Valorant Campus Cup: First Champions Crowned In India
JECRC University, Jaipur won the first VALORANT Campus Cup title after beating PES University, Bangalore in the final match. Riot Games and JioGames said the new college esports event ended with a national Grand Finale. The organisers positioned the tournament as a large, structured campus competition across India.
The Grand Finale brought together 32 institutions at one venue and stage. Riot Games said 2,500 teams competed across India’s college campuses during the event run. The concluding rounds were held on March 30–31, 2026. The venue was the JioGames Innovation Centre at Chitkara University, Punjab.

Organisers shared participation and viewing figures from the tournament’s first edition. The figures included 2500 individual player registrations and 512 teams competing across campuses nationwide. Riot Games and JioGames also reported about 90,000 total views across online and offline broadcast. The total prize pool was ₹5,00,000, split across the top three finishers.
The prize breakdown awarded ₹2,50,000 to the national champion, with ₹1,50,000 for runners-up. The second runner up received ₹1,00,000, according to the organisers. The key tournament metrics are listed below.
| Metric | Figure |
|---|---|
| Individual player registrations | 2500 |
| Teams competing across campuses nationwide | 512 |
| Institutions at the Grand Finale | 32 |
| Total views across online and offline broadcast | ~90,000 |
| Total prize pool | ₹5,00,000 |
| Champion prize | ₹2,50,000 |
| Runners-up prize | ₹1,50,000 |
| Second runner up prize | ₹1,00,000 |
"The VALORANT Campus Cup reinforced a clear shift thatgrassroots competitive play on Indian campuses is not only growing, it’s becoming more structured and intentional. With 2500 players across 32 institutions, what stood out was the level of preparation and competitive mindset players brought to the tournament.
Campuses are increasingly becoming the starting point for the next generation of VALORANT talent, and VCC showed how strong that pipeline can be when given the right platform. Our focus now is to continue strengthening the grassroots ecosystem, building clearer pathways, and more opportunities for players to compete and grow." said Anushka Bhatnagar, Publishing Lead at Riot Games.
VALORANT Campus Cup broadcasts and ecosystem support
Every match was streamed live on the JioGames platform and related digital channels. Riot Games said the coverage helped the tournament reach viewers beyond the venue.
The organisers said MSI, CyberPowerPC, and Ant Esports supported the event’s setup. Riot Games stated this support helped keep competitive conditions consistent. The same approach was applied to hardware, infrastructure, and broadcast standards. Riot Games said the goal was to ensure similar conditions across campuses, regardless of location or size.
VALORANT Campus Cup purpose and wider Riot Games context
Riot Games described the VALORANT Campus Cup as a grassroots esports programme for India and South Asia. The organisers said the format takes structured competition directly to college campuses across cities. Riot Games said the programme targets early-stage competitors. The stated aim is to meet players where they are and support organised play.
Riot Games was founded in 2006 and released League of Legends in 2009. Riot Games later released VALORANT, Teamfight Tactics, Legends of Runeterra, and League of Legends: Wild Rift. Riot Games also listed Riftbound and 2XKO among its titles. Riot Games said its esports includes VCT and the TFT Open, plus Arcane.
The first VALORANT Campus Cup ended with JECRC University, Jaipur taking the national title over PES University, Bangalore. Riot Games and JioGames linked the event’s scale to its campus-first structure. With 32 institutions at the finale and a ₹5,00,000 prize pool, the organisers framed the tournament as a major collegiate competition in its debut run.


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