Arena of Valor is one of the most successful mobile MOBAs ever made, the international cousin of Honor of Kings, and a title that has quietly stayed alive for nearly a decade. Here is where it stands in 2026, from downloads and revenue to active players and monetization.
Key Stats for 2026
| All-Time Downloads | 42.1 Million |
| All-Time Revenue | $48.2 Million |
| Average Daily Players | 188,913 |
| Average Monthly Players | 1 Million |
| ARPDAU | $0.07 |
Data source: AppMagic.
Is Arena of Valor Still Popular in 2026?
Arena of Valor is past its prime but far from dead. The game hit its download peak in early 2022, then spent the following years sliding as Tencent shifted attention toward bringing Honor of Kings itself to global markets. What is interesting is the recent bounce: monthly downloads have climbed back up in 2026, well above their 2024-2025 lows, even as revenue keeps drifting down. So you have a game pulling in fresh installs again while monetizing each player less than it used to.
Active players tell a clearer story.
MAU sits around half a million now, down sharply from a near-4 million peak. The audience is smaller, but it is sticky, and the recent install uptick suggests a base that has not fully bottomed out.
| Metric | Peak | Current | Change |
|---|---|---|---|
| Monthly Downloads | 2.6M | 130,497 | -95% |
| Monthly Revenue | $1.2M | $69,409 | -94% |
| MAU (M) | 4.0 | 0.6 | -86% |
Data source: AppMagic. Current data uses the latest complete month available.
Game Overview
| Publisher | Tencent (Level Infinite globally; Garena in parts of SEA) |
| Release Date | October 12, 2016 (Taiwan); global rollout 2017-2018 |
| Genre | 5v5 multiplayer online battle arena (MOBA) |
Data source: Wikipedia and Liquipedia.
How Many People Play Arena of Valor?
Arena of Valor remains one of the most played mobile games in its category, and its DAU and MAU show a stable, engaged base even after years of decline.
Arena of Valor DAU & MAU Stats
| Month | DAU | MAU |
|---|---|---|
| May 2026 | 106K | 0.6M |
| Apr 2026 | 108K | 0.6M |
| Mar 2026 | 109K | 0.6M |
| Feb 2026 | 110K | 0.6M |
| Jan 2026 | 112K | 0.6M |
| Dec 2025 | 111K | 0.5M |
| Nov 2025 | 101K | 0.5M |
| Oct 2025 | 85K | 0.4M |
| Sep 2025 | 86K | 0.4M |
| Aug 2025 | 95K | 0.4M |
| Jul 2025 | 98K | 0.4M |
| Jun 2025 | 97K | 0.4M |
Data source: AppMagic.
How Many Downloads Does Arena of Valor Have?
Arena of Valor has pulled in 42.1 million lifetime downloads, enough to keep it on the radar as one of the genre’s most downloaded games. Its strongest install years were 2018 and 2022, both north of 8 million downloads, with a long tail of steady but smaller numbers since.
| Period | Downloads |
|---|---|
| All-Time Downloads | 42.1M |
| 2026 YTD | 754K |
| 2025 | 1M |
| 2024 | 1.1M |
| 2023 | 1.8M |
| 2022 | 8.5M |
| 2021 | 6.1M |
| 2020 | 2.6M |
| 2019 | 3.3M |
| 2018 | 10.6M |
| 2017 | 6.1M |
Data source: AppMagic.
How Much Money Does Arena of Valor Make?
Arena of Valor has generated $48.2 million in lifetime revenue, with its most recent full year (2025) bringing in roughly $0.85 million. That is a steep drop from its 2019 high of $11.2 million, and the trend has been downward every year since. The download rebound in 2026 has not translated into a revenue recovery, which points to a player base that installs the game but spends less than the cohorts that came before.
Arena of Valor Revenue Statistics (2016 – 2026)
| Period | Revenue |
|---|---|
| All-Time Revenue | $48.2M |
| 2026 YTD | $0.4M |
| 2025 | $0.9M |
| 2024 | $1.2M |
| 2023 | $2.8M |
| 2022 | $4.6M |
| 2021 | $4.8M |
| 2020 | $8.9M |
| 2019 | $11.2M |
| 2018 | $10.2M |
| 2017 | $3.1M |
Data source: AppMagic. This is IAP revenue, net of platform fees and inclusive of taxes.
How Arena of Valor Makes Money
Arena of Valor runs a free-to-play, cosmetics-first monetization model. Nothing you buy gives you a competitive edge, which is the standard MOBA contract: players spend on looking good, not on winning.
Skins and Heroes Are the Core Engine
The bulk of spending flows through hero skins and hero unlocks. Skins are the prestige item here. A flashy skin signals you spent money, but it carries no in-match advantage, so the system stays palatable to competitive players.
This is what keeps a MOBA’s spend ceiling high without breaking the balance that hardcore players care about.
Gacha Drives the Big Spenders
Unlike PC MOBAs, Arena of Valor layers a gacha system on top. Players spend an intermediary currency on the Lucky Draw to chase exotic skins and limited heroes, with premium currency purchased through real money. This is where the whales live, and it is the mechanic that pushed this game’s lifetime spend into the tens of millions.
Battle Pass and Live Events
A tiered battle pass converts engaged free players into payers each season, bundling skins, cosmetics, and currency behind a low entry price.
Limited-time collaboration events do the heavy lifting on spikes.
Arena of Valor has run crossovers with Sword Art Online, Bleach, Ultraman, and Sanrio, each one a fresh reason for fans to open their wallets.
Where the Money Actually Comes From
This is a whale-and-collector economy.
A small share of dedicated spenders chasing gacha pulls and limited skins generates most of the revenue, while the broad base plays for free and occasionally buys a battle pass. That structure is why Arena of Valor sits comfortably among top-grossing games in its regional markets even with a shrinking audience.
Monetization Efficiency
| Revenue per Download | $1.14 |
| Revenue per MAU | $48.14 |
| DAU/MAU Ratio | 18.9% |
Data source: AppMagic.
Monetization efficiency here is solid for a MOBA but not exceptional. Revenue per download of $1.14 is respectable for a free-to-play title, and a DAU/MAU ratio near 19% shows a reasonably engaged daily base.
The catch is the trend: both downloads and revenue are well off their peaks, and current spend per player is thinner than during the 2019-2020 monetization high.
Player Demographics
Arena of Valor’s gamers skew heavily toward Asia, where the game and its sibling Honor of Kings dominate the mobile MOBA scene. In China, the franchise has historically had an unusually high female player share, and the largest age band sits in the 20-35 range.
| Largest age group | 20-35 |
| Gender split | Notably balanced; majority-female in China historically |
| Top countries | China, Vietnam, Thailand, Taiwan, Brazil |
Data source: LEVVVEL and NPR.
User Acquisition Snapshot
Arena of Valor’s user acquisition today runs almost entirely on organic demand and brand gravity, not aggressive paid spend. The game is nearly a decade old with deep roots in Southeast Asia, where Garena’s Liên Quân Mobile / RoV branding is a household name. New installs come from word of mouth, esports visibility, and store presence rather than a heavy media buy.
Esports Is the Real Acquisition Channel
The thing pulling this game forward is competitive play. Arena of Valor is a SEA Games medal event and anchors national esports scenes across Thailand, Vietnam, and Taiwan. That tournament visibility does more for installs in those markets than any creative campaign would. The 2026 download rebound lines up neatly with the regional esports calendar and continued SEA tournament activity.
Collaborations Drive the Spikes
On the content side, the marketing rhythm is built around collaboration events and new skin drops. Crossovers with anime and pop-culture IP like Sword Art Online, Bleach, Ultraman, and Sanrio give the game recurring reasons to re-engage lapsed players and earn social buzz. The creative angle leans on character cosmetics and event urgency rather than gameplay tutorials, which fits an audience that already knows how to play.
Mature Growth, Tilted Toward Reactivation
Strategically, this is a mature, reactivation-mode title. The game is not chasing first-time installs at scale; it is monetizing and re-engaging an existing regional base.
Current performance leans on returning players and seasonal events more than fresh acquisition. The download uptick is encouraging, but the falling revenue says those new installs are not converting like the older cohorts did.
What This Means for Studios
A game like this shows how far IP strength and esports presence can carry organic UA once a title matures, but it also shows the ceiling: organic alone does not rebuild monetization.
For studios trying to balance organic momentum with paid growth and stronger creative testing, that is exactly the gap a specialist partner closes. At Udonis, we help mobile game studios sharpen UA through paid social, systematic creative testing, and growth strategy.
References
- AppMagic. 2026. Mobile App Data.
- Wikipedia. 2026. Arena of Valor.
- Liquipedia. 2026. Arena of Valor.
- Deconstructor of Fun. 2017. Arena of Valor: The Biggest Hit You’ve Never Played.
- NPR. 2018. China’s Most Popular Mobile Game Charges Into American Market.
- Esports Earnings. 2026. Arena of Valor Esports Top Countries.
- Digital in Asia. 2026. The State of Gaming Across Asia in 2026.
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