Wolf
@wolfyoutube_official
울튜브 시청자여러분 안녕하세요! 울프입니다 LCK , LEC 및 국제대회 중계와 개인방송을 치지직에서 이어가고있습니다 항상 사랑해주시는 팬 여러분 감사합니다! 치지직 : http://bit.ly/wolfchzzk Instagram : https://www.instagram.com/wolfstagram96
444K
Subscribers
312M
Total views
1.52K
Videos
—
Avg views (recent)
not yet captured
About Wolf
Wolf is a South Korean gaming creator with 444,000 YouTube subscribers and over 311 million total views across 1,516 published videos. The channel operates primarily as a gaming and esports commentary platform, with a stated focus on League of Legends Championship Korea (LCK), League of European Championship (LEC), and international esports tournament coverage. Wolf also maintains a streaming presence on Chzzk, a Korean live-streaming platform, where the creator continues personal broadcasts alongside recorded content. The channel's output reflects a dual-format strategy: long-form YouTube videos paired with live-streaming engagement. The creator's bio, written in Korean, addresses the audience directly and emphasizes gratitude to the fanbase. With nearly 312 million lifetime views, the channel demonstrates sustained audience retention typical of esports and gaming commentary niches, where recurring tournament schedules and meta-game shifts drive consistent viewership. Wolf's subscriber base places the channel in the mid-tier gaming creator segment, comparable in scale to peers like Hiiragi Tsurugi and Ks.Kibria.
Wolf's estimated sponsorship rates
Wolf's algorithmic price estimate for a single integrated YouTube video ranges from $533 (low) to $1,332 (high), with a typical rate of $888. This estimate is calibrated for mid-tier gaming creators and reflects the channel's 444,000-subscriber base combined with gaming-category CPM benchmarks and YouTube's format and platform multipliers. The rate positioning reflects several factors: the creator's subscriber count aligns closely with peer channels in the same niche (Hiiragi Tsurugi at 444,000 subs, ЧБG at 448,000, CatZGamer at 450,000), which typically command mid-range rates within the gaming category. Gaming content generally sustains lower CPMs than finance, technology, or business categories, but esports-focused commentary—particularly LCK and international tournament coverage—attracts advertiser interest from gaming hardware, esports betting platforms, and regional sponsors. The creator's geographic location in South Korea may influence advertiser demand and regional CPM rates. Rates assume standard video-integration placements; sponsorship deals, affiliate arrangements, or exclusive content partnerships may command different terms. The estimate is algorithmic and based on subscriber count and category benchmarks rather than direct rate-card data from the creator.
Who should partner with Wolf?
Wolf's audience consists primarily of esports enthusiasts and competitive gaming viewers, concentrated around League of Legends content. The channel's stated focus on LCK, LEC, and international esports tournaments indicates an audience with high engagement in professional competitive gaming, particularly those following regional and global championship play. This demographic typically skews toward gaming hardware manufacturers, esports betting and prediction platforms, gaming peripheral brands, and esports-adjacent services. Secondary audience segments include casual League of Legends players seeking meta analysis and tournament insights, as well as Korean-language gaming communities with interest in regional esports coverage. The 311 million total views distributed across 1,516 videos suggests consistent viewership per upload, typical of recurring tournament schedules and seasonal esports calendars. Peer creators in the same niche—including Ks.Kibria (442,000 subs) and CatZGamer (450,000 subs)—share similar audience profiles centered on competitive gaming and esports fandom. Brands targeting esports audiences, Korean gaming markets, or League of Legends enthusiasts would find alignment with Wolf's viewership. The creator's dual presence on YouTube and Chzzk indicates audience familiarity with Korean streaming platforms and likely geographic concentration in South Korea or Korean-speaking diaspora communities.
Wolf's growth and performance
Wolf's subscriber count was 444,000 at the first tracked snapshot on May 11, 2026, and remained at 444,000 at the latest snapshot on the same date. The tracking span covers only one day, providing insufficient data to assess growth trends, seasonal patterns, or subscriber velocity. We do not yet have view-count history or multi-month subscriber progression data. A longer observation window is required to determine whether the channel is experiencing growth, plateau, or fluctuation. Future snapshots will enable analysis of subscriber acquisition rates and audience expansion patterns.
How our pricing estimate works for Wolf
Wolf's algorithmic price estimate is calculated using a formula that multiplies subscriber count by a niche-specific CPM (cost per thousand impressions) benchmark, then applies platform and format multipliers to account for YouTube's monetization structure and video-integration placements. The estimate does not rely on direct rate-card submissions or community-reported pricing; instead, it is derived from aggregated gaming-category CPM data and comparable creator benchmarks. The low, typical, and high estimates reflect variance in advertiser demand, audience geography, and content performance within the gaming niche. This creator's estimate is calibrated with zero community data points, meaning no direct pricing feedback from Wolf or brand partners has been incorporated; the figure is purely algorithmic. For a detailed explanation of the CPM benchmarks, multiplier methodology, and assumptions underlying this estimate, see the /methodology page.