WINLINE Standoff 2
❗️| WINLINE Standoff 2 — новости, приятная атмосфера и все о мире киберспорта Standoff 2. Лутай 10 000 за регистрацию: https://winline.onelink.me/zKqh/standoff2 🔥 | Все о киберспорте — @winlinesports 📱| Менеджер — @win_esports_mgmt 18+
Show more📈 Analytical overview of Telegram channel WINLINE Standoff 2
Channel WINLINE Standoff 2 (@winline_standoff2) in the Russian language segment is an active participant. Currently, the community unites 29 517 subscribers, ranking 2 973 in the Games category and 21 908 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 29 517 subscribers.
According to the latest data from 08 September, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -1 671 over the last 30 days and by -50 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 7.91%. Within the first 24 hours after publication, content typically collects 5.94% reactions from the total number of subscribers.
- Post reach: On average, each post receives 2 337 views. Within the first day, a publication typically gains 1 756 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 59.
- Thematic interests: Content is focused on key topics such as winline, standoff, epic, rumble, голды.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“❗️| WINLINE Standoff 2 — новости, приятная атмосфера и все о мире киберспорта Standoff 2.
Лутай 10 000 за регистрацию: https://winline.onelink.me/zKqh/standoff2
🔥 | Все о киберспорте — @winlinesports
📱| Менеджер — @win_esports_mgmt
18+”
Thanks to the high frequency of updates (latest data received on 09 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.
