Мир Supercell
Крупнейшее медиа об играх Supercell. Новости, мемы, конкурсы и ничего лишнего. Больше новостей на https://supercell.media По рекламе в канале: @easy_qq, @oldpurple, @fadeyboss, @Spiral_Yuri, @swaymedia, @reklamag, @grek_rek РКН: https://clck.ru/3PwqLL
Show more📈 Analytical overview of Telegram channel Мир Supercell
Channel Мир Supercell (@mir_supercell) in the Russian language segment is an active participant. Currently, the community unites 2 549 113 subscribers, ranking 15 in the Games category and 31 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 2 549 113 subscribers.
According to the latest data from 24 July, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 143 779 over the last 30 days and by 1 310 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 10.25%. Within the first 24 hours after publication, content typically collects 8.08% reactions from the total number of subscribers.
- Post reach: On average, each post receives 260 625 views. Within the first day, a publication typically gains 205 432 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 3 503.
- Thematic interests: Content is focused on key topics such as brawl, скин, esports, royale, ящик.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Крупнейшее медиа об играх Supercell.
Новости, мемы, конкурсы и ничего лишнего.
Больше новостей на https://supercell.media
По рекламе в канале: @easy_qq,
@oldpurple, @fadeyboss, @Spiral_Yuri, @swaymedia, @reklamag, @grek_rek
РКН: https://clck.ru/3P...”
Thanks to the high frequency of updates (latest data received on 25 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.
