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Trying out Mech in TvP

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Catweazle
Profile Blog Joined September 2011
United Kingdom8 Posts
January 03 2012 18:28 GMT
#1
So, I have been trying to work around the fact that my standard TvP is crap, and I am trying not to do allins, so mech is the next option, the question is, is pure mech good?, I dont think so, I think you need to go a biomech force with marines,ghost, siege tank thor. I am now gonna try this out, but the question is how am I going to open up? I will post here if I find out a good way.

*
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
January 03 2012 18:31 GMT
#2
You should try your luck with thors & sky terran. I know one game isn't enough, but Puzzle (or was it Oz?) lost to that @ Daybreak, but who knows..
MrRicewife
Profile Blog Joined February 2011
Canada515 Posts
January 03 2012 18:57 GMT
#3
1 rax fe all day baby.
So? My dad can beat up your dad. - Jesus
Roe
Profile Blog Joined June 2010
Canada6002 Posts
January 03 2012 18:58 GMT
#4
the only bio you really need is ghost. spend your minerals on hellions and send them all over the place, even doing drops. you're going to need really good emps, and get 2 armories. i find upgrades really integral when going mech. i've never used thors actually. remember to bring scvs all the time: mech doesnt really need many minerals, you can even mass orbitals and not build scvs other than for repairs. for engagements: get your hellions harassing his zealots before they get to you, they need to be softened up as their biggest strength is getting your tanks to splash each other and letting their immortals go free.

as for targetting im not sure if it's wisest to focus down immortals so you get rid of their huge damage vs mech, or just take care of zealot/stalkers first. sorry if this is all confusing i ahvent had much sleep
TiTanIum_
Profile Joined August 2011
Brazil1335 Posts
January 03 2012 19:59 GMT
#5
I don´t know what should be considered mech in TvP...

Tanks, Thor, Helions? If that´s it, then mech is just terrible in TvP.

If it is marine tank, try to win in the first 10 minutes of the game. Upgrades for both marine and tanks are too expensive and have 0 synergy. That´s the strenght of the 1-1-1.

If you are trying something less controversial (i don´t see the 1-1-1 the malign cancer that everyone thinks it is), Try a 2-2-2, 1 rax FE, into 2 gases, into 1 more rax, 2 more gases at the natural and 2 starports. It´s pretty strong, and you need to scout very well, because even a 3 rax push without bunkers can kill you.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
January 03 2012 20:07 GMT
#6
On January 04 2012 04:59 TiTanIum_ wrote:
I don´t know what should be considered mech in TvP...

Tanks, Thor, Helions? If that´s it, then mech is just terrible in TvP.

If it is marine tank, try to win in the first 10 minutes of the game. Upgrades for both marine and tanks are too expensive and have 0 synergy. That´s the strenght of the 1-1-1.

If you are trying something less controversial (i don´t see the 1-1-1 the malign cancer that everyone thinks it is), Try a 2-2-2, 1 rax FE, into 2 gases, into 1 more rax, 2 more gases at the natural and 2 starports. It´s pretty strong, and you need to scout very well, because even a 3 rax push without bunkers can kill you.


Mech is generally factory units. I'm not sure if starport units count, but they should. Both 1-1-1 and 2-2-2 rely on bio more or less.
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
January 03 2012 20:34 GMT
#7
Mech is mechanical units, so Starport is mech as well (and necessary for Tanks to have any effect whatsoever anyway).

Furthermore, it's not so much about whether mech is good, but whether you are good with it. If you invest a lot of time in it, it can work on the ladder, and you can hit that niche strategy that you are very experienced with and know how to deal with a lot of unrefined responses, while your opponents won't be as experienced playing against it.

Anyway, it's not standard, it doesn't really work at the highest level, and you probably shouldn't invest too much time and effort into it unless you're really bored with standard bio play.
Thaniri
Profile Blog Joined March 2011
1264 Posts
January 03 2012 21:19 GMT
#8
You can't open with mech, you have to open with bio or else you will die before you have 2+ factories up.

Then when you successfully open bio into mech, you will die BECAUSE you have 2+ factories up.
RevTiberius
Profile Blog Joined July 2011
Canada353 Posts
January 03 2012 21:36 GMT
#9
If you have any good guides or replays or VODs etc. demonstrating how to do mech in TvP, please share cuz I'm very much struggling with the same issues. Right now I think mech isn't the way to play TvP... but I'm willing to consider evidence to the contrary...
Teaching Chess to a Starcraft 2 Grandmaster: http://revtiberius.blogspot.ca
RoboBob
Profile Blog Joined September 2010
United States798 Posts
January 03 2012 22:19 GMT
#10
No, I think most pros have proven that pure mech does not work in TvP. The mech versions that do work are Goody-style Ghostmech, and Jinro-style Skymech.

Goody's Ghostmech TvP: Hellion/Tank/Viking/Ghost. Primary focus on Tanks. Uses Tanks to kill everything on the ground, with just enough Vikings to discourage Stargate+Collosi prouction, and just enough Ghosts to deal with Immortal+Archon.

Jinro's Skymech TvP: Hellion/Thor/Banshee/Ghost. Primary focus on Thors. Uses Thors to kill Obs and Ghosts to Nuke Cannons so Cloakshees can kill everything undetected.

A third option, if neither of those appeal to you, is Pure Sky. It relies upon mass expanding with PFs to get a ton of gysers quickly, and then making a pure Starport army. (so no mineral sinks such as Marine/Hellion are built after 2 base) The core army is usually Banshee/Viking, but it can later transition into BC/Raven. Theres a bunch of threads in here about it if you search
Glurkenspurk
Profile Joined November 2010
United States1915 Posts
January 03 2012 22:35 GMT
#11
For some reason people think that just because a few pros used mech 2 base all ins that mech is suddenly viable as a macro style. It isn't.
RevTiberius
Profile Blog Joined July 2011
Canada353 Posts
January 03 2012 22:38 GMT
#12
On January 04 2012 07:19 RoboBob wrote:
No, I think most pros have proven that pure mech does not work in TvP. The mech versions that do work are Goody-style Ghostmech, and Jinro-style Skymech.

Goody's Ghostmech TvP: Hellion/Tank/Viking/Ghost. Primary focus on Tanks. Uses Tanks to kill everything on the ground, with just enough Vikings to discourage Stargate+Collosi prouction, and just enough Ghosts to deal with Immortal+Archon.

Jinro's Skymech TvP: Hellion/Thor/Banshee/Ghost. Primary focus on Thors. Uses Thors to kill Obs and Ghosts to Nuke Cannons so Cloakshees can kill everything undetected.

A third option, if neither of those appeal to you, is Pure Sky. It relies upon mass expanding with PFs to get a ton of gysers quickly, and then making a pure Starport army. (so no mineral sinks such as Marine/Hellion are built after 2 base) The core army is usually Banshee/Viking, but it can later transition into BC/Raven. Theres a bunch of threads in here about it if you search


Hm... TvP mech works when I see it in pro gamers' replays... but never really when I try it myself... just like marine split vs. banelings... but of the styles u mentioned, goodies' looks the most promising. I'm gonna try that on ladder! thanks
Teaching Chess to a Starcraft 2 Grandmaster: http://revtiberius.blogspot.ca
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2012-01-03 23:23:21
January 03 2012 22:54 GMT
#13
On January 04 2012 07:38 RevTiberius wrote:
Show nested quote +
On January 04 2012 07:19 RoboBob wrote:
No, I think most pros have proven that pure mech does not work in TvP. The mech versions that do work are Goody-style Ghostmech, and Jinro-style Skymech.

Goody's Ghostmech TvP: Hellion/Tank/Viking/Ghost. Primary focus on Tanks. Uses Tanks to kill everything on the ground, with just enough Vikings to discourage Stargate+Collosi prouction, and just enough Ghosts to deal with Immortal+Archon.

Jinro's Skymech TvP: Hellion/Thor/Banshee/Ghost. Primary focus on Thors. Uses Thors to kill Obs and Ghosts to Nuke Cannons so Cloakshees can kill everything undetected.

A third option, if neither of those appeal to you, is Pure Sky. It relies upon mass expanding with PFs to get a ton of gysers quickly, and then making a pure Starport army. (so no mineral sinks such as Marine/Hellion are built after 2 base) The core army is usually Banshee/Viking, but it can later transition into BC/Raven. Theres a bunch of threads in here about it if you search


Hm... TvP mech works when I see it in pro gamers' replays... but never really when I try it myself... just like marine split vs. banelings... but of the styles u mentioned, goodies' looks the most promising. I'm gonna try that on ladder! thanks

Keep in mind, even both of the viable hybrids I mentioned still require Marine/Marauder in the early game. TvP mech doesn't work on 2 geysers, it needs at least 4, preferably 6. So you *will* need infantry to defend against early agression and secure your natural.

And you can't 1 Rax FE comfortably with mech because its suicide to expand with no army AND tech up at the same time. With standard play if you 1 Rax FE and then see 1 base play then you can slam down extra Rax+Bunker no problem. But with mech, you just die. That's why you need to open agressively with mech. For example: 2 Rax gas pressure FE, Siege expand, Thor expand, Banshee(No Cloak/Cloaked), Hellion drop(Red/Blue), etc.

The difference between mech and standard play is that instead of upgrading your Infantry, you upgrade Vehicles. And instead of taking slow gasses in order to afford extra Rax, you need to take fast gasses in order to afford extra Factories.
avilo
Profile Blog Joined November 2007
United States4100 Posts
January 03 2012 23:22 GMT
#14
ghostmech is best mech style imo. Well, if your opponent is making immortals/archons...you have to have the ghosts...really it's the only thing good into late game, i don't think "pure mech" like brood war only tank hellion viking will work too well.

The sad thing is mech tvp styles only work right now if you play bad protosses that
a) dont' build warp prism
b) don't scatter pylons everywhere
c) only engage you in army vs army

If they attack you in 4-5 places at once with multiple warp prisms, pylon warp-ins, blink stalkers, they can easily 1a steamroll whatever you have left at the center, which won't be much.

Sup
TiTanIum_
Profile Joined August 2011
Brazil1335 Posts
January 04 2012 02:19 GMT
#15
Just tried myself some mech. Is it compliant? lol

It was pretty fun, but as avilo just said, I would be dead against a competent protoss.

http://drop.sc/84371

Disclaimer: I suck as Terran.
Nizzy
Profile Blog Joined November 2010
United States839 Posts
January 04 2012 02:37 GMT
#16
http://www.teamliquid.net/blogs/viewblog.php?topic_id=297835
Divinek
Profile Blog Joined November 2006
Canada4045 Posts
January 04 2012 02:53 GMT
#17
As long as you're not in Code S or something then mech can most likely work for you given you're better than the person you're playing. So have fun with it on the ladder as you will undoubtedly beat people, but mech puts you at a decent disadvantage, so i suppose it can make for a fun challenge.
Never attribute to malice that which can be adequately explained by stupidity.
Oh goodness me, FOX tv where do you get your sight? Can't you keep track, the puck is black. That's why the ice is white.
Catweazle
Profile Blog Joined September 2011
United Kingdom8 Posts
January 04 2012 09:26 GMT
#18
Thanks for all the replies
The Final Boss
Profile Joined February 2011
United States1839 Posts
January 08 2012 18:03 GMT
#19
On January 04 2012 03:31 darkness wrote:
You should try your luck with thors & sky terran. I know one game isn't enough, but Puzzle (or was it Oz?) lost to that @ Daybreak, but who knows..

Jjakji used it against Puzzle and everybody went wild, but really the reason why Jjakji won that game is that Puzzle responded poorly (went Colossi/Robo Tech and never got High Templar) and Jjakji harassed really well (but at the same time had Puzzle shut down his harassment the game would have gone a completely different way. It's a good strategy, it can work, but it relies a lot on your opponent making mistakes. Feedback/Storm absolutely destroy it (Blizzard take away Thor energy...).
Limelights
Profile Blog Joined February 2010
United States219 Posts
January 08 2012 18:19 GMT
#20
The last Day[9] Daily was on Mech TvP so if you're not one of the Day[9] haters then definately go check it out.

If someone comes up with a way to Mech in every matchup then i'll probably switch from Zerg to Terran, but bio-terran doesn't really interest me at all.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
January 08 2012 19:52 GMT
#21
You can't do pure mech in TvP like you can in TvZ and TvT. You need to mix in a little extra to make viable. This was evident in even the mech D9D, where Day9 was talking up Banshees (aka Skymech) as being import to making mech work.

The only two mech styles I've seen work decently are Goody-style Ghostmech, and Jinro-style Skymech. Both of which involve leaning on Marine/Marauder to secure an FE, and then switching over to full mech instead of upgrading their bio. However keep in mind that both pros now mostly play bio TvP because its easier.

The main problem with mech TvP is that the Hellion is only good for killing Zealots. If the P doesn't make Zealots you're kinda screwed. Also, the natural counter to mech is Robo. And Protoss open Robo all the time in PvT.
happyft
Profile Blog Joined December 2010
United States470 Posts
January 08 2012 23:59 GMT
#22
I too got really frustrated with bio-based play getting owned by colossus/templar, so I experimented with reactor rax CC into full mech builds tvp several months ago. Worked really well up until mid masters where I got dismantled by colossus cliffing and blink stalker harass, so I switched back to bio-based, and did really well with just pure macro mechanics. And then I just got raped by deathball again, so now I'm back to trying out mech again haha

Well, the first two times I've tried it today, I've won. The first replay is a Shattered Temple KOTH, my mech tvp is the first match, against a high diamond toss. The second is a ladder on Shakuras against a 500 masters toss.

http://www.mediafire.com/?nhsp88c6qyxbx4a
http://www.mediafire.com/?age278708p2sum9

As you can see in the replays, I play a pretty greedy 1 rax CC into 2 fact opening, but I'm still able to fend off 3 gate pressure in both games, holding on until my first tank pops out. I think I might adjust this to getting 1 fact and then a reactor on rax just in case I need to pump marines. Also, my build might just auto-lose against a void-ray 3 gate all-in/pressure build, but hardly anyone does that these days.

I'm basically aiming to get 4 facts up (2 reactor 2 tech lab) on 2 base, and go for an attack while I secure my third. When my third kicks in, I begin getting mech attack upgrade, reactor starport, and ghost academy before I add another 2 facts. (I aim for 2 facts/base). I also put down several turrets when I move out because that third gives you a sick ton of excess minerals.

Also, for tank spread, arc is quintessential. You actually want to minimize the depth of your tank line, and maximize your arc for optimal results. This can be pretty tricky because if your arc is not positioned well (depends GREATLY on the map), the toss might be able to figure out a way to engage your tank line without taking fire from some of your tanks. It's actually ok to clump your tanks somewhat. (Don't believe me? Test it yourself in unit testers)

Hope this helps!
Bommes
Profile Joined June 2010
Germany1226 Posts
Last Edited: 2012-02-02 17:36:55
February 02 2012 17:31 GMT
#23
Okay, one more time I'm posting in a TvP mech thread. Hope its fine for me to bump this thread.

Note that I only recently started to play again and I think that the current trend for most Protosses to take Fast Expansions really helps mech play. I'm not saying that mech is viable on the highest level of play, and to be fair I seriously doubt it, but I have a lot of fun playing mech and in contrast to bio I always feel that I can do stuff better in order to win.

I uploaded a replaypack of my TvP yesterday and today, maybe someone will find it useful. The level of play is in the 650-850 points master ranks (so pretty bad), note that I'm still playing my points up and haven't hit any wall yet, in some of the replays I felt that I was just mechanically better than my opponents. I always use the same build, although it is a really bumpy build and I'm not 100% sure how to order things correctly. It goes 12 rax 13 gas (with 1 or 2 workers in it, stop mining after ~50-150 gas, not sure what is best), 14-15 scout, build 2 marines and get reactor, then command center, build a bunker at ramp. After that its time to get second gas and 2 factories. The followup pretty much depends on what you scouted earlier, if there is 2 gas and you weren't able to scout an expansion (or for certain saw that there is no expansion) you have to get 1 factory into tank first, also dont stop marine production. If you already saw an expansion, swap reactor to factory and build hellions, 2nd factory and tech lab on rax.

The key to my strategy is to never stop hellion production until you get into the later stages of the game (~150 supply). Everything else is based on what I see the protoss doing while poking with my hellions. Hellions have a huge amount of advantages in TvP:
- They basically contain the Protoss in the early game if he goes robo tech
- You can poke regularly without losing a lot of units. This is basically a free scan because you see their unit composition, so its fine to lose a couple of hellions while doing it.
- They absolutely destroy Sentries and HTs
- Once you get to high unit numbers they vaporize zealots and are on a pretty even footage against stalkers because of splash and low stalker damage
- Protoss has to build a lot of buildingwalls to be safe from poking and harassing hellions in the midgame
- Possibility of drops in the midgame
- They build incredibly fast. I mean REALLY fast. They almost build as fast as marines.

Disadvantages:
- Losing track or getting out of positiong with your big chunk of hellions in the main fight can lose the game instantly
- Die very fast (esp. to Colossi and Archons)
- Once you get to low numbers (<8) they are useless against anything but zealots/sentries/hts
- Lack of good Anti Air in the Mech composition means a lot of turrets in the midgame

Also I regularly get 1 more Orbital Command than I have active bases. Having a lot of MULEs and Scans really profits mech, because you have to get as much out of your bases as possible and you need scans a lot once you push. Also once you push its nice to reproduce a lot of workers which were lost in the fight. One of the most important things is to get rid of observers asap because it hurts the Robo Production a lot and as very few Protoss play against mech regularly it will also make them very nervous if they don't see what you are doing and when hellions are moving out.

The most important thing to acknowledge is right in the early game. You basically have to fear 2 different things: Immortals and blink Stalkers. Blink Stalkers+Colossi are the worst thing EVER to face with mech and against a good opponent it will be an auto loss on many maps where the cliff to your main base is not protectable from all angles (like Shattered Temple). I played a TvP yesterday against very aggressive blink stalker on Shattered Temple play and I lost it right away, sadly the replay is not stored in the Recent archive so I lost it But you always absolutely and firstly have to count their stalker numbers. If they have solely stalkers in the early game, PREPARE for it. Also start thor production very early, don't bother trying to defend stalkers with tanks. Your big advantage is that you have a huge push window in the midgame if you are able to defend their harass, because stalkers are one of the worst units against a mech ball and only like 2 thors with scvs repairing can hold a base quite well against pure stalkers. Also if you see them getting a lot of stalkers very early I'm experimenting with using the techlab rax (which is meant for ghosts in the mid game) for some marauder production early on. Not sure how that would turn out, haven't faced a lot of blink stalker protosses yet (but I'm sure I will once I get higher).

Immortals are dangerous in a way that they can catch you offguard very fast and just bust through your lines extremely fast and you lose immediately. If they go Immortals, always keep track of where they are heading, don't get caught offguard. Thats one of the biggest reasons I never stop hellion production in the early and midgame. Also hellions are just good at deflecting a lot of stuff like Warp Prism harass or Chargelot warpins all around the map. Once you get a lot of hellions you can also deal with stalkers. Also, if they have robo tech: You will lose the fight hardcore if you don't prepare it exactly the way you want it to be. Your ghosts have to be positioned properly, your hellions have to poke in all the time and you can't afford to get flanked.

Replaypack:
http://dl.dropbox.com/u/9962/TvP_Replaypack.rar

Tell me what you think after you watched the replays I know they are still pretty low level replays, but I think the strategy can work up to 1000 points in master for me and there is so much that can be improved, so I'm pretty sure someone with better mechanics and better game sense could get far using it. I agree to avilo that the main problem of mech is that it is hardcore exploitable and there are a lot of problems that hellions cant solve, but I still think that hellions are the answer in TvP.
The biggest problem of mech is that you have to respond very fast to different protoss techs and thats why the hellion is crucial. I haven't had a lot of trouble in my TvP games so far, as soon as I will hit a wall I can upload more losses of my strategy if some ppl here are interested.
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