FNKO Stock: Insider Activity, Filings & Research
Funko, Inc. (FNKO) — Drillr’s hub for FNKO insider activity, SEC filings, earnings signals and AI research. Over the trailing 3 months, FNKO insiders filed 0 open-market buys and 14 sales (SEC Form 4).
FNKO insider trading activity (SEC Form 4)
| Date | Insider | Type | Shares | Price |
|---|---|---|---|---|
| May 12, 2026 | Oddie Andrew Davidofficer: CHIEF INTERNATIONAL OFFICER | Sell | 34,656 | $6.00 |
| Mar 19, 2026 | Shah Husnalofficer: Chief Product Officer | Grant | 123,750 | — |
| Mar 19, 2026 | Le Pendeven Yvesofficer: CFO | Grant | 123,750 | — |
| Mar 19, 2026 | Daw Tracy Dofficer: CHIEF LEGAL OFFICER | Grant | 123,750 | — |
| Mar 19, 2026 | Daw Tracy Dofficer: CHIEF LEGAL OFFICER | Sell | 12,793 | $3.65 |
| Mar 19, 2026 | Oddie Andrew Davidofficer: CHIEF INTERNATIONAL OFFICER | Grant | 123,750 | — |
| Mar 16, 2026 | Daw Tracy Dofficer: CHIEF LEGAL OFFICER | Option | 9,767 | — |
| Mar 16, 2026 | Oddie Andrew Davidofficer: CHIEF INTERNATIONAL OFFICER | Sell | 4,844 | $4.13 |
| Mar 16, 2026 | Le Pendeven Yvesofficer: CFO | Option | 9,767 | — |
| Mar 16, 2026 | Oddie Andrew Davidofficer: CHIEF INTERNATIONAL OFFICER | Sell | 6,250 | $3.71 |
| Mar 16, 2026 | Le Pendeven Yvesofficer: CFO | Sell | 3,199 | $4.14 |
| Mar 16, 2026 | Shah Husnalofficer: Chief Product Officer | Option | 8,400 | — |
| Mar 16, 2026 | Le Pendeven Yvesofficer: CFO | Option | 8,400 | — |
| Mar 16, 2026 | Le Pendeven Yvesofficer: CFO | Sell | 2,832 | $3.74 |
| Mar 16, 2026 | Shah Husnalofficer: Chief Product Officer | Sell | 3,651 | $3.73 |
Source: FNKO SEC Form 4 filings, latest May 12, 2026. For informational purposes only — not investment advice.
Funko, Inc. company profile
Overview
Funko, Inc. (NASDAQ:FNKO) is a pop culture consumer products company founded in 1998 and headquartered in Everett, Washington. The company went public in November 2017 and has established itself as a leading creator of licensed collectibles based on popular entertainment franchises. Funko designs, sources, and distributes pop culture merchandise globally, with its signature Pop! vinyl figures becoming iconic collectibles among fans of movies, TV shows, video games, anime, and sports. The company has evolved from a small collectibles manufacturer into a diversified pop culture brand with multiple product lines and distribution channels.
Business
Funko operates in the collectibles and pop culture merchandise industry, creating licensed products based on popular entertainment properties. The company's core business revolves around manufacturing and selling collectible figures, accessories, and lifestyle products that appeal to fans of various entertainment franchises. The company's flagship product is the Pop! vinyl figure, small collectible figurines with oversized heads and distinctive styling that represent characters from movies, TV shows, video games, anime, sports, and other pop culture properties. These figures typically retail for around $14.99 and have become highly recognizable in the collectibles market. Pop! figures are produced under licensing agreements with major entertainment companies like Disney, Warner Bros., Marvel, and many others. Beyond Pop! figures, Funko operates several distinct product categories: 1. Loungefly accessories (approximately 24% of revenue based on recent quarters) - Fashion accessories including bags, backpacks, and wallets featuring licensed designs, primarily targeting female consumers and representing a higher-margin segment of the business. 2. Other collectibles and merchandise - Including Bitty Pop! (miniature versions), Mystery Minis (blind-packed figures), Funko Games (board games), plush products, apparel, homewares like drinkware, and various accessories such as keychains and pins. 3. Sports collectibles - A growing segment representing about 4% of total revenue, featuring licensed products from major sports leagues including NFL, NBA, MLB, and WNBA. 4. Personalization services - Pop! Yourself allows customers to create custom Pop! figures of themselves, representing an innovative direct-to-consumer offering that has attracted nearly 800,000 new customers to the Funko ecosystem. The company also licenses its intellectual property and has expanded into digital products, including video games like "Funko Fusion" and partnerships for in-game items in popular titles like Disney Dreamlight Valley.
Revenue model
Funko generates revenue primarily through product sales across multiple channels and business models. The company operates both wholesale and direct-to-consumer distribution channels, with wholesale historically representing the larger portion of sales but direct-to-consumer growing rapidly to comprise about 20-29% of gross sales in recent quarters. Wholesale revenue comes from selling products to specialty retailers, mass-market retailers like Target and Walmart, comic book stores, and international distributors. This traditional retail model provides broad market reach but typically operates at lower margins due to retailer markups and volume discounts. Direct-to-consumer revenue is generated through Funko's e-commerce platform, convention sales, and specialty licensing shows. This channel offers higher margins and direct customer relationships, allowing for exclusive products, limited edition drops, and personalized offerings like Pop! Yourself. The company has been strategically growing this segment, with D2C sales increasing 33% year-over-year in some recent quarters. Licensing partnerships provide additional revenue streams, such as the partnership with Ferrero that has resulted in over 1 billion Funko-branded Kinder Joy eggs being shipped globally. Several factors influence Funko's margins and profitability. Positive margin drivers include the company's pricing power in the collectibles market, operational efficiency improvements, supply chain diversification away from China-based manufacturing, growing direct-to-consumer sales mix, and successful premium product lines like Loungefly accessories. The company has demonstrated ability to implement price increases while maintaining accessibility, recently moving Pop! figures from previous price points to $14.99. Margin pressures come from potential tariffs on Chinese imports (historically about one-third of production), raw material cost inflation, shipping and logistics expenses, competitive pressure in the broader toy and collectibles market, and the cyclical nature of entertainment content that drives demand for licensed products. The company faces particular sensitivity to the strength of Hollywood content pipelines, as major movie and TV releases drive significant sales spikes for related collectibles.
Competitive moat
Funko's competitive moat is moderate and primarily built around its licensing relationships and brand recognition rather than technological or structural advantages. The company has established extensive licensing partnerships with major entertainment companies including Disney, Warner Bros., Marvel, DC Comics, and major sports leagues, creating a network effect where content creators view Funko as a natural merchandising partner for new properties. The Pop! brand recognition itself has become valuable intellectual property, with the distinctive art style and format becoming synonymous with collectibles in popular culture. This brand equity provides some protection against generic competitors and helps drive consumer preference even for lesser-known licensed properties. However, Funko's moat faces several vulnerabilities. The licensing-dependent business model means the company doesn't own the underlying intellectual property that drives most of its sales, making it dependent on maintaining relationships with licensors who could potentially work with competitors or bring production in-house. The collectibles market has relatively low barriers to entry for manufacturing, and competitors could potentially secure similar licensing deals. Competitive threats include other collectibles manufacturers, direct licensing by entertainment companies to other manufacturers, and the potential for licensors to develop their own collectibles capabilities. Companies like Hasbro, Mattel, and Jakks Pacific operate in adjacent markets and could expand into Funko's territory. Additionally, the rise of digital collectibles and NFTs presents a potential disruption to physical collectibles, though Funko has begun exploring digital offerings to address this threat. The company's strongest defensive position lies in its direct-to-consumer relationships and data, particularly through initiatives like Pop! Yourself and its Fan Rewards loyalty program, which create direct customer connections that are harder for competitors to replicate. The scale and breadth of its licensing portfolio also creates some switching costs for retailers who prefer to work with fewer vendors for their collectibles needs.
Risks & safety
Funko's margin of safety appears limited based on current financial metrics and operational challenges, presenting elevated risk for investors. Liquidity and solvency concerns: - Current ratio of 0.85 indicates potential short-term liquidity stress - Cash position of $25.9 million is relatively low given operational cash burn - Free cash flow of negative $28.8 million in Q1 2025 shows concerning cash generation - Total debt-to-equity ratio of 1.30 indicates significant leverage - Working capital deficit with current liabilities exceeding current assets Valuation metrics suggest distress: - Trading at negative EV/EBITDA due to negative EBITDA in recent quarter - Price-to-book ratio of 1.73 while company shows negative returns on equity - Recent stock price decline from over $12 to around $4 indicates market concerns Other considerations: - Company withdrew full-year 2025 guidance, indicating management uncertainty - Significant tariff headwinds with estimated $45 million incremental costs - 20% workforce reduction signals operational stress - Cyclical business dependent on entertainment content pipeline creates earnings volatility
Recent development
Over the past few years, Funko has undergone significant strategic transformation under returning CEO Brian Mariotti's leadership. The company has pivoted from aggressive expansion to operational efficiency and profitability focus, implementing cost reduction initiatives expected to save $150-180 million annually while reducing workforce by 20% in 2025. Product diversification has been a key strategic move, with the company expanding beyond traditional Pop! figures into sports collectibles (now 4% of revenue), personalization through Pop! Yourself (bringing 800,000 new customers), and premium accessories via the Loungefly brand. The introduction of Bitty Pop! miniature collectibles and the Bittyverse concept represents innovation in product formats, with Bitty Pop! sales growing 83% year-over-year in Q4 2024. Channel strategy evolution has emphasized direct-to-consumer growth, with D2C sales increasing from 17% to 29% of gross sales over recent periods. The company launched Pop! Yourself customization services, expanded international shipping capabilities, and developed exclusive product drops and limited editions to drive direct sales and higher margins. Supply chain restructuring has become critical due to tariff concerns, with the company accelerating diversification away from China-based manufacturing from 33% to an expected 5% by year-end 2025, shifting production to Vietnam and Cambodia. This represents a major operational pivot to mitigate trade policy risks. Digital and gaming expansion includes the launch of Funko Fusion video game, partnerships for in-game collectibles in popular titles like Disney Dreamlight Valley, and exploration of digital collectibles to complement physical products. These initiatives aim to engage younger demographics and create new revenue streams beyond traditional physical collectibles.
FNKO company profile · for informational purposes only — not investment advice.
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