Supercell has become the first mobile publisher to have two multi-billion-dollar games on the App Store and Google Play.
According to market intelligence firm Sensor Tower, mobile battle arena Clash Royale has exceeded $2 billion in global player spend since launching in March 2016.
It joins the Finnish developer's other mobile smash hit Clash of Clans which has grossed more than $6 billion over the six years since its launch.
The revenue from Clash Royale appears to come evenly from the App Store and Google Play, with around 49 per cent and 51 per cent respectively.
Players from the US account for the largest share of revenue, generating around 30 per cent. The second-most profitable region for the game is Germany with ten per cent, followed by France with seven per cent, China (iOS-only) with 6.5 per cent, and South Korea with 5 per cent.
Originally a spin-off from Clash of Clans, Clash Royale brought in more than $40 million worldwide last month, compared to its progenitor which earned $70 million.
Last month, the spin-off ranked No. 11 globally in terms of mobile revenue, and even ranked No. 9 for Q2 revenue, putting it one spot above Clash of Clans.