Mattel Inc
LSE:0JZH
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EV/EBIT
Enterprise Value to EBIT (EV/EBIT) ratio compares a company`s total enterprise value to its earnings before interest and taxes. It shows how much investors are paying for each dollar of the company`s earnings, including both equity and debt.
Enterprise Value to EBIT (EV/EBIT) ratio compares a company`s total enterprise value to its earnings before interest and taxes. It shows how much investors are paying for each dollar of the company`s earnings, including both equity and debt.
Valuation Scenarios
If EV/EBIT returns to its 3-Year Average (11.3), the stock would be worth $18.72 (27% upside from current price).
| Scenario | EV/EBIT Value | Implied Price | Upside/Downside |
|---|---|---|---|
| Current Multiple | 8.8 | $14.71 |
0%
|
| 3-Year Average | 11.3 | $18.72 |
+27%
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| 5-Year Average | 11.9 | $19.76 |
+34%
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| Industry Average | 20.1 | $33.42 |
+127%
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| Country Average | 19.6 | $32.62 |
+122%
|
Forward EV/EBIT
Today’s price vs future ebit
| Today's Enterprise Value | EBIT | Forward EV/EBIT | ||
|---|---|---|---|---|
|
$5.5B
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/ |
Jan 2026
$618.5m
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= |
|
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$5.5B
|
/ |
Dec 2026
$591m
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= |
|
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$5.5B
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/ |
Dec 2027
$670.7m
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= |
|
|
$5.5B
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/ |
Dec 2028
$699.1m
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= |
|
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$5.5B
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/ |
Dec 2029
$712.1m
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= |
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$5.5B
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/ |
Dec 2030
$742.4m
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= |
|
|
$5.5B
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/ |
Dec 2031
$773.7m
|
= |
|
|
$5.5B
|
/ |
Dec 2032
$806m
|
= |
|
|
$5.5B
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/ |
Dec 2033
$832.2m
|
= |
|
Forward EV/EBIT shows whether today’s EV/EBIT still looks high or low once future ebit are taken into account.
Peer Comparison
| Market Cap | EV/EBIT | P/E | ||||
|---|---|---|---|---|---|---|
| US |
|
Mattel Inc
LSE:0JZH
|
4.4B USD | 8.8 | 11 | |
| JP |
|
Bandai Namco Holdings Inc
TSE:7832
|
2.4T JPY | 12.9 | 21 | |
| US |
|
Hasbro Inc
NASDAQ:HAS
|
13.3B USD | 14 | -41.4 | |
| JP |
|
Shimano Inc
TSE:7309
|
1.4T JPY | 21.3 | 38.6 | |
| UK |
|
Games Workshop Group PLC
LSE:GAW
|
6.4B GBP | 22.8 | 30.9 | |
| CA |
|
BRP Inc
TSX:DOO
|
8.8B CAD | 17 | 19.2 | |
| CN |
|
Zhejiang CFMoto Power Co Ltd
SSE:603129
|
41.5B CNY | 17.6 | 24.7 | |
| US |
|
Acushnet Holdings Corp
NYSE:GOLF
|
5.7B USD | 21.7 | 30.4 | |
| US |
|
Brunswick Corp
NYSE:BC
|
5.2B USD | 21.5 | -37.5 | |
| IT |
|
Technogym SpA
MIL:TGYM
|
3.9B EUR | 22.9 | 34.3 | |
| US |
|
Polaris Inc
NYSE:PII
|
3.4B USD | 1 219.9 | -7.2 |
Market Distribution
| Min | 0 |
| 30th Percentile | 13.6 |
| Median | 19.6 |
| 70th Percentile | 27.8 |
| Max | 1 826 183.2 |
Other Multiples
Mattel Inc
Glance View
Mattel Inc., nestled in the heart of El Segundo, California, has long been a beacon in the global toy industry, weaving its narrative around some of the most iconic brands that have marched through childhoods around the world. With a colorful portfolio that includes household staples like Barbie, Hot Wheels, Fisher-Price, and American Girl, Mattel does more than simply manufacture toys. It creates stories, worlds, and experiences, capturing the imagination of every new generation. The company operates through multiple segments, including North America, International, and American Girl. By cultivating these beloved brands, Mattel has built an enduring business model that combines nostalgia with innovation, ensuring that its products resonate with both children and parents alike. At the heart of Mattel's revenue stream lies a multi-tiered approach encompassing consumer product sales, licensing agreements, and robust digital initiatives. The sales core is bolstered by an extensive retail network which places its toys on countless shelves globally, from giant retail chains to local stores. Moreover, Mattel has adeptly extended its brands into other media, securing licensing deals that translate its toys into movies, television shows, and digital content, forging a multidimensional presence in the entertainment universe. Digital ventures, including mobile games and virtual reality experiences, further enhance the company's revenue streams, showcasing its ability to pivot in a rapidly evolving market landscape. By fostering a synergy between physical toys and digital experiences, Mattel crafts a holistic and adaptable business model that secures its place both in playrooms and within the digital sphere.