Franchising In June 2017, Riot Games announced that the NA LCS would shift from a
promotion and relegation system to franchised league with ten permanent teams beginning in 2018. Each of the ten teams would have guaranteed spots, with the hope to encourage owners to make substantial investments, including the creation of training facilities and improvements in coaching, scouting, and player well-being. Each team was also mandated to maintain an academy squad for emerging talent development. Riot Games also raised the minimum salary for players to , with an average annual income for League pros around $150,000. Additionally, a players' association was established to offer financial, legal, and career-building support to players. The buy-in price for the league was $10million for existing League of Legends teams, who had previously participated in the League Championship Series or Challenger Series. New teams would be subject to an additional $3million, which was distributed to the teams that were replaced in the league. The NA LCS received over 100 applications for a spot in the league. Those applications were then narrowed down to a shortlist, nicknamed "phase two", which saw participants travel to Riot Games' Los Angeles office to interview and review their applications. The ten franchised teams were announced in November 2017. Among the already established teams in the NA LCS were
FlyQuest,
Team SoloMid,
Cloud9,
Counter Logic Gaming,
Echo Fox, and
Team Liquid. The other four existing teams,
Immortals,
Phoenix1,
Team Dignitas and
Team EnVyUs, were declined entry into the restructured league. Due to their departure, four new organizations were added to the NA LCS:
100 Thieves,
Clutch Gaming,
Golden Guardians, and
OpTic Gaming.
Match length On September 29, 2017, Riot Games announced that the NA LCS would return to a best-of-one format for the 2018 season. The three previous splits employed a best-of-three format and aired two streams simultaneously. According to Riot, the change to a best-of-three format was aimed to increase fan engagement, but its incorporation of simultaneous dual streams to accommodate more games led to a drop in viewership. == Spring ==