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Dragon Ball Legends: Player Count & Revenue Stats [2026]

Dragon Ball Legends: Player Count & Revenue Stats [2026]

by Andrea Knezovic

Dragon Ball Legends has spent close to eight years on the mobile charts, and it is still one of the steadiest anime gacha earners out there. Here is a full breakdown of its downloads, revenue, player numbers, and how it makes money in 2026.

Key Stats for 2026

All-Time Downloads115.9 Million
All-Time Revenue$1.2 Billion
Average Daily Players827.7K
Average Monthly Players3.1 Million
ARPDAU$0.50

Data source: AppMagic.

Is Dragon Ball Legends Still Popular in 2026?

Yes, Dragon Ball Legends is still popular, and it is holding up better than most games its age. It still pulls close to 3 million monthly active users and over 700,000 downloads a month, which is strong for an eight-year-old gacha title.

The game peaked early. Downloads topped out in its launch window, and revenue hit its high point during the 2020 holiday season. Player counts held up well into 2023 before settling into a slow decline.

Compared to those peaks, the game is clearly past its prime on every metric. But the drop is gradual, not a collapse. Bandai Namco has kept the core audience engaged through constant character drops and live events, and revenue per player stays healthy.

MetricPeakCurrentChange
Monthly Downloads4.5M735.8K-83%
Monthly Revenue$32M$13M-60%
MAU (M)6.02.8-53%

Data source: AppMagic. 

Game Overview

PublisherBandai Namco Entertainment
Release DateMay 2018
GenreAnime action RPG / fighting gacha

Data source: Bandai Namco Entertainment and Wikipedia.

Dragon Ball Legends was developed by Dimps and built around real-time, one-finger card battles featuring characters designed by Akira Toriyama. It launched globally in late May 2018 and won Google Play’s Best Game of 2018 award.

How Many People Play Dragon Ball Legends?

Dragon Ball Legends remains one of the most played mobile games in the anime category, with steady DAU near 800,000 and MAU hovering around 3 million.

Dragon Ball Legends Player Count Stats

MonthDAU (M)MAU (M)
May 20260.82.8
Apr 20260.82.9
Mar 20260.93.1
Feb 20260.93.2
Jan 20260.93.4
Dec 20250.93.2
Nov 20250.93.2
Oct 20250.83.0
Sep 20250.93.0
Aug 20250.93.3
Jul 20251.03.4
Jun 20251.03.6

Data source: AppMagic.

How Many Downloads Does Dragon Ball Legends Have?

Dragon Ball Legends has pulled 115.9 million lifetime downloads, which puts it among the more durable anime titles on any list of the most downloaded games in its genre. Install volume climbed through 2022 and 2023, then cooled as the game matured.

PeriodDownloads
All-Time Downloads115.9M
2026 YTD4.3M
202512M
202416.3M
202319.4M
202218.6M
202110.9M
202010.6M
20199.2M
201814M

Data source: AppMagic.

How Much Money Does Dragon Ball Legends Make?

Dragon Ball Legends has earned $1.2 billion in lifetime revenue, with $106 million coming in its last full year. That is a slide from its $173 million peak year in 2023, but it is still serious money for a game this far into its life.

Dragon Ball Legends Revenue Statistics (2018 – 2026)

PeriodRevenue
All-Time Revenue$1,200M
2026 YTD$42M
2025$106M
2024$150M
2023$173M
2022$168M
2021$170M
2020$144M
2019$150M
2018$85M

Data source: AppMagic. Revenue reflects in-app purchases, net of platform fees and inclusive of taxes.

How Dragon Ball Legends Makes Money

Dragon Ball Legends runs on a gacha model. Players spend on summons to pull new and stronger fighters, and that single mechanic drives the overwhelming majority of revenue.

Chrono Crystals and Summons

The core currency is Chrono Crystals. Players buy them to summon characters from limited banners, with a consecutive 10-pull costing 1,000 crystals. New banners tied to anniversaries, festivals, and character debuts are the main spending triggers.

This is classic collection-driven monetization. The game’s monetization leans on the desire to own the newest meta-defining unit, and Bandai Namco refreshes that meta constantly to keep summons flowing.

Subscriptions and Recurring Packs

Beyond summons, the game sells the LEGENDS Pass, a monthly subscription with perks and boosts, plus a rotation of monthly and weekly crystal packs through both the app and a dedicated web store. The web store pushes higher-value bundles outside the app stores to dodge platform fees.

That mix of whale-driven gacha spending and recurring subscription income keeps Dragon Ball Legends near the top of anime top-grossing games charts year after year.

Monetization Efficiency

Revenue per Download$10.36
Revenue per MAU$390.49
DAU/MAU Ratio26.9%

Data source: AppMagic.

Monetization efficiency here is strong. A revenue per download above $10 is excellent for a free-to-play game, and a DAU/MAU ratio near 27% signals a loyal core that logs in often, exactly the kind of audience gacha economics depend on.

Player Demographics

The Dragon Ball player base skews heavily male and lands mostly in the 20s and 30s, which fits the franchise’s nostalgia-driven appeal among gamers who grew up with the anime.

Gender split~69% male, ~26% female
Largest age group20s (35%)
Average fan age~36 years
Top countriesUnited States, Japan

Data source: Dragon Ball official global character poll (2026) and Nikkei Entertainment (2024).

These figures come from franchise-wide audience research and an official Dragon Ball voter poll rather than direct in-game player data, so treat them as a strong directional signal for the game’s audience rather than an exact in-app breakdown. Top-country signals are drawn from Sensor Tower revenue reporting and app store ranking data.

User Acquisition Snapshot

IP Strength Carries the Top of the Funnel

Dragon Ball Legends barely needs to explain itself. The brand does the heavy lifting. New installs ride on one of the most recognizable anime IPs on earth, which means the game’s user acquisition starts from a position most studios would kill for.

You can see it in the download pattern. Install spikes line up with anniversaries and major character drops, not with broad paid pushes. This is demand capture, not demand creation.

Live Ops Is the Real Growth Engine

The game’s staying power comes from relentless live ops. Anniversary campaigns, festival banners, and free crystal giveaways reactivate lapsed players and pull in returners on a schedule.

Every big content beat doubles as a UA moment. A new meta unit drives both summons from existing players and reinstalls from people who drifted away. Reactivation is doing as much work as fresh acquisition at this stage.

Creative Leans on Characters and Spectacle

The ad creative and store presence sell the fantasy: flashy 3D special moves, recognizable heroes and villains, and the promise of pulling your favorite fighter. Trailers lead with character reveals and combat spectacle, not gameplay tutorials.

That is the right call for this audience. Fans respond to who they can play as, so the creative angle is collection and nostalgia first, mechanics second.

Where the Game Sits Now

Dragon Ball Legends is in mature growth, leaning toward reactivation. The slow, steady decline in downloads and MAU tells you the acquisition phase peaked years ago, and current performance runs on monetizing and re-engaging a committed core rather than chasing big new-user numbers.

For studios working an established IP like this, the hard part is squeezing efficient growth out of a maturing title without burning the core audience. That is the exact problem Udonis helps mobile game makers solve, through paid social, creative testing, and growth strategy built around live ops moments.

References

Explore More Game Statistics

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