Clash of Clans statistics 2026: revenue, players, and market data

Clash of Clans ranks #7 all-time in mobile IAP revenue. Monthly active players, revenue trends, and esports data.

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Supercell
Supercell

Clash of Clans ranks #7 all-time in mobile game IAP revenue according to AppMagic (approximately $5.86 billion as of August 2026). The game maintains approximately 95–106 million monthly active players — more than a decade after its 2012 launch. Supercell’s strategy game pioneered the modern mobile gaming monetization model. Here are the verified numbers.

Clash of Clans key statistics

  • #7 — ranking among highest-grossing mobile games by IAP (AppMagic, August 2026).
  • ~$5.86 billion — lifetime store IAP revenue (AppMagic tracker).
  • $10 billion — company-reported lifetime revenue milestone by end of 2023 (includes all revenue sources).
  • 95–106 million — estimated monthly active players (AppMagic).
  • ~$355 million — estimated store IAP revenue in 2024 (AppMagic/BoA).
  • ~$254 million — estimated store IAP revenue in 2025 (AppMagic/BoA).
  • $8.6 billion — what Tencent paid for 81.4% of Supercell in 2016.

Clash of Clans revenue

Store IAP revenue vs company-reported revenue

(Source: AppMagic; Supercell)

Clash of Clans revenue can be measured two ways:

  • Company-reported milestone: Supercell announced Clash of Clans reached $10 billion in lifetime revenue by end of 2023. This figure includes all revenue sources (IAP, advertising, licensing, merchandise).
  • Store IAP tracking (AppMagic): Approximately $5.86–5.97 billion in iOS/Android IAP revenue as of August 2026. This tracks only in-app purchases through app stores.

The difference reflects revenue sources not captured by store trackers.

Annual store IAP revenue has declined from peak

(Source: AppMagic; Bank of America estimates)

YearEstimated Store IAP (AppMagic/BoA)
2015~$1.32–1.36 billion
2019~$727 million
2024~$355 million
2025~$254 million

Peak annual revenue was in 2015. Historical figures from older Sensor Tower reports ($1.8B for 2015, $800M+ for 2020) used different methodologies and may not align with current AppMagic/BoA tracking.

Supercell generates $3.0 billion annually across all games

(Source: Supercell financial reports)

  • Supercell’s total annual revenue was approximately $3.0 billion in both 2024 and 2025.
  • Clash of Clans accounts for approximately low-20% of Supercell’s revenue (down from higher historical share).
  • Supercell was acquired by Tencent for $8.6 billion in 2016.

Clash of Clans player statistics

Clash of Clans has approximately 95–106 million monthly active users

(Source: AppMagic)

  • Monthly active users are estimated at approximately 95–106 million globally.
  • Note: Supercell reports 290–300 million MAU for all games combined; do not confuse with Clash of Clans alone.
  • Daily active users are estimated at approximately 20–30 million.
  • Player engagement remains high with average sessions of 30+ minutes.

Clash of Clans downloads

(Source: AppMagic; app store trackers)

  • Total downloads are estimated at approximately 600–790 million (app store trackers).
  • Earlier “1 billion+” figures have not been verified by current trackers.

Clash of Clans player demographics

(Source: historical industry surveys)

  • Demographics data (77% male / 23% female) is from older surveys; no recent primary source confirms current demographics.

Clash of Clans market position

Clash of Clans ranks among the top 10 highest-grossing mobile games ever

(Source: Business of Apps; Sensor Tower)

  • Clash of Clans is the #7 highest-grossing mobile game of all time by lifetime revenue.
  • The game has appeared in the top 10 grossing apps consistently for over a decade.
  • Germany ranks as the #1 market by revenue for Clash of Clans in recent years.
  • The United States, United Kingdom, and Turkey are also top-revenue markets.

Clash of Clans esports

Clash of Clans tournaments have awarded $6.95 million+ in prize money

(Source: Esports Earnings, through November 2024)

  • Total prize money awarded across all Clash of Clans tournaments: $6,950,742 from 85 tournaments.
  • The largest single tournament prize pool was $1,000,000 (World Championship 2022).
  • Germany leads in country earnings with over $361,000 won by German players.

Clash of Clans historical milestones

  • August 2012 — Clash of Clans launches on iOS.
  • October 2013 — Android version launches.
  • 2015 — Peak revenue year (approximately $1.3B in store IAP per current trackers).
  • June 2016 — Tencent acquires 81.4% of Supercell for $8.6 billion.
  • 2019 — Gold Pass subscription feature launches, boosting revenue 26% YoY.
  • 2022 — World Championship offers $1,000,000 prize pool (largest in CoC esports).
  • 2023 — Company reports $10 billion lifetime revenue milestone.
  • 2024 — Store IAP approximately $355M; Supercell reports $3B company revenue.
  • 2025 — Store IAP approximately $254M; game maintains 95–106M MAU.

Sources

Industry context

See how mobile gaming fits into the broader market in our video game industry statistics.