ClashArt | Clash Royale
📌 Самая важная и актуальная информация по игре Clash Royale! Ютуб: www.youtube.com/@ClashArtMoney ВК: https://vk.com/clashart 📌 Правила: 📍 Политика запрещена 📍 Оскорбления запрещены 📍 Спам/пиар запрещены 📍 Обнаженка запрещена ✅ Маты - разрешены
Show more📈 Analytical overview of Telegram channel ClashArt | Clash Royale
Channel ClashArt | Clash Royale (@realclashart) in the Russian language segment is an active participant. Currently, the community unites 30 929 subscribers, ranking 2 840 in the Games category and 20 736 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 30 929 subscribers.
According to the latest data from 16 October, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -235 over the last 30 days and by -26 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 39.06%. Within the first 24 hours after publication, content typically collects 24.88% reactions from the total number of subscribers.
- Post reach: On average, each post receives 12 082 views. Within the first day, a publication typically gains 7 695 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 74.
- Thematic interests: Content is focused on key topics such as клан, royale, эмодзи, merge, tactics.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“📌 Самая важная и актуальная информация по игре Clash Royale!
Ютуб: www.youtube.com/@ClashArtMoney
ВК: https://vk.com/clashart
📌 Правила:
📍 Политика запрещена
📍 Оскорбления запрещены
📍 Спам/пиар запрещены
📍 Обнаженка запрещена
✅ Маты - разреше...”
Thanks to the high frequency of updates (latest data received on 17 October, 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.
