Rascasse Audience Intelligence

League of Legends Audience in Brazil

A data profile of the people who buy, follow and care about League of Legends in Brazil — modelled from more than twelve digital signal sources. League of Legends has an estimated audience of 5,031,809 people in Brazil.

The average League of Legends fan in Brazil is 32.1 years old, more male, and lives primarily in São Paulo.

The audience is concentrated in São Paulo, Minas Gerais, Rio de Janeiro.

Top brand affinities include Epic Games, Dota 2, Mobile game, with strongest over-indexing on Epic Games (4.65× the country average).

Demographically, the League of Legends audience skews more male with an average age of 32.1, and over-indexes on personality traits such as Early Adopter Mentality, Social Media Usage.

Compared to the country baseline, this audience shows distinctive patterns across 20 brand affinities and 27 regions tracked by Rascasse.

The typical League of Legends fan in Brazil is more male, around 32.1 years old, with strong Early Adopter Mentality tendencies and a notable affinity for Epic Games.

Category: Games · Type: Video / Board Game · Subtype: Online game

The data on this page comes from the Rascasse audience panel and is refreshed monthly from search, social and browsing signals. As of 2026-08-10.

Section 01

At a glance

The key figures that characterise the League of Legends profile in Brazil.

Audience size
5M
in Brazil
Gender
37.0%
63.0% male
Age
32.1
average years
Country rank
#1340
Video / Board Game in Brazil
Fig. 01

Search interest · 12-month trend

-16%
vs. last year
JanMarMayJulSepNov
Monthly searches · Source: Rascasse Audience Intelligence
Section 02

Demographics of League of Legends fans

37.0% are female, 63.0% are male, average age 32.1.

Fig. 02

Gender split

37.0%
Female
63.0%
Male
Demographic split for League of Legends audience in Brazil
MetricValue
Female37.0%
Male63.0%
Average age32.1
Estimated audience size5,031,809
Fig. 03

Age distribution

Ø 32.1
average years
Age distribution of the League of Legends audience in Brazil
Age bracketShare%
16-1938%
20-2925%
30-3915%
40-4910%
50+11%
Fig. 04

Worldwide distribution

6.3%

of the worldwide League of Legends audience comes from Brazil.

Worldwide audience distribution share by country for League of Legends
CountryShare
United States18.0%
China8.4%
Brazil6.3%
Section 03
Affinity (×) = how much more likely a member of this audience is to live in a region than the Brazil average. Example: 2.0× means twice as concentrated as the national baseline.

Geography

Where the League of Legends audience in Brazil is strongest.

Fig. 05

Top regions by affinity

League of Legends fans by region: top regions in Brazil
#RegionReachAffinity×
01Pernambuco~300K1.35×
02Rio Grande do Norte~100K1.23×
03Alagoas~90K1.23×
04Espírito Santo~100K1.20×
05Santa Catarina~300K1.19×
06Paraíba~100K1.18×
07Paraná~400K1.17×
08Rio Grande do Sul~300K1.15×
09Mato Grosso do Sul~80K1.15×
10Sergipe~60K1.15×
11Rio de Janeiro~500K1.14×
12São Paulo~1.5M1.10×
13Federal District~90K1.10×
14Minas Gerais~500K1.05×
15Ceará~200K1.05×
16Goiás~200K1.02×
17Bahia~300K0.94×
18Rondônia~40K0.90×
19Mato Grosso~80K0.86×
20Amazonas~70K0.83×
21Roraima~10K0.82×
22Amapá~10K0.81×
23Acre~10K0.79×
24Tocantins~20K0.71×
25Pará~100K0.70×
26Piauí~50K0.70×
27Maranhão~80K0.67×
Section 04
Brands and entities this audience over-indexes on, vs. the country average.

Audience interests & affinities

The strongest cross-interests of the League of Legends audience — brands, topics and people combined.

Fig. 07

Top cross-interests, ranked by affinity

Top brand affinities (over-index vs. country average) for League of Legends audience
#·InterestCategoryAffinity×
01The Elder Scrolls V: SkyrimGames7.65×
02Dota 2Games6.95×
03Console gameGames6.80×
04Multiplayer online battle arenaGames6.52×
05Saber (Fate/stay night)Literature6.47×
06Call of DutyGames5.41×
07Epic GamesGames4.65×
08TwitchGames4.61×
09MinecraftGames4.11×
10One PieceMovies & TV4.01×
11PC gameGames3.77×
12FortniteGames3.61×
13Gaming computerTechnology & Electronics3.55×
14Mobile gameGames3.09×
15XboxGames2.82×
16RobloxGames2.49×
17GamerGames2.33×
18Online gamesGames2.31×
19SupermanMovies & TV1.76×
20NeymarSports1.54×
Section 05
Top six personality traits over-indexed by this audience (1.0 = country average).

Personality of the League of Legends audience

Values above 1.00× are above the country average, values below 1.00× below it.

Fig. 08

Deviation from the national baseline

What stands out
The strongest tendencies
Top personality traits over-indexed by League of Legends audience · What stands out
TraitClusterDeviationScore
Early Adopter MentalityPOWER1.54×
Social Media UsageJOY1.40×
Need for SecurityCONSERVATISM1.29×
1.00× baseline
Rather not
The weakest tendencies
Top personality traits over-indexed by League of Legends audience · Rather not
TraitClusterDeviationScore
Design AffinityPREMIUM0.60×
IndulgenceJOY0.61×
DIY MentalityTHRILL0.62×
1.00× baseline
Section 06

Frequently asked questions

01

How many fans does League of Legends have in Brazil?

League of Legends has an estimated audience of 5,031,809 people in Brazil, concentrated in São Paulo and Minas Gerais.

02

What is the gender split and age of League of Legends fans?

37.0% of League of Legends fans are female, 63.0% are male, with an average age of 32.1 years.

03

Which brands do League of Legends fans like most?

League of Legends fans show strongest brand affinity for Epic Games (4.65×), Dota 2 (6.95×), and Mobile game (3.09×) over the country average.

04

Where do League of Legends fans live in Brazil?

League of Legends fans in Brazil are most concentrated in São Paulo (reach ~1.5M), Minas Gerais (reach ~500K), and Rio de Janeiro (reach ~500K). These three regions account for the largest share of the active audience.

05

What other brands do League of Legends fans also like?

Beyond League of Legends itself, the audience over-indexes on Dota 2 (6.95×), Mobile game (3.09×), Twitch (4.61×), and Superman (1.76×) compared to the Brazil average.

Appendix

Explore more audiences

Related profiles, rankings and the same audience in other markets.

How to read this data

Audience size is the estimated number of people in Brazil who actively search for League of Legends. Affinity is an over-index ratio: 2.0× means the audience is twice as likely to engage with that brand or trait as the country average. Reach is the estimated number of audience members in a region. Regional and brand-affinity tables are sorted from strongest signal to weakest.

About this audience profile

This audience profile is generated by Rascasse from anonymized search-behavior signals across Brazil. For methodology see methodology. Affinity values are over-index ratios vs. the country average (1.0 = baseline). Audience sizes are estimated, not measured.

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