est. 1984
Dragon Ball
began as a manga
$10.7Bestimated lifetime revenue
Expanded UniverseThe money is spread across 4 types of revenue. No single one dominates.
- Retail & merch56%
- Games41%
- Box office3%
- Other<1%
No. 34 of 99, ranked by estimated lifetime revenue
What we know
Sources checked to
- Estimated lifetime revenue
- $10.7BMoney taken in before costs. This is not profit or company value.
- Biggest source of revenue
- Retail & merch 56%of the revenue we can break down
- Known company link
- ShueishaPublic sources show this link, but not verified control. Shueisha publishes the manga; anime, games and merchandise rights are split across Toei Animation, Fuji TV and Bandai Namco — not verified at rights level.
- Where it began
- 1984 · a manga
- How sure is this estimate?
- Solid estimateThe sources are strong across all five checks.
- Where the number comes from
- scored 2 out of 4
- What the number measures
- scored 3 out of 4
- How recent the estimate is
- scored 4 out of 4
- How much of the total is itemised
- scored 4 out of 4
- Double-counting risk
- scored 4 out of 4
Rights and ownership
Public sources link this franchise to Shueisha
Shueisha publishes the manga; anime, games and merchandise rights are split across Toei Animation, Fuji TV and Bandai Namco — not verified at rights level.
We could not verify the full current rights picture.
See the source ↗How the money mix changed
began as a manga, 1984
Publishing
biggest revenue source in this data
Retail & merch
100% of the revenue we can break down now comes from outside publishing
More ways to compare it
We calculate these numbers from the records above. The formulas are on the Receipts page. If the data is not strong enough, we leave a number out.
- Share from merchandise
- 56%
- How varied the revenue is
- 39 / 100
- Revenue beyond where it started
- 100%
- Average revenue per year
- $255M per year
- lifetime average, not the current yearly rate
- Online interest compared with revenue
- not shown: search-interest data was unavailable at snapshot time
Sources and calculationsshow detailshide details
| Channel | Value | Share | Confidence | Source | Checked on |
|---|---|---|---|---|---|
| Retail & merch | $6B | 56% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Games | $4.4B | 41% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Box office | $317M | 3% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Other | $29M | <1% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Total | $10.7B | 100% |
estimated lifetime revenue · checked 2026-09-03