📢 EA FC ITALIA 📢 || CHANNEL
Canali: 📢 @eafc_italia 💎 @eafctrading 📋 @carriera_eafc 👥 @proclub_eafc Gruppi: 🎮 @eafc_gruppo 💸 @eafc_compravendita 🏆 @eafc_carriera 🏅 @eafc_proclub ⚽️ @sport_general BOT: 💬 @eafcitaliacontactbot Network: @gamingitaliangroup
Show more📈 Analytical overview of Telegram channel 📢 EA FC ITALIA 📢 || CHANNEL
Channel 📢 EA FC ITALIA 📢 || CHANNEL (@eafc_italia) in the Italian language segment is an active participant. Currently, the community unites 21 942 subscribers, ranking 4 084 in the Games category and 1 200 in the Italy region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 21 942 subscribers.
According to the latest data from 09 June, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -273 over the last 30 days and by -9 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 11.93%. Within the first 24 hours after publication, content typically collects 9.55% reactions from the total number of subscribers.
- Post reach: On average, each post receives 2 620 views. Within the first day, a publication typically gains 2 097 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 7.
- Thematic interests: Content is focused on key topics such as fc26, futurestars, statistica, sbc, evoluzione.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Canali:
📢 @eafc_italia
💎 @eafctrading
📋 @carriera_eafc
👥 @proclub_eafc
Gruppi:
🎮 @eafc_gruppo
💸 @eafc_compravendita
🏆 @eafc_carriera
🏅 @eafc_proclub
⚽️ @sport_general
BOT:
💬 @eafcitaliacontactbot
Network: @gamingitaliangroup”
Thanks to the high frequency of updates (latest data received on 10 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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