• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:42
CEST 15:42
KST 22:42
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature3Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18Serral wins EWC 202549
Community News
Maestros of The Game—$20k event w/ live finals in Paris10Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away RSL Revival patreon money discussion thread Weekly Cups (Aug 11-17): MaxPax triples again! What mix of new and old maps do you want in the next 1v1 ladder pool? (SC2) : I made a 5.0.12/5.0.13 replay fix
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris Master Swan Open (Global Bronze-Master 2) $5,100+ SEL Season 2 Championship (SC: Evo) Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL [ASL20] Ro24 Preview Pt1: Runway How do the new Battle.net ranks translate? Victoria gamers New season has just come in ladder
Tourneys
The Casual Games of the Week Thread [ASL20] Ro24 Group C [ASL20] Ro24 Group A [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
General RTS Discussion Thread Path of Exile Dawn of War IV Beyond All Reason Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread The Games Industry And ATVI
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
High temperatures on bridge(s) Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment"
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Breaking the Meta: Non-Stand…
TrAiDoS
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2696 users

Fast Ghosts TvP?

Blogs > ChristianS
Post a Reply
ChristianS
Profile Blog Joined March 2011
United States3188 Posts
June 04 2013 03:01 GMT
#1
Strategic innovation in Starcraft 2 comes in 3 stages: first, speculation; second, experimentation; and third, refinement. Speculation involves theorizing about what areas of the game space might be more profitable based on rough game principles. Experimentation involves trying out these ideas in practice to see where they work best and what problems they face, and refinement involves making the smallest possible changes at a time to address the problems encountered during experimentation, while trying to maintain the spirit of the initial idea from the speculation stage. This blog will be entirely the first stage; in the coming weeks, as finals finish and I have time to dedicate to Starcraft again, I'll follow through on stages 2 and 3.

The Background

TvP is in a funny state currently. It's not necessarily imbalanced, and if it is, most people will say it is against Protoss; but the match-up is still somewhat awkward to approach from a Terran's point of view. Since WoL, Protoss has developed a much stronger set of early all-ins, to the point that many Terrans are avoiding the classic one-barracks expand for difficulty defending it. A few still barracks expand, relying on excellent scouting and game sense to hold off the wide range of all-ins available to current Protoss. But most choose to either reaper expand, ensuring that whatever threats the Protoss might have in store can be scouted and held off with ease, or CC first into lots of barracks units, simply accepting the risk of an early all-in and moving on. Of course, there's always a few fringe builds, but those three openings describe the vast majority of TvPs (at least that I've seen).

Because virtually every single Terran build is still built around the classic WoL timing of hitting with a lot of barracks units, stim, and medivacs around ten minutes. It's somewhat reasonable to build everything around this timing; it was such a strong timing in WoL, and it's only gotten stronger from the improved HotS medivacs. Preventing the Protoss's third is the most important way to gain a midgame advantage right now, and speed medivacs allow the Terran to spread out the Protoss army so that three bases is too much space for a Protoss to defend. In other words, the ten-minute stim+medivac push is a good goal; but if getting to it is a little more difficult now, is there perhaps another midgame to aim for that is more easily defended in the early game?

Here is where the speculation begins. Marine+ghost is, theoretically, good against most of the early pressure options Protoss can throw out. The goal would be fast 2 bases with 3 barracks and a ghost academy. Add-ons would be either one TL/one reactor/one naked or one TL/two reactor, depending on precisely how the economy timings work out. Against a warpgate or warpgate/immortal all-in, ghosts can just EMP immortals, sentries, and stalkers to help with the hold. Against stargate, ghosts can EMP oracles (or theoretically, phoenixes and MS cores) and use their bonus damage against light to defend with ease. Probably the most difficult hold would be a blink all-in, but if scouted, the tech lab barracks could favor marauders instead of ghosts and, hopefully, defend without too much trouble. (I've never had a good idea of how to defend a blink all-in, but I generally have an easier time if I'm focusing on getting out units rather than teching to medivacs.)

But what's the new midgame goal, if not the ten minute medivac timing? Most Protoss tend to rush out some X factor to defend the ten minute medivac+stim push, most commonly colossus. And of course, marine+ghost struggles significantly against colossus armies, so there'll have to be a good alternative timing in order to push out in the midgame and take an advantage. Of course, it will be difficult to find out exactly how this plays out until the experimentation stage, but the most promising window seems like it would be to push before colossi can be out. That means pushing sooner, maybe at the 8 or 9 minute mark, and trying to get some damage done before the opponent's colossi come out.

The Plan

-Take a fast natural expansion more quickly and safely than Terrans usually can

-Defend any incoming Protoss all-ins with greater ease than normal barracks openings generally are able

-Push out at 8 or 9 minutes with lots of marines and ghosts, hopefully EMPing the MS core before a nexus cannon can go down, and kill off probes in the Protoss natural. The marines might die, but try to keep the ghosts alive. Take a third base behind.

-For macro play, go ghosts, then double upgrades, then medivacs with the gas. For aggro play, go ghosts, then medivacs and perhaps a single engineering bay.

-Hopefully the fast third and early push can secure you an economic advantage. For aggressive play, follow up with ~8 barracks of MMM production, vikings as necessary. For macro play, follow up with 5 barracks of MMM production and a fourth CC.

Potential issues

-Ghosts might not be ready in time to defend some all-ins. It'd be nice to be able to gasless expand, then add on 2 more barracks, then get gas, then get add-ons for the rax, then get ghosts. But it might be necessary to delay barracks add-ons, or even to get gas before expanding, in order to get ghosts out in time. This could be a prohibitively high gas cost at such an early stage in the game.

-Certain gateway pressures might be able to contain this push at the Terran's natural, preventing a push out from the marines+ghosts and allowing the Protoss to take superior economy while medivacs aren't out. Medivacs give a MMM army the power to engage more than once, since stims can be healed again. Because of this, any MM army without medivacs is a one-hit wonder, so engaging the Protoss before reaching his base is going to be less than ideal.

-Blink all-ins will still be an issue. EMPing stalkers is great, but won't be the greatest help against a blink all-in, since they can just blink out and regain their shields again. Perhaps in experimentation it will turn out blink all-ins are surprisingly easy to hold, but I would expect this particular all-in to still cause significant issues.

All of these potential issues will be sorted out in the experimentation and refinement. It may be that there is no viable way to actualize this speculation into a real, workable build. But if it succeeded, it could radically change TvP. Currently Protoss depend on the fact that Terran almost never sends out attacks before something like ten minutes, so they use this time to expand, tech, and get out defenses just in time to defend the big push. Sometimes a Terran will toss out an anemic attacking force like, say, 6 marines and a widow mine early in the game, and the Protoss struggles to defend because it came before the Protoss planned to defend. If aggressive options exist at 8 or 9 minutes, Protoss must be ready to defend sooner, forcing them to tech less aggressively even if Terran isn't, in fact, doing the earlier ghost push. That means less stargate and DT play, slower weapons and armor upgrades, and faster colossi just in case the Terran is going to be aggressive sooner.

It'll be a couple weeks before finals finish and I get around to the experimentation stage. Perhaps by then the TvP metagame will have radically changed, and all this will be useless. But if you enjoyed this, and are curious how these ideas get fleshed out on the ladder, check out the blogs section in a couple weeks!

"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Race is Terran
Profile Blog Joined May 2013
United States382 Posts
June 04 2013 03:10 GMT
#2
not afraid of fast colsi?
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
June 04 2013 04:45 GMT
#3
Sounds kind of cute, but I would agree with your thoughts that the ghosts would come out too late for a handful of Protoss allins, as well as ghosts are expensive as fuck so your third CC and/or upgrades and/or medivacs are going to be later than normal, so if you don't do a considerable amount of damage you're going into the late game in not the greatest position. I'd like to see you provide replays of good games if you would still argue otherwise though
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
ChristianS
Profile Blog Joined March 2011
United States3188 Posts
June 04 2013 05:22 GMT
#4
On June 04 2013 12:10 Race is Terran wrote:
not afraid of fast colsi?


Oh, of course I'm afraid of fast colossi. On the other hand, I don't remember the last time I saw a Protoss go for one base colossus, since there's so many stronger all-ins available now.


On June 04 2013 13:45 Grobyc wrote:
Sounds kind of cute, but I would agree with your thoughts that the ghosts would come out too late for a handful of Protoss allins, as well as ghosts are expensive as fuck so your third CC and/or upgrades and/or medivacs are going to be later than normal, so if you don't do a considerable amount of damage you're going into the late game in not the greatest position. I'd like to see you provide replays of good games if you would still argue otherwise though


Thing is, it's not the first time anybody's gone for ghosts before medivacs. It used to be somewhat common back before the EMP nerf, and then the little mini-EMPs were too small and the ten minute timing push was discovered, so everybody went for the stim+medivac push and ghosts came whenever you got scared of templar. But considering so much of Protoss's strength right now is built around energy-based units, it seems like the old strats might have a chance of coming back.

That said, you might be right about the timing. Back in the day nobody did fast 2-base ghosts for all-in defense, they did it for a timing push that came out a little faster than medivacs and punished sentry defenses. So it might still be a decent timing push, but it may not be as safe as I'd hope. Still, it seems like it has to be at least as safe as the usual pure barracks+medivac stuff. Certainly the third base will be delayed, but that's just because you're able to macro out a MUCH scarier army out of 3 barracks, so I can't imagine the push would go THAT badly.

Replays as I have them, but as mentioned, that might not be for a couple weeks.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
June 04 2013 08:31 GMT
#5
Really weird seeing one of these in blogs. Shit, this is more detailed than half of the stuff that pops up in the strategy section, lol.
twitch.tv/duttroach
HaRuHi
Profile Blog Joined November 2010
1220 Posts
June 04 2013 08:49 GMT
#6
You overlooked one of the Potential issues. It is really easy to scout: "Oh ghost academy, guess time to collosi rush", or whatever the counter will turn out to be(meaning, it will only be usefull until a counter has been found, as it is very committing to go ghost). But maybe it could shift the metagame to a point where protoss has to spend 100 energy on a hallucination, that would be the potential best outcome i see.

Also, ghost buildtime is enorm, don`t underestimate, I highly doubt you will be able to reach the 8-9minute timing, because you will most likely not have more than 3 ghost ready.

Maybe, if it interrests you, I absolutly love TvP at the moment. I basicly go in the match up with a mindset of "yeah, freewin". So I stole Lucifrons build, 12 rax 12 gas reaper, second rax before orbital, straight to reaper harrass, ending up with 5 reapers. 5 is the magic number, pretty easy to snipe stalkers with it. You can outrun a mothership core. If you loose 3 of the reapers, you still have 2 to scout for all all ins.
I had a game vs proxy oracle, where I killed his frigging nexus with 5 reapers. Also, they have to use their nexus cannon to hold of the 5 reapers, which robs them of a recall poke. Now if they expanded, you can manage to force 2 nexus cannons. And then, I simply do not wait for medivacs, but rather add another barracks sooner and go out with marine maraudor, when you reach the natural they might use their last nexus cannon, you can go into the main (if protoss went sentry vs 5 reaper he should have lost by now), and do heavy damage.
And that is just the opening phase where I feel terran has a heavy advantage, also, I wish there was some other way to open up, but anything else just seems to much worse and scary.

As for evolution: I stopped using vikings. The Gas they cost equals 3 maraudors, they block one of your starports. I rather have an even more beefy bio mass and even more heal and mobility. Turns out, lots of maraudors and additional medivacs can do the job of a viking better than a viking, what a beautiful but useless unit.

Anyways, good luck, keep us posted. I might gonna start and try to add banshees into the match up once I have enough apm to controll them probably instead of the additional maraudors, but on the other hand, I really see no point in fixing what is not broken.
ChristianS
Profile Blog Joined March 2011
United States3188 Posts
June 04 2013 21:24 GMT
#7
On June 04 2013 17:49 HaRuHi wrote:
You overlooked one of the Potential issues. It is really easy to scout: "Oh ghost academy, guess time to collosi rush", or whatever the counter will turn out to be(meaning, it will only be usefull until a counter has been found, as it is very committing to go ghost). But maybe it could shift the metagame to a point where protoss has to spend 100 energy on a hallucination, that would be the potential best outcome i see.

Also, ghost buildtime is enorm, don`t underestimate, I highly doubt you will be able to reach the 8-9minute timing, because you will most likely not have more than 3 ghost ready.

Maybe, if it interrests you, I absolutly love TvP at the moment. I basicly go in the match up with a mindset of "yeah, freewin". So I stole Lucifrons build, 12 rax 12 gas reaper, second rax before orbital, straight to reaper harrass, ending up with 5 reapers. 5 is the magic number, pretty easy to snipe stalkers with it. You can outrun a mothership core. If you loose 3 of the reapers, you still have 2 to scout for all all ins.
I had a game vs proxy oracle, where I killed his frigging nexus with 5 reapers. Also, they have to use their nexus cannon to hold of the 5 reapers, which robs them of a recall poke. Now if they expanded, you can manage to force 2 nexus cannons. And then, I simply do not wait for medivacs, but rather add another barracks sooner and go out with marine maraudor, when you reach the natural they might use their last nexus cannon, you can go into the main (if protoss went sentry vs 5 reaper he should have lost by now), and do heavy damage.
And that is just the opening phase where I feel terran has a heavy advantage, also, I wish there was some other way to open up, but anything else just seems to much worse and scary.

As for evolution: I stopped using vikings. The Gas they cost equals 3 maraudors, they block one of your starports. I rather have an even more beefy bio mass and even more heal and mobility. Turns out, lots of maraudors and additional medivacs can do the job of a viking better than a viking, what a beautiful but useless unit.

Anyways, good luck, keep us posted. I might gonna start and try to add banshees into the match up once I have enough apm to controll them probably instead of the additional maraudors, but on the other hand, I really see no point in fixing what is not broken.

I don't think this will die to colossi rushes that easily anyway. Anything that delays the starport has a little trouble with colossi, and certainly you won't be pushing at 8 or 9 minutes against 1-base colossus, but with bunkers and a shift into marauders you could certainly hold a one-base colossus push. Not to mention they might scout ghosts, but there's no way they'd scout in time to still be on track for a one-base colossus push anyway.

In terms of "counters," I think the response would probably be just playing a little less greedy, getting defenses out earlier, and relying less on caster units to defend. That means fewer mothership core/oracle/sentry/HT defenses, and more raw gateway units. Protoss might even rush out a colossus without range in time to defend the push, but if Protoss has delayed upgrades and useful tech that much just to defend the push, I'd say the damage has already been done.

Maybe, if it interrests you, I absolutly love TvP at the moment. I basicly go in the match up with a mindset of "yeah, freewin". So I stole Lucifrons build, 12 rax 12 gas reaper, second rax before orbital, straight to reaper harrass, ending up with 5 reapers. 5 is the magic number, pretty easy to snipe stalkers with it. You can outrun a mothership core. If you loose 3 of the reapers, you still have 2 to scout for all all ins.
I had a game vs proxy oracle, where I killed his frigging nexus with 5 reapers. Also, they have to use their nexus cannon to hold of the 5 reapers, which robs them of a recall poke. Now if they expanded, you can manage to force 2 nexus cannons. And then, I simply do not wait for medivacs, but rather add another barracks sooner and go out with marine maraudor, when you reach the natural they might use their last nexus cannon, you can go into the main (if protoss went sentry vs 5 reaper he should have lost by now), and do heavy damage.
And that is just the opening phase where I feel terran has a heavy advantage, also, I wish there was some other way to open up, but anything else just seems to much worse and scary.

Glad that's working for you! Personally I've found that 12 rax 12 gas reaper openings don't go that well for me, particular going for >2 reapers. At that point I'm investing so much resources and production to reapers that I feel like I have to do damage, and whatever later midgame push I go for is going to be way weaker. The nice part of 12 rax 12 gas reaper is the scouting it offers, of course, but the problem is that even if I go into his base and don't see DT tech, I can't reliably say "He isn't going for DTs" unless I can confirm his gas is being spent elsewhere. If I just scout some gateways, a robo, and a natural expand, he could be going standard – or there could be a dark shrine or proxy stargate somewhere that I just couldn't find.

As for evolution: I stopped using vikings. The Gas they cost equals 3 maraudors, they block one of your starports. I rather have an even more beefy bio mass and even more heal and mobility. Turns out, lots of maraudors and additional medivacs can do the job of a viking better than a viking, what a beautiful but useless unit.

Obvious question: How do you deal with large numbers of colossus? Plenty of people will just go heavy bio against 1, 2, or even 3 colossus. But splash damage scales better than pretty much anything else in this game, so once there's 6, 7, or 8 colossus you can really only kill that army from the air. Generally people get vikings when they see colossi, not because it's impossible to kill a colossus army without vikings, but because in case the Protoss commits hard to a colossus army, the Terran needs to be able to respond with a big enough viking cloud to kill that off before their whole bio army is dead or their whole viking cloud is killed by stalkers.

Anyways, good luck, keep us posted. I might gonna start and try to add banshees into the match up once I have enough apm to controll them probably instead of the additional maraudors, but on the other hand, I really see no point in fixing what is not broken.

Good luck! Banshees are great and underused TvP, although they're probably not as good these days as they used to be since blink, stargate play, and high templars are all so common. I'd still say multi-pronged banshee harass is stronger than multi-pronged medivac harass any day!
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
June 04 2013 23:09 GMT
#8
Ghost timings have fallen out of fashion with the EMP nerf, because straight up medivac timings have

1) An army that is at least just as strong
2) The potential of dropping.

These two factors make ghost before medivac a sub optimal build.

ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
ChristianS
Profile Blog Joined March 2011
United States3188 Posts
June 04 2013 23:38 GMT
#9
On June 05 2013 08:09 Teoita wrote:
Ghost timings have fallen out of fashion with the EMP nerf, because straight up medivac timings have

1) An army that is at least just as strong
2) The potential of dropping.

These two factors make ghost before medivac a sub optimal build.


I'd agree that was the reasoning behind favoring medivacs before ghosts in the days of the EMP nerf. On the other hand, that was a long time ago. I would qualify that reasoning a little bit, talking about advantages and disadvantages of each.

Medivac before ghost builds are:

-better against colossus builds
-better against pure gateway armies
-more mobile because of drop potential
-more sustainable because of healing

Ghost before medivac builds are:

-able to hit faster than medivac timings
-better against templar and stargate play
-more defensible against a variety of all-ins

Therefore I'd disagree with a term like "sub-optimal" because that implies that medivac builds are just better than ghost builds in every regard. In reality each has its own advantages. I'm hardly arguing that medivac builds should go out of style because they're inferior; just that, in the first place, ghost timings might be good against Protoss that are expecting medivac builds, and in the second place, once Protoss learn to deal with ghost timings, the Terran will be better off because the Protoss is having to account for more possibilities in Terran play.
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Please log in or register to reply.
Live Events Refresh
WardiTV Summer Champion…
11:00
Group Stage 2 - Group C
Zoun vs Bunny
herO vs Solar
WardiTV874
Harstem271
Rex140
IndyStarCraft 135
IntoTheiNu 13
Liquipedia
The PondCast
10:00
Episode 59
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko353
Harstem 271
Rex 137
IndyStarCraft 135
StarCraft: Brood War
Calm 9398
Bisu 1894
actioN 1699
Shuttle 1544
Jaedong 1076
BeSt 910
Flash 831
firebathero 819
EffOrt 539
ggaemo 352
[ Show more ]
hero 330
Mini 312
ZerO 309
Snow 237
Last 183
Hyun 180
Soulkey 170
Soma 145
Hyuk 136
Barracks 109
Nal_rA 97
Light 90
Mind 79
Killer 71
Rush 65
ToSsGirL 53
[sc1f]eonzerg 50
Free 39
Sharp 37
Backho 34
Sacsri 30
Aegong 29
scan(afreeca) 28
JYJ25
sorry 18
Terrorterran 16
TY 15
JulyZerg 13
HiyA 12
ajuk12(nOOB) 12
SilentControl 9
Icarus 4
ivOry 3
IntoTheRainbow 3
Dota 2
Gorgc6932
XcaliburYe309
Fuzer 194
syndereN31
League of Legends
Dendi762
Counter-Strike
olofmeister1532
zeus476
byalli249
markeloff198
oskar118
edward82
Other Games
singsing2245
B2W.Neo2136
hiko753
crisheroes484
Mlord237
XaKoH 169
RotterdaM90
ArmadaUGS85
Liquid`VortiX78
Trikslyr28
rGuardiaN24
FrodaN15
KnowMe10
ZerO(Twitch)5
Organizations
StarCraft: Brood War
UltimateBattle 1044
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• davetesta12
• poizon28 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 8
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2521
• Jankos1136
Other Games
• WagamamaTV215
Upcoming Events
Replay Cast
10h 18m
LiuLi Cup
21h 18m
BSL Team Wars
1d 5h
Team Hawk vs Team Dewalt
Korean StarCraft League
1d 13h
CranKy Ducklings
1d 20h
SC Evo League
1d 22h
WardiTV Summer Champion…
1d 23h
Classic vs Percival
Spirit vs NightMare
CSO Cup
2 days
[BSL 2025] Weekly
2 days
Sparkling Tuna Cup
2 days
[ Show More ]
SC Evo League
2 days
BSL Team Wars
3 days
Team Bonyth vs Team Sziky
Afreeca Starleague
3 days
Queen vs HyuN
EffOrt vs Calm
Wardi Open
3 days
RotterdaM Event
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Rush vs TBD
Jaedong vs Mong
Afreeca Starleague
5 days
herO vs TBD
Royal vs Barracks
The PondCast
6 days
Liquipedia Results

Completed

Jiahua Invitational
uThermal 2v2 Main Event
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL Season 18: Qualifier 1
SEL Season 2 Championship
WardiTV Summer 2025
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSLAN 3
CSL Season 18: Qualifier 2
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
Maestros of the Game
EC S1
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.