Most of the money fans spend on Pokémon goes on licensed goods, the toys, clothes and everything else made by other companies, and very little of it comes back. Licensed goods are 55–68% of fan spending and return about 5.5–8.7¢ on the dollar to Pokémon’s side, on our estimate. The famous figure for them, $15.7bn of shop sales in 2025, is the Western arm’s own submission to a trade magazine, marked as an estimate. A yen spent on a card that Pokémon publishes itself is worth 4–11 times as much to it as a yen spent on a licensed toy.
The headline figure is the company’s own count of shop sales
Each year the trade magazine License Global ranks licensors by the retail sales of their licensed products, using figures the companies send in. The Pokémon Company International (TPCi), the Western arm, submitted $8.5bn for 2021 and $12.0bn for 2024. The 2025 entry is printed with the magazine’s mark for an estimate. The magazine tags its own estimates of companies that did not resubmit, and TPCi’s page carries no such tag, so the estimate is most likely TPCi’s own. It counts what shoppers paid at the till, which is a different quantity from the revenue of The Pokémon Company (TPC).
Set against everything fans spend, the figure is large but incomplete. We put counted spending on Pokémon at ¥2.8–3.2tn for the year to February 2026, once cards, games, apps and Pokémon’s own shops are added. That is between a fifth and two-fifths more than the magazine’s figure at the year’s average exchange rate. Fig. 1 shows the series as the ranking has printed it.
The $15.7bn everyone quotes is the company’s own count of shop sales, and the latest year is an estimate
Retail sales of licensed Pokémon products listed for Pokémon’s Western arm in License Global’s ranking, US$ billion, calendar 2014 to 2025. The hollow point is marked as an estimate.
- From press reports of the ranking
- From License Global’s own pages
- 2025, marked as an estimate
- Estimate
Years to 2020 come from press reports of the ranking; 2019 is worked back from a stated growth rate.
Built from , and .Show the numbers
| Year | From press reports of the ranking, $bn | From License Global’s own pages, $bn | 2025, marked as an estimate, $bn | Source |
|---|---|---|---|---|
| 2014 | – | – | ||
| 2015 | – | – | ||
| 2016 | – | – | ||
| 2017 | no figure | – | – | |
| 2018 | – | – | ||
| 2019 | – | – | ||
| 2020 | – | – | ||
| 2021 | – | – | ||
| 2022 | – | – | ||
| 2023 | – | – | ||
| 2024 | – | – | ||
| 2025 | – | – |
From press reports of the ranking. Press reproductions of License Global’s ranking. No figure was found for 2017, so the line runs straight from 2016 to 2018. 2019 is back-solved from License Global’s stated 43% average growth (a press snippet gives $4.2bn).
From License Global’s own pages. Retail (shop) sales of licensed Pokémon products as reported by The Pokémon Company International to License Global’s survey: company-reported, unaudited, and not TPC revenue. Which divisions and countries it covers is not stated.
2025, marked as an estimate. Marked “(E)” in the ranking and read once from a page that is not archived, so not yet confirmed. $3.7bn (30.8%) above 2024.
At least three-fifths of that figure cannot be traced to a product
The magazine’s form asks each company “which business divisions and/or categories are included”. TPCi’s answer has never been published, so the composition has to be worked out from the outside. One TPCi profile places the card game “In the toys and collectibles category” of its licensing programme, which suggests the cards are counted. If they are, at shop prices they make up 13–25% of the figure. Toys other than cards, the category with the best outside tracking, are 3–11%.
That leaves 62–83% of the figure in clothing, food, homeware, publishing and everything else, categories for which no outside measure exists. The same holds for the growth. The figure rose by 31% in 2025, and Western cards can explain between a sixth and a half of that rise. Fig. 2 sets the two measurable parts against the whole.
Western cards and toys explain about a third of the $15.7bn at most
The reported 2025 figure against the two parts that can be sized from outside, US$ billion at shop prices. Ranges are estimates.
- The figure listed for Pokémon’s Western arm, marked as an estimate
- The parts that can be sized from outside, estimated range
Show the numbers
| Measure | The figure listed for Pokémon’s Western arm, marked as an estimate, $bn | The parts that can be sized from outside, estimated range, $bn | Source |
|---|---|---|---|
| Licensed sales as reported | – | ||
| Western trading cards, if counted | – | (2.1–3.9) | |
| Western toys other than cards | – |
The figure listed for Pokémon’s Western arm, marked as an estimate. Retail sales of licensed products as listed in License Global’s ranking. The company does not publish what the figure includes.
The parts that can be sized from outside, estimated range. Cards valued at shop prices, on the assumption that the reported figure counts them, which is not stated. Toys are the United States and Europe as tracked by market researchers. Clothing, food, homeware and publishing have no outside measure.
Pokémon’s side keeps a few cents of each dollar
A licensor is paid a percentage of what the licensee charges the shop, which we take to be half of what the shopper pays. No Pokémon licence has a published rate, so we apply two benchmarks to the reported sales: the merchandise industry’s average, and the rate that toy makers with public accounts pay. The result is 5.5–8.7¢ per shopper dollar.
One figure from inside the company exists. In an Australian court in 2017, TPCi’s licensing manager put its average royalty at 7.5%. The judgment does not say whether that is a share of the shop price or of the wholesale price. On the shop price it sits inside our range; on wholesale it is 3.75¢ per shopper dollar, below it. The court rejected the damages claim built on the figure. Fig. 3 puts the three readings on one scale.
Pokémon’s side keeps about 5.5 to 8.7 cents of each dollar spent on licensed goods
US cents per dollar of shop price: our estimate, the one rate given in court, and what two listed licensees pay all their licensors together.
- Royalty kept per dollar of licensed goods sold, our estimate
- The 7.5% average its licensing manager gave an Australian court
- What two listed licensees pay all their licensors, at half-price wholesale
Show the numbers
| Measure | Royalty kept per dollar of licensed goods sold, our estimate, ¢ per $ | The 7.5% average its licensing manager gave an Australian court, ¢ per $ | What two listed licensees pay all their licensors, at half-price wholesale, ¢ per $ | Source |
|---|---|---|---|---|
| Pokémon’s side keeps, our estimate | (5.5–8.7) | – | – | |
| Average rate given in court, 2017 | – | – | ||
| JAKKS pays all its licensors | – | – | (7.0–8.3) | |
| Funko pays all its licensors | – | – | (7.5–8.7) |
Royalty kept per dollar of licensed goods sold, our estimate. Industry-average and toy-maker royalty rates applied to the reported licensed sales, with cards taken out. No Pokémon licence has a published rate.
The 7.5% average its licensing manager gave an Australian court. The judgment does not say whether the 7.5% is charged on the shop price or the wholesale price. On the shop price it is 7.5 cents; on wholesale at half the shop price it is 3.75 cents. The court rejected the damages claim built on it.
What two listed licensees pay all their licensors, at half-price wholesale. Royalties as a share of the licensee’s own sales (JAKKS 14.0–16.5%, Funko 15.0–17.4%), halved to express them per dollar of shop price. All brands together; neither states a Pokémon rate.
Applied to the Western figure, the rate gives licensing income of ¥99–204bn a year. With an allowance for Japan and Asia, merchandise licensing comes to 11–25% of group revenue, from the line that takes more than half of fan spending. How little of that income can be matched to a named payer is the subject of The licensees.
Two companies sign the licences, on different terms
In Japan the licence is signed by ShoPro, the Shogakukan group company that acts as Pokémon’s merchandise window, in its own name. Takara Tomy, the Japanese toy maker, has named ShoPro alone as its licensor in eleven annual filings in a row, since the year to March 2016. Each term lasts 14 months, a year’s licence plus two months to sell off stock, and twelve such terms now run end to end to May 2027. The filings never show more than about eleven months of cover ahead.
Outside Asia, TPCi has handled all licensing itself since January 2006, when the agency agreement with 4Kids ran out (that history is in The thin years). Its terms are longer. The master toy licence it gave TOMY International ran 77 months, 5.5× the Japanese term. The seat passed to Wicked Cool Toys in 2018 and to Jazwares, which bought that company, in 2019; LEGO began a multi-year deal in February 2026. Fig. 4 compares the two term lengths.
Japan’s toy licence runs a year at a time; the Western one ran for more than six years
Length of one licence term in months: Takara Tomy’s Japan licence, and its subsidiary TOMY International’s Western master toy licence of 2012 to 2018.
- Takara Tomy’s Japan toy licence
- TOMY International’s Western master toy licence
Show the numbers
| Licence | Takara Tomy’s Japan toy licence, months | TOMY International’s Western master toy licence, months | Source |
|---|---|---|---|
| Japan, signed by ShoPro, each term since 2015 | – | ||
| The West, signed by Pokémon’s Western arm, 2012–2018 | – |
Takara Tomy’s Japan toy licence. Twelve terms in a row from April 2015 to May 2027, each a twelve-month licence plus two months to sell off stock. ShoPro has been the only counterparty named since the year to March 2016.
TOMY International’s Western master toy licence. One licence from February 2012 to June 2018. Its successors, Wicked Cool Toys and then Jazwares, have not disclosed their terms.
A Western royalty reaches TPC’s group directly. A Japanese royalty passes through ShoPro first, and what ShoPro keeps is not disclosed.
A yen spent on a card is worth four to eleven yen spent on a toy
TPC publishes the cards itself, so it books its share of the list price as revenue, which is ¥35–59 of every hundred yen spent, against ¥5.5–8.7 for licensed goods. The gap narrows once the cost of printing and shipping cards is counted, since a royalty costs little to collect. At the Tokyo parent’s blended gross margin, a card yen still earns 1.7–5.5× the gross profit of a merchandise yen, and licensing would win only if the card line’s own margin were below 9–25%. Fig. 5 shows the two lines side by side.
A yen spent on cards brings Pokémon four to eleven times what a yen spent on licensed goods does
Revenue booked by Pokémon’s group per ¥100 that fans spend, cards against licensed merchandise. Estimated ranges, year to February 2026.
- Cards Pokémon publishes itself: its share of list price
- Licensed merchandise: royalty per ¥100 of goods sold
Show the numbers
| Line | Cards Pokémon publishes itself: its share of list price, ¥ per ¥100 | Licensed merchandise: royalty per ¥100 of goods sold, ¥ per ¥100 | Source |
|---|---|---|---|
| Trading cards | (35–59) | – | |
| Licensed merchandise | – | (5.5–8.7) |
Cards Pokémon publishes itself: its share of list price. The share of a card’s list price that reaches Pokémon’s group after distributors and shops, blended across Western sales routes. An estimate.
Licensed merchandise: royalty per ¥100 of goods sold. Royalty per yen of licensed merchandise sold, with cards taken out of the reported licensed sales. An estimate. Revenue, before the cost of printing and shipping cards.
What it adds up to
License Global’s next ranking is due in mid-2027 and will print the 2025 figure again beside the new one.