Clash Royale vs MONOPOLY GO!
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 | MONOPOLY GO! | Readout |
|---|---|---|---|
| Estimated revenue / mo | ~$12M | ~$48M | MONOPOLY GO! |
| Revenue band | $12M (point est.) | $48M (point est.) | Use range + confidence |
| Estimated downloads / mo | ~800k | ~7.6M | MONOPOLY GO! |
| Download band | 800k (point est.) | 7.6M (point est.) | Use range + confidence |
| Rating | 4.60 | 4.80 | MONOPOLY GO! |
| Rating count | 3.8M | 3.8M | Clash Royale |
| Tracked keywords | 1 | 1 | Tie |
| Category | Games | Games | Same market |
Which app is bigger?
Clash Royale and MONOPOLY GO! 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 MONOPOLY GO! has about 7.6M, while revenue readouts are $12M and $48M. MONOPOLY GO! wins the revenue readout, MONOPOLY GO! wins demand, Clash Royale has deeper review volume, and Tie 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.