ПАРИ | GENSHIN IMPACT
Все новости по Геншину в одном канале! 🔹️Информация взята из открытых источников. 🔸️По всем вопросам: @dunno_idk 🔹️Чат: https://t.me/parigenshinchat 🔸️Правила: https://clck.ru/3QtNh4 🔹️Задонатить Пари — https://boosty.to/parigenshin
Show more📈 Analytical overview of Telegram channel ПАРИ | GENSHIN IMPACT
Channel ПАРИ | GENSHIN IMPACT (@parigenshin) in the Russian language segment is an active participant. Currently, the community unites 11 108 subscribers, ranking 8 054 in the Games category and 58 320 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 11 108 subscribers.
According to the latest data from 26 July, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 810 over the last 30 days and by 8 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 72.71%. Within the first 24 hours after publication, content typically collects 50.19% reactions from the total number of subscribers.
- Post reach: On average, each post receives 8 078 views. Within the first day, a publication typically gains 5 576 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 220.
- Thematic interests: Content is focused on key topics such as спойлер, сандроне, атк, сверхпроводник, николь.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Все новости по Геншину в одном канале!
🔹️Информация взята из открытых источников.
🔸️По всем вопросам: @dunno_idk
🔹️Чат: https://t.me/parigenshinchat
🔸️Правила: https://clck.ru/3QtNh4
🔹️Задонатить Пари — https://boosty.to/parigenshin”
Thanks to the high frequency of updates (latest data received on 27 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.
