Virtus.pro
Глобальный мультигейминговый тег с 22-летней историей. Канал Dota 2: @virtuspro_dota Канал CS2: @virtuspro_cs2 Канал PUBG & PUBGM: @virtuspro_pubg Канал Apex: @virtusproapex Канал Mobile: @virtuspro_mobile Канал MLBB: @virtuspro_mlbb
Show more📈 Analytical overview of Telegram channel Virtus.pro
Channel Virtus.pro (@virtuspro) in the Russian language segment is an active participant. Currently, the community unites 24 010 subscribers, ranking 3 713 in the Games category and 27 462 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 24 010 subscribers.
According to the latest data from 26 August, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -561 over the last 30 days and by -18 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 6.38%. Within the first 24 hours after publication, content typically collects 4.22% reactions from the total number of subscribers.
- Post reach: On average, each post receives 1 532 views. Within the first day, a publication typically gains 1 013 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 35.
- Thematic interests: Content is focused on key topics such as gogovp, медведь, virtus.рro, dota, r6sx.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Глобальный мультигейминговый тег с 22-летней историей.
Канал Dota 2: @virtuspro_dota
Канал CS2: @virtuspro_cs2
Канал PUBG & PUBGM: @virtuspro_pubg
Канал Apex: @virtusproapex
Канал Mobile: @virtuspro_mobile
Канал MLBB: @virtuspro_mlbb”
Thanks to the high frequency of updates (latest data received on 27 August, 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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