Clash of Clans Revenue And Usage Statistics (2020)

Sehaj Dhillon

Updated: September 8, 2020

Clash of Clans is a freemium PVP strategy game published by Finnish mobile game development company Supercell.

CEO and founder of Supercell, Ilkka Paananen wanted to make games that people would play for years. Much like World of Warcraft which Pananen and his team were big fans of. This was their core focus when the small group of workers started in 2010.

Although Supercell dedicates an entire team to a venture, the men behind the creation of the game can be attributed to the pair who designed it, Lasse Louhento and Lassi Leppninen. The two wanted to create a strategy game that was simple yet intriguing. They took inspiration for gameplay and design from games like Travian, Backyard Monsters and Gauntlet. Having had prior experience with similar games, in just two months they already had a playable demo.

After the SuperCell design team tested their demo they were amazed as to how enjoyable it was. Therefore, just four months later it was released on IOS. From just six months the game went from an idea to its first release in 2012. Three months after it’s release the game was already the most profitable app in the US. After its release on IOS, the game was introduced to Android in 2013, where its popularity grew further. Just one year after that it became the highest-grossing mobile game in the world. In 2018, the app was also added to the Amazon store.

Despite its rapid growth early on, the app still had a long way to go in terms of success. To everyone’s amazement as more features were added the game’s potential carried on increasing to unimaginable lengths. In 2012, Louhento said “Updates are a very important part of our strategy. We want to make games that players can enjoy for a long time, and that keep rewarding players for the time they’ve invested.”

In keeping with his words, SuperCell added their own season pass in 2019 called the ‘Gold Pass’. On the first day alone, the app was top five in revenue on the iPhone, in a staggering 46 countries. While in the US, the app was number one on the top-grossing chart on the Apple store.

In just seven days it had increased player spending 2.5 times. Clash of Clans players were gifting the app around $3.9million a day, resulting in approximately $27million worldwide through the Apple and Google Play store. To put things into context, prior to the golden pass players were spending only $1.6 million a day and the game only made $11 million the week before the pass’ introduction.

2019 would be the first time since 2015 that Clash of Clans saw a year-on-year increase in revenue. That same year, Clash of Clans contributed to 42% of Supercell’s total revenue. Clearly one of the companies best and most lucrative performers.

In 2020, Clash of Clans still has a passionate fanbase and still ranks highly on the App Store and Google play store. Although it isn’t as big as it once was, it could be argued that it was always going to be difficult to maintain such swift achievements years down the line.

Although, Clash of Clans is still a clear indicator of how popular the mobile gaming market can be. And more crucially how efficient the Freemium model is. Games that give the impression of being totally free but aren’t, are finding success in mobile gaming.

We’ve gathered usage and revenue statistics of Clash of Clans below. Read on to discover the triumphant run of Clash of Clans.

Clash of Clans Overview

Launched2012
HQHelsinki, Finland
PeopleIlkka Paananen (CEO & Founder of Supercell)
Company typePrivate

Clash of Clans User Statistic

Clash of Clans Daily Active Users

201529.5 million
2016100 million

Source: Ilkka Paananen, GameSpot

Clash of Clans App Performance In Great Britain

App StoreDaily Active Users
Google Play355,810
iPhone App store219,450

Source: Statista, Statista 

Clash of Clans Top 5 Countries

CountryPercentage Of Active Daily Participation
United States18.92%
Turkey6.17%
China4.09%
Germany3.65%
Russia3.57%

Source: Player Counter

Clash of Clans Financials

Clash of Clans Annual Revenue

2014$1.6B
2015$1.8B
2016$1.1B
2017$757M
2018$572M
2019$722M

Source: Statista

Clash of Clans Monthly Revenue

June 2017$82M
June 2018$71M
June 2019$76M
December 2019$158M

Source: Video Game Stats

Supercell Funding Rounds

DateSeriesNumber of InvestorsMoney RaisedLead Investors
2010Seed Round – Supercell3€750K
2011Series A – Supercell6$12MAccel
2013Series B – Supercell3$130MIndex Ventures

Source: Crunchbase

Other Clash of Clans Statistics

  • Since its launch, Clash of Clans has brought in over $6.4 Billion worldwide (GamesIndustry)
  • In one month, the Gold Pass contributed to $66.6 million (PocketGamer)
  • Clash of Clans player spending rose by 72% after the Gold Pass was introduced (Video Game Stats)
  • With over 53 million reviews, the game still maintains 4.5/5 star rating on Google Play (Apptrace)
  • While with just 1.3 million ratings on the App Store it still has a 4.8/5 rating (App Store)
  • In 2018, Clash of Clans became the highest-grossing game on the App Store in the last 10 years. (PocketGamer)
  • Overall, Clash of Clans has managed more than 500 million downloads on Google Play (Google Play Store)
  • One player spent more than $1 million on in-app purchases (BusinessInsider)
  • Another played five accounts at the same time (New York Times)

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