What this is
Royalty yield band from the industry/Sanrio comp (5.51–5.56% of retail) and Funko's filed average royalty (16.1% 2024, 17.4% 2025, all licensors) × wholesale/retail 0.5; applied to LG's (E) $15.7bn on both scopes of.
The values
- LG 2025: $15.7bn
- LG 2025: ¥2,348bn
Some detail is too fine to show here; it is kept in the trainer’s notes.
Where it comes from
Our calculation from other figures in the trainer’s notes:
Show the working
- 15.7 × 149.57 = 2,348.2
- 15.7 × 0.0551 = 0.865 → ¥129.4bn
- × 0.087 = 1.366 → ¥204.3bn
- kept 1 − 0.087 = 91.3% to 1 − 0.0551 = 94.5%
- 2,348.2 − 204.3 = 2,143.9
- 2,348.2 − 129.4 = 2,218.8
- Licensees (0.5 − 0.087) = 41.3% to (0.5 − 0.0551) = 44.5% of retail
- royalty/wholesale 0.0551/0.5 = 11.0%, 0.087/0.5 = 17.4%
- TCG-IN merch 11.96 × 149.57 = 1,788.9
- 13.36 × 149.57 = 1,998.3
Where it’s used
Related figures
Built from this one
- EstimateEstimated total consumer spending on Pokémon worldwide in the year to February 2026≈¥2.7–3.7tn
- EstimateWho else keeps money from Pokémon spending in the year to February 2026≈¥2.1–2.9tn
- EstimateEstimated retail value of licensed Pokémon merchandise, excluding cards and video games, sold in The Pokémon Company International’s territories in 202555–68%
- EstimateHow much of the $15.7bn that The Pokémon Company International reported to License Global for 2025 is licensed merchandise
- EstimateRoyalty yield sensitivity to wholesale retail ratio, 2025 LG
- EstimatePartner capture table by class year to February 2026, TPC year to February 2026 (mixed bases, stated per row)