According to the news released by App Annie, Riot Games’ free-to-play MOBA League of Legends: Wild Rift has been able to garner more than $150 million in global consumer spending soon after they hit the markets in October 2020.

App Annie, an app analytic firm confirmed this. They declared that this game has touched this milestone after 370 days of its launch. This game had initially launched in October 2020 as a “regional open beta in key markets across the Asia Pacific such as Japan, South Korea, and Southeast Asia.”

Since then, Riot spread its wings and expanded its reach to Europe, the Americas, the Middle East, and even Russia by March 2021. Finally, it was released in China by early October in the same year.

Reports further indicated that Brazil and United States are amongst the top countries in which a large number of players spend their time playing Wild Rift.

If we compare this to Tencent’s Honor of Kings they had reached around $150 million in about 249 days. On other hand, Arena of Valor too had achieved a similar milestone just after 543 days after its launch, and Mobile Legends: Bang Bang was able to achieve the same within 670 days of its launch.  Again in these games too, the United States and Brazil secured the top places from where players spent most of their time in playing these game titles.

By far, Wild Rift has been Riot’s best and its most successful entry into the mobile gaming universe. Sensor Tower even reported that this game has successfully attracted more players spending rather than indulging in only Teamfight Tactics and Legends of Runeterra when combined.

Wild Rift is the second MOBA game to quickly reach the $150 million golden milestones right after the Honor of Kings, and it was twice faster than the popular Mobile Legends: Bang Bang which currently holds the status of being the second biggest MOBA game in terms of lifetime consumer spends globally.

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