poseidonskiy
⚠️ Внимание! В ТГ могут появляться фейковые аккаунты, которые выдают себя за администрацию или владельца канала. Будьте внимательны и проверяйте аккаунты. Мой акк @poseidonskiytwo По поводу рекламы - @poseidonskiytwo Реклама в ТГК - @mitsub1si
Show more📈 Analytical overview of Telegram channel poseidonskiy
Channel poseidonskiy (@poseidonskiy) in the Russian language segment is an active participant. Currently, the community unites 15 160 subscribers, ranking 5 933 in the Games category and 43 132 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 15 160 subscribers.
According to the latest data from 31 August, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 632 over the last 30 days and by 2 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 12.22%. Within the first 24 hours after publication, content typically collects 8.80% reactions from the total number of subscribers.
- Post reach: On average, each post receives 1 850 views. Within the first day, a publication typically gains 1 333 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 40.
- Thematic interests: Content is focused on key topics such as headshot, лобби, cs2, перчатка, blade.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“⚠️ Внимание!
В ТГ могут появляться фейковые аккаунты, которые выдают себя за администрацию или владельца канала. Будьте внимательны и проверяйте аккаунты. Мой акк @poseidonskiytwo
По поводу рекламы - @poseidonskiytwo
Реклама в ТГК - @mitsub1si”
Thanks to the high frequency of updates (latest data received on 01 September, 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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