M0NESY LIFE
π ΠΠ΅Π·Π°Π²ΠΈΡΠΈΠΌΡΠΉ ΡΠ°Π½-ΠΊΠ°Π½Π°Π», Π½Π΅ ΠΈΠΌΠ΅ΡΡΠΈΠΉ ΠΎΡΠ½ΠΎΡΠ΅Π½ΠΈΡ ΠΊ ΠΠ»ΡΠ΅ ΠΡΠΈΠΏΠΎΠ²Ρ. ΠΠΎΠΊΠ°ΠΆΠΈΡΠ΅ ΡΠ²ΠΎΡ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΡ ΠΊ ΠΠ»ΡΠ΅ Π² Π²ΠΈΠ΄Π΅ Β«β€οΈΒ» Π½Π° ΠΏΠΎΡΡΠ°Ρ ! Π Π΅ΠΊΠ»Π°ΠΌΠ° β @proshnikoff ΠΡΠ»ΠΈ Π½Π΅ ΠΎΡΠ²Π΅ΡΠ°Ρ β @reklama_nikita
Show moreπ Analytical overview of Telegram channel M0NESY LIFE
Channel M0NESY LIFE (@monesy_cs_two) in the Russian language segment is an active participant. Currently, the community unites 28 256 subscribers, ranking 3 093 in the Games category and 23 015 in the Russia region.
π Audience metrics and dynamics
Since its creation on Π½Π΅Π²ΡΠ΄ΠΎΠΌΠΎ, the project has demonstrated rapid growth, gathering an audience of 28 256 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 -229 over the last 30 days and by -349 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 26.74%. Within the first 24 hours after publication, content typically collects 22.52% reactions from the total number of subscribers.
- Post reach: On average, each post receives 7 556 views. Within the first day, a publication typically gains 6 365 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 114.
- Thematic interests: Content is focused on key topics such as falcons, blast, hltv, niko, kyousuke.
π Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
βπ ΠΠ΅Π·Π°Π²ΠΈΡΠΈΠΌΡΠΉ ΡΠ°Π½-ΠΊΠ°Π½Π°Π», Π½Π΅ ΠΈΠΌΠ΅ΡΡΠΈΠΉ ΠΎΡΠ½ΠΎΡΠ΅Π½ΠΈΡ ΠΊ ΠΠ»ΡΠ΅ ΠΡΠΈΠΏΠΎΠ²Ρ.
ΠΠΎΠΊΠ°ΠΆΠΈΡΠ΅ ΡΠ²ΠΎΡ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΡ ΠΊ ΠΠ»ΡΠ΅ Π² Π²ΠΈΠ΄Π΅ Β«β€οΈΒ» Π½Π° ΠΏΠΎΡΡΠ°Ρ
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Π Π΅ΠΊΠ»Π°ΠΌΠ° β @proshnikoff
ΠΡΠ»ΠΈ Π½Π΅ ΠΎΡΠ²Π΅ΡΠ°Ρ β @reklama_nikitaβ
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.
