Standoff 2 Esports
Официальный киберспортивный Telegram-канал игры Standoff 2. MAX — https://max.ru/so2esp VK — https://vk.com/standoff2_esports Смотреть трансляции: Twitch — https://www.twitch.tv/standoff2esports_ru YouTube — https://www.youtube.com/@standoff2_esports
Show more📈 Analytical overview of Telegram channel Standoff 2 Esports
Channel Standoff 2 Esports (@so2esp) in the Russian language segment is an active participant. Currently, the community unites 65 313 subscribers, ranking 1 163 in the Games category and 9 030 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 65 313 subscribers.
According to the latest data from 19 September, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -5 323 over the last 30 days and by -222 over the last 24 hours, overall reach remains high.
- Verification status: Verified (Officially confirmed by Telegram)
- Engagement rate (ER): The average audience engagement rate is 20.01%. Within the first 24 hours after publication, content typically collects 8.29% reactions from the total number of subscribers.
- Post reach: On average, each post receives 13 072 views. Within the first day, a publication typically gains 5 417 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 158.
- Thematic interests: Content is focused on key topics such as standoff, epic, winline, офф, плей.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“Официальный киберспортивный Telegram-канал игры Standoff 2.
MAX — https://max.ru/so2esp
VK — https://vk.com/standoff2_esports
Смотреть трансляции:
Twitch — https://www.twitch.tv/standoff2esports_ru
YouTube — https://www.youtube.com/@standoff2_espor...”
Thanks to the high frequency of updates (latest data received on 20 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.
