When Did League of Legends Become Popular?

Updated: 13th April 2025 3 min read

Today, League of Legends is synonymous with competitive gaming. It dominates streaming platforms, headlines esports tournaments, and commands a global player base in the tens of millions. But it wasn’t always this way. The road from indie title to worldwide gaming phenomenon was anything but guaranteed.

So, when did League of Legends become popular—and how did a free-to-play game with cartoonish graphics take over the world of online multiplayer?

The Beginning: A Mod’s Legacy (2009–2010)

League of Legends was released on October 27, 2009, by Riot Games, a then-unknown developer founded by Brandon Beck and Marc Merrill. The game was inspired by Defense of the Ancients (DotA), a player-created mod for Warcraft III that redefined real-time strategy.

At launch, League had modest visuals, a small champion pool (just 40), and minimal press coverage. But its free-to-play model, fast-paced gameplay, and dedicated servers attracted a niche community hungry for a new competitive experience.

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While initial attention was limited, word of mouth began to spread—especially on gaming forums like Reddit and early streaming platforms.

The Early Surge: Season One and Esports Debut (2010–2011)

The release of Season One in 2010 marked League’s first major step toward popularity. Riot introduced:

  • A more refined client interface
  • The first ranked ladder system
  • Weekly champion rotations
  • The game’s first official tournament: the Season One World Championship

That championship, held at DreamHack Summer 2011 in Sweden, featured a $100,000 prize pool—a massive amount at the time—and was streamed live to a rapidly growing online audience.

The event became a milestone. Viewership numbers exceeded expectations, and League of Legends officially entered the esports conversation.

The Explosion: Season Two and Beyond (2012–2014)

The game’s popularity exploded in 2012 with the Season Two World Championship, which offered a $2 million prize pool. Held in Los Angeles, it marked Riot’s growing ambition and commitment to professional play.

By late 2012:

  • League of Legends had become the most-played PC game in the world
  • The game topped Xfire and Raptr usage charts
  • Riot launched its own dedicated esports league system, the LCS (League Championship Series), in 2013

Streaming platforms like Twitch and YouTube further fueled its rise, with charismatic pro players, entertaining personalities, and educational content creating a robust ecosystem.

Global Domination: 2015–2019

Between 2015 and 2019, League of Legends transitioned from a popular online game into a global cultural force:

  • Annual World Championships filled stadiums in Seoul, Paris, and Shanghai
  • The game boasted over 100 million monthly active players
  • Riot expanded into music, animated shorts, and comic books to deepen its universe
  • Iconic players like Faker, Uzi, and Doublelift became esports legends

By the time Riot celebrated its 10th anniversary in 2019, League had become more than a game—it was a massive entertainment franchise.

Reinvention and Sustained Success: 2020–Present

Some feared League might fade after a decade on top, but Riot adapted.

  • New game modes like Teamfight Tactics and Wild Rift expanded the brand
  • The Netflix series Arcane (2021) brought the League universe to mainstream audiences and won multiple awards
  • Regular champion releases, skin lines, and gameplay updates kept the game feeling fresh
  • Massive events like K/DA and Worlds 2023 in Korea showcased Riot’s unmatched production value

The game continues to be a cornerstone of competitive and casual play, with Riot reporting millions of games played daily across the globe.

While the seeds were planted in 2009, League of Legends became a global sensation between 2011 and 2013, with esports acting as the rocket fuel. The combination of free-to-play accessibility, constant updates, and a rapidly evolving professional scene allowed League to rise to—and maintain—a level of popularity most games can only dream of.

Written by:

Christian