How much does Clash of Clans make? We break it down.
How much does Clash of Clans make?
Clash of Clans has earned nearly $6 billion since it launched in 2012. That is not a typo. A mobile game about cartoon barbarians smashing walls has generated more revenue than most Hollywood franchises. Even in 2025, thirteen years after release, it still pulled in $253.9 million and attracted close to 100 million monthly players. The game is not just alive. It is one of the most profitable entertainment products ever created.
But how exactly does Supercell keep the gold flowing? And is the money machine finally slowing down? Here is everything you need to know about Clash of Clans’ revenue, player base, and business model heading into 2026.
Clash of Clans revenue: The full picture
Let’s start with the number everyone googles: lifetime revenue. Clash of Clans has generated approximately $5.97 billion in total player spending across iOS and Android. That makes it one of the top five highest-grossing mobile games ever, sitting alongside titans like Honor of Kings and Monster Strike.
The peak came in 2015 when Clash of Clans pulled in a staggering $1.36 billion, roughly $5.5 million every single day. That year, Supercell famously dropped a Super Bowl ad featuring Liam Neeson that cost $9 million for one spot. When you are making $5 million a day, that is Tuesday money.
Year-by-year revenue breakdown
Revenue has followed a clear arc: explosive growth, a peak, a gradual decline, a subscription-fueled rebound, and then a slow, steady descent. Here is how it breaks down.
| Year | Revenue | Key context |
| 2015 | $1.36 billion | All-time peak, $5.5M/day |
| 2016 | $799 million | Post-peak decline begins |
| 2018 | $424 million | Pre-Gold Pass low point |
| 2019 | $519 million | Gold Pass launches, +22% rebound |
| 2020 | $476 million | COVID-era mobile gaming boom |
| 2021 | $487 million | Stable, slight growth |
| 2022 | $460 million | Gradual softening |
| 2023 | $376 million | Steeper decline year |
| 2024 | $360 million | Down 4.3% YoY |
| 2025 | $254 million | Down 29% YoY, ranks ~33rd globally |
The 2025 drop looks dramatic on paper, but context matters. Clash of Clans fell from roughly the top 20 to about 33rd among global mobile games, overtaken by newer titles like Last War ($1.57B) and Whiteout Survival ($1.4B). For a 13-year-old game competing against titles with aggressive gacha mechanics and massive marketing budgets, a quarter of a billion dollars per year is still extraordinary.
How much does Clash of Clans make per day?
In its 2015 heyday, Clash of Clans earned about $5.5 million per day. That number has come down significantly, but it is still the kind of figure most game studios would dream about.
Based on the 2025 full-year revenue of $253.9 million, the game averaged roughly $695,000 per day. January 2026 data shows $22 million for the month, which works out to about $710,000 per day. The per-user breakdown is equally interesting: the average revenue per daily active user (ARPDAU) sits at about $0.25, and among players who actually spend money, the average revenue per paying user (ARPPU) is $48.73.
That ARPPU figure is worth pausing on. It means the average spender drops almost fifty bucks over their lifetime, but the vast majority of Clash players never spend a cent. The whales carry the revenue, which is true of virtually every free-to-play mobile game.
Clash of Clans player count in 2026
Here is what might surprise you: while revenue has declined, the player base has barely budged. In some metrics, it is actually growing.
As of mid-2025, Clash of Clans had roughly 98.9 million monthly active users and 27.3 million daily active users. Daily active users grew by 2.5% over an 18-month period from January 2024 to June 2025. December 2024 saw a recent peak of 105.9 million MAU and 29 million DAU, likely driven by the massive hype around the Town Hall 18 update.
Total downloads have crossed 790 million, and the game is creeping toward the one billion mark. The game still pulls 2 to 4 million new downloads every month, with April 2025 hitting 4.1 million. For a game old enough to be in middle school, that kind of organic acquisition is remarkable.
The average Clash player opens the app four times per day and plays for about 13 minutes per session. That adds up to nearly an hour of daily engagement, which explains why the game remains sticky even as spending trends downward. Players are still hooked. They are just spending less.
How does Clash of Clans make money?
Clash of Clans makes every dollar from in-app purchases. Zero ads. Not one banner, not one rewarded video, not one interstitial. This is a deliberate choice by Supercell, and it is one of the reasons the game feels premium despite being free to download. The monetization breaks down into three pillars.
Gems: The core currency
Gems are the premium currency that powers the entire economy. Players use them to speed up building upgrades, train troops instantly, buy resources, and skip wait times. The pricing ladder runs from $0.99 for 80 gems to $99.99 for 14,000 gems. Over 60 million players have made at least one gem purchase.
The genius of the gem system is patience tax. The game is completely playable without spending, but higher Town Hall levels introduce upgrade timers that stretch into weeks. A TH15 Archer Queen upgrade takes 8 days. You can wait, or you can gem it. Supercell does not punish free players. It just makes paying feel really convenient, and it’s a big reason marketplaces provide gem and Clash of Clans accounts containing them.
Gold Pass: The subscription play
Launched in April 2019 at $4.99 per month, the Gold Pass was a turning point. It gave players reduced building costs, bonus challenges, exclusive hero skins, and a Season Bank multiplier. The impact was immediate: revenue jumped 22% from $424 million in 2018 to $519 million in 2019. It proved that even a mature player base will pay for ongoing value.
Supercell just completely overhauled the Gold Pass on March 1, 2026. The rework introduced daily tasks that earn stamps for Stamp Cards, a new Hoggy Bank system (which replaces the Season Bank and offers a 5x resource multiplier for pass holders), and Choice Nodes that let players pick between different rewards. The free Silver track also received a significant upgrade, including Books and skins. It is Supercell’s biggest bet on re-energizing spending in 2026.
Special offers and limited-time bundles
The third revenue pillar is event-driven bundle sales. Supercell runs seasonal events (Clan Games, Clan War Leagues, special holiday events) with time-limited bundles that combine gems, resources, potions, and exclusive items at a discount. The urgency of a ticking clock moves product. Sensor Tower data shows that revenue roughly doubles during in-app events in both Clash of Clans and Clash Royale.
No loot boxes, no gacha pulls, no gambling mechanics. Every purchase is transparent: you know exactly what you are getting. This is increasingly rare in mobile gaming, and it is a big reason why Clash has avoided the regulatory scrutiny that has hit other titles.

