Biggest Mobile Games

Mobile games are on the rise in the esports business with in excess of two billion individuals overall playing versatile titles for a created $152.1 billion in income. Focused games are among the more well known of these stages. Tencent rules most importantly with most of the focused games fitting into the MOBA and battle royale types.

Wangzhe Rongyao (Kings of Glory): This is one of the biggest Mobile games in China. It was first released in 2015 in the midst of the fever for League of Legends and comparative MOBA games. By 2017, it flaunted 200 million players and 80 million daily active users. The World Championship Cup occurred last August and united 12 groups from across Asia to go head to head over the $4.5 million prize pool.

Garena Free Fire: This game previously appeared in December 2017 and has developed to produce more than $1 billion in income just in a solitary month. In November the World Series finals were facilitated in Rio de Janeiro and groups went after a $200,000 in front of the rest of the competition prize pool. The occasion crested at more than 2,000,000 synchronous watchers and arrived at the midpoint of 1.2 million watchers, a record for the game.

Clash Royale: This is simple-to-learn and the difficult-to-master game have increased huge prominence throughout the years. In 2019, the League World Finals topped at more than 13,000 watchers and had a $400,000 prize pool. In spite of being one of the greatest aggressive portable rounds of 2019, its development has eased back fundamentally versus earlier years.

Mobile Legends: Bang Bang: This game originally launched in Southeast Asia in July 2016. It immediately blasted to 500 million registered players and 75 million active players. It wasn’t until 2019 when the designer ventured up and had its first big showdown, which pulled in a pinnacle viewership of 650,000 individuals, quite a bit of which originated from Indonesia.

PUBG Mobile: This game is the king of battle royale mobile games and may yet surpass the popularity of the PC version. The Fall Split Global Finals had a peak viewership of 525,000 people and boasts a player base of 600 million users, which may make 2020 an even better year for the game. The game plans on having more than $5 million in prize pools for competitions next year in addition to adding circuits to build path-to-pro ways for amateur players.


For players that have been with this game since the beginning (like us), it may come as a shock that Hearthstone will celebrate its 6th birthday in 2020. This simple card game has withstood the test of time with surprising resilience and continues to draw a large audience of players daily in spite of the numerous other games that continue pop up.


A well-developed game: The team developing Hearthstone (aka “Team 5” internally) keeps ahead of the live game by about a year. So when one expansion releases, the next one is almost entirely completed and the one after is in the concept stage. So when individuals leave the team, like Ben Brode, Yong Woo, and Hamilton Chu did in 2018, the effects aren’t truly felt until a year later. 2019 was heavy content-wise, featuring three expansions released across 12 months. The story told across these expansions added a fun narrative, but developers still had more in store structurally for the game.

Then came Battlegrounds: Tavern Brawls was the last game mode introduced in 2015, so it came as something of a welcome surprise when they introduced Battlegrounds. To returning players, Tavern Brawl was the least appealing part of the game. Players hoped to see a tournament mode introduced, but Blizzard announced that said mode had been shelved indefinitely. But not entirely. There was an explosive rise in autobattlers and made the development team ask the question what an autobattler would be like in Hearthstone. Then Battlegrounds was born, which has since attracted many players to the game, new and old alike.

Esports changes: Hearthstone changed a lot as an esport this year. It started with the end of the Masters System, a competitive structure that was both unsustainable and exhausting for players and viewers alike. The World Championship (technically for 2018) happened in April 2019 and was incredibly satisfying, but was followed up by the introduction of a very contrarian Hearthstone Grandmasters. This new format went against the open grassroots system Blizzard normally used that allowed anyone to work their way up to the tournament scene. Grandmasters allowed each region autonomy, except for eight players invited to a region’s Grandmaster division based solely on 2018 results. The other eight were invited based on prize money earned, or the arbitrarily phrased “legends spot,” which was more of a popularity contest. This had a damaging effect on viewership for the Grandmasters Global Finals at BlizzCon, averaging 40,000 viewers, versus 100,000 for the previous World Championship.

More Esports News

Madden: The Madden Esports League handed out more than $700,000 to top players during the latest Madden 20 Club Championship.

Super Smash Bros. Ultimate: Someone has put together a stage featuring Baby Yoda as the background.
Escape from Tarkov: Here’s how you can earn Twitch drops by tuning in to select streamers until January 5.
Nick “Nickmercs” Kolcheff has unveiled his new streaming and gaming room to the public, and it is a sight to envy.
Dota 2: Popularity with the game has been drastically decreasing in India since 2017 due to teams shutting down and viewership dropping.

1 Comment

Santosh · January 31, 2020 at 11:50 pm


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