QUIZ @Nachiette
Created by @tsavelle Winner testimonials & proof of transferred can be checked at @rnknachiess, so you can be sure that all prizes are delivered properly. For any questions, issues, or prize claims, please contact the official admin at @savelleshbot.
Show more📈 Analytical overview of Telegram channel QUIZ @Nachiette
Channel QUIZ @Nachiette (@nachiette) in the Indonesian language segment is an active participant. Currently, the community unites 13 741 subscribers, ranking 6 586 in the Games category and 5 250 in the Indonesia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 13 741 subscribers.
According to the latest data from 30 June, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -713 over the last 30 days and by -25 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 1.08%. Within the first 24 hours after publication, content typically collects 1.00% reactions from the total number of subscribers.
- Post reach: On average, each post receives 149 views. Within the first day, a publication typically gains 138 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 2.
- Thematic interests: Content is focused on key topics such as detik, pesan, leanore, rbio.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Created by @tsavelle
Winner testimonials & proof of transferred can be checked at @rnknachiess, so you can be sure that all prizes are delivered properly.
For any questions, issues, or prize claims, please contact the official admin at @savelleshbot.”
Thanks to the high frequency of updates (latest data received on 01 July, 2026), the channel maintains relevance and a high level of publication reach. Analytics show that the audience actively interacts with content, making it an important point of influence in the Games category.
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