ЭРИК СУКА ШОКОВ
Микрочел. Основатель: @cybershoke CS2 состав: @team_cybershoke SO2 состав: @cybershoke_so2 СМИ про CS2: @retakenews Киберклубы: instagram.com/cybershoke.kandelaki Ставочный тг: https://t.me/+tFgC3kAbbpYzZDBi Связаться лично: @axper
Show more📈 Analytical overview of Telegram channel ЭРИК СУКА ШОКОВ
Channel ЭРИК СУКА ШОКОВ (@shoke) in the Russian language segment is an active participant. Currently, the community unites 100 140 subscribers, ranking 689 in the Games category and 5 552 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 100 140 subscribers.
According to the latest data from 10 June, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -1 951 over the last 30 days and by -64 over the last 24 hours, overall reach remains high.
- Verification status: Verified (Officially confirmed by Telegram)
- Engagement rate (ER): The average audience engagement rate is 22.75%. Within the first 24 hours after publication, content typically collects 8.73% reactions from the total number of subscribers.
- Post reach: On average, each post receives 22 790 views. Within the first day, a publication typically gains 8 744 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 225.
- Thematic interests: Content is focused on key topics such as gogovp, рио, сайбершок, тимспик, epl.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Микрочел.
Основатель: @cybershoke
CS2 состав: @team_cybershoke
SO2 состав: @cybershoke_so2
СМИ про CS2: @retakenews
Киберклубы: instagram.com/cybershoke.kandelaki
Ставочный тг: https://t.me/+tFgC3kAbbpYzZDBi
Связаться лично: @axper”
Thanks to the high frequency of updates (latest data received on 11 June, 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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