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Mobile Legends: Bang Bang Downloads &  Player Count [2026]

Mobile Legends: Bang Bang Downloads & Player Count [2026]

by Andrea Knezovic

Mobile Legends: Bang Bang has spent nearly a decade as the MOBA that owns Southeast Asia. Here’s where the numbers stand in 2026, and what they say about a game that refuses to slow down.

Key Mobile Legends Statistics for 2026

Mobile Legends has crossed 781 million downloads and $1.58 billion in lifetime IAP revenue, with around 85.6 million average monthly players. For a 5v5 MOBA built almost entirely on cosmetics, those are remarkable numbers.

All-Time Downloads781 Million
All-Time Revenue$1.58 Billion
Average Daily Players24.4 Million
Average Monthly Players85.6 Million
ARPDAU$0.02

Data source: AppMagic.

Is Mobile Legends Still Popular in 2026?

Yes, and the engagement numbers make that obvious. Mobile Legends holds well over 100 million monthly active users, which is higher than where it sat at its download peak years ago.

The interesting wrinkle is that downloads and revenue peaked at different times. Installs topped out back in May 2020 during the pandemic surge, and monthly IAP revenue hit its high in June 2021. Today the game pulls fewer monthly downloads and less monthly revenue than those peaks, but its active player base is actually larger now than it was then. That’s the signature of a mature live game: acquisition cools off, the installed base stays huge, and monetization settles into a steady rhythm.

MetricPeakCurrentChange
Monthly Downloads12.1M7.3M-40%
Monthly Revenue$24.9M$10.9M-56%
MAU (M)112.3108.3-4%

Data source: AppMagic. Current data uses the latest complete month available.

Mobile Legends Game Overview

Mobile Legends: Bang Bang is a free-to-play 5v5 mobile MOBA, and one of the few in its genre to build a billion-dollar business outside China.

PublisherMoonton (a ByteDance subsidiary)
Release DateJuly 2016
GenreMOBA (5v5 multiplayer online battle arena)

Data source: Moonton and Wikipedia.

How Many People Play Mobile Legends?

Mobile Legends ranks among the most played mobile games in the world, holding roughly 30 million DAU and over 100 million MAU month after month.

Mobile Legends DAU & MAU Stats

MonthDAU (M)MAU (M)
May 202631.1108.3
Apr 202631.4109.8
Mar 202630.6109.9
Feb 202630.2108.1
Jan 202630.4107.2
Dec 202532.3104.7
Nov 202531.1105.3
Oct 202530.0105.2
Sep 202529.1104.6
Aug 202529.4105.4
Jul 202529.8105.8
Jun 202529.7106.0

Data source: AppMagic.

How Many Downloads Does Mobile Legends Have?

Mobile Legends sits comfortably among the most downloaded games ever, with 781 million lifetime installs and a notable reacceleration in 2024 and 2025 after a quieter mid-decade stretch.

PeriodDownloads
All-Time Downloads781M
2026 YTD41.6M
202594.5M
202476.3M
202359.2M
202255.9M
202174.7M
202098.0M
201992.6M
201891.2M
201773.2M
201618.3M

Data source: AppMagic.

How Much Money Does Mobile Legends Make?

Mobile Legends has generated $1.58 billion in lifetime revenue, and pulled in $166 million in its most recent full year. Revenue peaked in 2021 at $232 million and has held in a tight $166M to $189M band ever since, which is the kind of stability most live-service games would trade a lot for.

Mobile Legends Revenue Statistics (2016 – 2026)

PeriodRevenue
All-Time Revenue$1,585M
2026 YTD$76M
2025$166M
2024$183M
2023$189M
2022$180M
2021$232M
2020$206M
2019$150M
2018$111M
2017$81M
2016$4M

Data source: AppMagic. Figures reflect IAP revenue net of platform fees and inclusive of taxes.

How Mobile Legends Makes Money

Mobile Legends runs a pure cosmetic free-to-play model. The gameplay is free, heroes can be earned without spending, and the money comes almost entirely from what players put on those heroes.

Skins Are the Core Engine

Skins drive the business. Mobile Legends sells hero skins across tiers that run from cheap recolors to elite and “Legend” skins with custom animations, voice lines, and effects. The premium tiers are where the real money lives, and the game’s monetization leans hard on players who collect them.

Gacha and IP Collaborations

The biggest revenue spikes come from gacha-style collaboration events. Mobile Legends has run crossovers with Hunter x Hunter, Attack on Titan, Jujutsu Kaisen, Naruto, Star Wars, Transformers, and more, almost always behind a draw mechanic. The March 2025 Hunter x Hunter event and the January 2026 M7 cycle both produced clear monthly spending peaks, which is exactly how a game stays among the top-grossing games a decade after launch.

Battle Pass and Diamonds

A recurring battle pass and the Diamond virtual currency round out the model. The battle pass keeps monthly spenders engaged, while Diamonds smooth the path to every gacha pull and skin purchase. ARPDAU sits at just $0.02, which tells you this isn’t a whale-only economy. It’s a massive base of small spenders with a premium-skin layer on top.

Mobile Legends Monetization Efficiency

Revenue per Download$2.03
Revenue per Monthly Active User$18.51
DAU/MAU Ratio28.5%

Data source: AppMagic.

Monetization efficiency here is solid for a MOBA. Revenue per download of $2.03 is healthy for a cosmetic-only model, and a 28.5% DAU/MAU ratio means a meaningful slice of the player base shows up daily, not just monthly. That stickiness is what keeps the cosmetic economy turning.

Mobile Legends Player Demographics

Mobile Legends’ gamers are overwhelmingly young, male, and Southeast Asian, with the Philippines and Indonesia carrying the bulk of both play and spend.

Gender splitMajority male
Largest age group16 to 34
Top countriesIndonesia, Philippines, Malaysia

Data source: Quantumrun and Digital in Asia.

User Acquisition Snapshot

Mobile Legends doesn’t grow like a typical mobile game, and studying its user acquisition playbook is more useful than studying most paid-UA case studies.

Esports Is the Acquisition Channel

The growth flywheel here is competitive esports, not performance marketing. The M-Series world championships, MPL regional leagues, and SEA Games medal events function as continuous, high-reach acquisition engines. When the M7 final drew 5.68 million peak concurrent viewers in January 2026, that wasn’t just a fan moment. It was the top of the funnel.

IP Collaborations Drive Reactivation

Anime and brand crossovers do double duty.

They monetize existing players through gacha, and they pull lapsed players back. Each major collaboration acts as a reactivation campaign, which is why you see download and revenue bumps clustered around event launches rather than steady-state spend.

Regional Density Over Global Reach

This is a game that went deep instead of wide. Indonesia, the Philippines, and Malaysia aren’t just top markets, they’re cultural infrastructure where Mobile Legends is a default social activity. That density is the moat, and it’s why the active base keeps growing even as raw install velocity has cooled from its 2020 peak.

Where the Game Sits Now

Mobile Legends is firmly in mature growth mode. Current performance is powered by monetizing and retaining a giant existing base, not by chasing new installs. The 2024 to 2025 download reacceleration suggests the esports-plus-collab engine still wins new players, but the center of gravity is clearly retention and live ops.

If you’re running UA for a live game and want this kind of staying power, the hard part isn’t the media buy, it’s building creative and event cadence that compounds. That’s the work we do at Udonis: paid social, creative testing, and growth strategy for mobile games that need to keep scaling past launch.

References

  1. AppMagic. 2026. Mobile App Data.
  2. Digital in Asia. 2026. What Asia Actually Plays: 2026 Gaming Tracker.
  3. Esports Charts via rec0ded88. 2026. Mobile Legends: Bang Bang Statistics (2026).
  4. Marketing-Interactive. 2025. Why Mobile Legends: Bang Bang Is the Next Big Thing for Brands.
  5. Moonton. 2026. MLBB x NARUTO Collaboration.
  6. Quantumrun. 2026. Mobile Legends: Bang Bang Statistics 2026.
  7. Wikipedia. 2026. Mobile Legends: Bang Bang.

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