ПРОДАТЬ ГОЛДУ СКИНЫ Standoff 2
⚡️ Standoff 2 Market ⚡️ 🎮 Купи и продай голду быстро и безопасно! 💰 Лучшая цена на рынке 🔒 Гарантия честных сделок 🔥 Голда, скины, аккаунты — всё в одном месте 🚀 Standoff 2 | Gold | Market | Купи / Продай - Buy and Sell Gold @SpendGoldBot🛍 Sell gold
Show more📈 Analytical overview of Telegram channel ПРОДАТЬ ГОЛДУ СКИНЫ Standoff 2
Channel ПРОДАТЬ ГОЛДУ СКИНЫ Standoff 2 (@spendfff) in the Russian language segment is an active participant. Currently, the community unites 19 685 subscribers, ranking 4 632 in the Games category and 3 142 in the Ukraine region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 19 685 subscribers.
According to the latest data from 10 June, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 3 450 over the last 30 days and by -980 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 285.61%. Within the first 24 hours after publication, content typically collects N/A% reactions from the total number of subscribers.
- Post reach: On average, each post receives 0 views. Within the first day, a publication typically gains 0 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 0.
- Thematic interests: Content is focused on key topics such as х*й, литвин, влад, риви, жо*а.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“⚡️ Standoff 2 Market ⚡️
🎮 Купи и продай голду быстро и безопасно!
💰 Лучшая цена на рынке
🔒 Гарантия честных сделок
🔥 Голда, скины, аккаунты — всё в одном месте
🚀 Standoff 2 | Gold | Market | Купи / Продай
- Buy and Sell Gold @SpendGoldBot🛍
Se...”
Thanks to the high frequency of updates (latest data received on 11 June, 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.
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