaun represent progress and decay: Piltover thrives on hextech innovation and trade as a cultural hub, while Zaun endures industrial grit and chemtech experimentation beneath it. Champion lore weaves interconnected narratives across these regions, with characters' backstories reflecting factional tensions and personal struggles. Many champions align with specific regions, embodying their ideals or challenging them—such as Xin Zhao, Demacia's loyal lion-hearted warrior upholding the kingdom's code of honor. A prominent example is the rivalry between sisters Jinx and Vi: Jinx, a chaotic Zaunite criminal driven by anarchic impulses and explosive gadgets, targets Piltover in fits of destruction rooted in her traumatic past, while Vi, a Piltover enforcer wielding massive gauntlets, enforces order as a former Zaun street survivor seeking justice and reconciliation with her sibling. Their fractured bond highlights the divide between Zaun's underclass rebellion and Piltover's structured authority, influencing broader conflicts like chem-barons' schemes and enforcer crackdowns. The lore expands through official narrative media, beginning with the launch of the Universe website in 2017, which centralized bios, art, and stories to create a cohesive canon independent of gameplay. This platform hosts numerous short stories delving into champion psyches and regional events, such as tales of Ionian resistance or Demacian intrigue, fostering deeper world-building. Cinematics like the 2017 Worlds trailer "Legends Never Die" further illustrate epic confrontations, blending champion visuals with thematic narratives of perseverance and rivalry to evoke Runeterra's stakes. In 2025, lore integration advanced via seasonal events, notably "Welcome to Noxus," the first thematic season starting January 9, which immerses players in Noxian culture, power struggles, and historical expansions through themed content and a dedicated cinematic. This event deepens regional lore by exploring Noxus' merit-based society, noble intrigues, and imperial ambitions, connecting to ongoing narratives like potential border conflicts with Ionia or Demacia. The "Story So Far: 2025" recap ties these updates to prior events, culminating in a cinematic finale that reinforces Runeterra's evolving conflicts. Building on this, the 2026 Season 1 thematic event focused on Demacia, with the release of the 'Salvation' cinematic on January 7, 2026, showcasing champions including Garen, Sona, Shyvana, Quinn, and Cithria in a narrative of rising against darkness.

Business model

Monetization strategies

League of Legends operates on a free-to-play model, where the core game, including all champions, game modes, and essential items, is accessible without any upfront cost or purchase requirement. Players can download and play the full experience indefinitely, with monetization focused exclusively on optional cosmetic and convenience items that do not affect gameplay balance. The game's economy revolves around two primary currencies: Blue Essence (BE), which is earned solely through gameplay activities such as leveling up, first wins of the day, disenchanting loot shards, and event progression, and Riot Points (RP), a premium currency purchased with real money or occasionally gifted. Real-money prices and exact RP amounts for bundles can vary slightly by region or payment method (e.g., due to taxes, currency conversion); players should check the in-game store or official Riot support for their specific server. BE is used to unlock champions and upgrade certain free cosmetics, ensuring all functional content remains earnable without spending. RP, on the other hand, funds the majority of cosmetic purchases, battle pass upgrades, and services like experience boosts. Specialized currencies include Orange Essence for upgrading skin shards into permanent cosmetics, Mythic Essence for rare items in the Mythic Shop, and Ancient Sparks for exalted skin variants, all of which can be obtained via free loot systems or purchased indirectly through RP-enabled packs. Event passes, such as those tied to seasonal themes like Trials of Twilight, feature free reward tracks alongside paid upgrades (typically 1650 RP) that accelerate progression and unlock exclusive cosmetics. Cosmetics form the bulk of purchasable content, categorized into tiers that determine visual and audio enhancements without impacting competitive play. Basic skins offer minor model and texture changes, while higher tiers like Epic (520 RP), Legendary (1820 RP), and Ultimate (3250 RP) include new animations, voice lines, and particle effects. Prestige skins, available in limited-time lines, feature gold-trimmed designs and are acquired through event pass milestones or the Mythic Shop using Mythic Essence. Ultimate skins provide immersive experiences with unique models, sounds, and even borderless loading screens, emphasizing personalization. Additional cosmetics include chromas (color variants, 290 RP or loot-earned), wards, emotes, and icons, all purchasable with RP to allow self-expression. Other revenue streams include Hextech crafting, where players buy chests (125 RP each) and keys (125 RP) for randomized loot like skin shards, with odds favoring skin shards at 50% and rarer Mythic Essence at 4% overall, protected by systems ensuring variety after multiple openings. Account transfers between servers cost 2600 RP, moving most account progress and inventory to support regional play. Esports-themed merchandise and icons tie into events, often bundled with RP purchases during tournaments. To maintain fairness, Riot enforces a strict anti-pay-to-win policy: no purchase provides gameplay advantages, as all champions, runes, and abilities are earnable via BE or free progression, with skill and strategy determining outcomes. This design prioritizes voluntary spending on aesthetics, fostering a level playing field for all players.

Financial performance

League of Legends has been a major financial driver for Riot Games since its 2009 launch, achieving significant revenue milestones through in-game purchases and global expansion. In 2014, the game generated nearly $1 billion in annual revenue, primarily from microtransactions, marking a key point in its commercial ascent. By the end of 2024, cumulative revenue reached approximately $18.92 billion, surpassing $20 billion franchise-wide by mid-2025, bolstered by ongoing player engagement and new content releases. Projections for 2025 estimate continued growth, with contributions from esports events and media adaptations like the animated series Arcane expected to push annual figures toward $2 billion or more, driven by diversified income streams beyond core gameplay. Player metrics underscore the game's scale and regional dominance, particularly in Asia. As of 2023, League of Legends reported around 180 million monthly active users globally, with peaks during major updates and events. By 2025, monthly active users stabilized at approximately 130 million, with daily active players averaging 30-40 million and concurrent players often exceeding 400,000. League of Legends' approximately 130 million monthly active users in 2025 positions it among the largest player bases in online gaming, comparable to other major titles like Fortnite while surpassing many MOBAs and shooters such as Valorant. China accounts for the largest share, with over 70 million monthly active players, highlighting Asia's outsized contribution to the player base and revenue. Tencent's involvement has been pivotal to Riot's financial stability and growth. In 2011, Tencent acquired a 93% stake in Riot Games for $400 million, providing substantial funding for development and international expansion. By December 2015, Tencent completed the acquisition with full ownership, enabling further investments in infrastructure and new projects without diluting external stakes. This capital infusion supported Riot's scaling from a startup to a global entity with multiple studios. The game's success has generated broader economic influence, including job creation and infrastructure demands. Riot Games employs over 4,500 people across more than 20 offices worldwide as of 2025, following workforce adjustments that included layoffs of about 530 roles in 2024 to focus on core operations. Maintaining server infrastructure for millions of concurrent users incurs significant costs; Riot reduced annual expenses by $10 million through migration to Amazon Web Services in the early 2020s, optimizing scalability for peak loads. Diversification into esports and adaptations has amplified this impact, with League of Legends esports projected to generate around $0.9 billion in 2025 revenue globally, supporting related industries like broadcasting and merchandising.

Reception

Critical reviews

Upon its 2009 launch, League of Legends received generally favorable reviews for its accessible gameplay compared to predecessors like DotA, with critics highlighting the streamlined controls and intuitive strategy that lowered the entry barrier for newcomers to the MOBA genre. IGN awarded it an 8/10, praising the enjoyable game design, variety of champions, and sound strategic elements that allowed for multi-layered tactics without overwhelming complexity. GameSpot, however, gave a more tempered 6/10, noting the fun competitive elements but criticizing the incomplete feel of the free-to-play model at release. The game's Metacritic score aggregated to 78/100 based on 37 critic reviews, reflecting praise for its production values and character designs alongside concerns over launch stability. As the game evolved through the 2010s, critical opinions shifted to address persistent issues with player toxicity, which reviewers attributed to the high-stakes team-based competition that amplified frustration and verbal abuse. Kotaku analyzed in 2015 how the game's design encouraged toxic behavior through reliance on unreliable teammates, leading to widespread complaints about the community undermining the experience. Despite this, updates tied to the annual Worlds esports event drew praise for enhancing immersion, such as collaborative cinematics and music videos that elevated the spectacle and tied into the game's lore. By 2025, the introduction of a seasonal Battle Pass system received mixed feedback, with critics noting initial balance issues like insufficient rewards and Blue Essence economy problems that frustrated players, though Riot's subsequent fixes improved accessibility for cosmetic progression. Comparisons to rivals like Dota 2 often highlighted League of Legends' strengths in visual polish and audio design, with critics favoring its vibrant, champion-focused aesthetics over Dota 2's more utilitarian style. However, reviewers consistently pointed to League's steeper learning curve for beginners due to the sheer volume of champions and item interactions, contrasting it with Dota 2's emphasis on deeper mechanical complexity but smoother long-term mastery. Within the broader MOBA landscape, League was lauded for innovation in fast-paced team fights and customization, though some critiques noted its reliance on meta shifts could disrupt balance. Metacritic aggregates for major updates and expansions have sustained scores above 80, as seen in OpenCritic's 84/100 average from 11 reviews emphasizing ongoing depth and community engagement. Later reassessments, such as IGN's 9.2/10 in 2014 and GameSpot's 9/10 in 2013, underscored the game's improved balance and rewarding progression, affirming its enduring appeal despite early hurdles.

Commercial success

League of Legends has sustained exceptional player engagement, boasting approximately 131 million monthly active users on the PC version and 3.5 million on Wild Rift as of late 2025. This robust user base reflects the game's enduring appeal, driven by regular content updates and accessible gameplay modes that attract both veterans and newcomers. The title's cultural milestones underscore its penetration beyond gaming, with virtual K-pop group K/DA exemplifying successful crossovers into the music industry; their 2018 debut single "POP/STARS" garnered over 242 million views across platforms and topped Billboard's World Digital Song Sales chart, blending League champions with real-world artists to expand the franchise's reach. Merchandise sales further highlight this integration, as Riot Games' official stores offer extensive lines of apparel, collectibles, and themed items tied to champions and events, fostering a dedicated fan economy that extends the game's influence into everyday consumer culture. Global events, such as the annual Worlds championship hosted across multiple cities in China, including Beijing, Shanghai, and Chengdu in 2025 with finals in Chengdu, amplify this visibility by drawing international crowds and media attention to the League universe. Retention strategies play a pivotal role in maintaining high engagement, including seasonal events that introduce themed narratives, limited-time modes, and cosmetic rewards to encourage repeated play. Crossovers like K/DA have proven particularly effective, with subsequent releases such as the 2020 EP "All Out" achieving similar chart success and inspiring fan-created content that reinforces community ties. These initiatives help sustain long-term player loyalty amid evolving game metas. In 2025, the shift to a new annual cycle featuring three distinct seasons—each with unique regional themes and narrative arcs—has notably boosted engagement, as evidenced by increased play sessions during rollout patches. Updates to popular modes, including the introduction of ARAM: Mayhem with augment mechanics in October, have led to surges in ARAM participation, revitalizing casual play and drawing players back for experimental brawls.

Awards and recognition

League of Legends has garnered numerous accolades since its release, particularly in recognition of its innovation in the multiplayer online battle arena genre and its esports dominance. In 2011, the game won the Golden Joystick Award for Best Free-to-Play Game, highlighting its early impact on accessible online gaming. The esports ecosystem surrounding League of Legends has also received significant honors. The 2014 World Championship broadcast won the People's Voice Webby Award in the Events and Live Streams category, acknowledging Riot Games' production quality and global engagement. At The Game Awards, League of Legends has been awarded Best Esports Game in 2019, 2020, 2021, and 2024, establishing it as a benchmark for competitive gaming excellence. Additionally, the franchise earned recognition in the 2024 Esports Awards Decade Awards, with Riot Games named Esports Publisher of the Decade. Riot Games and its professional scene have earned further industry recognition. The game holds multiple Guinness World Records, including the most wins of the League of Legends World Championship by a team (T1 with 6 titles as of 2025) and the most watched League of Legends event (the 2025 World Championship final with 6.7 million peak viewers, surpassing the 2022 final's 5.1 million). Lee "Faker" Sang-hyeok, a prominent player, set records as the first to earn over $1 million in prize money in 2017 and the highest-earning League of Legends player with over $1.8 million as of 2019. These achievements underscore the game's scale and the professional caliber of its competitive play, further highlighted by T1's third consecutive Worlds victory in 2025.

Community

Player demographics

League of Legends maintains a vast global player base, with Asia dominating the demographics. China accounts for approximately 70 million monthly active users, while South Korea contributes around 20 million, together comprising over 50% of the total player population estimated at 131 million monthly active users in 2025. Western regions, including Europe (20-25 million combined across servers) and North America (about 15 million), represent roughly 30% of players, with emerging markets in Southeast Asia, Latin America, and the Middle East showing steady growth driven by mobile accessibility and regional servers. The ranked player base exhibits a pyramid-like skill distribution, with high ranks achieved by only a small fraction of players. For example, on the EUW server as of Patch 16.3, 0.81% of solo queue players were in Diamond III, consistent across sources including LeagueOfGraphs (0.81%) and OP.GG (0.81%, 15,310 players out of 1,886,324 tracked summoners). The core demographic skews toward young adults, with 64% of players aged 18-24 and the majority falling within the broader 18-34 range. Gender distribution is predominantly male at 87%, with females making up 12% and non-binary players 1%, though female participation has seen incremental increases through targeted initiatives. In 2025, the launch of mobile spin-off League of Legends: Wild Rift has expanded the audience to younger players (under 18) and more diverse groups, particularly in mobile-heavy regions, with monthly active users reaching 5.5 million by August. Surveys of gamers under 35, aligning with LoL's primary age group, indicate 23-28% identify as LGBTQ+, reflecting broader trends in inclusive gaming communities. Riot Games supports accessibility with localization in over 15 languages, including English variants, Spanish (Spain and Latin America), French, German, Italian, Portuguese (Brazil), Korean, Chinese (Simplified and Traditional), Japanese, Russian, Turkish, Polish, Vietnamese, and Thai. Inclusive events like the 2025 League of Legends Game Changers program in EMEA, open to women and gender-diverse individuals, further promote participation among underrepresented groups.

Behavior and toxicity

Toxicity in League of Legends manifests primarily through flaming (verbal abuse in chat), griefing (intentional sabotage of teammates), and other disruptive behaviors that undermine cooperative play. A 2023 study analyzing in-game interactions found that approximately 70% of matches are affected by some form of disruptive behavior, with an average of around three toxic actions per match and 25% of games exceeding five such instances. While verbal abuse has declined over time—dropping to about 2% of matches by 2015 due to early interventions—flaming and griefing remain prevalent issues, often amplified in ranked play. Riot Games has implemented multiple systems to address toxicity since the game's launch. The Tribunal system, introduced in 2011, allowed community members to review reported cases anonymously and recommend punishments, emphasizing peer accountability. This was replaced in 2017 by the Honor system, which rewards positive behavior through peer nominations, loading screen flair, and exclusive loot to incentivize sportsmanship. Automated detection tools, powered by machine learning, now identify intentional feeding (inting) and AFK behavior in real-time, issuing penalties ranging from chat restrictions to permanent bans. In 2025, Riot upgraded these systems with enhanced AI for "blatantly negative behavior," resulting in a 10-fold increase in detections for inting and griefing. In early 2026, Riot began trialing a lobby hostage intervention system in select regions, which terminates champion select lobbies upon detecting griefing or trolling by bad actors. Riot Games has approached voice communication cautiously to prevent exacerbating toxicity. The game includes League Voice, a built-in voice chat feature introduced in 2018 that enables voice communication exclusively among players in premade parties. However, there is no built-in voice chat for solo queue or random matchmaking teammates. As of February 19, 2026, full team voice chat (for random teammates in matches) is in testing on the Public Beta Environment (PBE) for patch 16.5, with datamined features including voice comms abuse reporting and switching between party and team chat. It has not been released to live servers yet, and no official Riot announcement confirms the live rollout date. Riot Games has discussed and reviewed the possibility of adding broader in-game voice chat but maintains caution due to concerns over toxicity in interactions with strangers. Players commonly use third-party tools like Discord for voice communication in such scenarios. Community-driven efforts complement Riot's tools, promoting healthier interactions. The Positive Play campaign, integrated into the Honor system, encourages players to recognize and reinforce good conduct, with updates in 2022 adding visual rewards like special recall effects for high-honor players. Riot has also partnered with organizations like Take This since 2022 to provide mental health resources, including free advocacy guides for players and creators to cope with in-game stress. These initiatives aim to foster empathy, particularly in regions like Southeast Asia where toxicity rates are reported higher due to cultural and server-specific dynamics. The consequences of toxicity are significant, contributing to reduced player retention as first-time and casual users often leave after negative experiences. As of 2022, Riot issues around 700,000 penalties monthly across text toxicity, AFK, and inting—equating to millions annually—with less than 10% of penalized players reoffending within a year (based on 2021 data), indicating effective deterrence.

Esports

Professional structure

The professional structure of League of Legends esports is overseen by Riot Games' LoL Esports division, which manages the global ecosystem across multiple regions and ensures standardized operations, broadcasting, and competitive integrity. The division is led by Global Head Chris Greeley, who assumed the role in 2024 and is responsible for strategy, event production, and ecosystem growth in over 100 countries. Prior to 2025, the primary professional leagues included the League of Legends Champions Korea (LCK) in South Korea, the League of Legends Pro League (LPL) in China, the League of Legends EMEA Championship (LEC) covering Europe, the Middle East, and Africa, and the League Championship Series (LCS) in North America. In a major restructure announced for the 2025 season, Riot consolidated the top-tier competitions into five regions to streamline operations and enhance global competition: the LPL (China), LCK (Korea), LEC (EMEA), a new League of the Americas (LTA) merging the former LCS, Latin America's Liga Latinoamericana (LLA), and Brazil's Campeonato Brasileiro de League of Legends (CBLOL), and a new Asia-Pacific Championship (LCP) incorporating teams from Japan, Oceania, Vietnam, Hong Kong, Taiwan, Macao, and Southeast Asia. This shift reduced the total number of Tier 1 teams from 80 in 2024 to 60 in 2025, with specific counts of 16 teams in the LPL, 10 in the LCK, 10 in the LEC, 16 in the LTA (eight in the North conference and eight in the South), and eight in the LCP. Team participation in these leagues operates under a franchising system, first introduced by Riot in 2018 for the LCS and LEC to provide long-term stability by eliminating relegation and requiring organizations to purchase permanent slots, often at a cost of around $10 million per team in North America. This model has since expanded to other regions, including the LCK and LPL, fostering investment in infrastructure, academies, and player development while binding teams to multi-year commitments. Professional players sign contracts with these franchised organizations, typically lasting one to two years, which include salary guarantees, performance incentives, and buyout clauses to facilitate transfers between teams or regions, all regulated under Riot's global player contract guidelines to protect welfare and competitive balance. Qualification for international competition occurs through a three-split regional season format in 2025: Split 1 (January to March), Split 2 (March to June), and Split 3 (July to October), where teams compete in regular-season matches followed by playoffs. The top-performing team from each region after Split 1 advances to the new First Stand international event, the top two from Split 2 qualify for the Mid-Season Invitational (MSI), and the top three from Split 3 secure slots to the World Championship, with additional berths allocated based on overall regional performance at MSI to reward consistency. While most leagues are closed due to franchising, limited promotion opportunities exist in regions like the LTA and LCP, where select Tier 2 teams can challenge for upward mobility through qualifiers, ensuring a pathway from developmental scenes to the professional tier. Starting in 2026, professional matches feature the "First Selection" drafting system, decoupling side selection from draft order. The team earning first selection chooses either the blue or red side or first/second pick in the draft phase, with the opposing team selecting from the remaining option.

Major events

The League of Legends World Championship, commonly known as Worlds, is the premier annual international tournament held since 2011 to crown the season's global champion. It features the top teams from major regions, with qualification based on regional league performances, and has grown into one of the largest esports events by viewership and prize pool. The 2025 edition, held from October 14 to November 9 across multiple venues in China, including Beijing for the Play-In and Swiss stages, Shanghai for the quarterfinals and semifinals, and Chengdu for the grand final, was won by T1, who defeated KT Rolster 3–2 in the final. This multi-city hosting emphasizes regional celebration and logistical scale, hosting 17 teams in a format comprising a Play-In stage for lower seeds, a Swiss stage for group advancement, and a single-elimination knockout bracket with best-of-five series in later rounds. The event's prize pool was $5 million USD, underscoring its historical significance as the pinnacle of competitive play and a cultural milestone for Riot Games' flagship title. The Mid-Season Invitational (MSI), established in 2015, serves as the mid-year international showdown, pitting regional champions against each other midway through the competitive season. Qualification occurs via top finishes in each region's split qualifiers, typically the leading two teams per major league, fostering early cross-regional rivalries. The 2025 MSI, held from June 27 to July 12 in Vancouver, Canada—the country's first time hosting a major League event—was won by Gen.G, who defeated T1 in the final. It adopted a double-elimination format with a Play-In stage for four teams and a Bracket stage for the remaining six, all matches in best-of-five series using the innovative Fearless Draft mode to ban champions per game and prevent repetition. This structure highlights strategic depth and adaptability, with a $2 million USD prize pool that positions MSI as a key proving ground for Worlds contenders. Beyond Worlds and MSI, other significant events include the All-Star event, an annual fan-voted showcase discontinued in its traditional form after 2019 but occasionally revived for exhibition matches, and regional finals that culminate domestic leagues. In 2025, Riot introduced First Stand, a new international tournament from March 10 to 16 in Seoul's LoL Park, featuring eight top teams from early-season splits in a best-of-three group stage followed by playoffs; Hanwha Life Esports won the inaugural event, defeating Karmine Corp 3–1 in the final. It aimed at bridging the expanded calendar with a $1 million USD prize pool. These events employ standard formats like play-ins, round-robin groups, and best-of series to ensure competitive integrity, collectively elevating the esport's global tournament ecosystem since its inception.

Cultural impact

The esports scene for League of Legends has significantly influenced global gaming culture by achieving unprecedented viewership milestones, with the 2023 World Championship reaching a peak of 6.4 million concurrent viewers across platforms, setting a record for the most-watched esports event at the time. This surge was driven by expanded streaming on platforms like Twitch, YouTube, and regional services, which broadened accessibility and engaged diverse audiences worldwide. The 2025 World Championship peaked at 6.7 million concurrent viewers during the grand final, surpassing previous records due to enhanced global broadcasting and interactive features, underscoring the growing mainstream appeal of the sport. Economically, League of Legends esports forms a cornerstone of the industry, contributing to a global market projected to exceed $1.79 billion in revenue for 2025, with sponsorships accounting for a substantial portion—up to 70% for teams and events in major titles like this one. High-profile partnerships, such as Mastercard's multi-year deal as the first global sponsor since 2018, have integrated payment innovations and exclusive fan experiences, amplifying brand visibility and financial stability. These deals have also created viable career pathways for players, casters, and support staff, transforming competitive gaming into a professional ecosystem that rivals traditional sports in job opportunities and earnings potential. Culturally, the esports landscape has fostered mainstream crossovers, such as collaborations with music artists and media outlets, while Riot Games' diversity and inclusion initiatives promote equitable participation through programs like female-only tournaments and talent access partnerships, enhancing representation in a historically male-dominated field. The 2025 esports restructure, including regional league mergers and new international events like the First Stand tournament, has extended global reach by streamlining competition and increasing slots for emerging markets, thereby diversifying the international player base and fan engagement. However, challenges persist, including high-profile scandals like player misconduct cases that have led to bans and team disruptions, alongside widespread burnout from grueling schedules, with professionals reporting mental health strains such as depression and exhaustion. On a positive note, community-driven events, including thousands of in-person watch parties for major tournaments, have strengthened grassroots connections and celebrated fan creativity through zines and local gatherings.

AI in Competitive Play

In November 2025, Elon Musk posted on X proposing a 2026 competitive match between the xAI model Grok 5 and a top human professional League of Legends team, under constraints including camera-only input and human-like reaction times to simulate fair play. Reigning World Champions T1 accepted the challenge. Riot Games co-founder Marc Merrill responded with "Let's Discuss :)", expressing interest, though no official coordination has been confirmed. This proposal underscores the emerging potential of artificial intelligence in esports.

Adaptations

Spin-off games

League of Legends has expanded its Runeterra universe through several spin-off video games developed or published by Riot Games and its partners, offering diverse gameplay mechanics while drawing on the shared lore of champions and regions. These titles, often released under the Riot Forge imprint until its closure in 2024, provide standalone experiences that deepen the narrative world without requiring knowledge of the core multiplayer online battle arena (MOBA) game. League of Legends: Wild Rift, released globally in December 2020, adapts the core MOBA formula for mobile and console platforms with touch-optimized controls and shorter match times of 15-20 minutes. Players control one of over 80 champions in 5v5 team battles, summoning abilities via intuitive swipes and taps, and it supports cross-progression across iOS, Android, and console versions to allow seamless account transfers and shared unlocks. The game has attracted tens of millions of players, praised for its accessibility and faithful recreation of strategic depth, though some critics noted initial balance issues in early patches. Legends of Runeterra, launched in open beta in January 2019 and fully released in April 2020, is a free-to-play digital collectible card game emphasizing strategic deck-building with champions from the League universe. Players draw from regional mana systems and spell mechanics to outmaneuver opponents in turn-based matches, with expansions introducing new stories tied to Runeterra's lore. The game received ongoing updates through 2025, including new cards like Champion Duplicator, events such as the permanent return of Titans of Runeterra in October 2025, and expansions to modes like Path of Champions, with a focus on sustainable development and player engagement. Despite positive reception for its innovative "single-player friendly" monetization and depth—earning praise from outlets like IGN for fair progression—ranked play and other modes continue with periodic content. Ruined King: A League of Legends Story, released in November 2021 and developed by Airship Syndicate, is a single-player turn-based RPG set in the ports of Bilgewater and the haunted Shadow Isles. Players assemble a party of six champions—including Miss Fortune, Illaoi, and Yasuo—for hexgrid-based combat, where the Lane Initiative System determines action order and allows environmental interactions like chaining attacks or using terrain for buffs. The narrative explores the Black Mist's origins and themes of ruin and redemption, earning generally positive reviews for its engaging story, character development, and tactical depth, with an aggregate score of 81 on OpenCritic from 51 critics who highlighted its comic-book art style and replayable encounters. Bandle Tale: A League of Legends Story, released on February 13, 2024, and developed by Lazy Bear Games, is a cozy adventure game where players take on the role of yordle inventor Norra, exploring Bandle City, solving portal-based puzzles, and befriending champions in a narrative-driven experience emphasizing creativity and relaxation. It received positive reviews for its charming art style and accessible gameplay, with a Metacritic score of 78. Other notable spin-offs include Hextech Mayhem: A League of Legends Story, a 2021 rhythm runner developed by Choice Provisions, where players guide the explosive yordle champion Ziggs through Piltover in beat-synced levels, dodging obstacles and triggering chain reactions via timed bombs and dashes. Its fast-paced, freestyle mayhem mode encourages improvisation to the soundtrack, receiving mixed reviews with a Metacritic score of 72, commended for its energetic presentation but critiqued for repetitive levels and limited replayability. 2XKO, Riot's free-to-play 2v2 fighting game announced in 2024, reimagines League champions like Ahri, Braum, and Darius in tag-team battles with dynamic combos and assists. Caitlyn joins the roster in Season 1, becoming playable starting January 20-21 on PC, Xbox Series X|S, and PlayStation 5 alongside the console release. A reveal trailer showcases her moves, Arcane skin, supers, ultimate, and assists including Aegis Reflector. Early access launched on October 7, 2025, for PC, with console releases following. It emphasizes accessible controls and explosive arena fights, building on the universe's lore through champion backstories. These spin-offs interconnect through Runeterra's shared lore, with events and cosmetics often linking back to the main game—such as Wild Rift skins appearing in League of Legends passes or narrative tie-ins like Ruined King's expansion of Shadow Isles events influencing champion updates. This ecosystem fosters a cohesive universe, allowing players to explore regions like Bilgewater or Piltover in varied formats while maintaining canonical consistency.

Animated series

Arcane is an animated television series adaptation of League of Legends, produced by French studio Fortiche Production in collaboration with Riot Games and distributed exclusively on Netflix. Set in the twin cities of Piltover and Zaun, the series explores the origins and conflicts of key characters like sisters Vi and Jinx, drawing from the game's established lore to depict a world of technological innovation, social divide, and magical elements. Season 1 premiered on November 6, 2021, consisting of nine episodes released in three acts, while Season 2, serving as the series finale, launched on November 9, 2024, with episodes rolling out weekly through November 23. The total production and marketing budget for both seasons reached $250 million, making it one of the most expensive animated series ever produced. The series has garnered widespread critical acclaim for its stunning animation, compelling storytelling, and faithful yet expansive take on the source material. Both seasons hold a perfect 100% approval rating on Rotten Tomatoes based on aggregated critic reviews, praising its emotional depth, character development, and visual artistry as a benchmark for video game adaptations. Fortiche's involvement extended beyond production, with the studio leading animation efforts and integrating elements from the show into League of Legends events, such as the 2024 release of the Arcane Fractured Jinx skin line, complete with updated models, animations, and a companion minigame called "Jinx Fixes Everything" to tie into Season 2's narrative. Following Arcane's success, Riot Games confirmed plans for additional animated series expanding the League of Legends universe, with three projects in development focusing on the regions of Demacia, Ionia, and Noxus. These spin-offs, announced by Arcane showrunner Christian Linke, aim to delve into the political intrigue, cultural clashes, and champion backstories unique to each setting, building on the cinematic universe established by the original series. The release of Season 1 notably boosted player engagement in League of Legends, driving a surge in pick rates for featured champions like Jinx and Vi—up to several times their previous averages—and contributing to a 30% increase in Riot Games' revenue during the period.

Music and comics

Riot Games has expanded the League of Legends universe through various musical projects, beginning with virtual bands that blend pop, hip-hop, and K-pop influences with in-game champions. The virtual K-pop group K/DA debuted in 2018, featuring champions Ahri, Evelynn, Kai'Sa, and Akali, with real-world artists like Madison Beer and members of (G)I-DLE providing vocals for tracks such as "POP/STARS" and "MORE." Similarly, the hip-hop collective True Damage launched in 2019, incorporating champions Ekko, Akali, Yasuo, Qiyana, and Senna, with contributions from artists including Becky G and Keke Palmer on songs like "GIANTS." These projects are distributed primarily on platforms like YouTube, Spotify, and Apple Music, often garnering tens of millions of streams and views, and they tie into in-game promotions through corresponding champion skins that include visual and audio elements inspired by the music. The soundtracks for the animated series Arcane further enrich the musical landscape, serving as extensions of the League of Legends lore. The 2021 soundtrack for Season 1 includes 11 tracks, featuring collaborations like Imagine Dragons and JID on "Enemy," which became a global hit. Season 2's 2024 soundtrack expands to 22 tracks, with artists such as Ashnikko, Stray Kids, and Young Miko contributing songs like "Paint the Town Blue" and "Come Play," emphasizing the series' themes of conflict and innovation in Piltover and Zaun. In 2025, Riot released additional collaborations, including the Worlds Championship anthem "Sacrifice" featuring G.E.M. with visual direction by Anyma, which debuted on October 13, 2025. In parallel, Riot has produced digital comic series since 2017 to delve into champion backstories and narrative events, hosted on the official Universe platform. The Lux series, released in 2018, explores the Demacian noble's struggle with her forbidden magic across multiple issues. The Zed comic, also from 2018, follows the ninja master's confrontation with a resurfaced evil from his past, spanning six issues that highlight themes of revenge and honor. Tie-ins like the 2021 Sentinels of Light: Steadfast Heart series connect to the broader Ruination event, depicting alliances against the Ruined King through issues released in conjunction with in-game updates and skins. These comics and music releases have achieved significant cultural reach, with K/DA's "POP/STARS" topping Billboard's World Digital Song Sales chart in 2018 and accumulating over 168 million YouTube views. The digital comics, while not always quantified in aggregate views, have fostered deep fan engagement by visually expanding the Runeterra world, often cross-promoting with limited-time events and merchandise.

References

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