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How Much Money Does Clash of Clans Actually Make?
Clash of Clans grossed roughly $253.9 million in 2025 and close to $5.97 billion across its lifetime, which makes a fourteen-year-old mobile game about cartoon barbarians one of the most profitable apps ever built. Both numbers carry an asterisk: nobody outside Supercell’s finance department knows the real total. Every public Clash of Clans revenue figure is reverse-engineered from app store data, which is why lifetime estimates for one game range from $6 billion to $10 billion.
Clash of Clans Revenue in 2026: The Short Answer

As of August 2026, the last full calendar year on record is 2025, when the game took $253.9 million in gross player spending, an average of about $695,000 a day. Lifetime gross since the 2 August 2012 iOS launch (Android arrived 7 October 2013) is near $5.97 billion. Behind that sit roughly 98.9 million monthly and 27.3 million daily active users in mid-2025, down from a December 2024 high of 105.9 million. So far, 2026 is running softer still, at $19 million to $22 million a month.
One caveat matters most: these are AppMagic and Sensor Tower estimates of gross App Store and Google Play spending, counted before Apple and Google take their cut.
Clash of Clans Revenue by Year
The yearly revenue curve is a mountain with one ledge on the way down. The peak was 2015 at $1.36 billion. By 2016, that had fallen to $799 million, and by 2018 to a trough of $424 million.
Then came the ledge. Supercell launched the Gold Pass subscription in April 2019, and the game promptly grossed $71 million that month, up 72% on March and 85% on the same month a year earlier. It is the only sustained reversal in the game’s history. Revenue held remarkably flat afterwards: about $487 million in 2021, $460 million in 2022, $376 million in 2023 and $360 million in 2024.
Then 2025 broke the pattern at $253.9 million, a 29% drop and the steepest single-year fall since 2017.
The 2015 Peak and the Million-a-Day Era
2015 is the year everyone still quotes. The Finnish studio bought a Super Bowl XLIX spot featuring Liam Neeson parodying his character from Taken, threatening revenge on a rival clan, and it worked absurdly well for a game Lasse Louhento’s team had built in six months.
Coverage at the time quoted anything from $1.5 million to $5.5 million a day, which shows how loose the estimates already were. The arithmetic is cleaner: $1.36 billion averages $3.7 million a day, with the best days past $5 million.
How Much Clash of Clans Makes Per Day Now
Today’s $695,000 a day is an 81% fall from that 2015 average, and closer to 87% measured against the game’s best days. Do the platform arithmetic that stats pages skip and it shrinks again: strip the standard 30% store commission and roughly $487,000 a day, about $178 million for the year, actually reaches Supercell before costs. Clash of Clans on iOS and Android is still inside the highest-grossing mobile games most months, just no longer the monster it was.
How Clash of Clans Turns Gameplay Into Money
The gameplay loop is a free-to-play strategy game: you build a base, mine gold and elixir, train troops to attack other players, and wait. The waiting is the product. Upgrades run on real-time timers stretching from seconds to more than two weeks, and gems are the premium currency that erases them. Gems speed up building, finish troop training instantly, buy resources outright and revive a stalled Town Hall upgrade at 3 AM.
Layered on top: the Gold Pass subscription, Clan War Leagues events and a permanent rotation of limited-time bundles that price convenience by the hour. The money is brutally concentrated. Average revenue per paying user runs about $48.73 across 60 million-plus lifetime spenders, while the average daily active player is worth $0.25. ESPN once profiled world number one Jorge Yao, who spent $400 a week to climb to that spot.
That time cost also feeds a resale market: rather than grind years toward a maxed base, some players pick up an established Clash of Clans account through third-party marketplaces such as igitems.
How Clash of Clans Fits Into Supercell Revenue
Store trackers put Supercell revenue at roughly $13.58 billion all-time and 1.12billionin2025.ClashofClanssuppliescloseto44%ofthatlifetimetotalandafifthtoaquarterinrecentyears,withClashRoyale(4.9 billion), Brawl Stars (3billion)andHayDay(1.42 billion) carrying the rest.
The reason a 2012 title still anchors the company is the graveyard. Supercell has killed more than 30 games in development, including Rush Wars, Clash Quest, Everdale, Floodrush and Clash Mini, while Clash Heroes was scrapped and reborn as Project R.I.S.E. Supercell would rather kill a new game than ship a mediocre one.
That also settles the highest-grossing question: Clash of Clans sits around seventh all-time, well behind Honor of Kings (past $18 billion) and Monster Strike, which had cleared $7 billion by 2018.
Why the Published Numbers Disagree
Wikipedia has cited $6.4 billion lifetime since 2018. AppMagic puts lifetime at $5.97 billion through 2025. Reddit threads insist on $10 billion. All three can be defended, for four reasons: gross store spending versus net of the 30% cut, methodology gaps between trackers, the exclusion of China and third-party Android stores, and Supercell’s own web shop, which sells gems outside the app stores and is invisible to trackers.
The scale of that blind spot is measurable. Store estimates credit all of Supercell’s games with $1.12 billion in 2025, while the company’s audited accounts report €2.65 billion of revenue and €932 million of EBITDA. Supercell says Clash of Clans alone generated over $10 billion in revenue by the end of 2023. Every published Clash of Clans figure is a floor, not a ceiling. Whether it can stay at the top of mobile gaming for another decade is a fair question, though it has already outlasted almost every mobile game like it.
Frequently Asked Questions
How many downloads does Clash of Clans have in total?
More than 790 million across iOS and Android, according to AppMagic, after passing 500 million downloads on Google Play alone by 2018. Installs have not stopped: the game added 2.9 million to 4.1 million new downloads a month through 2025, peaking above 4 million in April.
What is the most Clash of Clans has ever made in a single day?
Roughly $9.4 million on 1 January 2015, on the back of Christmas gift cards and a New Year event. Nothing since has come close: the first Gold Pass season reset delivered the third-biggest day in the game’s history on 1 May 2019, worth about $6.9 million.
Does Tencent own Clash of Clans?
Indirectly, yes. A Tencent-led consortium bought roughly 84% of Supercell from SoftBank in 2016 for $8.6 billion, valuing the studio near $10.2 billion, and Tencent raised its share of that consortium to 51.2% in 2019. Supercell still runs Clash of Clans with famously little interference.
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