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AppLovin MAX Revenue Calculator

Enter your daily users, region mix and ad formats to get a monthly AppLovin MAX estimate with a low-to-high range. MAX is a mediation layer, so the figure here stands for the blended outcome of its bidding auction rather than a single ad network.

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Your inputs

Platform

Bidding-first mediation with deep game demand; often tops the leaderboard for games. This page is set to AppLovin MAX; 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

$4,923

Likely range $3,446 to $6,646 per month

Daily
$164
Monthly
$4,923
Annual
$59,073

$984.55 per 1,000 daily users each month · 5,000 DAU

Earnings by ad format

  • Rewarded video$2,589 · 53%
  • Banner$1,184 · 24%
  • Interstitial$1,149 · 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

AppLovin MAX

Threshold
Around $100 (account dependent)
Cycle
Monthly, with net terms of roughly 45 days
Read the guide to receiving payouts abroad
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

AppLovin MAX does not own a pool of ads in the way a single network does. It runs an auction among bidders, including AppLovin's own demand and third-party networks, and serves the winner. We cannot model each bidder separately, so the eCPMs below are one blended number per format and region: what a typical app tends to receive after the auction has picked its winners.

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

FormatTier 1Tier 2Tier 3
Rewarded video$14.50$5.80$1.60
Interstitial$9.80$3.80$1.00
Banner$1.10$0.45$0.12
Native$4.00$1.70$0.45
App open$6.00$2.40$0.65

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: 90%. 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: MAX is modelled at 90%, the highest of the mobile networks on this site, because many bidders competing for each request leaves fewer empty ones.
  • Formats: rewarded, interstitial and banner start on. Native and app open are supported in the model and start off.
  • Blended eCPM: the Android baseline is a single figure per format and tier, covering whichever bidder wins each impression.
  • Platform and category: iOS audiences earn 1.3 times the Android baseline, and category multipliers run from 0.8 for hypercasual to 1.6 for finance apps.
  • Range: the low and high figures are 0.7 and 1.35 times the expected number, a deliberately wide band for auction-driven revenue.

Because the number is blended, it cannot tell you which partner supplied the money. Your MAX dashboard shows that split by network and ad unit, and it is worth checking once you have a few weeks of data. The methodology page explains how the baselines were set, and mediation vs a single network covers when the extra setup pays off.

Example scenarios

These three audiences use the same engine as the calculator above, with MAX fill and the blended eCPMs from the table. Read them as shapes of business, not predictions.

Three example inputs and the monthly estimate the engine returns
ScenarioInputsMonthly estimate
Hypercasual launchA fast-session Android hypercasual game with a young audience across many regions and heavy banner exposure.Android, Hypercasual Game, 2,500 DAU, Emerging-market lean, 6 sessions a day, formats: Rewarded video, Interstitial, Banner$1,872$1,310 to $2,527
iOS strategy gameA mid-core iOS title with a US and UK core, rewarded offers throughout, and a native slot in the shop screen.iOS, Mid-core / Strategy, 40,000 DAU, Tier 1 lean, 4 sessions a day, formats: Rewarded video, Interstitial, Banner, Native$133,859$93,701 to $180,710
Global casual hitA casual Android game with a worldwide audience and a large, steady base that runs every format, app open included.Android, Casual Game, 350,000 DAU, Balanced global mix, 4 sessions a day, formats: Rewarded video, Interstitial, Banner, Native, App open$407,682$285,378 to $550,371

The hypercasual row depends on high session counts in low-eCPM regions, while the strategy row leans on Tier 1 rewarded video. That contrast is the main reason format choice matters more than the network name. To test your own mix, use the main calculator, or compare the same audience on the AdMob calculator.

Getting paid by AppLovin MAX

Typical terms

Threshold
Around $100 (account dependent)
Cycle
Monthly, with net terms of roughly 45 days
Methods
Wire or ACH; typical terms, confirm in your own account

MAX payouts follow the commercial terms in your AppLovin account. At the time of writing, a minimum of around $100 and net terms of roughly 45 days are typical, which means money earned in March tends to reach you in May. Payment is usually by wire or ACH. Check your own agreement, because minimums, timing and methods can differ by account and country.

The long gap matters for cash planning. If you buy traffic or pay a team, budget around revenue you have already banked, not revenue showing in a dashboard. Wire fees and exchange rates also take a bite when your bank is outside the US, which receiving payouts abroad breaks down. The MAX developer documentation is the place to confirm current requirements.

What happens inside a bidding auction

When your game requests an ad, MAX asks each bidder what it would pay for that specific impression, then serves the highest offer. Older-style waterfall partners can sit beneath the bidders as a fallback with fixed price floors. The winner varies by country, format, hour and even device, which is why daily revenue per thousand users wobbles more than most people expect.

Adding MAX without breaking what already works

Integration means adding the MAX SDK plus an adapter for each partner you want in the auction, and then mapping your existing ad units to MAX ones. Keep your current network active as a bidder so you do not lose demand while you compare.

Roll out to a slice of users first, using an A/B test if your setup allows it. If you need a refresher on the vocabulary, the glossary defines bidding, waterfall and floor price in plain terms.

AppLovin MAX FAQ

Is MAX a network or a mediation platform, and does that change the estimate?

MAX is a mediation platform that runs an auction among many bidders, AppLovin included. The calculator cannot split revenue by bidder, so it uses one blended eCPM per format and tier. That blended figure is what your reports show at the ad unit level, which makes the comparison straightforward.

Why do the MAX baselines sit above the AdMob and Unity ones?

More bidders competing for every impression usually pushes the winning price up and leaves fewer unfilled requests. That is a modelling assumption based on how auctions behave, not a guarantee, and a small app with narrow targeting may see a smaller gap.

Can I run MAX alongside AdMob instead of replacing it?

Yes, and many teams do exactly that. AdMob can sit inside MAX as one more bidder, so you keep its demand while the auction decides each impression. Move traffic over in stages and compare revenue per thousand daily users before and after, using the AdMob calculator as a baseline.

How long does the first MAX payment take to arrive?

Longer than a single-network setup. With net terms of roughly 45 days after month end, your first month of earnings may not reach your bank until the second month after it. Confirm the exact schedule, minimum and payment method in your own agreement before relying on a date.

Does ATT on iOS change how I should read the iOS figures?

Yes. Many iOS players decline tracking, which weakens targeting and pulls eCPMs toward the lower end of the range. The 1.3 times iOS multiplier is an average, so a tracking-heavy opt-out audience may land below it. The ATT guide explains the effect, and Apple's tracking transparency documentation describes the prompt itself.

See where MAX lands for your audience

Put your numbers into the home calculator to rank every mobile network side by side, or open the Unity Ads page to see how a video-led single network compares.

More to read

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