I'll research APP (AppLovin) before writing the preview. Let me gather recent filings, transcripts, news, and price data.Let me read the most recent earnings release, transcript, and recent news.Let me read the Q1 2026 earnings call transcript for qualitative color and check recent news/analyst commentary.Let me get recent analyst/market context and check on the June platform launch and any recent developments.Let me fix the web search and check the Q2 2025 comparison for the year-ago base.I have what I need. Here's the earnings preview.
AppLovin heads into Q2 as one of the rare mega-cap stories combining ~50%+ revenue growth with ~85% EBITDA margins — but the stock has already round-tripped a spectacular 2025 run, and the debate has shifted from "can it grow" to "how fast does the newly-opened advertising platform and the consumer/e‑commerce vertical actually compound." This is the first quarter that captures the June public launch of the platform, so the qualitative read on early traction may matter as much as the printed numbers.
| Metric | Q2'26 Company Guide (given May 6) | Street Consensus | Q2'25 Actual | Implied YoY |
|---|---|---|---|---|
| Revenue | $1,915M – $1,945M | ~$1.94B | $1,259M | +52% to +55% |
| Adj. EBITDA | $1,615M – $1,645M | ~$1.63B | $1,018M | ~+60% |
| Adj. EBITDA margin | 84% – 85% | — | 81% | +300–400 bps |
Track record to keep in mind: Q1'26 revenue of $1,842M came in above the high end of guidance and beat the Street's $1,774M, with EBITDA of $1,557M vs. ~$1,491M expected. The bar into any APP print is effectively "beat and raise, or disappoint" — the guide itself is not the true expectation.
APP is a momentum name that has whipsawed violently over the past year:
The implication: sentiment has cooled meaningfully, positioning is lighter than at the December highs, and the setup is more balanced than "priced for perfection." A clean beat-and-raise could be received well; anything that validates the "consumer is decelerating" fear could be punished given the still-premium multiple.
This is the single biggest strategic item. Management framed opening the platform to the public — after 14 years as a closed platform — as changing "the trajectory of this company in a very meaningful way." Q2 is the first quarter that partially captures this. Watch for: - Any color on advertiser sign-ups, onboarding "breakage," and whether the self-serve funnel is converting. - Management floated a striking frame on the Q1 call: they estimate ~$70,000+ of first-year ad spend per new customer, i.e., 100,000 new advertisers ≈ ~$7B of annual ad spend. Any hard datapoints validating (or tempering) that math will move the stock. - Rollout status of the AI video creative generator — management said it was "days away" from broad release in early May and considers it critical to unlocking the long tail of smaller/consumer advertisers who lack video assets.
Still only ~1.5 years old and, per management, growing faster than gaming. Key callbacks from Q1: - The vertical exited Q1 strong — March spend up ~25% vs. January, and April was a record month, higher than any Q4 peak, which is unusual since e‑commerce normally drops sharply in 1H vs. holiday Q4. - Recent news notes some near-term investor anxiety that the consumer/e‑commerce initiative is scaling slower than initially hoped — though the framing is that it's "slower than feared," i.e., fears were worse than reality. The magnitude and trajectory of consumer growth is the key swing factor for the multiple. - New model releases are the real driver — management stressed the biggest uplifts come from model improvements, not just new advertiser onboarding, and said the pace of model improvement has been accelerating.
Gaming remains the foundation and still drives the majority of the ~59% YoY growth. The bull narrative management is pushing: - IAP-only games converting to hybrid (ads + in-app purchase) monetization. Management argues the ~$100B in-app-purchase market barely runs ads today, and as non-gaming (consumer) advertisers scale, IAP-only developers no longer fear promoting competitors — a "strong tailwind for many quarters." - No cannibalization observed between gaming and consumer demand in a single unified auction. - Management reiterated long-term gaming growth of 20–30%, and noted they've never actually printed a quarter that low since Axon 2.0 launched (12+ straight quarters of fast growth).
Management gestured at several longer-dated growth vectors that are not in 2026 numbers but could reset the TAM narrative: - Lead-gen model (auto/health insurance, fintech, food delivery) currently in testing — the same early stage e‑commerce was ~6 quarters ago. - Connected TV / performance TV as the long-term "holy grail," letting SMBs buy the big screen and prove incremental ROI. - Supply-side expansion into IAP games, plus interest in recommendation-engine / social experiments (they previously bid on TikTok).
None of these need to work for the quarter, but any concrete update could support the multiple.
Prepared ahead of the 2026Q2 earnings call. Guidance and comparison figures are from AppLovin's Q1'26 (May 6, 2026) and Q2'25 (Aug 6, 2025) releases and the Q1'26 earnings call; consensus figures are from market news digests as of late July 2026; price data through Aug 4, 2026.