Honor of Kings vs MLBB: esports launches in India
The Indian mobile gaming sector saw a synchronized expansion of the Multiplayer Online Battle Arena (MOBA) genre this week. On March 11, 2026, Level Infinite officially launched Honor of Kings in India, accompanied by a major infrastructure investment. Just a day earlier, on March 10, Vizta Games and Mineski Events Team unveiled the first publisher-backed national league for Moba Legends: 5v5! (the region-adapted version of Mobile Legends: Bang Bang).
Both titles have introduced formal competitive pathways that grant Indian teams direct qualification slots for the Esports World Cup 2026 in Riyadh. These parallel moves bring intense competition to a mobile gaming market long dominated by battle royale titles. Now, both publishers must secure their footprint in a saturated ecosystem by converting established shooter audiences and maintaining technical stability across the region’s diverse mobile networks.
Honor of Kings: Market entry and infrastructure investment
Honor of Kings became available in India on March 11, 2026, after a pre-registration phase that recorded 500,000 users. Level Infinite confirmed a capital allocation of 100 million INR (~$1.1M) to support the game’s local infrastructure and creator programs. Part of these investment funds is the “KINGS’ Arise: India City Tour”, which includes offline competitive events in Bengaluru on March 22, Mumbai on March 29 and Delhi on April 5.
The title is integrated into the international competitive circuit through the Honor of Kings World Cup at EWC 2026. India has received two direct slots for this global event, which features a $3 million prize pool. The Indian release launched with the “Flow” version, incorporating the hero Yango and localized events. Level Infinite also stated that a hero based on Indian cultural themes is currently in development to address the specific preferences of the regional audience.
Moba Legends: 5v5! Master Series establishes national pathway
Parallel to the Honor of Kings launch, Vizta Games and Mineski Events Team announced the Moba Legends: 5v5! Master Series on March 10. This tournament acts as the primary qualification route for Indian organizations to reach the Mid Season Cup at EWC 2026. The series features a prize pool of 4.6 million INR (~$50K), marking the formalization of the game’s competitive structure since its 2024 debut in the country as a region-adapted version of MLBB.
The MLMS schedule begins with an open qualifier for 256 teams, with registrations closing on March 19. Successful teams will progress to a league stage starting April 5, culminating in a LAN final on May 9 and 10. This initiative aims to consolidate the existing player base and provide a standardized path to international competition, aligning the Indian region with the global MLBB ecosystem while maintaining the technical requirements of the localized title.
Saturated market dynamics and existing competition
The expansion of these MOBA titles occurs in a market where mobile platforms represent 80% of all gaming activity. Industry data for 2026 indicates that Battlegrounds Mobile India (BGMI), the local version of PUBG Mobile, and Free Fire MAX remain the dominant mobile titles in terms of active users and sponsorship revenue. These battle royale games have established long-term partnerships with local esports organizations and telecommunications providers, creating high barriers to entry for new genres.
While the multi-million-dollar prize pools of the Esports World Cup provide a strong short-term incentive for professional organizations, the primary challenge for both publishers remains shifting entrenched player habits. Most Indian mobile gamers are historically anchored to battle royale mechanics, making long-term retention in the more strategic MOBA genre a significant cultural hurdle. Success will depend on whether these titles can effectively integrate into the daily gaming routine of a user base currently dominated by the shooter ecosystem.
2025 most-watched esports on Hindi-language broadcasts
| Rank | Esports Game | Hours Watched |
|---|---|---|
| 1 | BGMI / PUBG Mobile | 62 464 966 |
| 2 | Free Fire / Free Fire MAX | 4 901 503 |
| 3 | Valorant | 4 298 560 |
| 4 | Apex Legends | 222 536 |
| 5 | Call of Duty: Mobile | 121 741 |





