LCK
@lck
리그 오브 레전드 챔피언스 코리아 (LCK) 공식 유튜브 채널입니다. . . [안내 말씀] 라이엇 게임즈가 운영하는 리그오브레전드 챔피언스 코리아 (이하 "LCK") 와 모든 국제 대회 관련된 영상(과거 영상 포함)은 라이엇 게임즈의 소중한 자산입니다. 위에 언급된 대회의 중계 방송 영상 및 LCK 유튜브 채널의 영상을 무단으로 복제, 도용하거나 상업적으로 이용하는 행위는 저작권 관련 법규에 의거 처벌될 수 있음을 안내드립니다. (2차 편집도 금지) 더불어 저작권 침해 사례로 인해 개별 유튜브에서 받는 어떤 종류의 손해나 벌칙에 대해서도 라이엇 게임즈와 LCK는 어떠한 경우에도 배상해드리거나 지원해드리지 않으니, 이 점 참고하시기 바랍니다. 감사합니다. ______ ■ LIVE & LIVE VOD - LoL e스포츠 홈페이지: https://lolesports.com/ - 치지직: https://m.site.naver.com/1Z0Bn - SOOP: https://ch.sooplive.co.kr/aflol ■ LCK SNS - LCK 공식 페이스북: https://www.facebook.com/officiallck - LCK 공식 인스타그램: https://www.instagram.com/lckofficial/ - LCK 공식 틱톡: https://tiktok.com/@lck_official - LCK 공식 트위터 (영문): https://twitter.com/LCK ■ LCK 스토어: https://lckstore.com
1.71M
Subscribers
2.67B
Total views
13.3K
Videos
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Avg views (recent)
not yet captured
About LCK
LCK (@lck) is the official YouTube channel for League of Legends Champions Korea, operated by Riot Games. The channel serves as the primary distribution platform for LCK esports content, including match broadcasts, highlights, and tournament coverage. With 1,710,000 subscribers and 2,665,734,422 total views accumulated across 13,288 published videos, LCK operates as a major media outlet within the competitive League of Legends ecosystem in South Korea. The channel's content spans live match VODs, post-match analysis, player interviews, and seasonal tournament documentation. As an official esports league channel, LCK's publishing cadence reflects the competitive calendar, with content volume correlating to regular season matches, playoffs, and international competition participation. The channel's reach extends across Korean and international audiences interested in professional League of Legends competition. All content on the LCK channel is owned and operated by Riot Games, with strict copyright protections noted in the channel description.
LCK's estimated sponsorship rates
Estimated integration rates for a single YouTube video on the LCK channel range from $1,231 (low) to $3,078 (high), with a typical rate of $2,052. This pricing reflects the channel's high audience tier classification and positions LCK within the upper range of gaming-category creators at the 1.7-million-subscriber level. The rate estimate is calibrated to the channel's subscriber count, niche CPM typical for esports and gaming content, and YouTube's standard format and platform multipliers. Compared to peer gaming creators operating at similar scale—including LolloLacustre, 有感筆電 Daptoper, 양띵 유튜브, Shabab Gaming, and GaBBoDSQ—LCK's rates reflect the premium positioning of official league content within the esports vertical. Official league channels typically command higher CPM rates than independent gaming creators due to brand-safe inventory, predictable audience demographics, and advertiser preference for established esports properties. The estimate is algorithmic and based on publicly available subscriber data; actual rates may vary depending on campaign specifics, advertiser category, and seasonal demand fluctuations in esports advertising.
Who should partner with LCK?
LCK's audience consists primarily of competitive League of Legends enthusiasts, esports fans, and gaming audiences with interest in professional esports competition. The channel's 1,710,000 subscribers represent a consolidated viewership across Korean and international markets, with particular strength in South Korea's esports-engaged demographic. Relevant brand categories for sponsorship and integration include esports equipment manufacturers, gaming peripherals, energy drinks and beverage brands targeting gaming audiences, financial services platforms with esports partnerships, telecommunications providers, and consumer electronics companies. The audience also includes esports betting platforms, gaming chair and furniture manufacturers, and streaming hardware providers. Secondary appeal extends to sports media companies, broadcast networks, and platforms seeking esports content distribution rights. The channel's official status as Riot Games' primary LCK distribution platform ensures audience composition skews toward serious competitive gaming fans rather than casual viewers, resulting in higher engagement and brand-affinity metrics typical of dedicated esports audiences. Geographic concentration in South Korea positions the channel as a primary asset for brands targeting Korean esports consumers and the broader Asia-Pacific esports market.
LCK's growth and performance
Snapshot data spans only one day (May 12, 2026), with the channel holding steady at 1,710,000 subscribers at both the first tracked and latest measurement points. This single-day observation window is insufficient to establish meaningful growth trajectory or subscriber velocity. Historical view count data and longer-term growth patterns are not yet available in the tracking database. To assess LCK's growth trajectory, multi-month or multi-year subscription history would be required. Given the channel's established status as an official Riot Games property with a fixed publishing schedule tied to the competitive League of Legends calendar, subscriber growth patterns likely reflect seasonal fluctuations corresponding to regional and international tournament cycles rather than viral or accelerating growth typical of independent creators.
How our pricing estimate works for LCK
The rate estimate is generated algorithmically using the channel's subscriber count (1,710,000), niche CPM benchmarks for esports and gaming content, and platform and format multipliers specific to YouTube video integrations. The estimate does not incorporate community-submitted rate data, as none is currently available for this creator. The pricing model accounts for audience tier classification, geographic market factors, and typical advertiser demand within the esports vertical. For a detailed explanation of the CPM calculation, multiplier methodology, and assumptions underlying the estimate, see the /methodology page. Actual sponsorship rates may differ based on campaign length, exclusivity terms, advertiser category, content placement specifics, and seasonal variations in esports advertising spend.