Fnatic CEO: LoL spending unsustainable, shifting to Valorant
Fnatic CEO Sam Mathews called past League of Legends spending-including millions for Luka “Perkz” Perković-unsustainable and says the club is cutting LoL costs while boosting VALORANT investment.
Fnatic CEO Sam Mathews acknowledged the organization spent heavily on its League of Legends roster in past years, including multi-million-dollar payments to Luka “Perkz” Perković. He called that spending model unsustainable and said Fnatic has reduced its League budget and increased investment in VALORANT.
The club has lowered player salaries and changed its recruitment approach, focusing on younger players to build a longer-term roster rather than signing expensive stars. Mathews noted the strategy aims to limit losses and improve the team’s financial outlook over multiple seasons.
Mathews warned the rebuild could affect short-term results and has already prompted fan complaints, including criticism of a smaller coaching staff during some splits. Some supporters suggested Fnatic sell its League slot; Mathews rejected that idea and pointed to the organization’s history and 13 World Championship appearances. “We’re not going to leave League because we have a bad year,” he said.
Mathews highlighted VALORANT as a stronger business for Fnatic, citing higher returns from prize money and sponsorships and describing the title as more financially stable. The organization plans to continue funding its VALORANT teams while managing costs in League to balance competitive performance and financial sustainability.
Fnatic has pursued commercial partnerships with brands such as Red Bull and Skinrave.GG. The company reported it was close to breaking even as of late 2025.
Patrik “cArn” Sättermon, Fnatic’s chief gaming officer, described the League team’s situation as “healthier than people from the outside might assume,” indicating the organization considers the rebuilding plan to be progressing despite mixed immediate results.
League of Legends remains one of the largest esports by viewership, but operating a top-tier team requires substantial spending and does not guarantee success. Other esports organizations have also cut costs and focused on developing younger rosters to pursue longer-term financial stability.







