
Clash of Clans
GameBy Supercell · Released Aug 2, 2012
Documents about Clash of Clans
Video Game Cannibalization: What the Experts Get Wrong
The prevailing industry belief that launching new titles within an existing portfolio inevitably cannibalizes the revenue of established hits is often flawed and lacks necessary situational context.
- Industry experts often incorrectly assume that new games using existing IP or lower monetization models will automatically cannibalize the revenue of a studio's successful flagship titles.
- Cannibalization analysis must distinguish between short-term revenue shifts and long-term portfolio sustainability, such as player retention, brand expansion, and blocking competitors.
- Historical data suggests Clash Royale did not cause a net negative impact on Clash of Clans revenue, as the latter was already in decline due to external competition and market shifts prior to the 2016 launch.
Top Mobile Games by Worldwide Revenue: January 2020
The mobile gaming landscape in January 2020 was characterized by significant revenue growth, driven largely by the influence of the Chinese market.
- PUBG Mobile was the top-grossing mobile game globally in January 2020, generating $176.3 million, nearly four times its revenue from January 2019.
- Honor of Kings ranked second with $151.3 million in gross revenue, marking a 25 percent year-over-year increase.
- Lilith Games' AFK Arena experienced a significant surge to $88.3 million in revenue following its launch in China, nearly tripling its previous monthly record of $31.2 million set in August 2019.
Our Analysts' Picks for Best Mobile Games of 2019
The mobile gaming landscape in 2019 was defined by the widespread adoption of battle pass monetization, the integration of midcore features into casual titles, and the successful migration of major console intellectual properties to mobile platforms.
- The 'Battle Pass' model emerged as a dominant industry trend in 2019, with Clash of Clans successfully implementing 'Season Challenges' to drive significant engagement and revenue growth.
- Call of Duty: Mobile was the standout new release of 2019, achieving record-breaking launch performance with over 100 million downloads in its first week.
- Black Desert Mobile successfully bridged the gap for Western audiences by adapting the MMORPG genre with streamlined UI and combat mechanics, maintaining a top 200 grossing rank since its December 2019 launch.
Clash of Clans Grossed $727 Million in 2019
Supercell’s mobile strategy title, Clash of Clans, experienced a significant financial resurgence in 2019, generating $727 million in global revenue.
- Clash of Clans generated $727 million in global revenue in 2019, marking a 27% increase over the $572 million earned in 2018.
- The 2019 performance represents the first year-over-year revenue growth for the title since 2015.
- The introduction of the $4.99 monthly 'Gold Pass' in April 2019 was the primary driver for the revenue turnaround.
Top Mobile Games by Worldwide Revenue: December 2019
This analysis identifies the top-performing mobile games by worldwide gross revenue for December 2019, utilizing data from the Store Intelligence platform.
- PUBG Mobile was the top-grossing mobile game in December 2019, generating over $148 million in revenue, a 4x increase compared to December 2018.
- Tencent’s Honor of Kings ranked second with approximately $139 million in gross revenue, reflecting 5% year-over-year growth.
- Roblox achieved its best month ever in December 2019, earning over $71 million in revenue—a 94% year-over-year increase—alongside a record 12 million unique installs.
Battle Pass is a Hot Trend in Mobile Games
The mobile gaming industry has experienced a significant shift in monetization strategies, with Battle Pass systems evolving from a niche feature in Battle Royale titles to a widespread standard across diverse genres.
- Battle Pass adoption in the US iOS top-grossing 100 games grew from a few percent at the start of 2019 to 21% by December 2019.
- The Battle Pass model has expanded beyond the Battle Royale genre into diverse categories, including Build & Battle (Clash of Clans), Match3 (Gardenscapes), and Idle games (Idle Miner Tycoon).
- Most mobile Battle Pass implementations, such as those in Clash of Clans, Clash Royale, Gardenscapes, and Mario Kart Tour, utilize a $4.99 monthly price point.
Pokémon GO Grossed More Than Candy Crush in Its First Three Years
Pokémon GO has established itself as a dominant force in the mobile gaming industry, grossing $2.65 billion worldwide during its first three years of operation.
- Pokémon GO grossed $2.65 billion worldwide in its first three years, positioning it to surpass $3 billion in total revenue by the end of 2019.
- The game outperformed other major titles in its first three years, exceeding the $1.86 billion generated by Candy Crush Saga and the $2.3 billion earned by Clash Royale.
- Clash of Clans remains a higher-earning peer, having grossed approximately $3.15 billion outside of China during its own first three-year period.
Clash of Clans: First-Half 2019 Revenue Growth
Supercell’s mobile strategy title, Clash of Clans, experienced a significant financial resurgence during the first half of 2019, driven largely by the successful implementation of a season pass subscription model.
- Clash of Clans generated $76 million in global player spending in June 2019, marking its highest-earning month since 2017.
- First-half revenue for 2019 reached $334 million, representing a 26% increase compared to the $265 million generated during the same period in 2018.
- The introduction of a season pass subscription model earlier in 2019 is identified as a primary driver for the game's recent revenue growth.
Supercell's Brawl Stars: $50 Million Grossed in South Korea
Supercell’s mobile title Brawl Stars has achieved significant commercial success in South Korea, generating $50 million in gross revenue within five months of its December 2018 launch.
- Supercell’s Brawl Stars has grossed $50 million in South Korea since its December 2018 launch, making it the game's largest market at 21 percent of total global player spending.
- The game has generated $230 million in total global revenue across all territories during its first five months of availability.
- South Korea has outperformed the U.S. (20 percent of revenue) and Japan (9.7 percent of revenue) as the primary driver of Brawl Stars' earnings.
Clash of Clans Revenue Increased 72% Last Month Due to the Game's New Season Pass
The introduction of a Gold Pass in-app purchase has significantly bolstered the financial performance of the mobile strategy game Clash of Clans.
- Clash of Clans revenue reached $71 million worldwide in April 2019, marking a 72% increase over the previous 30-day period following the introduction of the Gold Pass.
- Year-over-year revenue for April 2019 grew 85% compared to the $38.6 million generated in April 2018, representing the game's highest-grossing April since 2017.
- The game generated $27 million in player spending during the first week of the Gold Pass's availability.
Brawl Stars Scores $200 Million Worldwide in Four Months
Supercell’s mobile title Brawl Stars achieved significant commercial success within its first four months of global availability, grossing $200 million in worldwide player spending across the Apple App Store and Google Play.
- Supercell’s Brawl Stars grossed $200 million in worldwide player spending across the App Store and Google Play within its first four months following its December 12, 2018, global launch.
- The game’s revenue performance significantly outperformed competitors, generating five times the $40 million grossed by PUBG Mobile during its own comparable four-month post-launch window (excluding China).
- The United States and South Korea are the top-spending markets, accounting for 21% ($42 million) and 19% ($38 million) of total revenue, respectively.
Clash of Clans Earns $27 Million in One Week as Revenue Grows 145% Following Season Pass Debut
The introduction of a season pass model in the mobile strategy title Clash of Clans has catalyzed a significant surge in player spending, demonstrating the efficacy of battle royale-style monetization strategies within established mobile games.
- Clash of Clans generated approximately $27 million in worldwide revenue during the first week following the launch of its 'Gold Pass' season pass, a 145% increase over the $11 million earned in the preceding week.
- Daily revenue for the title surged from an average of $1.6 million to $3.9 million following the introduction of the $4.99 subscription-style pass.
- The Gold Pass drove the game to the No. 1 spot on the U.S. App Store overall top-grossing chart for the first time since October 2017.
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