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STORE INTELLIGENCE · RANDY NELSON · MARCH 2019

Supercell's Clash Royale Revenue Crosses $2.5 Billion Three Years After Launch

Clash Royale from Supercell has grossed $2.5 billion worldwide as of the third anniversary of its launch, Sensor Tower data shows.

Clash Royale Revenue $2.5 Billion

Supercell's spinoff of Clash of Clans just celebrated a third birthday fit for a king (or queen). Since its worldwide launch on March 2, 2016, Clash Royale has grossed an estimated $2.5 billion globally on the App Store and Google Play, Sensor Tower Store Intelligence data shows. That's an average of nearly $2.3 million spent by players each day since the game went live.

Players in the United States have been responsible for the single largest portion of this significant sum, contributing 30 percent or approximately $750 million since the game's launch. No other region comes close, with second-place Germany representing only 9 percent of spending—although, when you're dealing with a total this large, that still works out to about $225 million.

In terms of the game's breakdown across platforms, it's an even split between the App Store and Google Play. That means each of the platform owners has pocketed close to $375 million of what players have spent, with the remaining $1.75 billion going to Supercell.

Of course, that's on top of what the publisher has already made from Clash of Clans, which our data shows grossed about $700 million more than Clash Royale in its first three years of availability, putting its haul as of its third launch anniversary in 2015 at an estimated $3.2 billion. Since its launch in August 2012, Clash of Clans has brought in approximately $6.4 billion from players worldwide.

For its part, Clash Royale continues to hold a spot among the world's top grossing mobile games, ranking at No. 18 for revenue among all titles last month, with more than $33 million spent by players globally across both platforms.


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Randy Nelson

Written by: Randy Nelson, Head of Mobile Insights

Date: March 2019