League of Legends cover art - gaming IP ranking
Game IP

League of Legends

リーグ・オブ・レジェンド

24/ 100 CVS
Related franchise: League Of LegendsMedia: Game · Category: Game IPMeasurable demand in 65 countriesData as of Jul 18, 2026

Snapshot

League of Legends has a Cultural Velocity Score of 24/100 on ipranking.io, with measurable demand in 65 countries as of Jul 18, 2026. Source: ipranking.io.

Key Insight

Key drivers: Google Trends buzz at 21/100, search demand (Google Trends top-5) at 52/100, data in 65 countries.

Source-level trend score (2026-04-17 to 2026-04-26, trend_scores observations) up 19.4 pts. This is momentum context, not the CVS composite.

Observed Market Coverage counts fresh-eligible country rows against the 86-market CVS framework (6/100 = fresh-eligible 5 of 86 markets). All-time visible country rows are shown separately for context and can be higher. Source Coverage counts fresh/current eligible source categories against the target six-source framework. These are separate denominators, so broad market visibility can coexist with low source-coverage strength.

Compare bridge

Compare League of Legends across observed markets

Use the markets visible on this page as a starting point, then compare the public CVS components side by side in the workspace.

Comparison uses visible public-demand components only; it is not audience size, revenue, or licensing value.

Event context

How to read this IP signal

League of Legends has a reviewed esports event anchor on 2026-06-28. Market scope: GLOBAL (KR/CN strong). Date confidence: high. Treat this as context for interpreting signal movement, not proof that the event caused demand.

League of Legends has visible historical demand-signal context from IP-level CVS snapshots. Latest visible evidence is Jul 18, 2026, with 1 of 6 target source categories currently eligible.

Country-level visibility is present in 65 markets: 65 with Google Trends rows and 0 with Netflix Top 10 rows where available. Read these as source-specific windows, not official market share or audience size.

Coverage is sparse for League of Legends: 1/6 eligible source categories and 65 visible country markets. Use the strongest signal (Search Demand, 52/100) and weakest signal (Observed Market Coverage, 6/100) as directional context only.

Demand fingerprint

Demand Signal Components

Observed demand-signal components behind the current CVS. Methodology

Demand signals only: not audience, sales, revenue, valuation, market share, or investment advice.

MetricScoreStrengthSource
Search Intensity & Geographic Spread21
Google Trends (86 markets)
Search Demand52
Google Trends
Observed Market Coverage6
6/100 = fresh-eligible 5 of 86 markets; 65 all-time visible country rows
Source Coverage17
1 of 6 target categories observed as fresh/current eligible evidence
Overall CVS24
Weighted composite

Country-level signal visibility

Regional Demand(65 countries)

Source-specific demand indicators, not official national popularity rankings or absolute market-size measures.

Regional demand signal

Top observed country-level signals from existing public source rows.

Regional demand signal visibility, not audience, revenue, market share, or absolute country popularity.

RS
90

Google Trends

Bulgaria
88

Google Trends

Lithuania
75

Google Trends

Czechia
75

Google Trends

Romania
74

Google Trends

Denmark
70

Google Trends

CountryScoreSource
🇷🇸RS90Google Trends
🇧🇬Bulgaria88Google Trends
🇱🇹Lithuania75Google Trends
🇨🇿Czechia75Google Trends
🇷🇴Romania74Google Trends
🇩🇰Denmark70Google Trends
🇬🇷Greece66Google Trends
🇵🇱Poland63Google Trends
🇪🇪Estonia63Google Trends
🇵🇹Portugal62Google Trends

Showing top 10 of 65 countries.

Source coverage dossier

Signal observations(observed historically: 3/6)

Source Coverage: 1 of 6 target categories observed as current eligible evidence. The denominator is the target six-source framework, not only currently enabled sources. Observed historically (incl. paused sources): 3 of 6. Rows below include source-level observations and country-level signal summaries; chips do not imply every provider is active or scheduled.

Source rows are observed signals from existing production data, not official source coverage totals.

NetflixYouTubeGoogle TrendsAniListMyAnimeListWikipedia
SourceScoreStrengthObservations
YouTubeTrend observation66.7
1
WikipediaTrend observation86.1
1
Google TrendsCountry-level summary42.5
120

Observed Demand Score History

IP-level CVS v1.2 GLOBAL rows from cvs_scores. This is a demand-signal history, not audience, revenue, or distribution data.

CVS shown as observed step values. No smoothing, interpolation, or artificial noise is applied.

Latest observed

24.0Stable

0.0vs previous observation(Jul 17)

Peak: 60.0 (Apr 27)
0255075100Apr 26May 17Jun 7Jun 28Jul 18ii
StepObservediMethodologyMarkers sampled

Franchise Score History

Franchise-level daily snapshots for League Of Legends. The IP-level CVS shown above is 24.

CVS shown as observed step values. No smoothing, interpolation, or artificial noise is applied.

Latest observed

26.0Stable

0.0vs previous observation(Jul 17)

Peak: 62.0 (Apr 27)
0255075100Apr 26May 26Jun 13Jul 1Jul 18ii
StepObservediMethodologyMarkers sampled

Interpretation notes

FAQ answers explain observed demand signals and preserve the same caveats: CVS is not audience, sales, revenue, valuation, market share, or investment advice.

Frequently Asked Questions

Q.Where is League of Legends most popular?
League of Legends shows the strongest relative country-level demand signals in RS, Bulgaria, Lithuania, Czechia, Romania, with measurable demand in 65 countries as of Jul 18, 2026. These are source-specific demand indicators, not official national popularity rankings or absolute market-size measures.
Q.How popular is League of Legends globally?
League of Legends has a Cultural Velocity Score (CVS) of 24 out of 100 on ipranking.io, which compares 278 entertainment IPs across 86 markets.
Q.How is League of Legends trending recently?
League of Legends's demand has increased by 19.4 points week-over-week as of Jul 18, 2026, based on ipranking.io trend scores.
Q.What is League of Legends's demand score?
League of Legends's Cultural Velocity Score (CVS) is 24. CVS is a proprietary 0-100 demand-signal index built from public source families; current eligibility and freshness are documented in Methodology.
Q.Is League of Legends popular in RS?
League of Legends shows a strong source-specific demand signal in RS, with relative search-interest score 90 as of Jul 18, 2026, according to ipranking.io data. Country scores are relative demand indicators, not official popularity rankings or absolute audience totals.
Q.How many countries show measurable League of Legends demand?
League of Legends has measurable demand in 65 countries out of 86 tracked markets as of Jul 18, 2026, based on ipranking.io's multi-source data.
Q.Where does ipranking.io get League of Legends data from?
League of Legends data on ipranking.io comes from public source families such as Netflix rankings, Google Trends, community platforms, and Wikipedia pageviews when eligible. Provider status, freshness, and CVS eligibility vary by source and are documented in Methodology.
Q.When was League of Legends data last updated?
League of Legends's ranking data on ipranking.io was last updated on Jul 18, 2026. CVS scores are recomputed daily at 11:00 UTC, franchise snapshots are generated daily at 12:00 UTC, and rankings reflect the latest available visible snapshot.
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