Clash of Clans vs Clash Royale
Revenue, downloads, ratings and category context for two iOS apps. Figures are estimates and should be read as ranges, not exact totals.
| Metric | Clash of Clans | Clash Royale | Readout |
|---|---|---|---|
| Estimated revenue / mo | ~$15M | ~$12M | Clash of Clans |
| Revenue band | $15M (point est.) | $12M (point est.) | Use range + confidence |
| Estimated downloads / mo | ~600k | ~800k | Clash Royale |
| Download band | 600k (point est.) | 800k (point est.) | Use range + confidence |
| Rating | 4.76 | 4.60 | Clash of Clans |
| Rating count | 2.8M | 3.8M | Clash Royale |
| Tracked keywords | 3 | 1 | Clash of Clans |
| Category | Games | Games | Same market |
Which app is bigger?
Clash of Clans and Clash Royale are compared inside Games with monthly revenue, downloads, rating, review volume, keyword footprint, category placement and range context. Clash of Clans has about 600k monthly downloads and Clash Royale has about 800k, while revenue readouts are $15M and $12M. Clash of Clans wins the revenue readout, Clash Royale wins demand, Clash Royale has deeper review volume, and Clash of Clans has the larger tracked keyword footprint. The better app depends on the job: choose the revenue leader when you need monetization proof, choose the download leader when reach matters, and choose the higher-rated or deeper-reviewed app when market trust is the constraint. Read both ranges rather than only the midpoint, then open the category hub and related collections to see whether this pair is an outlier or a normal category pattern.