The International Loses 91% of Its Prize Pool: When a Championship No Longer Saves an Esports Organization
core_answer: Quỹ thưởng The International giảm khoảng 91% từ 40 triệu USD năm 2021 xuống khoảng 3,4 triệu USD năm 2023, chủ yếu do Valve gỡ bỏ cơ chế gọi vốn cộng đồng qua Battle Pass. Sự sụt giảm này không phản ánh mức độ quan tâm đến Dota 2, mà phản ánh việc kênh tài trợ bị tháo dỡ.
key_facts: Quỹ thưởng The International: 40 triệu USD (2021), 18,9 triệu USD (2022), khoảng 3,4 triệu USD (2023).; Esports World Cup 2026 phân bổ 75 triệu USD cho hàng chục tựa game, do vốn nhà nước Saudi hậu thuẫn.; Saudi eLeague 2026 huy động hơn 4 triệu riyal với 37 câu lạc bộ tham dự.; Dplus KIA vô địch EWC 2026 League of Legends nhưng chậm trả lương và tìm chủ sở hữu mới.; Falcons vô địch TI 2025 nhưng rút khỏi Dota 2, tham dự 18 giải EWC trong năm 2026.
source_attribution: Phân tích tổng hợp từ báo cáo thị trường esports do Li Yanlin thực hiện, công bố tháng 7 năm 2026 | Cross-checked: VuaBong.vn
related_qa: question: Vì sao quỹ thưởng The International giảm mạnh từ năm 2021?, answer: Valve gỡ bỏ cơ chế gọi vốn cộng đồng qua Battle Pass, khiến doanh thu vật phẩm trong game không còn chảy trực tiếp vào quỹ thưởng giải đấu.; question: Dplus KIA có thực sự gặp khó khăn tài chính dù vô địch EWC 2026?, answer: Có, đội hình League of Legends tiêu tốn khoảng 3 tỷ won (gần 2 triệu USD) mỗi mùa, vượt quá doanh thu thương mại tương ứng, buộc tổ chức tìm chủ sở hữu mới.; question: Trần lương LCK áp dụng từ khi nào và nhằm mục đích gì?, answer: LCK áp trần lương kèm thuế xa xỉ nhằm tái phân phối chi tiêu, bảo vệ tính cạnh tranh và sự bền vững dài hạn thay vì chờ thị trường tự điều chỉnh.
In July 2026, Dplus KIA lifted the League of Legends trophy at the Esports World Cup in Riyadh. Three weeks later, Korean forums filled with reports of delayed player salaries and a leadership team searching for a new owner. An organization that had just won the biggest stage on the planet stood on the brink of dissolution because of cash flow.
I read that news at two in the morning in Da Nang. The first thing I did was open the Excel file tracking The International's prize-pool history, a file I have maintained for seven years. Three lines appeared: $40 million in 2026, $18.9 million in 2026, about $3.4 million in 2026. A 91 percent collapse across two seasons.
My first big bet did not come from courage. It came from the crowd being wrong. This time, the crowd equated a championship with survival. The data tells a different story.
To understand how a champion can die for money, you have to look at the financial structure that fed Dota 2 for a decade. From 2026 to 2026, Valve ran a community crowdfunding engine almost without precedent in esports: players bought the Battle Pass, and a share of revenue flowed straight into The International's prize pool. In 2026, that engine produced $40 million, making TI the largest prize pool in esports history. In 2026, the figure fell to $18.9 million. In 2026, it was roughly $3.4 million, and recent seasons have held in the low millions.
Then Valve reworked the Battle Pass. The link from in-game item revenue to the tournament prize pool was cut. The TI prize pool fell to exactly what remained once the crowdfunding channel disappeared.

At the same time, a new financial axis formed in the Persian Gulf. Esports World Cup 2026 allocated $75 million across dozens of titles. Saudi eLeague 2026 raised more than 4 million riyals with 37 clubs participating. In Korea, the LCK imposed a salary cap plus a luxury tax, a governance intervention meant to rescue the league's competitiveness.
Three financial axes, three different philosophies. And between them, organizations that once lived off the Dota 2 prize pool are being forced to choose a new path. This transfer window is not about who arrives and who leaves. It is about which organizations can still pay wages.

The mechanism behind the 91 percent collapse
The International's prize pool collapsed because the funding mechanism was dismantled, not because Dota 2 ran out of players. When Valve removed the link from the Battle Pass to the prize pool, it shifted the model from "the community pays for the tournament" to "the publisher decides the reward." This is a product-level change, not a gameplay balance change.
The consequence is pure arithmetic. Remove a $37 million funding channel and the prize pool falls to exactly the remainder. Reading this decline as proof that "Dota 2 is dying" is the most common mistake made by outside observers. But it left a real wound: organizations that once budgeted on the assumption of steady prize-pool growth no longer have a foundation.
Over seven years of tracking this series, I have noticed a pattern: when a revenue channel closes, the money does not vanish immediately. It slowly flows to another channel, leaving a gap that organizations must fill themselves. The question is who has the resources to fill it, and who does not.
Dplus KIA: a champion without a balance sheet
Dplus KIA is the clearest case of competitive achievement and financial survival having separated. Its League of Legends roster costs roughly 3 billion won, nearly $2 million, for a single season. That sits among the highest in the LCK.
The team won EWC 2026. And it still needs a new owner.
This breaks the industry's core assumption for a decade: win and you will be saved. In the old model, a championship pulled in sponsorship, then revenue, then stability. In the new model, roster costs have exceeded the commercial ceiling of the title. A roster worth millions but generating no matching commercial value becomes a burden, regardless of results.
The subtle point is this: a potential buyer of Dplus KIA is not buying a declining team. They are buying a winning team, attached to an unprofitable cost structure. The deal is only attractive if the buyer believes they can restructure costs without breaking competitive strength.
Falcons leaving Dota 2: a calculated withdrawal
Falcons, the TI 2026 champion, announced it was withdrawing from Dota 2 to focus on long-term sustainable operations. In 2026, it entered 18 tournaments within the EWC system.
That figure of 18 tournaments matters more than the championship. It shows Falcons is not leaving esports. It is reallocating its portfolio. When a top organization leaves a title immediately after winning it, the signal is clear: that title no longer sits in the profit zone. Falcons retained many other titles, those tied to the EWC ecosystem and the strategic priorities of Gulf investors.
The opportunity cost of maintaining a Dota 2 team rises every season, as the TI prize pool sits in the low millions while EWC pays $75 million spread across dozens of disciplines.
An accompanying risk is rarely mentioned: mid-tier organizations increasingly depend on guaranteed appearance fees at mega-events rather than performance-based earnings. When rewards concentrate in a few tournaments, the long tail of the ecosystem lives on participation money, not prize money.
The LCK salary cap: a governance intervention
The LCK did not wait for the market to self-correct. It imposed a salary cap plus a luxury tax, a mechanism whereby high-spending teams contribute to a shared league fund. This is a redistribution tool, going far beyond a simple cost limit.
The logic mirrors traditional sports leagues: when player prices rise faster than revenue, the market destroys itself without a safety valve. During the growth phase, player prices escalated far beyond the pace of revenue generation. The salary cap becomes a necessary measure, not a punitive one.
At the regional level, Korea is stabilizing its ecosystem while the Gulf injects capital to expand. Two opposing directions, reflecting two stages of development. One side is learning to live sustainably; the other is still in an expansion phase.
One thing worth noting: if the salary cap does not spread to other regions, Korea risks losing stars to uncapped leagues. The new equilibrium will not be set at the league level, but at the level of the global labor market.
Esports winter, or reallocation?
The "esports winter" story is being told wrong. Money has not vanished; it has moved. Budgets are shifting from mid-tier, prize-pool-dependent events toward a few mega-events and state-backed domestic leagues. The issue is distribution, not volume.
The point the crowd misses: reallocation is crueler than recession. A recession affects everyone, forcing all to tighten. Reallocation only punishes those standing on the wrong side. Single-title organizations dependent on prize pools, with high payrolls and low commercial value, sit on the abandoned side. Multi-title organizations with capital, tied to the EWC ecosystem, sit on the winning side.
I have seen this structure before. In football, I tracked how the satellite-club system lets giants skirt domestic training rules, turning talent from smaller leagues into stored assets. In esports, a similar version is forming: value concentrates where the capital is, while the places that produce talent bear the cost.
I watch esports to test long-term hypotheses about cash flow. And the cash flow here is redrawing the map of an entire industry.
The biggest risk is not organizations going bankrupt. The risk is that a single product decision by a publisher can dismantle a funding channel worth tens of millions, without any analysis of competitive fairness. No cross-publisher safeguard exists. The publisher is simultaneously the rule-maker and a party with a direct commercial interest.
Three signals I am tracking for the next cycle. First, whether Korea's salary cap spreads to other regions, or merely pushes stars toward uncapped leagues. Second, whether single-title organizations find revenue beyond prize pools before cash runs out. Third, whether publisher decision-making continues to shape the fate of an entire ecosystem.
Falcons departs, Dplus KIA seeks an owner, TI loses 91 percent of its prize pool. Three separate events, one shared model. The question is no longer which team is strongest. The question is who still has enough money to last until the trophy is handed out.
