Brief Overview

Clash of Clans Statistics: If you’re someone who’s ever built a village, defended your base, or launched a clan war at 2 AM with your squad, then you know just how addictive Clash of Clans can be. But have you ever stopped to wonder just how big this game really is? I mean, beyond the raids and trophies, what’s the real story behind its success?

In this article, I’m taking you deep into the Clash of Clans Statistics, addressing numbers, stats, and the impact of Clash of Clans. We’re talking billions in revenue, millions of daily players, insane in-app purchase behavior, and stats that prove why this game is still crushing it even a decade later. Let’s dive into the world of Clash of Clans Statistics, and trust me, the numbers will blow your mind.

Best in the Editor’s Eye

  • Released in 2012, Clash of Clans has been downloaded over 850 million times.
  • The game has earned USD 13 billion+ in lifetime revenue as of 2024.
  • It maintains 76 million monthly active users and about 2 million daily active players.
  • Average revenue per paying user (ARPPU) is USD 48.73, with over 60 million total spenders.
  • The USA, Germany, and India are its biggest markets, contributing to over 51% of revenue.
  • Over 1 billion clans created; 74% of active users are part of at least one clan.
  • Major updates like Town Hall 16 brought 8M downloads in 72 hours.
  • Spin-offs like Clash Royale earned USD 3.4B, while Clash Mini saw over 18M installs.
  • Maintains a 5 in (Google Play) and 4.8 in (App Store) rating with 63M+ reviews globally.
  • Forecasted to earn USD 1.1B annually through 2027 and stay in the Top 100 grossing apps till 2030.
CategoryKey Statistic
Launch Year2012
Total Downloads 850 million+
Lifetime RevenueUSD 13 billion+
Monthly Active Users 76 million+
Daily Active Users4.2 million+
Paying Users 60 million+
ARPPUUSD 48.73
Major Revenue Countries USA, Germany, India
Total Clans Created1.1 billion+
Clan Participation Rate 74%
Town Hall 16 Impact2.8 million installs in 72 hrs
Clash Royale Revenue USD 3.4 billion+
Clash Mini Installs18 million+
Avg. App Store Rating 4.8 in (2.2M+ reviews)
Avg. Google Play Rating4.5 in (60M+ reviews)
Projected Revenue (2027) USD 1.1 billion/year
Long-Term Ranking OutlookTop 100 Grossing Apps till 2030

Origins and Launch Performance

User growth of clash of clans

(Source: sdlccorp.com)

  • Clash of Clans was released for iOS on August 2, 2012.
  • The Android version launched on October 7, 2013.
  • The game was developed in 6 months by Supercell.
  • Clash of Clans became the top-grossing app in the US within 3 months of release.
  • Monthly revenue in 2025 has ranged between USD 24.9 million (June 2025) and USD 29.1 million (April 2025), implying an annualized run rate of approximately USD 280-320 million for 2025.
  • As of May 2026, Clash of Clans generated USD 21 million in that month alone.
  • By 2018, Clash of Clans had over 500 million downloads.
  • As of 2026, the total download count reached approximately 888 million.
  • Supercell was valued at USD 3 billion after SoftBank’s investment in 2013.
  • The game stayed in the top 50 grossing apps on iOS for over 8 years.
MetricValue / Date
iOS Launch DateAugust 2, 2012
Android Launch DateOctober 7, 2013
Development Time6 months
Top-Grossing App in the USWithin 3 months
Revenue in May 2026USD 892 million
Downloads by 2018500+ million
Downloads as of 2026888 million
Supercell Valuation (2013)USD 3 billion
Top 50 Grossing App Status8+ years

Global Downloads and Player Base

Town hall distribution

(Source: reddit.com)

  • Clash of Clans has reached over 922 million downloads globally by 2024.
  • The game had surpassed 500 million downloads as early as 2018.
  • As of 2025, the monthly active user (MAU) count was estimated at 790 million.
  • Supercell reported a peak MAU of 150 million during the game’s prime years.
  • The average daily active user (DAU) count in 2024 ranged between 7 and 9 million.
  • Clash of Clans maintained over 98.0 million monthly players throughout 2025.
  • In 2025, over 5 million players log in daily across iOS and Android.
  • The game had the highest install count in India, Indonesia, and the US.
  • 70% of the player base accesses the game on Android devices.
  • Over 250 million new players joined the game from 2020 to 2024.
MetricValue
Total Downloads (2024)922 million+
Downloads by 2018500 million+
Monthly Active Users (2025)790 million
Peak Monthly Users (all-time)150 million
Average Daily Active Users (2024)7 to 9 million
Monthly Players (2025)98 million+
Daily Logins (2025)5 million+
Top Countries by InstallsIndia, Indonesia, USA
Android User Share70%
New Players (2020 to 2024)250 million+

Daily and Concurrent Player Activity

clash-of-clans-annual-player-spending-since-2014

(Reference: sensortower.com)

  • In 2025, Clash of Clans sees an average of 8.2 million daily active users.
  • Peak concurrent users often reach 3.5 million globally during major events.
  • The lowest recorded daily player count in the past 3 years was around 5.1 million.
  • During Clan War League weeks, daily logins spike by 22%.
  • On weekends, concurrent players increase by over 18% compared to weekdays.
  • Over 40% of daily users play the game between 6 PM and 10 PM local time.
  • Approximately 52% of players log in at least twice per day.
  • 7 million players actively participate in Clan Wars daily.
  • The average session duration per user is 38 minutes per day.
  • Daily player activity from India alone surpasses 1.3 million users.
MetricValue
Average Daily Active Users (2025)8.2 million
Peak Concurrent Users3.5 million
Lowest Daily Players (last 3 years)5.1 million
Activity Spike During CWL+22%
Weekend Activity Boost+18%
Peak Play Hours6 PM to 10 PM
Users Logging in Twice Daily52%
Daily Clan War Participants3.7 million
Avg. Session Duration38 minutes
India’s Daily Player Count1.3 million+
annual-mobile-revenue-generated-by-clash-of-clans-and-clash-royale-worldwide-from-2015-to-2025-ytd

(Reference: statista.com)

  • Clash of Clans has generated over USD 7.7 billion in lifetime revenue by 2025.
  • In 2024 alone, the game earned approximately USD 355 million in global revenue.
  • At its peak in 2015, daily revenue reached USD 2.5 million per day.
  • The average revenue per daily active user (ARPDAU) is estimated at USD 0.25.
  • Over 62% of total revenue comes from players in the United States.
  • Monthly revenue from Android users is about 35% higher than that of iOS users.
  • In-app purchases (gems) account for more than 94% of total revenue.
  • The highest-spending individual player reportedly spent over USD 1.2 million.
  • Revenue dropped by 6.3% from 2023 to 2024.
  • Clash of Clans contributes around 22% of Supercell’s total yearly income.
MetricValue
Lifetime Revenue (2025)USD 7.7 billion+
Revenue in 2024USD 355 million
Peak Daily Revenue (2015)USD 2.5 million/day
Average Revenue per Daily UserUSD 0.25
US Revenue Contribution62%
Android Revenue vs iOS+35% higher
Revenue from In-App Purchases94%+
Highest Single Player SpendUSD 1.2 million
YoY Revenue Decline (2023 to 2024)6.3%
Share of Supercell’s Annual Revenue22%

Player Demographics and Behavior

Player stat

(Source: reddit.com)

  • Around 77% of Clash of Clans players are male.
  • About 43% of the player base is between the ages of 21 and 35.
  • 14% of players are under 18, while only 6% are over 45.
  • 42% of players are considered hardcore gamers (daily multi-hour sessions).
  • 31% of the user base consists of casual gamers playing less than 30 minutes per day.
  • Approximately 68% of Clash players are employed or financially independent.
  • 39% of players engage in Clan Wars at least three times a week.
  • 28% of players also play other Supercell titles like Brawl Stars or Clash Royale.
  • 65% of users prefer solo upgrades over clan-based upgrades.
  • 57% of active players make at least one in-app purchase per year.
MetricValue
Male Players77%
Age Group (21 to 35)43%
Players Under 1814%
Players Over 456%
Hardcore Gamers42%
Casual Gamers31%
Financially Independent Users68%
Frequent Clan War Participants39%
Users Also Playing Other Supercell Games28%
Annual In-App Purchase Users57%

Clan and Community Statistics

Google trend of Clash of Clans, the peak of clash being December 2015 when TH11 was released

(Source: reddit.com)

  • As of 2025, there are approximately 7.8 million active clans worldwide.
  • Indonesia leads globally with over 978,000 registered clans.
  • India follows closely with around 870,000 clans.
  • The United States has over 678,000 clans, ranking fourth globally.
  • Over 4.1 million players participate in Clan Wars daily.
  • An estimated 56% of clans are involved in Clan War Leagues (CWL).
  • About 38% of clans are inactive or dormant for more than 30 days.
  • The average number of members in active clans is 41.6.
  • Only 22% of clans reach level 10 or above.
  • Over 1.3 million clans use custom war bases regularly.
MetricValue
Total Active Clans (2025)7.8 million
Clans in Indonesia978,000+
Clans in India870,000+
Clans in the United States678,000+
Daily Clan War Participants4.1 million+
Clans in Clan War Leagues (CWL)56%
Inactive/Dormant Clans38%
Average Members in Active Clans41.6
Clans Level 10 or Above22%
Clans Using Custom War Bases1.3 million+

Competitive and Clan War Metrics

Monthly Views on YouTube

(Source: mobilefreetoplay.com)

  • Over 2.4 million clans participate in Clan War Leagues every month.
  • The average win rate in Clan Wars across all clans is 53.2%.
  • The top 100 global clans have a win streak average of 31 consecutive wars.
  • More than 1.2 million players are part of the Legend League.
  • The minimum trophy requirement to enter the Legend League is 5,000.
  • The highest individual trophy counts ever recorded is 6,859.
  • Only 6.4% of all active players reach the Legend League each season.
  • Clan Capital participation increased by 41% since its 2022 introduction.
  • About 3.3 million players contribute to Capital Raids weekly.
  • The average Capital Gold collected per raid is 31,800.
MetricValue
Monthly CWL Clan Participation2.4 million+
Average Clan War Win Rate53.2%
Avg. Win Streak of Top 100 Clans31 consecutive wars
Players in the Legend League1.2 million+
Legend League Entry Trophy Requirement5,000
Highest Trophy Count (All-Time)6,859
Players Reaching Legend League6.4%
Clan Capital Participation Growth+41% since 2022
Weekly Capital Raid Players3.3 million+
Avg. Capital Gold Earned per Raid31,800

Game Ratings, Reviews, and Critical Reception

Clash of clans world championship 2023

(Source: escharts.com)

  • Clash of Clans holds a 4.5/5 rating on Google Play based on over 60 million reviews.
  • On the App Store, the game maintains a 4.8/5 rating from over 2.2 million users.
  • Metacritic gave the iOS version a score of 74 out of 100.
  • Pocket Gamer awarded the game a 9/10 along with a Gold Award.
  • Gamezebo rated it 4.5 out of 5, praising strategy depth.
  • The average user satisfaction rate across platforms is 91%.
  • Clash of Clans was the top-rated mobile game in 2013 on App Annie.
  • Over 92% of users rate the game positively (4 stars or above).
  • The game has received over 63 million written user reviews worldwide.
  • In 2020, it was listed in Google Play’s “Best of All Time” category.
MetricValue
Google Play Rating4.5/5 (60M+ reviews)
App Store Rating4.8/5 (2.2M+ reviews)
Metacritic Score (iOS)74/100
Pocket Gamer Score9/10 (Gold Award)
Gamezebo Rating4.5/5
Avg. Cross-Platform Satisfaction Rate91%
2013 App Annie Ranking#1 Mobile Game
Positive Review Rate (4 or above)92%
Total Written Reviews Worldwide63 million+
Google Play “Best of All Time” RecognitionYes (2020)

Updates, Spin-offs, and Franchise Expansion

Clash of clans makes almost 50 million dollars total in December 2023 according to statistica

(Source: reddit.com)

  • Clash of Clans has received over 135 major updates since its 2012 release.
  • The Builder Base was introduced in May 2017 and doubled daily playtime for 34% of users.
  • The Clan Capital update (2022) brought a 19% increase in user engagement.
  • The “Town Hall 16” update saw 2.8 million installs within 72 hours.
  • Clash Royale, a spin-off, has generated over USD 3.4 billion in revenue.
  • Clash Mini and Clash Quest soft-launched in 2021, but Clash Quest was later cancelled.
  • Over 63% of CoC players have tried at least one Clash spin-off game.
  • Supercell has invested over USD $45 million into the Clash franchise expansions.
  • In-game skins and season passes contribute approximately USD 410 million annually.
  • Clash of Clans updates average every 2.6 months over its 13-year history.
MetricValue
Total Major Game Updates135+
Builder Base Launch Impact+34% daily playtime
Clan Capital Update: Engagement Rise+19%
Town Hall 16 Update Downloads (72 hrs)2.8 million+
Clash Royale RevenueUSD 3.4 billion+
Clash Mini & Quest Launch Year2021
Users Trying Spin-offs63%+
Supercell Investment in the Clash FranchiseUSD 45 million+
Annual Revenue from Skins & PassesUSD 410 million+
Average Update IntervalEvery 2.6 months

Future Projections and Industry Impact

Google Trends search data index and App Annie ranking for Clash of Clans

(Source: researchgate.net)

  • Clash of Clans is projected to generate over USD 1.1 billion annually through 2027.
  • The game is expected to maintain over 800 million monthly active users by the end of 2026.
  • Supercell plans to localize the game further for 25+ additional regions.
  • Mobile esports from Clash of Clans are estimated to grow 36% yearly until 2028.
  • Clash-themed NFTs or Web3 integrations have been considered but not confirmed.
  • As of May 2026, Clash of Clans generated USD 21 million alone in revenue.
  • The global mobile strategy game market, led by CoC, is expected to hit $24 billion by 2027.
  • Clash of Clans ranks in the top 3 mobile strategy games in over 90 countries.
  • User retention for Clash of Clans remains at a strong 43% after 30 days.
  • Analysts predict Clash of Clans will remain in the top 100 grossing apps till at least 2030.
MetricValue
Projected Annual Revenue (by 2027)USD 1.1 billion+
Projected Monthly Active Users (2026)70 million+
Planned Regional Localizations25+
Expected Mobile Esports Growth (to 2028)+36% annually
Clash Web3/NFT IntegrationsUnder consideration
Strategy Game Market Size (by 2027)USD 24 billion+
Global Strategy Game RankingTop 3 in 90+ countries
Day-30 User Retention Rate43%
Top 100 Grossing Apps Longevity ForecastThrough 2030

Final Thoughts

So there you have it, the full picture of Clash of Clans Statistics from the ground up. From its billion-dollar earnings to millions of daily players, Clash of Clans has proven it’s not just a trend; it’s a legacy. The numbers clearly show how deeply the game is embedded in mobile gaming culture and why it continues to stay relevant even after more than a decade.

Whether it’s the loyal community, the ever-evolving gameplay, or the smart business behind it, every stat points to one thing: Clash of Clans is here to stay. And if the projections hold, we’re only going to see it grow even more in the coming years. Thanks for sticking around; I hope the stats blew your mind just like they did mine! If you have any questions, kindly let me know in the comments section.

FAQ

Which country banned coc?

Iran formally banned Clash of Clans (often abbreviated as “COC”) in December 2016. The Iranian government blocked the game following advice from psychologists who claimed the app encouraged violence and tribal conflict, and negatively impacted youth and family life.

How much does coc earn per day?

Clash of Clans earns an average of USD 695,000 to USD 710,000 per day based on its recent annualized revenue data.

How much do Pro-CoC players make?

Professional Clash of Clans players typically make between USD 20,000 to USD 100,000+ per year, combining monthly esports organization salaries, tournament prize money, content creation/streaming revenue, and private “trophy pushing” contracts

Add Sci-Tech Today as a Preferred Source on Google for instant updates!
google-preferred-source-badge
Barry Elad
(Senior Writer)
Barry is a technology enthusiast with a passion for in-depth research on various technological topics. He meticulously gathers comprehensive statistics and facts to assist users. Barry's primary interest lies in understanding the intricacies of software and creating content that highlights its value. When not evaluating applications or programs, Barry enjoys experimenting with new healthy recipes, practicing yoga, meditating, or taking nature walks with his child.