League of Legends: Wild Rift Hits $500+ Million in Lifetime Revenue (Mostly from China)

League of Legends: WildRift, the mobile version of League of Legends, has exceeded $500m in lifetime revenue globally according mobile analytics firm Sensor Tower. While this figure includes total spending worldwide, the vast majority of it comes from China (72.2% or $364.6m). Still, Wildrift generated 6.8% of its revenues ($34m) in the U.S. which is the game's #2 market. The relatively low figures in the U.S. shouldn't be too surprising as mobile MOBAs aren't really a thing in the West. Tencent's wildly successful Honor of Kings (called Arena of Valor in the West) flopped in the West, despite being China's #1 game.
Besides Wildrift, Riot Games has seen success with Teamfight Tactics, the company's auto-battler / auto chess game, which generated $299 in lifetime revenue. Legends of Runeterra on the other hand has seen minimal success, at least on mobile, with just $24m in total spending.
To put these figures into perspective, Riot's flagship title League of Legends on the PC generates about $1.7 billion a year (estimate based on prior year data from Superdata Research).
