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.

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)
| Year | Estimated 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
- “Clash of Clans Revenue and Downloads”. AppMagic, August 2026, https://appmagic.rocks/
- “Supercell Revenue Statistics”. Business of Apps, https://www.businessofapps.com/data/supercell-statistics/
- “Clash of Clans Esports Earnings”. Esports Earnings, through November 2024, https://www.esportsearnings.com/games/507-clash-of-clans
- “Supercell Financial Reports”. Supercell, https://supercell.com/
Industry context
See how mobile gaming fits into the broader market in our video game industry statistics.