Starky | League of Legends | киберспорт
Сотрудничество и предложения по рекламе только через почту - starkycastadd@gmail.com Все диалоги я веду сам, не верьте людям кто представляется админом моей телеги. Twitch - twitch.tv/starky YouTube - youtube.com/@Starkycast
Show more📈 Analytical overview of Telegram channel Starky | League of Legends | киберспорт
Channel Starky | League of Legends | киберспорт (@starkycast) in the Russian language segment is an active participant. Currently, the community unites 16 773 subscribers, ranking 5 381 in the Games category and 39 216 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 16 773 subscribers.
According to the latest data from 07 September, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 54 over the last 30 days and by 19 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 47.88%. Within the first 24 hours after publication, content typically collects 38.94% reactions from the total number of subscribers.
- Post reach: On average, each post receives 8 030 views. Within the first day, a publication typically gains 6 530 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 125.
- Thematic interests: Content is focused on key topics such as lec, lck, lol, bfx, hle.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Сотрудничество и предложения по рекламе только через почту - starkycastadd@gmail.com
Все диалоги я веду сам, не верьте людям кто представляется админом моей телеги.
Twitch - twitch.tv/starky
YouTube - youtube.com/@Starkycast”
Thanks to the high frequency of updates (latest data received on 08 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.
