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Invictus Gaming

Invictus Gaming is a Chinese esports club founded in 2011 and based in Shanghai, known for winning the 2018 League of Legends World Championship.

Abbreviation: iG
Club mark, represented by its League of Legends team logo.
Club mark, represented by its League of Legends team logo. · Invictus Gaming; Invictus Gaming (iG) logo.png, Wikimedia Commons, Public domain ( No changes made. Source: The League of Legends team mark is shown here as the Club mark.
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Updated September 24, 2026

Commercial snapshot

Founded

Not publicly disclosed

Based in

Not publicly disclosed

Signature achievement

Not publicly disclosed

Audience reach

Not publicly disclosed

Ownership

Not publicly disclosed

Current financials

Not publicly disclosed

Category

Public disclosure

Partner

Not publicly disclosed

Commercial note

No current club-level partner list was confirmed in the available sources.

Overview

Invictus Gaming’s documented competitive profile includes its 2018 League of Legends World Championship title. The company’s profile identifies Shanghai as its headquarters, while current audience evidence is concentrated in Weibo and X rather than a deduplicated cross-platform total.[1][2][3]

Its 2017 Overwatch operation is historical context, not a current team or club-level commercial asset. The contemporaneous MY report identifies iG among established organizations withdrawing from that game’s competitive scene; it does not establish the status of iG’s other teams.[4]

No current club-level sponsor inventory, ownership disclosure, financial results or third verified platform audience count was confirmed in the reviewed sources. Partnership discussions should identify the relevant team and title, confirm present category conflicts, and separate club rights from publisher, competition and player permissions.[1]

References4
  1. [1]Invictus Gaming company profile — LinkedIn
  2. [2]iG esports club official Weibo profile — Invictus Gaming
  3. [3]Invictus Gaming official X profile — Invictus Gaming
  4. [4]起底MY的“转型”始末——《守望先锋》上的“好成绩”并未换来“好生意” — People's Esports

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