SSL 11, or SBENU Starleague Season 2, returns after a short break from the February finals of SSL 10. Competitive play resumes on OnGameNet at the temple of Brood War, Yongsan Stadium. From the recent Power Rank, we know how the top players have been performing of late, so let's see if they can meet our expectations.
With the OGN broadcast schedule holding competitive play only one day a week (Sundays), we'll have more time to enjoy and consider some burning questions:
Read on as FlashFTW and prech preview the first Round of 24 groups and kogeT and BLinD-RawR analyze the map pool! Keep watching, chatting, and live-reporting as group A starts on Sunday, May 24 10:00am GMT (GMT+00:00) and group B follows a week after on Sunday, May 31 10:00am GMT (GMT+00:00)!
With the OGN broadcast schedule holding competitive play only one day a week (Sundays), we'll have more time to enjoy and consider some burning questions:
- Will Terran once again dominate into the later stages, as they did during season 10?
- How will post-KeSPA scene newcomer and Starleague champion
EffOrt perform?
- Can powerhouses like
Bisu challenge the SSL 10 final four of
sSak,
Last,
Mong, and
HiyA?
- The Challenge Round already saw some casualties with early exits by
Sea and
Shuttle, who will be next?
Read on as FlashFTW and prech preview the first Round of 24 groups and kogeT and BLinD-RawR analyze the map pool! Keep watching, chatting, and live-reporting as group A starts on Sunday, May 24 10:00am GMT (GMT+00:00) and group B follows a week after on Sunday, May 31 10:00am GMT (GMT+00:00)!
Group A
Sunday, May 24 10:00am GMT (GMT+00:00)
by FlashFTW
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![[image loading]](/staff/prech/files/SSL11/SSL11_Ro24_EffOrt.jpg)
EffOrt prepares to rise once again.

Just like in the KeSPA era,

![[image loading]](/staff/prech/files/SSL11/SSL11_Ro24_free.jpg)
free: Wakeboarding and eating Terran for lunch since 2005
With his solid opening performance against Shuttle in Challenge Day,
![[image loading]](/staff/prech/files/RaceIcons/Ticon_pastel_Hyde.png)
EffOrt 2-0, Free 2-1, Ample 1-2, Tyson 0-2
Group B
Sunday, May 31 10:00am GMT (GMT+00:00)
by prech
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A strong group featuring three SSL 10 competitors,
Mind,
Sea.KH, and
Killer, with the first two having advanced into the Ro16, alongside a new entry to the post-KeSPA scene,
Child, the veteran Zerg. Although Mind, KH, and Killer all occupy spots in the Elo top 25 at the moment,
Since winning the HungryApp Starz League, Mind has been somewhat inconsistent, winning the online HoSic SL season 2, while enduring early exits to high caliber Protoss players like Bisu, Shuttle, and Jaehoon at Terror SL, Seaside, and Draemong (DSL). Mind’s a TvZ buzz-saw, including a 10-4 (70%) record against Killer. Operating at an efficient but largely average 250 APM, Mind is undoubtedly the favorite as the first to advance in a group with two Zerg opponents with TvZ-favored maps like Heartbreak Ridge and Circuit Breaker on the horizon.
![[image loading]](/staff/prech/files/SSL11/SSL11_Ro24_Mind.jpg)
When it comes to Mind, it's all about the heart, heart and... mind
Sea.KH has only participated/been invited to a handful of tournaments since SSL 10, being eliminated by strong Terran like Mong and Sea at the 41 SL season 3 and Draemong SL. KH has been logging some long Fish ladder hours of late and can be frequently seen practicing against fellow SSL 11 competitors online. One of the fastest clicking Protoss, regularly operating in the 350 APM range, KH thrives in the PvZ match-up, twice eliminating hero, a ZvP specialist, in recent months at SSL 10 and DSL. With two Zerg to feast on, KH will be the second to advance.
![[image loading]](/staff/prech/files/SSL11/SSL11_Ro24_KH.jpg)
Never give up, never surrender: KH's going for the jugular
Killer has largely been absent in recent months, only emerging out of dormancy to participate in such larger leagues like the SSL and Terror SL, where he has largely been ineffectual. Although he boasts an impressive resume as the winner of both SSL 8 and 9, his top-10 Elo ranking represents performance from yesteryear, with the present a great uncertainty. Taking months off from Afreeca streaming, Killer recently emerged online with some occasional practice and ladder matches, having not lost his impressive 350 APM click rate. A ZvZ specialist, Killer easily dispatched of force[Name] during the SSL Challenge Round, but he’ll have his hands full with Mind and KH on the horizon.
Child is largely an unknown with his appearance at SSL Challenge Round the first we’ve seen of him since 2009. His wins last weekend over an underwhelming Tossgirl were not quite sufficient to gauge his present day abilities, with both games ending relatively quickly. Short of a miracle, Child faces Mind in his first match, likely followed by ZvZ specialist Killer; anticipate a 0-2 elimination.
![[image loading]](/staff/prech/files/RaceIcons/Ticon_pastel_Hyde.png)



Since winning the HungryApp Starz League, Mind has been somewhat inconsistent, winning the online HoSic SL season 2, while enduring early exits to high caliber Protoss players like Bisu, Shuttle, and Jaehoon at Terror SL, Seaside, and Draemong (DSL). Mind’s a TvZ buzz-saw, including a 10-4 (70%) record against Killer. Operating at an efficient but largely average 250 APM, Mind is undoubtedly the favorite as the first to advance in a group with two Zerg opponents with TvZ-favored maps like Heartbreak Ridge and Circuit Breaker on the horizon.
![[image loading]](/staff/prech/files/SSL11/SSL11_Ro24_Mind.jpg)
When it comes to Mind, it's all about the heart, heart and... mind
Sea.KH has only participated/been invited to a handful of tournaments since SSL 10, being eliminated by strong Terran like Mong and Sea at the 41 SL season 3 and Draemong SL. KH has been logging some long Fish ladder hours of late and can be frequently seen practicing against fellow SSL 11 competitors online. One of the fastest clicking Protoss, regularly operating in the 350 APM range, KH thrives in the PvZ match-up, twice eliminating hero, a ZvP specialist, in recent months at SSL 10 and DSL. With two Zerg to feast on, KH will be the second to advance.
![[image loading]](/staff/prech/files/SSL11/SSL11_Ro24_KH.jpg)
Never give up, never surrender: KH's going for the jugular
Killer has largely been absent in recent months, only emerging out of dormancy to participate in such larger leagues like the SSL and Terror SL, where he has largely been ineffectual. Although he boasts an impressive resume as the winner of both SSL 8 and 9, his top-10 Elo ranking represents performance from yesteryear, with the present a great uncertainty. Taking months off from Afreeca streaming, Killer recently emerged online with some occasional practice and ladder matches, having not lost his impressive 350 APM click rate. A ZvZ specialist, Killer easily dispatched of force[Name] during the SSL Challenge Round, but he’ll have his hands full with Mind and KH on the horizon.
Child is largely an unknown with his appearance at SSL Challenge Round the first we’ve seen of him since 2009. His wins last weekend over an underwhelming Tossgirl were not quite sufficient to gauge his present day abilities, with both games ending relatively quickly. Short of a miracle, Child faces Mind in his first match, likely followed by ZvZ specialist Killer; anticipate a 0-2 elimination.
With a new season comes a new map pool, while Circuit Breaker has been in the tournament circuit for very long time, while Neo Jade and New Heartbreak Ridge make a reappearance after a long absence.
For this article, we first take a closer look at New Heartbreak Ridge.

New Heartbreak Ridge is a map that screams aggressive play due to the various elevations and map structural elements. It features both main and natural on vulnerable low ground, while large mains and thin ridge walls around the main make it possible to surprise with any angle of entry with drop play. Further, a backdoor ridge to the natural is also vulnerable as it is only blocked from the connecting ridge elevation by a destructible Xelnaga temple. Go past that, we have high ground ridges in the middle that become the biggest points of control, with units like siege tanks and lurkers capable of abusing the high ground that they provide, thus opposing armies must think twice before advancing up.
Zerg have always had it hard against Terran, which is truer in the post-KeSPA era and HBR doesn’t really help their cause either.
Terran are more likely to open pure mech or go for a bio-mech (MnM + goliath) play into crushing/denying the Zerg’s third base while mitigating any muta damage risk. Pure bio play lends to some unfavorable situations with mutas and lurkers abusing the advantage that the ridges give. Terran also needs to be careful when pushing at a Zerg’s natural as its likely that the Zerg will break its own backdoor and follow up with a hard flank on the Terran troops.
Lurker openings or mutas into quick lurker transitions will likely be common routes for the Zerg. The high ground ridges need to be controlled by the lurkers and put the Terran in a soft contain position where they would have a hard time pushing up towards the Zerg base before science vessels are out. Meanwhile, with all these multiple points of entries the Zerg can go for lurker drops into the Terran main.
With how hard it is to get a fourth base (fourth gas), it ends up with the Zerg going for more aggressive plays like hydra busts or aggressive lurker contains/lurker drops into the Protoss main. Like it or not, we might just end up seeing a whole lot of 3 hatch hydra busts if it comes to this map.
Corsair/DT (maybe even sair/reaver) would become the main choice of play for Protoss, provided they don’t get too greedy in getting that third base as the Zerg is extremely likely to go for that aggressive playing style that would totally punish any sort of greed. Should the Protoss manage to make it that far, however, his primary goal would be to split the map and gain the economy advantage as the Zerg would have a hard time doing the same.
Protoss will likely try to capitalize on the early game advantage by any way possible to take advantage of the map terrain, be it through gas steals or cannon rush on the high ground behind the natural, proxy reavers at either the middle area or at the third of the terran, or just proxy gates and crush the Terran outright if he's going for a fast expand opening. Protoss is likely to avoid playing the super late game map split situation since it’s a two player map, which means less ground to be covered for a slow moving mech army and lot more tank coverage.
Terran’s goal is probably to survive the early game and make that map split situation possible. They can either opt in safe play by factory expanding and defending against the Protoss opening or go on the offensive themselves with a 2 factory timing and put the Protoss on the defensive. Vulture drops are also pretty common and an extremely effective harassment play to keep the Protoss busy while Terran takes its third/fourth -- the Protoss would try to just go for a break should they scout the Terran being greedy with these expansions.
For this article, we first take a closer look at New Heartbreak Ridge.
New Heartbreak Ridge
by kogeT and BLinD-RawR

New Heartbreak Ridge is a map that screams aggressive play due to the various elevations and map structural elements. It features both main and natural on vulnerable low ground, while large mains and thin ridge walls around the main make it possible to surprise with any angle of entry with drop play. Further, a backdoor ridge to the natural is also vulnerable as it is only blocked from the connecting ridge elevation by a destructible Xelnaga temple. Go past that, we have high ground ridges in the middle that become the biggest points of control, with units like siege tanks and lurkers capable of abusing the high ground that they provide, thus opposing armies must think twice before advancing up.
TERRAN vs ZERG
post-KeSPA: 19-9 (68%) ∾ KeSPA: 9-6 (60%)
Zerg have always had it hard against Terran, which is truer in the post-KeSPA era and HBR doesn’t really help their cause either.
Terran are more likely to open pure mech or go for a bio-mech (MnM + goliath) play into crushing/denying the Zerg’s third base while mitigating any muta damage risk. Pure bio play lends to some unfavorable situations with mutas and lurkers abusing the advantage that the ridges give. Terran also needs to be careful when pushing at a Zerg’s natural as its likely that the Zerg will break its own backdoor and follow up with a hard flank on the Terran troops.
Lurker openings or mutas into quick lurker transitions will likely be common routes for the Zerg. The high ground ridges need to be controlled by the lurkers and put the Terran in a soft contain position where they would have a hard time pushing up towards the Zerg base before science vessels are out. Meanwhile, with all these multiple points of entries the Zerg can go for lurker drops into the Terran main.
ZERG vs PROTOSS
post-KeSPA: 12-7 (63%) ∾ KeSPA: 16-10 (62%)
With how hard it is to get a fourth base (fourth gas), it ends up with the Zerg going for more aggressive plays like hydra busts or aggressive lurker contains/lurker drops into the Protoss main. Like it or not, we might just end up seeing a whole lot of 3 hatch hydra busts if it comes to this map.
Corsair/DT (maybe even sair/reaver) would become the main choice of play for Protoss, provided they don’t get too greedy in getting that third base as the Zerg is extremely likely to go for that aggressive playing style that would totally punish any sort of greed. Should the Protoss manage to make it that far, however, his primary goal would be to split the map and gain the economy advantage as the Zerg would have a hard time doing the same.
PROTOSS vs TERRAN ![[image loading]](/staff/prech/files/RaceIcons/Ticon_pastel_Hyde.png)
post-KeSPA: 14-13 (52%) ∾ KeSPA: 4-5 (44%)
Protoss will likely try to capitalize on the early game advantage by any way possible to take advantage of the map terrain, be it through gas steals or cannon rush on the high ground behind the natural, proxy reavers at either the middle area or at the third of the terran, or just proxy gates and crush the Terran outright if he's going for a fast expand opening. Protoss is likely to avoid playing the super late game map split situation since it’s a two player map, which means less ground to be covered for a slow moving mech army and lot more tank coverage.
Terran’s goal is probably to survive the early game and make that map split situation possible. They can either opt in safe play by factory expanding and defending against the Protoss opening or go on the offensive themselves with a 2 factory timing and put the Protoss on the defensive. Vulture drops are also pretty common and an extremely effective harassment play to keep the Protoss busy while Terran takes its third/fourth -- the Protoss would try to just go for a break should they scout the Terran being greedy with these expansions.