MPL Indonesia Tops April With 2M Viewers; IEM Rio, LCK Rise
MPL Indonesia Season 17 peaked above 2 million concurrent viewers in April 2026 as Bigetron by Vitality beat RRQ Hoshi 2-1; IEM Rio drew about 1.1 million and the LCK hit 964,300.
MPL Indonesia Season 17 recorded the highest esports peak worldwide in April 2026, topping 2,000,000 concurrent viewers during the finals when Bigetron by Vitality defeated RRQ Hoshi 2-1. Bigetron lost the opening map before winning the series. RRQ Hoshi went through an eight-match losing streak and sat at the bottom of the standings.
IEM Rio 2026 reached about 1,100,000 concurrent viewers at its grand final in Rio de Janeiro, where Team Vitality swept Team Spirit 3-0. The victory secured Team Vitality the Intel Grand Slam VI and made the organization the first to win two consecutive Grand Slams; each Grand Slam carries a $1 million bonus. English-language coverage of the final accounted for roughly 359,000 viewers.
The LCK peaked at 964,300 concurrent viewers during a high-profile match between T1 and Dplus Kia. Dplus Kia won the series 2-1. Jeon “Siwoo” Si-woo received MVP honors for his performance. The English-language broadcast for that match reached about 189,000 viewers.
Other top events in April included MPL Malaysia Season 17, which peaked at 633,500 viewers and featured Selangor Red Giants sweeping RRQ Tora 2-0. Arena of Glory Spring 2026 recorded a peak of 527,500 when Team Flash beat Saigon Phantom 4-1 in a semifinal; Saigon Phantom remained alive through the lower bracket.
Creator-driven and niche events also posted notable peaks. A custom Valorant show match hosted by Nicholas “Jynxzi” Stewart exceeded 301,000 concurrent viewers. Stewart later won the PogChamps chess final, defeating Mark “ohnePixel” Zimmermann 2-0. A GeoGuessr tournament during a streamer competition reached 272,600 viewers.
April’s audience data showed differences by game type and distribution channel. Traditional PC esports such as Counter-Strike, Dota 2 and League of Legends drew high live viewership on streaming platforms. Mobile-focused leagues and creators reached large audiences on major video platforms. League of Legends content increased on those platforms after a reduction in live-stream operations in South Korea due to high operating costs.
Peak audiences in April were driven by finals and marquee matchups across multiple languages. English-language broadcasts and creator streams supplied substantial portions of the peak viewership for several events.
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