Funko, Inc. specializes in designing, sourcing, and marketing licensed consumer products rooted in popular culture, reaching customers throughout the United States, Europe, ...
Funko, Inc. (NASDAQ: FNKO) is a publicly traded company headquartered in Everett, Washington, specializing in licensed pop culture collectibles. Founded in 1998 by Mike Becker, the company initially created nostalgia-themed bobbleheads (Wacky Wobblers) and later gained global recognition with its Pop! Vinyl line introduced in 2010. As of 2025, the ...Funko, Inc. (NASDAQ: FNKO) is a publicly traded company headquartered in Everett, Washington, specializing in licensed pop culture collectibles. Founded in 1998 by Mike Becker, the company initially created nostalgia-themed bobbleheads (Wacky Wobblers) and later gained global recognition with its Pop! Vinyl line introduced in 2010. As of 2025, the company is led by CEO Josh Simon, who brings extensive experience in entertainment and consumer products. Funko employs approximately 1,100 people worldwide and operates in the Consumer Cyclical sector within the Leisure industry. The company's product portfolio includes vinyl figures, action figures, plush toys, board games, fashion accessories (bags, backpacks, wallets), apparel, home goods, and digital collectibles like NFTs, sold under brands such as Funko, Pop!, Loungefly, Mystery Minis, and Funko Games. Funko secures licenses for intellectual properties spanning classic franchises, new films, TV series, and video games, distributing products through mass-market retailers, specialty stores, e-commerce platforms, and direct-to-consumer channels. Financially, Funko has a market cap of approximately $328 million, with revenue per share of $16.76, but has faced challenges with negative net income and high debt-to-equity ratio (1.384). The company's gross profit margin is 43.2%, and it has a strong brand presence in pop culture community. Despite recent financial headwinds, Funko continues to expand its product lines and international reach, including a strong presence in Europe and other markets. The company also engages with fans through events like Comic-Con and maintains a robust licensing strategy to drive growth.
YoYYoY means Year-over-Year. It compares the latest annual value with the previous annual value to show long-term trend strength.
QoQQoQ means Quarter-over-Quarter. It compares the latest quarter with the immediately previous quarter to show short-term momentum changes.
RevenueThe total money that came through the front door from selling things, before paying a single bill. Think of it as the grand total of every credit card swipe from customers. (YoY compares this year to last year's performance, while QoQ compares the current three months to the previous three).
$908.2M
-13.5%
+3.4%
Net IncomeThe absolute bottom line. If the company paid every single supplier, employee, banker, and tax collector, this is the actual money left in their pocket at the end of the day.
$-67.4M
-357.7%
+185.1%
Gross MarginThe basic markup. If they sell a $100 pair of sneakers, this percentage tells you how much of that price tag is profit right after paying for the rubber and shoelaces, but before paying for things like store rent or TV commercials.
+38.7%
-6.6%
+10.9%
Operating MarginThe 'day job' efficiency score. Out of every dollar a customer spends, this shows how many cents the company keeps after making the product AND paying for all the everyday corporate overhead (like salaries, marketing, and keeping the lights on).
-5.0%
-505.2%
+322.3%
Net MarginThe final take-home percentage. When you strip away every conceivable cost, tax, and interest payment, this is the exact number of cents the company truly gets to keep from every dollar in sales.
-7.4%
-429.0%
+182.3%
Free Cash FlowThe holy grail of corporate cash. It's the spendable, physical money left over after the business pays for its daily operations AND buys the big, expensive upgrades (like new factories or servers) it needs to survive. This is the 'free' money they can use to pay dividends or buy back stock.
$-38.1M
-142.0%
+41.0%
FCF MarginThe ultimate cash conversion rate. It shows how good the company is at turning regular sales directly into cold, hard, spendable cash. A high percentage means the business is an absolute cash-printing machine.
-4.2%
-148.5%
+36.4%
Debt / EquityThe financial risk gauge. It compares how much of the company's empire was built using borrowed money (loans) versus the owners' own money (shareholders). A high number means they are heavily leveraged and playing a riskier game; a low number means they are playing it safe.
157.6%
+41.0%
-15.7%
Current RatioThe 12-month survival check. It simply compares the cash they have right now (plus things they can quickly turn into cash) against the immediate bills they absolutely must pay this year. A score above 1 means they have enough in the wallet to cover the upcoming bills without panicking.
1.19x
+26.8%
+1.5%
Total AssetsThe absolute size of the company's empire. It bundles together absolutely everything of value they own—from the cash in the register and the inventory in the warehouse, to the software patents in the vault and the factories on the ground.
Andre: Hi, everyone. I am here with Josh and Yves, and we are here at San Diego Comic-Con. Like the perfect place to have this discussion about Funko and his business because so much of Funko is here and has been here for the past 20 years.
Josh Simon: Yeah. I mean, I often think there would not be the Funko that exists today without Comic Con. So it is a massive highlight of the year for us. We are excited you were able to join us and Yeah. Excited to take a little bit of a walk around in a bit here.
Andre: Well, I have been your booth several times, several years. Now it makes sense to come together like this. But before we get to nitty gritty, that is something I want to talk about because you have been here for 20 years. The booth has grown. The product has grown. The fandom has grown. Just what is that general feeling? Does this feel like a celebration when you come to San Diego every year?
Josh Simon: It does. I mean, the you will see the folks who work in our booth are largely fans from all over the world. They were, like, taking time off of work and out of their lives to come in, hang out here and help interact. And it is also a great way for just these community of fans from all across the country and the world to come in, celebrate Funko, experience the brand, buy some incredibly coveted limited edition products. I mean, it is flattering and humbling and wild to see the lines, at our booth for people who are here to get the exclusive product you can only get here at Comic Con.
Andre: Absolutely. Well, it is obviously great to see this fandom that happens here. I have seen those exclusive get off those shelves. So I know some finances happen here as well. So let's get into that. How has this quarter been for Funko?
Yves Le Pendeven: Yep. Numbers have been great, and it is really a reflection of our make culture pop strategy gaining traction. So we are really pleased to report sales were up 7% in the quarter, and that is building on the growth from Q1. So for the first half of the year, we were up 6%. And the good news is it was not really 1 product or region or IP. It was really broad based. Right? So in The US, we were up 3%. In Europe, we were up 19%. And then from a product perspective, our core collectibles were up 9%. And although Loungefly was down 2%, it was an improving trend from what we saw in Q1, and, we are really pleased with the better, SKU productivity.
Andre: Very nice. I am going to say that increase in The US about 0.045 That might just be me. Just so you know. So, yeah. But, no, that is great to hear. So, Josh, what are some highlights of this quarter with Funko?
Josh Simon: Well, I mean, Yves mentioned the momentum that we are seeing, and I think a big part of that is we have talked a lot about the make culture pop strategy, and I think we are really seeing that go from strategy to execution and take form. it is really about culture sensing and creating demand across the entertainment and pop culture landscape. …