Plants vs. Zombies 2 is one of the longest-running mobile games still pulling millions of players more than a decade after launch. Here is a full breakdown of its downloads, revenue, player numbers, and monetization in 2026.
Key Stats for 2026
| All-Time Downloads | 421.9 Million |
| All-Time Revenue | $186.6 Million |
| Average Daily Players | 2.1 Million |
| Average Monthly Players | 8.2 Million |
| ARPDAU | $0.02 |
Data source: AppMagic.
Is Plants vs. Zombies 2 Still Popular in 2026?
Yes, Plants vs. Zombies 2 is still popular, but it sits well below its peak. The game now pulls around 7.8 million monthly active users and a little over 2 million monthly downloads, which is remarkable staying power for a tower defense game that launched in 2013.
The high point for engagement came back in March 2020, when monthly active users crossed 10 million. Downloads and revenue peaked even earlier, in the game’s first couple of years on the charts.
Compared to those peaks, the game is clearly past its prime. But the decline has been slow and steady rather than a collapse, and the current numbers still put it among the more durable mobile titles of its generation.
| Metric | Peak | Current | Change |
|---|---|---|---|
| Monthly Downloads | 4.9M | 2.3M | -52% |
| Monthly Revenue | $2.5M | $1.7M | -34% |
| MAU (M) | 10.7 | 7.8 | -27% |
Data source: AppMagic. Current data uses the latest complete month available.
Game Overview
| Publisher | Electronic Arts (developed by PopCap Games) |
| Release Date | August 15, 2013 (iOS); October 2, 2013 (Android) |
| Genre | Tower defense / strategy |
Data source: Electronic Arts and Wikipedia.
Plants vs. Zombies 2 Player Count
It remains one of the most played mobile games in the tower defense category, with steady DAU around 2 million and MAU hovering near 8 million.
Plants vs. Zombies 2 DAU & MAU Stats
| Month | DAU (M) | MAU (M) |
|---|---|---|
| May 2026 | 2.0 | 7.8 |
| Apr 2026 | 2.0 | 7.7 |
| Mar 2026 | 2.0 | 7.9 |
| Feb 2026 | 2.1 | 8.0 |
| Jan 2026 | 2.1 | 8.0 |
| Dec 2025 | 2.2 | 8.3 |
| Nov 2025 | 2.2 | 8.6 |
| Oct 2025 | 2.1 | 8.4 |
| Sep 2025 | 2.1 | 8.2 |
| Aug 2025 | 2.3 | 8.8 |
| Jul 2025 | 2.2 | 8.4 |
| Jun 2025 | 2.2 | 8.2 |
Data source: AppMagic.
How Many Downloads Does Plants vs. Zombies 2 Have?
Plants vs. Zombies 2 has racked up 421.9 million lifetime downloads, keeping it firmly in the conversation around the most downloaded games of its era. Even now it adds roughly 25 to 30 million new installs a year.
| Period | Downloads |
|---|---|
| All-Time Downloads | 421.9M |
| 2026 YTD | 12.8M |
| 2025 | 27M |
| 2024 | 33.4M |
| 2023 | 33M |
| 2022 | 43.7M |
| 2021 | 40.6M |
| 2020 | 42.6M |
| 2019 | 37.5M |
| 2018 | 33.2M |
| 2017 | 36.1M |
| 2016 | 38.5M |
| 2015 | 43.6M |
Data source: AppMagic.
How Much Money Does Plants vs. Zombies 2 Make?
Plants vs. Zombies 2 has generated $186.6 million in lifetime revenue from in-app purchases, with $15.1 million coming in 2025. That figure is steady year over year, which is unusual for a game this old and a sign of a loyal spending base.
One thing to keep in mind: the numbers below reflect IAP revenue only. Plants vs. Zombies 2 also runs rewarded ads (players watch video ads for coins, gems, and other rewards), so the game’s true total revenue is higher than what IAP data alone shows. More on that in the monetization section.
Plants vs. Zombies 2 Revenue Statistics (2015 – 2026)
| Period | Revenue |
|---|---|
| All-Time Revenue | $187M |
| 2026 YTD | $9M |
| 2025 | $15M |
| 2024 | $14M |
| 2023 | $15M |
| 2022 | $16M |
| 2021 | $17M |
| 2020 | $17M |
| 2019 | $15M |
| 2018 | $16M |
| 2017 | $17M |
| 2016 | $14M |
| 2015 | $22M |
Data source: AppMagic. Figures reflect IAP revenue after platform fees and inclusive of taxes. They do not include ad revenue, which the game also earns through rewarded video.
How Plants vs. Zombies 2 Makes Money
Plants vs. Zombies 2 is a free-to-play game with a hybrid monetization model. The core of it is in-app purchases of coins and gems, the game’s hard and soft currencies. Players use these to buy power-ups, Plant Food, premium plants, costumes, and plant upgrades.
The store runs across eight price tiers, from $2.99 up to $99.99. That range is built to capture both casual spenders buying a single coin pack and committed players buying large bundles.
Plant Food, Upgrades, and Premium Plants
The biggest revenue drivers are consumables and progression. Plant Food and in-game power-ups are single-use items players burn through during hard levels, which creates repeat purchases. Plant upgrades and premium plants sit behind seed packets that can be earned slowly or bought outright.
This is a game that monetizes friction. Difficulty spikes in later worlds push players toward power-ups, and the arena and event modes give committed players a reason to keep spending on plant levels.
Rewarded Ads as a Secondary Layer
On top of IAP, Plants vs. Zombies 2 runs rewarded video ads. Players can watch ads daily to earn coins, gems, and gauntlets. This is opt-in advertising rather than forced interstitials, which fits the game’s family-friendly positioning and protects the paying experience.
The IAP-plus-rewarded-ads mix is why the game holds up financially despite its age. It captures revenue from spenders and non-spenders alike, which is part of why it stays competitive with newer top-grossing games on a per-user basis.
Monetization Efficiency
| Revenue per Download | $0.44 |
| Revenue per MAU | $22.74 |
| DAU/MAU Ratio | 25.3% |
Data source: AppMagic.
Monetization efficiency here is modest but healthy for a casual tower defense game. Revenue per download of $0.44 reflects IAP only and undercounts true value, since rewarded ads add revenue this figure does not capture. The 25.3% DAU/MAU ratio is the real standout, signaling a sticky core of players who keep coming back day after day more than ten years on.
Player Demographics
Plants vs. Zombies 2 draws a broad, all-ages base of gamers, with strong appeal among players who grew up with the original and a tower defense audience that skews slightly male. Its biggest markets sit across North America, Southeast Asia, and the Middle East.
| Age group | Broad, all-ages (strong with 18-34 and nostalgic older players) |
| Gender split | Slight male skew, typical of tower defense |
| Top countries | United States, Canada, Philippines, Turkey, Egypt |
Data source: Similarweb and EA franchise audience data.
User Acquisition Snapshot
Plants vs. Zombies 2’s user acquisition story is built on brand, not aggressive paid spend. The Plants vs. Zombies name carries enormous recognition, and the game still pulls millions of organic installs a year from search and franchise loyalty.
This is a title that doesn’t need to buy most of its users. The IP does the heavy lifting, supported by EA’s broader Plants vs. Zombies ecosystem and ongoing brand activity across the franchise.
Live Ops and Events Keep Players Active
The download base is steady rather than spiky, which tells you growth is fueled by evergreen demand plus live ops. Seasonal events like Feastivus, arena seasons, and Penny’s Pursuit challenges give lapsed players reasons to return and active players reasons to stay.
This is reactivation and retention work as much as acquisition. The game’s job at this stage is keeping the existing base engaged and spending, not chasing rapid new-user growth.
Where the Game Sits in Its Lifecycle
Plants vs. Zombies 2 is in mature growth mode. Downloads and players are declining slowly from their peaks, but revenue per user holds firm. Performance today is driven more by monetizing and retaining the existing base than by acquiring new players at scale.
The October 2025 launch of Plants vs. Zombies: Replanted, an HD remaster of the original on consoles and PC, also keeps the franchise visible and feeds brand interest back toward the mobile titles.
What This Means for Studios
The lesson here is that a strong IP plus disciplined live ops can keep a decade-old game commercially viable without heavy paid UA. For most studios that don’t have a franchise this size, getting there means smart paid acquisition and constant creative testing early on.
That’s the kind of work we focus on at Udonis, helping studios grow through paid social, creative testing, and UA strategy. The goal is to build the kind of durable player base that makes long-term retention possible.
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References
- AppMagic. 2026. Mobile App Data.
- Electronic Arts. 2026. Plants vs. Zombies 2 official game page.
- Wikipedia. 2026. Plants vs. Zombies 2.
- PocketGamer.biz. 2013. Monetizer: Plants vs. Zombies 2.
- Plants vs. Zombies Wiki. 2026. Money and in-game currencies.
- Similarweb. 2026. Plants vs. Zombies 2 app stats.



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