busflow 🏁
Лучший буст сервис с высоким кд - https://t.me/busflowBOOST UC 24/7 с моментальным пополнением - @busflowUC_bot UC SHOP с низкими ценами - https://t.me/busflowUC Забирай идеальную сенсу тут https://boosty.to/busflow Сотрудничество/реклама - @busflow_xd
Show more📈 Analytical overview of Telegram channel busflow 🏁
Channel busflow 🏁 in the Russian language segment is an active participant. Currently, the community unites 36 890 subscribers, ranking 2 305 in the Games category and 17 219 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 36 890 subscribers.
According to the latest data from 25 October, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -20 over the last 30 days and by 86 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 22.50%. Within the first 24 hours after publication, content typically collects 17.41% reactions from the total number of subscribers.
- Post reach: On average, each post receives 8 291 views. Within the first day, a publication typically gains 6 415 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 119.
- Thematic interests: Content is focused on key topics such as union31, буст, мумия, терминатор, клан.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Лучший буст сервис с высоким кд - https://t.me/busflowBOOST
UC 24/7 с моментальным пополнением - @busflowUC_bot
UC SHOP с низкими ценами - https://t.me/busflowUC
Забирай идеальную сенсу тут https://boosty.to/busflow
Сотрудничество/реклама - @busfl...”
Thanks to the high frequency of updates (latest data received on 26 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.
