Clash Royale vs Clash of Clans
Revenue, downloads, ratings and category context for two iOS apps. Figures are estimates and should be read as ranges, not exact totals.
| Metric | Clash Royale | Clash of Clans | Readout |
|---|---|---|---|
| Estimated revenue / mo | ~$12M | ~$15M | Clash of Clans |
| Revenue band | $12M (point est.) | $15M (point est.) | Use range + confidence |
| Estimated downloads / mo | ~800k | ~600k | Clash Royale |
| Download band | 800k (point est.) | 600k (point est.) | Use range + confidence |
| Rating | 4.60 | 4.76 | Clash of Clans |
| Rating count | 3.8M | 2.8M | Clash Royale |
| Tracked keywords | 1 | 3 | Clash of Clans |
| Category | Games | Games | Same market |
Which app is bigger?
Clash Royale and Clash of Clans are compared inside Games with monthly revenue, downloads, rating, review volume, keyword footprint, category placement and range context. Clash Royale has about 800k monthly downloads and Clash of Clans has about 600k, while revenue readouts are $12M and $15M. 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.