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AdMob Revenue Calculator

Enter your daily active users, where they live and which ad formats you run, and this calculator returns a monthly AdMob estimate with a realistic low-to-high range. Every figure is a benchmark-based guess, so use it for planning rather than as a promise.

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Your inputs

Platform

Google's own network: broad advertiser demand, simple setup and steady fill in most regions. This page is set to Google AdMob; compare other networks.

Slider runs from 10 to 10 million on a log scale.

Balanced global mix
Asia / LatAmUS / UK / AU
Ad formats
3 per user / day · Light
2 per user / day · Light
6 per session · Light
3

Banner impressions are counted per session, so this scales banner income only.

Projected monthly earnings

$4,033

Likely range $2,823 to $5,444 per month

Daily
$134
Monthly
$4,033
Annual
$48,394

$806.57 per 1,000 daily users each month · 5,000 DAU

Earnings by ad format

  • Rewarded video$2,129 · 53%
  • Banner$971 · 24%
  • Interstitial$933 · 23%

Network leaderboard

  1. 1AppLovin MAX$4,923
  2. 2Google AdMob$4,033
  3. 3ironSource / LevelPlay$3,994
  4. 4Unity Ads$3,945
  5. 5Vungle / Liftoff$3,422

From projection to payout

Google AdMob

Threshold
$100 balance (a PIN is mailed at $10)
Cycle
Monthly, around the 21st to 26th
Read the AdMob payment guide
Estimate onlyTreat this number as a planning aid. Real earnings move with audience quality, ad setup, fill rate, seasonality and each network's rules.

Assumptions behind the estimate

The estimate multiplies three things: how many ads your players see, what each thousand of them pays, and how often AdMob actually has an ad to serve. The table below lists the Android baseline eCPM for each format and region tier, before any category or platform adjustment.

Google AdMob base eCPM by format and region tier (USD per 1,000 impressions, Android)

FormatTier 1Tier 2Tier 3
Rewarded video$12.00$5.00$1.40
Interstitial$8.00$3.20$0.90
Banner$0.90$0.40$0.10
Native$3.50$1.50$0.40
App open$5.50$2.20$0.60

Tier 1: United States, United Kingdom, Australia, Canada. Tier 2: Western Europe and developed Asia-Pacific (Japan, South Korea, Singapore, New Zealand). Tier 3: Rest of Asia, Latin America, Africa and Eastern Europe. Modelled fill rate: 88%. iOS applies a 1.3x multiplier.

Category multipliers applied on top

CategoryMultiplier
Hypercasual Game0.80x
Casual Game0.95x
Mid-core / Strategy1.35x
Puzzle Game1.00x
Utility App0.90x
Social / Lifestyle1.00x
Finance App1.60x
Entertainment App0.95x
Education App0.85x
  • Fill rate: AdMob is modelled at 88% blended across regions, so roughly one request in eight returns nothing and earns nothing.
  • Formats: rewarded video, interstitial and banner start switched on. Native and app open are available in the model and start switched off.
  • Platform: iOS audiences earn 1.3 times the Android baseline, reflecting stronger advertiser demand per impression.
  • Category: every app type carries a multiplier, from 0.8 for hypercasual games up to 1.6 for finance apps.
  • Geography: the region slider converts into a Tier 1, Tier 2 and Tier 3 audience split, and each tier uses its own eCPM.
  • Range: the low and high figures are 0.7 and 1.35 times the expected number. The band is wide on purpose, because real months swing with season and advertiser demand.

Banner impressions are counted per session instead of per user per day, which is why the sessions-per-day input changes banner income and nothing else. For the reasoning behind the numbers, read our methodology. For realistic ranges by format, see what mobile ads really pay.

Example scenarios

Here are three audiences at different stages. Each is run through the same engine as the calculator above, with the same eCPMs, the same 88% fill and the same multipliers described earlier.

Three example inputs and the monthly estimate the engine returns
ScenarioInputsMonthly estimate
Solo developer, first gameA casual Android game with a modest install base and a mixed-region audience, still some way from its first payout.Android, Casual Game, 1,500 DAU, Emerging-market lean, 3 sessions a day, formats: Rewarded video, Interstitial, Banner$1,016$711 to $1,372
Growing puzzle titleAn iOS puzzle game with a steady US and UK following that has added a native card to its main menu.iOS, Puzzle Game, 25,000 DAU, Tier 1 lean, 4 sessions a day, formats: Rewarded video, Interstitial, Banner, Native$39,496$27,647 to $53,320
Established mid-core hitAn Android strategy game with a large, Tier 1 weighted player base and an app open ad on each launch.Android, Mid-core / Strategy, 250,000 DAU, Tier 1 lean, 5 sessions a day, formats: Rewarded video, Interstitial, Banner, App open$575,846$403,092 to $777,392

Compare the rows with each other instead of reading any one of them as a forecast. Audience size explains most of the gap, but region and category move each row as well, so two apps with the same daily users can land far apart. To test your own figures, use the main calculator. To see how format choices change the mix, read rewarded vs interstitial.

Getting paid by Google AdMob

Typical terms

Threshold
$100 balance (a PIN is mailed at $10)
Cycle
Monthly, around the 21st to 26th
Methods
Bank transfer (EFT), wire in some countries

AdMob pays monthly once your confirmed balance reaches $100, and payments typically arrive around the 21st to 26th of the month after the earnings were finalised. Below the threshold the balance simply rolls forward, so a small app can wait several months for its first payment. These are the terms at the time of writing, so check the current rules in your account.

Before that first payment you need an address PIN. AdMob mails it once earnings reach $10, and payments are held until you enter it. Plenty of developers lose weeks here by moving house or ignoring a plain envelope. You also need tax details and a verified payment method, with bank transfer being the usual choice. The AdMob payment guide walks through each step, and the AdMob help centre holds the official wording. If your bank is outside the US, fees and exchange rates matter too, and receiving payouts abroad covers them.

Set up in an order that avoids rework

Create the AdMob account first and add your payment details early, because identity checks and the PIN run on their own clock and can outlast your launch date. Then register the app, create one ad unit per format and placement, and follow the AdMob developer documentation to add the SDK. Use test ads for the whole build, because tapping your own live ads risks the account.

If you have players in Europe or the UK, add a consent message before the first ad request. Google publishes a consent SDK guide for Android that covers it. Also host an app-ads.txt file on your developer website so buyers can confirm you are an authorised seller. The glossary explains what that file does.

Google AdMob FAQ

How many daily players do I need to reach the $100 payout in a month?

Fewer than most people expect when rewarded and interstitial ads are live and a fair share of players sit in Tier 1 markets. A few hundred daily players can get there. With a mostly Tier 3 audience, plan on several times that. Run your own region mix through the calculator above to see where you land.

Why does my AdMob report show a lower eCPM than the tables here?

Reports break eCPM out by country and format, and a blended figure that includes Tier 3 traffic sits well below a Tier 1 number. New ad units also start slowly. Match the region slider to the country split in your own report before comparing, and give a fresh unit a few weeks to settle.

Should I switch on native and app open ads before launch?

Start with rewarded and interstitial, which carry most of the income, and add the others once retention data is in. App open ads appear at the first moment a player sees your game, so a badly timed one costs more than its eCPM suggests.

Does adding mediation partners raise the numbers shown here?

These estimates assume AdMob demand alone. Extra partners competing in an auction can lift both fill and eCPM, but the size of that lift depends on your audience and is not modelled. Read mediation vs a single network, or try the AppLovin MAX calculator for a bidding-led comparison.

What happens to earnings if my game is aimed at children?

Apps treated as child-directed get restricted, non-personalised demand, and eCPMs typically fall. The calculator does not model this. If it applies to you, treat the low end of the range as your central expectation, and check the current child-directed rules in your AdMob account before you build a revenue plan.

Check AdMob against the other networks

Run the same audience through every mobile network on the home calculator, or open the AppLovin MAX page to see a bidding-led setup next to this one.

More to read

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