Funko Inc
F:FU2
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Funko Inc
F:FU2
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Standard Chartered PLC
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Funko Inc
Funko makes pop-culture collectibles and licensed consumer products, best known for its stylized vinyl figures, bobbleheads, plush, apparel, accessories, and other themed merchandise. The company turns characters, brands, athletes, and entertainment franchises into physical products that fans buy to display, collect, or gift. Its business sits between entertainment licensing and consumer goods, so it earns money by designing, sourcing, and selling branded items that ride on popular media and fandoms. Funko sells mainly to mass retailers, specialty stores, online marketplaces, and directly to consumers through its own websites and channels. It also works with entertainment studios, sports leagues, game makers, and other rights holders to secure the licenses needed to use well-known characters and brands. Most of its revenue comes from product sales, while licensing deals and limited-edition releases help it create scarcity and keep collectors interested. What makes Funko different is that it is not a traditional toy maker focused on play value alone. Its products are built around fandom and collecting, with design choices that make them easy to recognize across many franchises and categories. That gives Funko a role as a bridge between entertainment companies that own the characters and the retailers and fans who want affordable, shelf-ready collectibles tied to those properties.
Funko makes pop-culture collectibles and licensed consumer products, best known for its stylized vinyl figures, bobbleheads, plush, apparel, accessories, and other themed merchandise. The company turns characters, brands, athletes, and entertainment franchises into physical products that fans buy to display, collect, or gift. Its business sits between entertainment licensing and consumer goods, so it earns money by designing, sourcing, and selling branded items that ride on popular media and fandoms.
Funko sells mainly to mass retailers, specialty stores, online marketplaces, and directly to consumers through its own websites and channels. It also works with entertainment studios, sports leagues, game makers, and other rights holders to secure the licenses needed to use well-known characters and brands. Most of its revenue comes from product sales, while licensing deals and limited-edition releases help it create scarcity and keep collectors interested.
What makes Funko different is that it is not a traditional toy maker focused on play value alone. Its products are built around fandom and collecting, with design choices that make them easy to recognize across many franchises and categories. That gives Funko a role as a bridge between entertainment companies that own the characters and the retailers and fans who want affordable, shelf-ready collectibles tied to those properties.
Q1 strength: Funko said Q1 was a strong start to the year, with sales up 5% and Core Collectibles up 17%.
Margin milestone: The company reported its highest gross margin ever at 44%, helping adjusted EBITDA reach $11 million, well above expectations.
Demand trend: Point-of-sale momentum stayed healthy, with global POS up 6% in Q1, including 12% in wholesale, 6% in the U.S., and 28% in Europe.
Guidance reaffirmed: Management kept full-year guidance unchanged at sales flat to up 3% and adjusted EBITDA of $70 million to $80 million.
Loungefly reset: Loungefly is intentionally cutting SKUs by 50% this year, so sales will be down as planned while the business focuses on productivity and profitability.
Tariff watch: Management said current tariff rates are lower than planned, while about $20 million in IEEPA tariffs has been paid and the company is pursuing refund options.