What this is
Whether The Pokémon Company's profit margin is high or low for its mix of businesses: its roughly 28.6% sits at the 36th percentile of comparable companies' 22.5–39.2%.
How it’s built
- Split the company's revenue into business lines (cards, licensing, games and so on), using the research's own estimates.
- Give each line the margin of a comparable business: Toei's and Sanrio's licensing, Konami's games, Wizards of the Coast's cards. Each comparable's head-office costs are spread across its segments.
- The weighted result gives a low, middle and high margin.
What we assumed
- The research's split of revenue across business lines.The company publishes no segment figures; the split is an estimate, including moving ¥70bn from licensing to other lines.
- Other companies' segment margins are fair stand-ins for Pokémon's.They are the closest listed businesses, but none is a like-for-like match.
- The company's own margin is about 28.6%.A proxy built by the research for the group, not a single reported figure.
Sanity check
Being 1.1 points below the middle equals about ¥12bn of profit. On an alternative split that leaves cards out of licensing, the shortfall is 3.5 points (about ¥39bn).
Where it comes from
Our calculation from other figures in the trainer’s notes:
- EstimateStructural margin band corporate costs allocated, year to March 2026 (comps' latest fiscal years)
- EstimateStructural margin band from line mix, TPC year to February 2026 line mix x comps' year to March 2026 / 2025 line margins
- EstimateLine merch licensing west scope either or, TPC year to February 2026¥100bn
Show the working
- Band low: 22.5
- Band mid: 29.7
- Band high: 39.2
- TPC group proxy: 28.6
- TPC percentile in band: 36
- Implied card margin others at mid: 33 to 37
- Cross-node analyst (Python, constraints.json 2026-10-28T11:40Z): 's corporate-cost-allocated comp margins applied to 's TCG-IN sensitivity mix …
Where it’s used
Related figures
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