Clash of Clans Revenue And Usage Statistics (2021)

Sehaj Dhillon

Updated: March 22, 2021

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

Ilkka Paananen, CEO and founder of Supercell, wanted to make games that had a longer shelf life than a few weeks, much like one of Paananen’s favourites, World of Warcraft. This was the company’s core focus when it was established in 2010.

Lasse Louhento and Lassi Leppninen came up with the original concept of Clash of Clans, with an aim to make a strategy game that was easy to use on mobile. At the time, many mobile developers saw strategy games as too complex for the limited control functionality on mobile.

It took six months, from the original concept, for Supercell to release Clash of Clans on iOS. Three months after launch, it was already the highest grossing game in the United States, and in 2013 it was the most profitable game worldwide.

Clash of Clans is one of the few mobile games to surpass 500 million downloads on iOS and Android, while also being one of the few to surpass $1 billion yearly revenue. Supercell has done this without the team size of the most popular studios, with less than 1,000 employees.

Supercell is still actively updating Clash of Clans to keep gamers interested and gameplay fresh. Speaking in 2012, Louhento said to PocketGamer 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 one of the highest grossing on both iOS and Android in 46 countries.

In less than week, it had increased player spending by 2.5X, with Clash of Clans players spending $3.9 million per day. The Gold Pass increased Clash of Clash revenue for 2019, the first time it had reported a revenue increase since 1014.

Clash of Clans may not be as popular as it was in the mid-2010s, but it is still one of the highest grossing games on iOS and Android. Supercell does not appear to be finished with updates to the game, which may entice new gamers to try it out.

We have collected data and statistics on Clash of Clans and Supercell. Read on below to find out more.

Clash of Clans key statistics

  • Clash of Clans generated $722 million revenue in 2019, a 27 percent increase year-on-year and its first increase since 2014
  • Clash of Clans accounts for 46 percent of Supercell’s total revenue
  • In 2016, Clash of Clans had an estimated 55 million active players. Supercell has not updated figures since
  • Chinese technology conglomerate Tencent acquired a controlling stake in Supercell in 2019

Clash of Clans overview

Launch date2 August 2012
HQHelsinki, Finland
PeopleIlkka Paananen (CEO)
Business typeSubsidiary
OwnerTencent
IndustryMobile games

Clash of Clans revenue

YearRevenue
2014$1.6 billion
2015$1.8 billion
2016$1.1 billion
2017$0.7 billion
2018$0.5 billion
2019$0.7 billion

Source: Sensor Tower

Clash of Clans users

YearUsers
201429 million
201537 million
201655 million

Note: Supercell has not disclosed user figures since 2016, when it announced 100 million users on all four games 

Sources: Recode, Supercell 

Clash of Clans most popular countries (%)

YearPercentage of active daily participation
United States18.92
Turkey6.17 
China4.09 
Germany3.65
Russia3.57

Source: Player Counter

Supercell funding (total)

YearFunding
2010$0.85 million
2011$12.8 million
2013$148 million

Source: Crunchbase

Clash of Clans FAQ

How much revenue has Clash of Clans generated since launch?

Clash of Clans has generated over $6.4 billion since it launched in 2012

How much did Tencent pay to acquire Supercell?

Tencent paid $8.6 billion for a controlling interest in Supercell, which stands at 81.4 percent in 2021

How many times has Clash of Clans been downloaded?

Clash of Clans has been downloaded over 500 million times, one of only seven games to reach that mark

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