
Mobile Legends Is Getting Football-Sized Audiences in Indonesia
The MPL Indonesia Season 15 grand final between ONIC Esports and RRQ Hoshi pulled 4.13 million peak viewers in June 2025, a genuine record for the entire Mobile Legends: Bang Bang competitive series worldwide. That single season racked up over 113 million hours watched across its full run, a number matched by only a handful of esports events on the planet, mobile or otherwise.
For a mobile phone game most casual sports fans outside Southeast Asia have never heard of, those are numbers that would make plenty of traditional sports leagues jealous.
The scale here is genuinely hard to overstate
Both MPL Indonesia seasons held in 2025 crossed the 100 million hours watched threshold, putting them among just fourteen esports events globally, across every game, to ever reach that mark.
Season 17, running in mid-2026, saw peak viewership jump 61 percent week over week early in the season, with a single ONIC versus RRQ Hoshi match alone drawing 2.24 million peak viewers. English-language broadcasts of the league, aimed at international audiences beyond Indonesia itself, saw peak viewership jump 235 percent compared to the previous season.
Indonesia and the Philippines together dominate Mobile Legends’ entire global player base and account for the two largest spending markets in the game worldwide. Within that picture, Indonesia’s domestic league specifically has become the single most-watched regional competition the game has anywhere, ahead of every other country’s version of the same league.
Why this deserves to be treated as a real sports story
Traditional sports media, including plenty of coverage generated within Indonesia itself, still tends to treat esports as a side interest, something adjacent to real sport rather than a genuine equivalent. The viewership numbers increasingly don’t support that framing. A single MPL Indonesia grand final now draws an audience that would be the envy of most domestic football leagues across Southeast Asia, badminton included, despite badminton’s status as Indonesia’s most historically beloved sport.
Part of what’s driving this is generational. Mobile Legends is specifically built for smartphones, meaning it reaches Indonesian teenagers and young adults through the device they already spend the most time on, without requiring a gaming PC or console that carries real cost barriers in a country where smartphone penetration vastly outpaces other gaming hardware ownership.
The bigger pattern this fits into
Indonesia isn’t unique in having a booming esports scene, but the specific scale of its Mobile Legends following, and the fact that it’s now Southeast Asia’s clear leader in the sport, mirrors something the country has already proven in traditional sport: an enormous population with genuine hunger for competitive spectacle, channeled here into a format that didn’t exist as a mainstream product a decade ago.
Teams like ONIC and RRQ Hoshi have become genuine celebrity institutions within Indonesia, followed with an intensity that increasingly resembles how Indonesian fans follow their football clubs, tifos, rivalries, and fierce brand loyalty included.
Should Indonesian sports media start covering MPL results with the same weight it gives football and badminton, given the viewership numbers already justify it?


