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Clash Royale

93
Quality Score
Transcendent

Clash Royale

High confidence
4.5 ✍️ Editor
✍️ bumetric analysis

Clash Royale occupies the competitive real-time PvP card battler niche, directly competing with titles like Hearthstone and Marvel Snap. Its strong user rating and massive volume of reviews indicate significant, sustained traction and a mature product in the growth stage, rather than early adoption. The consistent updates, even years post-release, further support its established market position. For this category, a common monetization observation is the reliance on battle passes and tiered subscription models alongside direct IAPs for card packs or in-game currency. While the app is free-to-play, a significant portion of its revenue likely comes from players repeatedly engaging with these recurring purchase options to accelerate progression or unlock exclusive content, rather than one-off purchases. This strategy fosters long-term engagement and predictable revenue streams from its dedicated player base.

BU Score 93 · Transcendent — category-leading momentum. The full Investment Matrix below scores 8 dimensions including monetisation, growth, and operational risk.

Track snapshot history and revenue forecast in the Performance section below.

💰 Monthly revenue · now vs forecast
● Right now
$700K
per month
12-mo forecast
$741K – $1141K
per month
24-mo forecast
$886K – $1645K
per month
BIG tier
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📊 Performance Tracking LIVE

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idle
0%
Rating
Reviews
Forecast Revenue / mo
Snapshots tracked
0
since first record
ONE-TIME · BUILD💰 Estimated build cost
$80K
What it cost to build · not monthly revenue
Likely range $60K – $110K
$25K · MVP floor$100K · indie scale$500K+ · studio build
📈Pays back in ~5 months at current MRR

Synthetic estimate. Inputs: category complexity, file size, screen count, monetization layer, platform reach, age × team-size proxy. Calibrated against 2024-2026 indie-agency rate surveys. Full math + source list on /methodology.

Where the money goes
🧱MVP baseline (design + 1-store ship)+$28K
📱5 unique screens × $4.5K+$22K
🌐Cross-platform reach (iOS + Android)+$27K
Total estimate$80K
ONE-TIME · EXIT VALUE💵 Estimated acquisition value
$275K
What it would sell for · not monthly revenue
Marketplace range $200K – $375K · 18× MRR multiple
💸~3.4× return on build cost

Synthetic estimate. Multiple band derived from ad-supported + age, rating quality, category demand, and user-base maturity. Calibrated against 2024-2026 indie-app-marketplace closed-deal medians. Full math + comparable deal list on /methodology.

How the multiple was built
📺Ad-supported base15× MRR
★ rating ≥ 4.4 (solid)+8%
Mature user base (1M+ ratings)+8%
Final multiple18× MRR
👥 Estimated audience size
6195.0M
Lifetime downloads (US-equivalent)
Monthly active
929.0M
Daily active
185.5M

Synthetic estimate from ratings × category benchmarks. Calibrated against 2024-2026 mobile-attribution retention + DAU/MAU reports. Numbers are US-storefront-equivalent — true global audience can be 5-10× larger for international apps. Full math + source list on /methodology.

How we sized it
📲category engagement~150 installs / rating
🔁category D30 retention15%
📍DAU / MAU stickiness0.20
DAU / MAU20% sticky
🛠 Estimated tech stack
🤖
Native Android (Kotlin)
High confidence · 80%
Also possible
Flutter

Heuristic guess from app bundle size, category, store description signals, and release-date stack era. Bumetric does not disassemble binaries — for binary-level certainty you would need an SDK intelligence tool or the manifest itself. Reasoning chain on the right. Full ruleset on /methodology.

Signals we read
🏷Category contextcategory
📦Compact Android bundle→ Native Kotlin
🔬

How we forecast this revenue

MEDIUM CONFIDENCE
Baseline
$700K/mo · ML-estimated from 234 triggers
Growth rate
+2.5% MoM · BIG tier baseline (compound monthly)
6 months
$690K – $933K
12 months
$741K – $1.1M
24 months
$886K – $1.6M
Compound growth at +2.5% MoM (tier baseline for BIG). Range widens with horizon — typical noise band ±15% at 6mo.. Ranges widen with horizon — distant futures carry more uncertainty.
📊

BU Investment Matrix

Concerning · 54/100BIG TIERbelow benchmarks
GrowthFounderQualityRevenueMonetiz.MoatMarketSafety
Growth Velocity
5.0
Founder Strength
7.5
Product Quality
9.0
Revenue Strength
5.8
Monetization Maturity
1.0
Defensibility
5.0
Market Position
0.0
Operational Safety
10.0
  • 💰 Revenue: Healthy — $280K - $1540K/mo · BIG tier · medium-low confidence, trajectory unclear.
  • ⭐ Quality: 4.5★ across 41,302,502 reviews — exceptional (top 1% in category).
  • 📍 Market: Not yet charting in any of the 9 monitored markets.
  • 📈 Growth: Insufficient signal to assess trajectory.
  • ⚠️ Risk: Low — no material risk signals detected.
🎯 For competitors: Mixed picture. Worth competing if you have a clear UX or pricing edge — otherwise crowded segment.
💵 For acquirers: Estimated asking range 18-32× monthly = $12.6M-$22.4M.
Composite of 8 dimensions computed deterministically from public signals — no LLM, every score traces back to a measurable input. Default weights shown; "compete" / "acquire" / "invest" lenses re-weight without re-fetching.
Range:

💰 Forecast Revenue / mo

MODEL
Revenue forecast computed from BU's 234 trigger model on each snapshot. Calibrated against ground-truth from 58 verified-revenue apps.
🔬Forecast Breakdown — Why This Estimate?Top 3 of 3 triggers
Our ML model uses 200+ signals from public data. These are the most influential for this app:
High install base (41,302,502 ratings)METRIC
+$12,000
Excellent rating (4.5★)METRIC
+$2,200
Ad-supported / freemiumMETRIC
+$600
METRIC = structural app data · REVIEW = mined from user reviews · ✓ VERIFIED = Stripe-verified anchor (TrustMRR)

📈 Reviews Growth

LIVE
Cumulative review count from first BU snapshot. Each point = a tracked update.

⭐ Rating Trend

LIVE
Average rating evolution. Updates with each new review batch.
App Specs
🔐 Own this app? Claim & verify MRR →
🔖 v140593009🔄 updated 0d ago💰 Free

📝 About this app

ALL FOR THE CROWN!

Build a formidable team, attack enemy towers, and use strategy skills to defend your own in multiplayer PvP card battles. Unlock 100+ unique cards, build an unrivalled battle deck, and defend your King’s Tower using strategy, wit, and Skeletons.

Clash Royale is free to download and play, however, some game items can also be purchased for real money (including random items). If you don't want to purchase game items for real money, please disable in-app purchases in your device's settings.

Work on your tower defense strategy to protect the King.… View full description on the official store →
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Profile & Insights

Everything we know — and don't — about this app and its company.

Identification

App name
Clash Royale
Developer
Supercell
Bundle ID
com.supercell.clashroyale
App Store URL
Not found
Category
Not found
Content rating
Not found
Languages
Not found

Company

Website
Not found
Tagline
Not found
Description
Not found
Founded
Not found
HQ / Address
Not found
Employees
Not found
Logo
Not found

Revenue

Verified revenue / mo
Not found
AI revenue estimate / mo
$9.0M ($5.0M – $13.0M)AI medium
AI annual estimate
$108.0M/yr
ML model estimate / mo
$16.2K/mo
Top-grossing rank
Not found
All-time revenue
Not found
Pricing
Not found

Founder

Founder data not yet collected for this app.

Funding

Funding data not yet collected for this app.

Press & Links

Press & Links data not yet collected for this app.

Contacts & Socials

Contacts & Socials data not yet collected for this app.
AI Revenue EstimateCONFIDENCE: MEDIUM
Clash Royale's estimated monthly revenue in early to mid-2026 ranges from $5 million to $13 million, with a current monthly estimate of $9 million. This projects to an annual revenue of approximately $108 million, a significant decrease from its reported $535 million in 2025, which was a historic year for the game.
Sources mentioned: Sensor Tower, Reddit, Supercell, Business of Apps, AppMagic, AppSpy
Profile is built from iTunes Lookup + developer site scrape + ML revenue model. Empty fields show "Not found" — additional sources (Crunchbase, X, IndieHackers, Acquire.com) coming.

📝 Description

95
BU Score · Transcendent

More by Supercell

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📦 Portfolio summaryMID studio
9apps·$108K/mocombined
✓ Diversified — top app contributes 17%; risk spread across portfolio
Full revenue analysis
Read the article-style breakdown for Clash Royale: category rank, percentile, growth signal, comparable apps, and how the forecast is calibrated against verified-MRR anchors in this niche.
Read deep-dive →
About this analysis
ZCAnalyzed by Zakhar Chumak · founder, bumetric·Full methodology·High confidence

Why high confidence: 41,302,502 ratings · no founder-verified revenue (model estimate only).

Frequently Asked Questions

3 answers · auto-generated from this app's public data
How much does Clash Royale make per month?
Based on our ML-calibrated revenue forecast, Clash Royale earns approximately $16K/mo. This is a US-storefront-equivalent estimate; global revenue can be several times larger for internationally-distributed apps. See the methodology page for the full formula and confidence bands.
Who makes Clash Royale?
Clash Royale is published by Supercell on the Google Play Store. See the full publisher portfolio (other apps by the same developer) via the More by developer block on the product page above.
What is Clash Royale's BU Score?
Clash Royale has a BU Score of 93/100 (Transcendent). The score combines App Store rating, ratings count, monetization model and revenue signals calibrated against founder-verified MRR anchors. See the BU Score formula.