Com2uS’s global esports tournament 'SWC' is set to crown its tenth world champion. The 'SWC2026' World Finals will take place on November 14 from noon at KBS Arena in Gangseo-gu, Seoul, where 12 players who passed the regional qualifiers will compete for the title. This marks the third time Seoul has hosted the event, following 2018 and 2022, and its return to the city after four years. Tickets for the live event sold out immediately upon going on sale.
SWC launched in 2017 as the first Korean mobile game esports tournament hosted on a global scale. Reaching its 10th edition for a game in its 12th year since launch carries significance beyond a mere longevity record. It proved that a Korean mobile game can sustain a global esports tournament for a decade in an esports scene dominated by PC online games.

There are two figures who have watched these 10 years closer than anyone. Caster Heo Jun has hosted and provided commentary since its inaugural event in 2017. Commentator Sim Yang-hong joined in 2018 and also works as a 'Summoners War' influencer. Ahead of the World Finals opening on November 14, the two took part in a group interview in the press room.
The secret to the tournament's longevity cited by both men was "accessibility for everyone." Caster Heo defined SWC as an esports title that anyone—regardless of age, gender, veteran status, or novice level—can enjoy together. He explained that buffs, debuffs, and health bar changes are clear at a glance, allowing even those unfamiliar with the game to follow the flow of battle. Commentator Sim found the answer in game balance. He analyzed that designing Water, Fire, and Wind attribute monsters—which casual players can easily acquire—to drive the meta served as the driving force behind meta shifts and the tournament's ongoing success.
They gave high marks to the 'Stack Ban' rule introduced for the first time this year. Stack Ban is a rule where a monster banned once cannot be used until the end of the match. Game 1 is played without bans, and bans accumulate starting from Game 2. Commentator Sim confessed he had doubts that the tournament might become overly simplified as it entered its 10th year. However, he evaluated that this year, the competition evolved into "a game operating at the highest strategic level." Long-running tournaments tend to solidify into a 'winning formula,' and the broadcast team who witnessed the past decade endorsed this attempt to break that pattern through rule changes.
Two Korean players are competing in this World Finals. 'BEAT.D' became the first Korean player to win the world championship at the 2018 Seoul World Finals and returned to the World Finals stage this year after placing 3rd in the Asia-Pacific Cup. 'SKIT' advanced directly to the World Finals by taking 1st place in the Open Qualifier-Korea. After working as a caster, he returned as a player to step onto the stage for the first time in nine years. Both broadcast members predicted a victory for a Korean player.
The following is the Q&A.

SWC has reached its 10th edition. How do you feel?
Caster Heo Jun: I am so happy and delighted that a game made in Korea has been loved for so long and continues to successfully host global tournaments across every continent.
Commentator Sim Yang-hong: At first, I was just a young man who loved playing games. Over the past 10 years, I grew alongside the tournament and established my position as a commentator. I watched firsthand as a tournament that started as a small event expanded into a global festival. It feels affectionate, and I love the feeling of growing up together with it.
The World Finals are returning to Seoul after four years, and tickets sold out immediately. What is the significance of hosting the tournament in Seoul for the third time?
Caster Heo Jun: Apologies for bringing up another game, but there used to be a game called 'Plague Inc.' It's a game where you gradually spread a disease to infect the entire world. 'Summoners War' also spread like a contagion to other countries and continents. In one particular year, it gained massive popularity on a continent, and hearing the crowd roar on-site gave me goosebumps—it felt incredible.
Last year, its popularity in Brazil was incredible, and it has been huge in Southeast Asia for several years. That game is holding its third World Finals in Korea this year. Thinking that people around the world will be watching matches broadcast from our country made me feel proud once again. I really hope one of our players wins this year. I hope users around the world dream that the world championship will be held in Korea again next year.
Commentator Sim Yang-hong: 'Summoners War' was developed in Korea. When the SWC World Finals were held in Korea in 2018 and a Korean winner emerged, that was the peak of its domestic popularity. Afterwards, as Caster Heo mentioned, its popularity surged in Southeast Asia, leading to events being held there, as well as in Paris. Regional popularity shifted depending on the era and trends.
Then it returned to Seoul, and tickets completely sold out. There is anticipation that we might recreate the glory of 2018. That expectation seems to have infected Korean users as well, leading to the current excitement.
The biggest change this year is the introduction of Stack Ban. How do you think it affected the players' matches?
Caster Heo Jun: Players own so many monsters, but they tended to rely on a limited pool of favorites. As a result, we often saw players who couldn't break past the limits of their monster pool. With Stack Ban introduced this year, a player emerged who overwhelmingly expanded their monster pool—'YEONHONG-187', who won the Asia-Pacific Cup. He used the largest number of monsters this year.
He was a perennial top prospect who used to fall short in the Asia-Pacific Cup because he relied on the same familiar monsters. This year, with Stack Ban applied, he completely transcended his monster pool. I think he was the player who utilized Stack Ban best.

Commentator Sim Yang-hong: Running esports with a turn-based game inherently comes with the weakness of relying to some degree on RNG. As 'Summoners War' evolved into an esports title, it incorporated various systems to complement this weakness with skill and strategy. As players mastered them and the tournament matured, a trend was established where strategically sound players won championships. However, entering its 10th year, as players became accustomed to the competition, there were doubts that matches might become repetitive.
This year, as the ban dynamic expanded due to Stack Ban, the structure completely shifted so that players cannot survive unless they prepare diverse strategic frameworks and multiple game plans. Even as a commentator preparing for broadcasts, I had so much more to analyze. Players must account for far more factors when preparing. Across all tournaments so far, I dare say it has evolved into a game operating at the highest strategic level.
(To Caster Heo Jun) You have cast various esports for a long time. What makes SWC unique compared to other esports?
Caster Heo Jun: Aging alongside esports, there are moments when watching modern esports makes me think, 'As I get older, I won't be able to watch this sport.' With camera angles shifting rapidly and APM increasing so much, I felt that unless your eyes are just as fast, you won't be able to keep up with the broadcast.
SWC can be comfortably enjoyed by young children, older folks, and people who know nothing about gaming. Even beginners can easily tell if HP was reduced or whose turn it is. You can see who has a red debuff or a blue buff over their head. The entire process—who landed an attack first, or whether the player who took damage managed to withstand it and launch a counterattack—is displayed transparently.
Even without quick reflexes or deep knowledge of the game, viewers can intuitively understand the high-level strategies devised and executed by world-class players. What sets it apart from other games is that it is an esports title that anyone—regardless of age, gender, expert skill, or beginner status—can enjoy together.
(To Commentator Sim Yang-hong) The meta changing each year and by region is one of the joys of watching SWC. How has the battle meta in 'Summoners War' evolved? Which metas were fun to cast, and which were challenging?
Commentator Sim Yang-hong: Mobile collection games usually separate monster pools into those obtainable by free-to-play or casual users and rare ones that are hard to acquire. In 'Summoners War,' among the five attributes—Water, Fire, Wind, Light, and Dark—Water, Fire, and Wind represent monster pools that casual players can readily build. On the other hand, Light and Dark attributes are owned by fewer players. If Light and Dark monsters play too dominant a role, playing becomes difficult for casual users, creating a meta where only a select few owning Light and Dark monsters compete. I believe Com2uS's skillful balancing around this structure is the driving force behind continuous meta shifts and the tournament's longevity.
Thus, the meta evolved by shifting the casual-friendly monsters often referred to as the 'trio attributes' (Water/Fire/Wind). Top-tier Water, Fire, and Wind monsters are owned by many players, so if even one of them shifted, the entire monster pool dynamic changed. That is not to say Light and Dark attributes lacked 'nuclear bomb' level monsters. Balancing both trends created eras where the main three attributes dominated, and others where Light and Dark held sway.
What stands out in my memory is the meta geared most heavily toward ultra-casual players. There is a concept of natural star ratings, and there was a period when 4-star monsters were stronger than 5-star ones among 4-star and 5-star units. During that time, even casual players who had recently started the game could pull off esports-level plays, making it a great meta for ranked ladder games. However, in tournaments, every player possessed these monsters with similar runes and stats. Making a single mistake meant giving away the match, causing immense stress for players. It was a meta with mixed opinions.
Personally, I prefer a meta centered on Water, Fire, and Wind monsters that casual users can enjoy. I think a meta where casual player trends spread and pro players share in that same flow is best.

What is your most memorable moment from the past 10 years?
Caster Heo Jun: Naturally, it was when 'BEAT.D' won in Korea in 2018. 'BEAT.D' is the prime example of a player who utilized the three main attributes I mentioned earlier. He wasn't a player of wealthy means, and he won using 4-star monsters that anyone owned. Winning right here in Korea made it even more memorable. I can still vividly recall him cheering on the final stage. Seeing him return to the World Finals stage this year brings back that year even more vividly.
Commentator Sim Yang-hong: Since Caster Heo covered 'BEAT.D', I'll pick an overseas player. There's a player named 'DILIGENT'. He dominated the seasonal rank in 1st place and always maintained the top position in World Arena, which forms the foundation of SWC. However, tournaments add mechanics like pre-bans to test strategic depth. Unable to adapt to these rules, he suffered early eliminations for about two years, damaging his reputation and pride.
Then he returned in 2021 and won the championship. Having endured immense emotional stress, he burst into tears during the post-win interview, sharing how difficult it had been. In-game, he had an enviable monster pool and stats, but because tournaments are a battleground of strategy, his preparation must not have been easy. Watching him overcome that hardship to achieve victory felt like watching a drama unfold, leaving a strong impression on me as a commentator.
What are your predictions for the Korean players' performance this year?
Caster Heo Jun: That is the toughest question. Having cast alongside 'SKIT' for a long time, I really hope he wins this year. But in 2018, I hugged 'BEAT.D' and celebrated his championship victory together, so there's a personal story there too. Both players feel like cherished fingers on my hand, so I can't say who I prefer to win. I hope both meet in the finals and end it with a Korean victory.
Commentator Sim Yang-hong: I also strongly predict a victory for a Korean player. It's easy to think there is no home-field advantage in esports. However, when tournaments were held in other countries like Paris in 2019, the cheering of the home crowd gave players more energy than expected. In Paris in 2019, even players with relatively lower ladder ranks performed well on home turf.
'SKIT' and 'BEAT.D', who are competing this year, are 'masterminds' regarded as top tier in skill on the ladder. Their skill alone gives them a high win probability, and if they receive strong support from home fans today, a championship victory is well within reach.

'Summoners War' is in its 12th year since launch, and SWC is in its 10th edition. What is the driving force behind such longevity?
Caster Heo Jun: As I mentioned earlier, it's that anyone can enjoy it together. First-time players can easily get into it, and lapsed players can easily return. It's often called a 'salmon game' because returning is so seamless. With over hundreds of millions of downloads worldwide, as trends cycle round and round, won't it last for 20 or 30 years? I think it will continue to be loved in my son's and grandson's generations as well.
Commentator Sim Yang-hong: At one time, many mobile games like this were released in Korea. I've thought a lot about why 'Summoners War' uniquely succeeded both as a game and as an esports title. While there are many collection games, few possessed exquisite balancing that assigned roles to monsters across various tiers and drew out the fun of utilizing them together.
'Summoners War' excels at that. New players can enjoy tackling dungeons, and as they grow, they can become active participants in PvP. Even as it evolved into an esports title, as Caster Heo said, the buff and debuff effects are intuitive without being overly flashy. Even people who don't know the game can easily tell which side is ahead or behind, making it great to enjoy as a tournament. I consider these elements to be the keys to its success.
Caster Heo Jun: Let me add one more thing. I started playing 'Summoners War' earlier than my fellow broadcast colleagues, but my skill is the weakest—even though I am a caster for World Arena, the endgame content. But I think that is 'Summoners War's biggest strength. Some enjoy endgame content, but I still feel great when I boost my speed just a little or farm a single rune. Whether running beginner content, intermediate content, or starting new content, it's fun. Having content to enjoy at any stage is the biggest appeal of 'Summoners War.'
