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KAARTIK FILIMS²

KAARTIK FILIMS²

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➡️KU SOO DHAWOOWW CHANELKEGA 👇✅ ➡️FILIMADA CUSUB KASOO DAAWO LINKIGA HOOSE 👇✅ https://t.me/FILIMO_CUSUB8 OWNER👉 @S_A_A_L_IM DISCLAIMER!⚠️ ALL THE INFO AM USING IN THIS CHANNEL IS PUBLIC ON THE INTERNET IT'S NOT MINE OR ANYONE ELSE HERE!

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📈 Analytical overview of Telegram channel KAARTIK FILIMS²

Channel KAARTIK FILIMS² (@kaartik_filmis7) in the Somali language segment is an active participant. Currently, the community unites 55 205 subscribers, ranking 1 401 in the Games category and 187 in the Somalia region.

📊 Audience metrics and dynamics

Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 55 205 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 3 435 over the last 30 days and by 532 over the last 24 hours, overall reach remains high.

  • Verification status: Not verified
  • Engagement rate (ER): The average audience engagement rate is 4.22%. Within the first 24 hours after publication, content typically collects 3.21% reactions from the total number of subscribers.
  • Post reach: On average, each post receives 2 331 views. Within the first day, a publication typically gains 1 772 views.
  • Reactions and interaction: The audience actively supports content: the average number of reactions per post is 19.
  • Thematic interests: Content is focused on key topics such as iyo, qiimo, soo, jaban, furan.

📝 Description and content policy

The author describes the resource as a platform for expressing subjective opinions:
➡️KU SOO DHAWOOWW CHANELKEGA 👇✅ ➡️FILIMADA CUSUB KASOO DAAWO LINKIGA HOOSE 👇✅ https://t.me/FILIMO_CUSUB8 OWNER👉 @S_A_A_L_IM DISCLAIMER!⚠️ ALL THE INFO AM USING IN THIS CHANNEL IS PUBLIC ON THE INTERNET IT'S NOT MINE OR ANYONE ELSE HERE!

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.

55 205
Subscribers
+53224 hours
+2 6447 days
+3 43530 days
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