Roblox Corporation (RBLX) EV/EBITDA Ratio: N/A
The EV/EBITDA ratio for Roblox Corporation (RBLX) is N/A as of Thursday, June 11, 2026.
RBLX EV/EBITDA Ratio Metrics
EV/EBITDA RATIO
N/A
RBLX Competitors' EV/EBITDA Ratio
| NAME | MARKET CAP | EV/EBITDA RATIO | TTM | 3Y | 5Y |
|---|---|---|---|---|---|
| Roblox Corporation (RBLX) | $30.25B | N/A | N/A | N/A | N/A |
| Twilio Inc. (TWLO) | $30.91B | 106.81x | 83.60x | 142.29x | 142.29x |
| NetApp, Inc. (NTAP) | $31.48B | 16.80x | 13.52x | 14.07x | 12.93x |
| Fiserv, Inc. (FISV) | $28.41B | 6.71x | 8.87x | 12.64x | 13.64x |
| MongoDB, Inc. (MDB) | $28.35B | 1157.11x | 1212.11x | 1212.11x | 1212.11x |
| ANSYS, Inc. (ANSS) | $32.91B | 34.84x | 34.46x | 36.10x | 41.99x |
| Tower Semiconductor Ltd. (TSEM) | $27.55B | 45.78x | 24.53x | 12.17x | 11.19x |
| Zoom Communications, Inc. (ZM) | $26.76B | 10.01x | 12.88x | 24.29x | 36.01x |
| Ubiquiti Inc. (UI) | $33.74B | 29.86x | 40.79x | 29.50x | 30.32x |
| Splunk Inc. (SPLK) | $26.44B | 61.01x | 148.46x | 148.46x | 148.46x |
Roblox Corporation EV/EBITDA Ratio Formula & Definition
EV/EBITDA = Enterprise Value / EBITDA (TTM)
Enterprise value to EBITDA is a capital-structure-neutral valuation multiple, useful for comparing companies with different debt levels and tax rates.
Expanded definitions: Investopedia, Wikipedia, Corporate Finance Institute
Related Metrics
About Roblox Corporation
Roblox Corporation oversees the development and operation of a leading digital entertainment ecosystem. Its offerings include Roblox Studio, a complimentary suite of tools empowering developers and artists to construct, launch, and manage interactive 3D environments and various other forms of content. Through the Roblox Client application, users can navigate and immerse themselves in these digital 3D realms. The platform also features Roblox Education, specifically designed for educational pursuits. Furthermore, Roblox Cloud furnishes the fundamental services and infrastructure necessary to support its unique human co-experience platform. With a vast customer base, the company caters to users across the United States, the United Kingdom, Canada, numerous European nations, China, the Asia-Pacific region, and other global markets. Incorporated in 2004, its primary corporate operations are based in San Mateo, California.
- Sector
- Technology
- Industry
- Electronic Gaming & Multimedia
- CEO
- David Baszucki