League of Legends and VALORANT are prominent titles in the Riot Games competitive scene, although they possess distinct characteristics, fan bases, and competition structures despite sharing the same developer.
League of Legends has a competitive trajectory spanning over a decade, featuring well-established regional leagues and a world championship that attracts millions of viewers. In contrast, VALORANT, launched in 2020, has developed its own international circuit and has undergone modifications in how new teams can ascend to the elite level.
One of the recent changes in VALORANT was the opening of qualifiers for the VCT Americas Kickoff 2027. This change provides opportunities for organizations not part of the partner group to compete for a spot in the main Americas circuit.
This expansion raises the question of whether VALORANT is showing superior growth compared to League of Legends, depending on how this advancement is measured. The first distinction lies in the nature of the games. League of Legends is an MOBA, where two teams of five players must destroy the opponent's base, using champions with specific abilities to manage resources, control territory, and make strategic decisions.
VALORANT, on the other hand, is classified as a tactical first-person shooter game, also played by five-member teams. Players employ agents with varied abilities and must fulfill objectives such as defusing or planting the Spike, in addition to eliminating opponents.
Although communication and strategy are crucial in both modes, the pace of the game differs. In VALORANT, a round can be resolved in mere seconds due to precise positioning or shooting; whereas in League of Legends, advantages are built gradually through the choices made during the confrontation.
In terms of global audience, League of Legends maintains a notable advantage. According to Esports Charts data, LoL competitive accumulated approximately 714.4 million hours watched in 2025, while VALORANT registered about 319.9 million. This positioned League of Legends as the most-watched esport that year, while VALORANT ranked fifth.
The disparity was also observed in peak viewership: LoL surpassed 6.7 million simultaneous viewers, compared to approximately 1.47 million recorded by VALORANT. These numbers highlight the magnitude of the League of Legends scene but do not imply that the growth of the two games occurs at the same pace. After all, cumulative audience reflects the size of the public in a specific period, and not necessarily the speed of expansion of a mode.
Factors such as schedule, tournament duration, and broadcast hour volume influence these results. A key innovation in the competitive scene is the introduction of open qualifiers for the VCT Americas Kickoff 2027. This tournament will include eight partner teams and reserve four spots for non-partner organizations.
In the Brazilian context, Brazil will have one direct spot via its regional qualifier, in addition to the chance to obtain a second spot in the continental playoff, called the Last Chance Qualifier (LCQ). The first Brazilian qualifying phase began on November 5th, and the second is scheduled to start on the 12th. The best teams from these phases advance to the regional playoffs, which will determine the Brazilian representative in the Kickoff.
This new format is significant because it allows organizations outside the partner group to compete for an opportunity to face teams already established in the international circuit. Although this does not guarantee a permanent place in the league, it expands access to a competition that previously had a more closed structure.
For ambitious players, the clarity of competitive paths serves as an additional incentive to invest in their own development. The opening of opportunities in the official circuit also elevates the importance of preparatory competitions. In Brazil, initiatives like Liga GG provide competitive spaces in various modes.
Within League of Legends, CELOL brings together teams focused on player development and gaining experience in organized tournaments. In VALORANT, VPLA performs a similar function, offering competitive matches and opportunities for teams outside the main circuit.
These championships allow participants to confront structured opponents, improve collective communication, and gain experience in situations different from ranked matches. It is important to note that VPLA, by itself, does not grant a spot in the VCT; its contribution lies in the competitive experience it offers participants.
Both games have talent development systems, but the connection of these paths to the top varies according to each season's regulations. League of Legends has possessed a consolidated professional ecosystem for longer, with organizations, technical committees, and competitions that have accumulated vast experience over the years. In Brazil, CBLOL is the main competitive reference for the mode, complemented by grassroots championships.
VALORANT also has an organized circuit, encompassing Challenger leagues and international competitions. The most recent change is the opening of new qualification routes for non-partner organizations, allowing teams to compete for access to crucial VCT stages. Additionally, in 2026, Riot Games implemented the Path to Champions, a mechanism that brought teams from the Challenger leagues closer to international competitions.
Such evolutions signal a focus on creating competitive pathways across different levels of the scene. However, qualification opportunities and audience growth are distinct indicators. One mode may increase the number of eligible teams without necessarily registering a proportional growth in viewers or investments. If the comparison is made from the perspective of global audience, League of Legends remains ahead, according to 2025 data. On the other hand, VALORANT is undergoing important structural transformations, expanding access for non-partner teams to high-level tournaments.
This represents greater accessibility, but it does not allow us to conclude in isolation that the game is growing faster than LoL in Brazil. For a complete evaluation of this difference, it would be necessary to monitor the evolution of the number of participants, teams, championships, investments, and viewers over multiple seasons. The common challenge for both games is converting player interest into concrete opportunities for professional development, with competitions like CELOL and VPLA being vital in this process.


