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When Did League of Legends Become Popular?

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When did League of Legends become popular?: AgataSmurf article cover

League of Legends became popular between 2011 and 2013. It launched on October 27, 2009, grew fast as a free-to-play game, and by October 2012 Riot reported 32 million monthly players. The Season 2 World Championship that year, with a $2 million prize pool, made it the biggest esports game, and by 2016 Riot said 100 million people played every month.

When did League of Legends become popular: timeline from 2009 to today

When did League of Legends come out?

On October 27, 2009. Riot Games, founded in 2006 by Brandon Beck and Marc Merrill, built League as a standalone game inspired by Defense of the Ancients, the Warcraft III custom map that defined the genre. At launch it had 40 champions, simple graphics and almost no marketing budget compared with big publishers.

What it did have was a price of zero. League was free to play from day one, with money coming from optional purchases, which was still unusual for a serious competitive PC game in 2009. That one decision mattered more than any feature: anyone with a modest PC could try it, and friends could pull friends in without asking them to buy anything. Word of mouth did the rest, one dorm room and internet cafe at a time.

The jump happened in 2011 and 2012. Before that, League was a growing niche game; after it, League was the most talked-about PC game in the world. Here’s the timeline in numbers Riot itself announced:

When Milestone
October 2009 Launch with 40 champions
June 2011 Season 1 World Championship at DreamHack, $100,000 prize pool
October 2012 Riot reports 32 million monthly and 12 million daily players
October 2012 Season 2 World Championship in Los Angeles, $2 million prize pool
2013 League Championship Series (LCS) starts in North America and Europe
January 2014 Riot reports 67 million monthly and 27 million daily players
September 2016 Riot reports more than 100 million monthly players

So if you need one answer: 2012. That’s the year League passed tens of millions of monthly players and turned its world championship into a stadium event. Everything after that was growth on top of a game that was already huge, and the 2014 and 2016 numbers show how far that growth went.

A mix of timing and design. Was it luck? Partly, sure. No single feature explains it, but a few things worked together.

  • Free to play, so the barrier to trying it was a download, not a purchase.
  • Low hardware needs, which opened the game to players on cheap laptops and internet cafes.
  • Short-ish matches with a clear goal, easier to learn than older games of the genre.
  • A steady flow of new champions and patches, so the game always had something to talk about.
  • Streaming arriving at the same moment, with League becoming one of the most watched games online.

Honestly, the streaming part is underrated. League grew up alongside live streaming, and watching skilled players became a way to learn the game, so viewers turned into players and players into viewers. Few games have had that loop working for them so early, and it still runs today every time a big tournament or a new champion lands.

How did esports change League?

By turning a game into a sport people watch. The Season 1 World Championship in 2011 was a modest event at DreamHack in Sweden, won by Fnatic. A year later, the Season 2 final in Los Angeles had a $2 million prize pool and a packed arena, and Taipei Assassins took the title. In 2013 Riot launched the LCS, with salaried teams and weekly broadcasts, and that year’s Worlds final filled the Staples Center.

The Korean scene pushed it further. SK Telecom T1, with Faker, won Worlds in 2013, 2015 and 2016, and T1 added titles in 2023, 2024 and 2025. Faker became the closest thing esports has to a global sports star, and every Worlds final turned into a yearly event even for people who no longer play much (more on every season and champion team in our LoL season timeline).

How did League of Legends spread around the world?

Region by region, with partners in the biggest markets. North America came first in 2009 and Europe soon after. In 2011 two moves changed the scale of the game: Tencent, which had bought a majority stake in Riot that year, began publishing League in China, and Korean servers opened in December 2011. Korea quickly became the strongest competitive region, and China the largest player base.

That spread explains why League’s popularity looks different depending on where you stand. In Korea it became a fixture of PC bang culture, the internet cafes where friends play side by side for hours. Europe and North America? Streaming and the LCS. Tencent completed its purchase of Riot in December 2015, and League has remained the studio’s foundation ever since, even as Riot released Valorant, TFT and other games. Funny enough, many Valorant players first met Riot through League.

When was League of Legends at its peak?

By Riot’s published numbers, around 2016, when it announced more than 100 million monthly players. Riot stopped publishing regular monthly figures after that, so there’s no official way to say whether later years were higher or lower.

What we can see is that interest never really dropped off a cliff. Worlds keeps filling stadiums, new champions keep coming (the roster passed 170 in recent years), and big moments like Arcane brought waves of new and returning players. In practice, League’s “peak” is less a single year than a long plateau that started around 2013 and hasn’t ended.

Yes. Riot doesn’t publish regular monthly player numbers anymore, so exact counts are guesses, but League is still one of the most played PC games, and Worlds remains one of the most watched esports events every autumn.

What changed is the shape of the popularity. League turned into a franchise: Teamfight Tactics arrived in 2019, the mobile game Wild Rift followed, and the Netflix series Arcane, first released in November 2021, brought the characters to people who had never touched the game. Arcane won the Emmy for Outstanding Animated Program in 2022, and its second season arrived in November 2024. For a lot of new players, the first contact with League was a show, not a match.

The game itself keeps changing too. Patches arrive every two weeks, ranked gets reworked every year, and 2026 brought three ranked seasons. Our guide to League ranks covers how ranked works today.

Was League of Legends always the biggest game of its genre?

Not at first, and that surprises people who only know the game from recent years. When League launched, the original Defense of the Ancients map still had a large audience, and in 2013 Valve released Dota 2 as the official successor. The two games competed for the same players for years. League won on player numbers in most regions thanks to its lower entry barrier, while Dota 2 kept a loyal audience and huge tournament prize pools.

To be fair, the rivalry helped both. Each pushed the other on esports, patches and new content. Our comparison of Dota 2 vs League of Legends goes through the differences in detail.

Constant change. Most games from 2009 either faded or became nostalgia projects, while League kept reinventing itself without asking players to buy a sequel. Every two weeks a patch shifts the balance, several times a year new champions or reworks arrive, and every year ranked and the map get a shake-up. The game you play in 2026 shares its core with the 2009 version, yet most details are different.

The social side matters as much. League is a game people play with the same friends for years, and a lot of those friendships started in a lobby. Accounts carry years of skins, champions and history, which is one reason players come back after breaks instead of starting something new. Real talk: that attachment is also why account security matters so much once you’ve played for a while.

What does this mean for new players?

Look, it’s a huge, mature game with a steep start. Fifteen-plus years of champions (well over 170 now) means a lot to learn, and matchmaking is full of experienced players. That’s normal and nothing to worry about; every League player started confused.

A few tips help. Play the tutorial and some games against bots first, stick to a few champions, and don’t rush ranked. You’ll need level 30 and 20 champions before ranked opens anyway, which takes a while (and that wait is time well spent learning). For what it’s worth, that slow start is part of why League of Legends became popular and stayed that way: there’s always more to learn.

FAQ

Between 2011 and 2013. By October 2012 Riot reported 32 million monthly players, and the Season 2 World Championship that year had a $2 million prize pool.

When was League of Legends released?

On October 27, 2009, with 40 champions. It was free to play from launch.

How many people played League of Legends at its peak?

Riot reported more than 100 million monthly players in September 2016. It no longer publishes regular monthly figures.

Who won the first League of Legends World Championship?

Fnatic won the Season 1 World Championship at DreamHack in Sweden in 2011, with a $100,000 prize pool.

Yes. It remains one of the most played PC games, and Worlds is still one of the most watched esports events each year.

Did Arcane bring in new players?

Arcane, released on Netflix in November 2021, brought League’s characters to a much wider audience and won the Emmy for Outstanding Animated Program in 2022.

AgataSmurf Editorial Team
AgataSmurf Editorial Team

The AgataSmurf Editorial Team writes and updates the guides on this site. We check facts against official sources (Riot Games, Valve, Blizzard, Data Dragon) and update pages after major patches.