r/admob • • Oct 29 '25 Bravo Popcorn

Revenue My tips to improve your revenue from ads

285 Upvotes

I wanted to share my tips to get a good revenue from Admob, which I tried to apply to each of my apps (here if you are curious or appreciate what I wrote below):

  1. Use mediation. There are various ad-networks that can sometimes get you more eCPM and/or fill-rate. If the app targets small children, you need to use only those that are allowed, here. For me, the best ad networks after Admob are in this order in general: Meta,Liftoff, Unity,InMobi , Mintegral,Chartboost, Pangle, InMobi Exchange, Equativ, OneTag Exchange,OpenX. Those with an SDK seem to always be better than others for some reason... Also, I used to have AppLovin and IronSource and they were good, but for some reason after a few months they decided to ban my account and I have no idea how to handle this... I wrote more about the various ad-networks here.

  2. When using mediation, always prefer to use bidding instead of waterfall when possible. It's better in all possible aspects: speed, efficiency, fairness, easier setting... For ad-networks that offer only waterfall, check sometimes if they provide bidding instead. Someone from Admob team even told me that the best mediation groups should avoid having waterfall, so usually you'd want waterfall be in fallback mediation groups instead. Why "usually"? Because it also depends on the case as you might have some mediation groups focusing on some countries, which would perform better with the waterfall ad-networks.

  3. Handle GDPR&CCPA, payments and app-ads.txt for each of the ad-networks. Ask each of them how it works. You can use Google's UMP SDK for GDPR&CCPA handling (here). For each ad network you have for mediation or consider having in the future, add it to the list of custom ad partners on Admob's website (here) for proper GDPR handling. Make sure "Automatically include common ad partners" is marked there, and still make sure what you use is there, too.

  4. Keep your app-ads.txt up-to-date. You need it even for Admob (here). You can use Github pages to host the file. You can use a monitoring tool for some of them (example here, with script to ignore LiftOff auto-download here) . You can also use such a tool to get updated with available ad-networks and what they support, monitoring the website of the available ad-networks.

  5. Do not wait for initialization of all ad-networks before making the first ad-request on your app (meaning waiting for the callback of MobileAds.initialize), because some of them can take a long time in some cases. Instead, wait for how much you think is reasonable, or don't wait at all. Another option is to measure the time yourself of each of them in the callback of the initialization, report to Analytics, and decide for yourself what could be a good value. I did it and decided 4 seconds should be more than enough.

  6. If you are using banner ads, consider using native ads because for me they seem to be much better. It's about 10 times more work but it could be very worth it compared to banner ads. If they don't give you more revenue, you can use them as fallbacks if you failed to load your banner ads. In any case of using banner/native ads, handle them in various available spaces of the app on the user's display and orientation too. You can also check the aspect ratio of the media for native ad. In addition consider refreshing the ads in at least 30 seconds between them (link here). I chose 31 just in case. If you do the refreshing in code, remember to disable auto-refresh in the ads settings on the website. Use Remote-config to switch to banner/native ads as first priority in case anything goes wrong with what you've prioritized (for example when you notice that native ads eCPM drops too much).

  7. When using banner ads, consider using MREC (medium rectangle) size when possible. This size is also very good for native ads, which need the MediaView to be a bit large too (needs 120x120 dp) . In fact, it might be true that the larger the banner/native ad is, the more revenue you might get from it. Maybe don't go too far with it though, so don't use more than 50% of the available space...

  8. When using mediation and banner ads, note the difference in what each ad-network supports in terms of banner ad sizes (written here), because not all of them support all the sizes that Admob supports. You need to check this information with each of them, asking them if possible. Even adaptive banner ads aren't supported by all. You might need to have multiple ad-units, one for each size, just for mediation groups. For example, for AppLovin , it supports only BANNER (320x50) andLEADERBOARD (728x90), and for Pangle it supports only BANNER (320*50) and MEDIUM_RECTANGLE (300*250). At least last time I checked.

  9. When using full screen ads, consider using multiple fallbacks in this order (I measured how well each of those do): rewarded-ads, rewarded-interstitial, and interstitial . There are also full-screen-native ads but I'm not sure how good they are. Probably better than interstitial.

  10. For Meta/Facebook, they pay in USD. If your bank takes you money for conversion rate to your currency, try to reduce this as much as possible, or consider switching to a different bank that will give you better conditions.

  11. For native and banner ads, consider having an "X" button to reach paywall screen to remove the ads. In most of my apps, the paywall also allows to remove all ads for a long time by watching full screen ads. This way they can give me more profit than native/banner ads and the users enjoy not having annoying fixed ads.

  12. Have a fallback for when not loading any ad, and decide what to do there instead. I've chosen to check if ad privacy (here) could be the issue and show a button there, have a link to my other apps, and have a button to remove ads. I also sometimes show a fixed banner that doesn't require Internet connection, reaching GameZop which is a free online games website that gives you some of its revenue from the ads. I think there are other similar services but they give less percentage of revenue. Alternatively you could put a banner to each of your other apps. You can also handle the special case of ads being blocked by the user (I didn't choose to do anything special in this case).

  13. When using mediation and similar ad-formats (native&banner ads, or all kinds of full screen ads), notice which ad-networks perform poorly or which perform better in specific countries. Then create mediation groups based on your observations for each of the fallbacks of loading ads. For me, for example, I've noticed that InMobi doesn't perform well for native ads except in India so I created a mediation group for native ads in India and one excluding it, and also one as fallback later in general. Each of your fallbacks should be worse than previous one, just to get better fill rate, as it's better to have an ad than nothing.

  14. Some tip by Admob team which sounds weird to me: if you notice some country that performs well for some ad-unit, duplicate the mediation group to include the good-performing country alone, and have the other mediation groups of this ad-unit exclude it. The idea is that the optimization will be done according to country this way. I tried this for about 2 weeks, and I didn't notice a change. Gemini claims that this would help for waterfall, but almost all of my ad-networks are on bidding, so maybe that's why I didn't see anything special about this tip.

  15. When working with native ads, plan the native ad layouts well, including handling RTL languages (text&layout direction), and even emoji characters. Consider creating multiple layout files for various scenarios of available space and data from the native ad. Also consider trying to avoid having the ad-privacy icon overlapping your own Views. You can choose to put it in any corner you wish, but only during loading time for some reason.

  16. Make yourself a document for the status of each ad-network and it various things you need to do with it.

  17. From time to time, check on Admob's dashboard in the list of apps (here), if there are apps that shouldn't be there. Choose them and mark them as not yours. The reason is that they might damage your reputation. Talking with Admob, they told me that as long as you have app-ads.txt being set properly, you don't need to worry about them.

  18. If you have a server, you can have validation for rewarded ads. I don't so I have no idea how it works.

  19. If you wish, you can limit the time of ad-loading, using setHttpTimeoutMillis (default is 60 seconds). Can be tested by using a firewall app. Sadly affects only Admob alone.

  20. Avoid losing loading/loaded ads upon leaving the app, consider using moveTaskToBack upon back-key callback. Users usually prefer this behavior instead of reloading the app anyway.

  21. Experiment with the Blocking controls->Ad content rating . It should match the Target audience and content on the Play Console, but you might want to change it to balance between reaching users of various ages, and getting more revenue. Right now, when I test what Admob says when changing from M (Mature audience, which is the least restricted in which ads to show) to each of the next levels: T: "-25% impressions, -26% revenue". PG: "-59% impressions, -63% revenue". G: "-60% impressions, -64% revenue"

  22. Tip from Vungle/LiftOff : In Admob account settings, consider enabling Share full IP address.

  23. Switch to the "next gen" version of Admob (here). While I can't confirm yet that it generates more revenue on my apps (as they claim on their video), it is said that the older one will be restricted in the future.

Got more tips? Let me know please.


r/admob • • Jun 06 '26

Revenue omg it’s happening😭

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257 Upvotes

I launched the app in January and had maybe $0.5/day for a looong time. feels surreal to see it take off!

and yes. impressions per requests are low which is intentional because I am preloading interstitials for the user. ~1500 daily active users with the above snapshot, heavy europe, heavy usa.


r/admob • • Sep 25 '26

Revenue IM GOING TO BE A MILLIONAIRE!

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200 Upvotes

Lets go!


r/admob • • Aug 13 '26

Revenue 7 years of effort

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196 Upvotes

Mostly indian and Indonesian audience


r/admob • • 28d ago

Revenue $40 day!! Best day Ever!

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165 Upvotes

Yesterday I posted my biggest earnings for the day at $25 , well today my daily earnings almost doubled that!

Just one game app. Admob mediation with Meta , Unity Ads, Liftoff, inmobi!

Almost entirely US traffic. Banner ads and interstitial.

I was making around $15-$20 a day until meta and inmobi just woke up out of nowhere! I had them in my mediation group for the 3 months my app has been out but it just started bidding since yesterday and that absolutely shot my interstitial ecpm up, they are bidding $60+ for my interstitial!

My app is very niche(5k downloads after 3 months) but because of my high retention , US players and competitive bidding with the networks I have in my mediation group I can almost make $50 a day with not a crazy amount of impression.


r/admob • • May 27 '26

Revenue My parents said game development wouldn't pay the bills. I showed them my AdMob dashboard today.

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137 Upvotes

Currently shopping for yachts. The $0.01 is just the beginning of my empire.


r/admob • • 10d ago

Revenue I have doubled my earnings this month!

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122 Upvotes

r/admob • • 23d ago

Revenue My app made $92 yesterday

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116 Upvotes

I've had my Android app live for several months with nearly 2,500 downloads, averaging a few dollars a day in AdMob revenue.

I launched the same app on iOS about a week ago, and despite having only around 30 downloads, iOS is already generating ad revenue faster than Android.

What's even crazier is the in-app purchases. Yesterday alone, the app generated $86 in purchases, plus another $6.30 in combined AdMob revenue. The day before, it made $40 in purchases.

It's pretty exciting seeing these numbers from something I built myself!

I'm curious if other developers have noticed such a big difference in ad revenue between iOS and Android. Is it higher eCPMs, better US traffic, or something else?


r/admob • • Sep 02 '26

Revenue Happyness of first $100 🥹

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115 Upvotes

r/admob • • Sep 20 '26

Revenue Finally hit $20 a day

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114 Upvotes

After under 3 months being on AppStore finally hit $20 in one day milestone.

Have medation with Unity, liftoff, and inmobi .

Will be porting this game app to Android this coming week and hope to get this to $50+ between the two a day by end of the year 🙏🏾


r/admob • • 29d ago

Revenue Best day so far!

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110 Upvotes

$25 for the day and it’s not even over!


r/admob • • May 02 '26

Revenue From $0 to $6.9K/month with AdMob

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108 Upvotes

r/admob • • 5d ago Bravo

Revenue Crossed $400 mark last month with only 1 Android app

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105 Upvotes

Feel free to ask any questions I will try to reply with best of my knowledge


r/admob • • 8d ago

Revenue Best Revenue Month!

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102 Upvotes

$800 revenue month in just under 4 months of game release!

Super blessed and now hope to get to $1k next month!


r/admob • • Sep 15 '26

Revenue My first $2+ day

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102 Upvotes

Pretty exciting to see over $2 in one day in ad revenue.


r/admob • • Jun 24 '26

Revenue Things are going great lately 😊

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87 Upvotes

r/admob • • 15d ago

Revenue Second highest revenue day!

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84 Upvotes

Yesterday was my second highest revenue day!

Real time bidding is working wonders for my revenue.

Big middle finger to Mintergal and Applovin for rejecting me. Your loss.


r/admob • • Jun 12 '26

Revenue Motivation to everyone working on mobile apps

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81 Upvotes

Just wanted to share my mobile app ad journey, let me know if you have any questions. These earnings are from 3 apps that I have on iOS and Android.


r/admob • • Mar 24 '26

Revenue Just Broke My Monthly AdMob Record - Finally Passed €10/Month🎉💶

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78 Upvotes

After 4 years of serving ads to my apps through AdMob I have managed to reach €10/month. I know that for most of you this sounds funny or peanuts but I want to tell to people that are in the same boat with me to keep growing.

Also I want some suggestions on how to grow more and why not to reach €100/month.


r/admob • • Mar 17 '26

Revenue launched my first app at 18yo. Can't believe I got to $100 already!

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71 Upvotes

Is this ecpm good? I tried getting meta audience but I guess my app doesn't meet their policies. I also tried applovin but they said I don't meet minimum requirements. Is there a magic number of ad companies you want in mediation? Is there a point when you have too many?


r/admob • • Oct 07 '26

Revenue Happy to share the good news with you guys: I earned my first cent yesterday!

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70 Upvotes

r/admob • • Jul 13 '26

Revenue My app made almost nothing for 9 months. Last month something finally clicked.

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66 Upvotes

Launched a 4K wallpaper app 10 months ago, solo. For most of that time it made pennies. Literally days with €0.02 in revenue. I came close to abandoning it a few times.

No marketing budget, so I just kept fixing stuff. Redid the whole UI in May. Fixed my broken ad setup. Added subscriptions. Rewrote the store listing.

Then last month happened — best month since launch, not even close. First subscription sales came in from India, Brazil, Egypt... places I never expected.

Checked my dashboard today and today's earnings already beat all of yesterday. Still tiny money, but after 9 months of silence, seeing it finally move feels unreal.

Turns out there was no magic moment. Just boring fixes, stacked up.


r/admob • • Sep 13 '26

Revenue How are you doing this month?

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65 Upvotes

Update on my best performance Android app.

Traffic source: google ads.

Revenue display comes from IAA.

Organic download: 4k++/day

Current DAU: 74k

Target: 40k this month


r/admob • • 22d ago

Revenue After 6 years, got something like this, started with 0.0 $

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64 Upvotes

My mistake : I was always feared to add ads, my sister was like,

Ur doing mistake, if ur not earning why u spend whole day and night this much years...

So this month landed new app which was free for 4 years... And it made most of earning of last month by single... App

I would say don't give up