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    How Does VALORANT Viewership Compare to Other Esports?

    Written By Naim Rosinski Chief Content Manager
    Last UpdatedSeptember 25, 2025 at 11:12AM
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    In June of 2020, Riot Games published VALORANT, an FPS hero tactical shooter. In the COVID era, the game's release had picture perfect timing as gamers were stuck at the vicinity of their homes, often spending large chunks of their time in front of computer screens. This led to a largely successful launch of the video game that is now over 5 years old.

    Over the course of those 5 years, VALORANT has grown in many more ways than just one. A robust expansion of the VALORANT Champions Tour (VCT) that now includes China as a distinct region, a release on consoles, as well as an immensely successful launch on mobile devices (currently exclusive to China), indicates that Riot Games' first dive into the FPS genre was far from a fluke.

    A Closer Look at Peak Esport Viewership

    But what about viewership of the esport? VALORANT is a very young title, with the VCT just being 4 seasons young. Compared to some storied behemoths in the industry like Counter-Strike, League of Legends, or Rocket League, VALORANT remains a toddler. Still, VALORANT attracts a respectable amount of viewers, especially during the Masters and Champions events held during a given season.

    The graph below published by STRAFE in an analysis of what drives viewership in esports, showcases peak viewership in various esport titles over the course of the last decade, including VALORANT.

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    Peak Viewership per Esport over the last decade (2015-2024). Source: Strafe.

    The graph clearly shows that when it comes to the peak viewers metric, no esport mentioned has come close to the likes of League of Legends. Upon closer look, VALORANT was already present in the top 4 the season it launched. Additionally, it has surpassed Dota2 in peak viewership in 2024, landing it in 3rd that year.

    Getting Involved in the Game

    Viewership is one pillar that represents how the esport is faring. However, it must be remembered that esports are partially marketing tools to get people involved in the game itself. A bigger involvement of organizations paired with a rising playerbase typically signifies rising interest in the game and a bigger potential for growth.

    Esports Organizations

    For VALORANT, the number of organizations interested in the esport has grown drastically, with 2024 having just under ~150 organizations actively involved in the scene worldwide. This includes the VCT, VALORANT Challenger Leagues, as well as VALORANT Game Changers.

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    Number of Active Esports Organizations (2015-2024) [approximate values]. Source: Strafe.

    Esports organizations typically react positively when the game offers a decent ecosystem to reside in and recognize the potential of the game in terms of growing popularity. An active player base is a solid indicator of that, showcasing more and more players getting involved with the product over time. And the more players there are, the bigger the potential for emerging esports fans and perhaps new fans of organizations. One thing leads to another, but it all typically starts with new players interacting with the game.

    Active Player Base

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    Active Player Base per Game (2015-2024). Source: Strafe.

    According to the graph created by STRAFE (above), VALORANT's player base has gradually increased since its release in 2020. In fact, the game has surpassed ~20 million players in 2022, a rapid growth in just two years. Additionally, according to the graph, it is the only of two games that maintains a positive growth trajectory year-on-year alongside Counter-Strike.

    Conclusion

    The article takes a look at three pillars of progression that are key to a growing esport; peak viewership, active player base, and number of organizations fielding teams competing in the game. In all three metrics, VALORANT has recorded a positive trajectory over time, especially in the approximate number of organizations entering the esport.

    The numbers are promising, however, it's important to remember that the game is still very young and it is more than likely that metrics will begin to fluctuate down the line. Nevertheless, the game's frequent game updates, events, and structure of the esports scene are more than promising for its positive longevity.

    Featured Image Credit: Yicun Liu/Riot Games

    Naim Rosinski

    A former ESL teacher with a Master’s degree in English Studies that found his drive in esports. Merging a passion for the craft of writing with a never-ending need to out-aim others in the game of VALORANT and Counter-Strike.

    Naim began his esports-writing and reporting journey at DailyEsports (now Upcomer), where he was a contributor for CS:GO. More and more enamored with esports, he quickly received a chance to attend IEM Katowice 2019 as press and managed to interview Cath, Lekr0, FalleN, and jkaem, his first dive into covering an event on-site.

    With the release of VALORANT, Naim saw potential in Riot Games’ take on a 5v5 competitive shooter and joined Run It Back as a writer. After 3 months, he got promoted to a Managing Editor, managing a team of contributors and held regular brainstorming meetings to get content pumping for 3 years straight. In that time he attended Masters Berlin 2021, as well as VALORANT Champions 2022 as press on-site press.

    Now, Naim is a Content Manager & Editor at THESPIKE. He keeps tabs on news, features, and evergreen content production, as well as contributing himself from time to time.

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