FaZe partners with ONWEAR for China, APAC and Brazil merch

FaZe Clan named ONWEAR its official merchandise partner for China, APAC and Brazil, selling localized apparel and gear through an upgraded ONWEAR.GG storefront.

FaZe Clan has named ONWEAR its official merchandise partner across China, the APAC region and selected territories including Brazil. FaZe-branded apparel and gear will be sold through an upgraded global storefront at ONWEAR.GG.

Under the licensing agreement, ONWEAR will handle regional manufacturing, inventory and distribution to supply products closer to consumers in Asia and Brazil. The arrangement uses local production and regional logistics rather than establishing FaZe retail operations in those markets.

ONWEAR upgraded its global store to host FaZe items and will manage the commercial and logistical work required to sell region-specific apparel and accessories. The company has previously worked with European and North American teams on China-focused releases.

In a LinkedIn post, ONWEAR founder Yu Chen wrote that the partnership aims to make “authentic esports merchandise products accessible to new communities” and to connect global organizations with fans in Asia by combining “authenticity, creativity and community.” Team Vitality, G2 Esports and Wolves have used similar licensing arrangements for China.

Including Brazil reflects a focus on regions where local production and distribution can reduce import costs and delivery times. ONWEAR’s role in Brazil could expand if demand and logistics require a larger local footprint.

The deal comes amid recent commercial activity for FaZe’s parent company, GameSquare Holdings. FaZe secured a multi-year, seven-figure sponsorship with Corsair, and GameSquare completed a $1 million share buyback. FaZe is not listed in the official 2026 EWC Partner Programme and failed to qualify for IEM Major Cologne 2026, affecting revenue opportunities tied to Counter-Strike 2 in-game cosmetics.

Licensing agreements allow rights holders to rely on local partners for production, marketing and distribution while retaining brand control. Several Western esports organizations use licensing to sell merchandise in China and other parts of Asia without setting up regional corporate operations.

Articles by this author