Meta Audience Network brings advertisers from Meta's own platforms into apps, and it relies on that targeting to set its prices. The estimate multiplies three things: how many ads your users see, what each thousand of them pays, and how often Meta has an ad to serve. The table below lists the Android baseline eCPM for each format and region tier, before category and platform adjustments.
Meta Audience Network base eCPM by format and region tier (USD per 1,000 impressions, Android)
| Format | Tier 1 | Tier 2 | Tier 3 |
|---|
| Rewarded video | $10.50 | $4.40 | $1.10 |
|---|
| Interstitial | $7.50 | $3.00 | $0.80 |
|---|
| Banner | $0.85 | $0.38 | $0.09 |
|---|
| Native | $4.20 | $1.80 | $0.45 |
|---|
| App open | Not modelled | Not modelled | Not modelled |
|---|
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: 80%. iOS applies a 1.3x multiplier.
Category multipliers applied on top
| Category | Multiplier |
|---|
| Hypercasual Game | 0.80x |
|---|
| Casual Game | 0.95x |
|---|
| Mid-core / Strategy | 1.35x |
|---|
| Puzzle Game | 1.00x |
|---|
| Utility App | 0.90x |
|---|
| Social / Lifestyle | 1.00x |
|---|
| Finance App | 1.60x |
|---|
| Entertainment App | 0.95x |
|---|
| Education App | 0.85x |
|---|
- Fill rate: Meta is modelled at 80% blended across regions, below AdMob at 88%, so roughly one request in five comes back empty.
- Formats: rewarded video, interstitial, banner and native are available. App open is not offered for Meta in the model, so that card is disabled and counts as zero. Native starts switched off.
- Native strength: Meta's native baseline is the highest of the mobile networks on this site, at about $4.20 in Tier 1 against $3.50 for AdMob. Its rewarded baseline is lower, at about $10.50 against $12.00.
- Platform and category: iOS audiences earn 1.3 times the Android baseline, and category multipliers run from 0.8 for hypercasual games to 1.6 for finance apps.
- Range: the low and high figures are 0.7 and 1.35 times the expected number, a wide band that reflects how much real months vary.
The iOS multiplier is the same for every network, so the model does not try to capture how App Tracking Transparency affects targeted demand. If most of your users are on iOS, read ATT and iOS ad earnings and lean on the low end of the range. The methodology page explains where the baselines come from.