• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:44
CEST 06:44
KST 13:44
  • 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
Serral wins Maestros of the Game 239ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
BSL Season 22 Full Overview & Conclusion6BSL Season 22 Full Overview & Conclusion6Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon445.0.16 Hotfix (June 30) - Balance + Bug Fixes40
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) What is your PC setup in 2026 for SCBW/SC2 ? Serral wins Maestros of the Game 2 Most successful SC2 players of Q2 2026 MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event GSL CK #5 Race War HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10 Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
BW General Discussion ASL22 General Discussion Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) BGH Auto Balance -> http://bghmmr.eu/ BSL Season 22 Full Overview & Conclusion
Tourneys
[ASL22] Wildcard Qualifier IPSL Spring 2026 Top 4! [Megathread] Daily Proleagues CSLAN 4 is Coming!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Summer Games Done Quick 2026! Nintendo Switch Thread Stormgate/Frost Giant Megathread Dawn of War IV
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently...
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5993 users

Pimpest Play corsair micro

Forum Index > BW General
Post a Reply
1 2 Next All
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2023-01-04 05:25:56
January 04 2023 05:23 GMT
#1


Pimpest play corsair control

We have never seen corsair micro like this before.

Does anyone know how he did it? I have my hypotheses but I'm not certain.
Gosu P users: enlighten us.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Peeano
Profile Blog Joined March 2009
Netherlands5671 Posts
January 04 2023 05:40 GMT
#2
It seems like you were out of rotation for quite a while. I believe this has been discussed briefly already and Bonyth has replicated it and said it wasn't worth it. Perhaps cuz it's only possible on TR 24? I'm too lazy to look it up for you.

Some other cool things you may have missed are SH carrier micro and stacked recall. I assume you know about valkyie patrol micro. If not, check that out too.
FBH #1!
XenOsky
Profile Blog Joined March 2008
Chile2356 Posts
January 04 2023 07:17 GMT
#3
very quick p micro
ἡ τῆς Νεμέσεως τάξις
Akio
Profile Blog Joined January 2019
Finland1838 Posts
January 04 2023 10:25 GMT
#4
Like @XenOsky said it feels like patrol micro, considering how the shots don't go off every time the sairs turn around. Looks like it requires an insane amount of apm just to kill 2 scourge
Mine gas, build tanks.
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1546 Posts
January 04 2023 11:27 GMT
#5
There was a Firebathero video showing it a few years ago with Devourers and Valks.
ko-fi.com/luckynoob
oBlade
Profile Blog Joined December 2008
United States6304 Posts
January 04 2023 13:30 GMT
#6
Only the great firebathero could show corsair micro with devourers and valkyries.
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2023-01-05 08:59:27
January 04 2023 22:50 GMT
#7
The micro of sair is difficult to explain but easy to show.

What happens is that all air units have turn speed and some sort of velocity towards a direction. When you click in a triangle really fast with air units the unit will "dance". It will not lose its velocity towards the original direction but spin around anyway and thats the moment it gets the chance to shoot once until it starts moving (visually) in the original direction again.

Valk/Devourer micro is the same but they are shoot once then long pause. Sair has to do this spin frequently to be useful.

You can do another dance this way: Move sair towards direction West, click south-southeast then quickly north-northeast and repeat. What will happen is the sair will keep moving West while visually never moving West, rather looking like its moving East.

From a coding perspective this is logical as ground units stands still when turning while air units do not and that would look ugly.

'Turning velocity' is probably the word im looking for.

This turning also fools scourges as they have a vector collision prediction that makes em stop as they think sair turned around and collision is imminent. This calculation what i can visually see happens a few frames apart (nearly a second) so if you do this turn at the wrong time (just after prediction has been done) there is a big chance of hitting the scourge because its flying towards you at high speed until it does a new calculation.

This can be heavily abused and you can visually see when it happens by going in circles with your sair having scourge chasing you. You will notice the scourge always lagging behind because it tries to hit you at your old location which is not the newest one as you keep turning in a circle.

This is also how you muta micro vs scourge in a circle. You attack as this calculation is done.

A neat trick to gain space from scourge is to turn sharp left then quickly right. Scourge predicts a collision in a triangle to the left and goes there meanwhile you turn the other direction and gets great distance away.

Edit: Replay https://ufile.io/xsl344m8 at the final seconds you can see Carrier 'facing' West but moving East.

Explanation: [image loading]

Without looking at the code, this could be misinformation but i highly doubt it according to testing

I did a similar explanation here which is just as pretty: https://tl.net/forum/bw-strategy/567296-hard-time-with-patrol-air-micro
-.-
RKC
Profile Joined June 2012
2848 Posts
January 06 2023 09:34 GMT
#8
Great diagram and explanation, Professor MeSaber!

I can almost picture Maverick waking up from cryogenic sleep, jumping into the cockpit of corsairs and valks, and gunning down scourges to defend Earth from a Zerg invasion...

BTW who's the Protoss player from the OP video? Pretty insane skills all round to beat Queen!
gg no re thx
Return
Profile Joined June 2005
Ivory Coast859 Posts
January 07 2023 01:04 GMT
#9
On January 06 2023 18:34 RKC wrote:
Great diagram and explanation, Professor MeSaber!

I can almost picture Maverick waking up from cryogenic sleep, jumping into the cockpit of corsairs and valks, and gunning down scourges to defend Earth from a Zerg invasion...

BTW who's the Protoss player from the OP video? Pretty insane skills all round to beat Queen!


mini
Diiiscoo-oh, thats where the happy people go!
RKC
Profile Joined June 2012
2848 Posts
January 07 2023 07:30 GMT
#10
On January 07 2023 10:04 Return wrote:
Show nested quote +
On January 06 2023 18:34 RKC wrote:
Great diagram and explanation, Professor MeSaber!

I can almost picture Maverick waking up from cryogenic sleep, jumping into the cockpit of corsairs and valks, and gunning down scourges to defend Earth from a Zerg invasion...

BTW who's the Protoss player from the OP video? Pretty insane skills all round to beat Queen!


mini


Not surprising. Only mini and Bisu can play such high-tempo aggro style against a top Zerg like Queen. Hope he comes back stronger next ASL!
gg no re thx
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1546 Posts
January 07 2023 15:49 GMT
#11
On January 05 2023 07:50 MeSaber wrote:
The micro of sair is difficult to explain but easy to show.

What happens is that all air units have turn speed and some sort of velocity towards a direction. When you click in a triangle really fast with air units the unit will "dance". It will not lose its velocity towards the original direction but spin around anyway and thats the moment it gets the chance to shoot once until it starts moving (visually) in the original direction again.

Valk/Devourer micro is the same but they are shoot once then long pause. Sair has to do this spin frequently to be useful.

You can do another dance this way: Move sair towards direction West, click south-southeast then quickly north-northeast and repeat. What will happen is the sair will keep moving West while visually never moving West, rather looking like its moving East.

From a coding perspective this is logical as ground units stands still when turning while air units do not and that would look ugly.

'Turning velocity' is probably the word im looking for.

This turning also fools scourges as they have a vector collision prediction that makes em stop as they think sair turned around and collision is imminent. This calculation what i can visually see happens a few frames apart (nearly a second) so if you do this turn at the wrong time (just after prediction has been done) there is a big chance of hitting the scourge because its flying towards you at high speed until it does a new calculation.

This can be heavily abused and you can visually see when it happens by going in circles with your sair having scourge chasing you. You will notice the scourge always lagging behind because it tries to hit you at your old location which is not the newest one as you keep turning in a circle.

This is also how you muta micro vs scourge in a circle. You attack as this calculation is done.

A neat trick to gain space from scourge is to turn sharp left then quickly right. Scourge predicts a collision in a triangle to the left and goes there meanwhile you turn the other direction and gets great distance away.

Edit: Replay https://ufile.io/xsl344m8 at the final seconds you can see Carrier 'facing' West but moving East.

Explanation: [image loading]

Without looking at the code, this could be misinformation but i highly doubt it according to testing

I did a similar explanation here which is just as pretty: https://tl.net/forum/bw-strategy/567296-hard-time-with-patrol-air-micro


Very nice explanation. But with long range units you are increasing the attack rate this way especially for Devourers while keeping out of range. At least that's what I think the big deal was last time this was discussed in detail.

I always keep MeSaber on, when dealing with Sith magic! ^_._^
ko-fi.com/luckynoob
TMNT
Profile Joined January 2021
3236 Posts
January 07 2023 16:07 GMT
#12
On January 07 2023 16:30 RKC wrote:
Show nested quote +
On January 07 2023 10:04 Return wrote:
On January 06 2023 18:34 RKC wrote:
Great diagram and explanation, Professor MeSaber!

I can almost picture Maverick waking up from cryogenic sleep, jumping into the cockpit of corsairs and valks, and gunning down scourges to defend Earth from a Zerg invasion...

BTW who's the Protoss player from the OP video? Pretty insane skills all round to beat Queen!


mini


Not surprising. Only mini and Bisu can play such high-tempo aggro style against a top Zerg like Queen. Hope he comes back stronger next ASL!

Queen's reaction in that clip is so funny. Hands off the keyboard, "did this mf just pull that on me?"
MeSaber
Profile Joined December 2009
Sweden1235 Posts
January 07 2023 21:22 GMT
#13
On January 08 2023 00:49 LUCKY_NOOB wrote:
Show nested quote +
On January 05 2023 07:50 MeSaber wrote:
The micro of sair is difficult to explain but easy to show.

What happens is that all air units have turn speed and some sort of velocity towards a direction. When you click in a triangle really fast with air units the unit will "dance". It will not lose its velocity towards the original direction but spin around anyway and thats the moment it gets the chance to shoot once until it starts moving (visually) in the original direction again.

Valk/Devourer micro is the same but they are shoot once then long pause. Sair has to do this spin frequently to be useful.

You can do another dance this way: Move sair towards direction West, click south-southeast then quickly north-northeast and repeat. What will happen is the sair will keep moving West while visually never moving West, rather looking like its moving East.

From a coding perspective this is logical as ground units stands still when turning while air units do not and that would look ugly.

'Turning velocity' is probably the word im looking for.

This turning also fools scourges as they have a vector collision prediction that makes em stop as they think sair turned around and collision is imminent. This calculation what i can visually see happens a few frames apart (nearly a second) so if you do this turn at the wrong time (just after prediction has been done) there is a big chance of hitting the scourge because its flying towards you at high speed until it does a new calculation.

This can be heavily abused and you can visually see when it happens by going in circles with your sair having scourge chasing you. You will notice the scourge always lagging behind because it tries to hit you at your old location which is not the newest one as you keep turning in a circle.

This is also how you muta micro vs scourge in a circle. You attack as this calculation is done.

A neat trick to gain space from scourge is to turn sharp left then quickly right. Scourge predicts a collision in a triangle to the left and goes there meanwhile you turn the other direction and gets great distance away.

Edit: Replay https://ufile.io/xsl344m8 at the final seconds you can see Carrier 'facing' West but moving East.

Explanation: [image loading]

Without looking at the code, this could be misinformation but i highly doubt it according to testing

I did a similar explanation here which is just as pretty: https://tl.net/forum/bw-strategy/567296-hard-time-with-patrol-air-micro


Very nice explanation. But with long range units you are increasing the attack rate this way especially for Devourers while keeping out of range. At least that's what I think the big deal was last time this was discussed in detail.

I always keep MeSaber on, when dealing with Sith magic! ^_._^


Thats indeed the purpose with valk at least, to gain more space to be able to shoot more, possibly outmicro your opponent and gain a hefty advantage.

There is also a case where valk gives back controls before completing firing cycle if range is too far. I havent figured out exactly how to manipulate this yet. When thats cracked you could shoot with valks and move em wherever you want meanwhile still shooting
-.-
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1546 Posts
January 07 2023 22:18 GMT
#14
On January 08 2023 06:22 MeSaber wrote:
Show nested quote +
On January 08 2023 00:49 LUCKY_NOOB wrote:
On January 05 2023 07:50 MeSaber wrote:
The micro of sair is difficult to explain but easy to show.

What happens is that all air units have turn speed and some sort of velocity towards a direction. When you click in a triangle really fast with air units the unit will "dance". It will not lose its velocity towards the original direction but spin around anyway and thats the moment it gets the chance to shoot once until it starts moving (visually) in the original direction again.

Valk/Devourer micro is the same but they are shoot once then long pause. Sair has to do this spin frequently to be useful.

You can do another dance this way: Move sair towards direction West, click south-southeast then quickly north-northeast and repeat. What will happen is the sair will keep moving West while visually never moving West, rather looking like its moving East.

From a coding perspective this is logical as ground units stands still when turning while air units do not and that would look ugly.

'Turning velocity' is probably the word im looking for.

This turning also fools scourges as they have a vector collision prediction that makes em stop as they think sair turned around and collision is imminent. This calculation what i can visually see happens a few frames apart (nearly a second) so if you do this turn at the wrong time (just after prediction has been done) there is a big chance of hitting the scourge because its flying towards you at high speed until it does a new calculation.

This can be heavily abused and you can visually see when it happens by going in circles with your sair having scourge chasing you. You will notice the scourge always lagging behind because it tries to hit you at your old location which is not the newest one as you keep turning in a circle.

This is also how you muta micro vs scourge in a circle. You attack as this calculation is done.

A neat trick to gain space from scourge is to turn sharp left then quickly right. Scourge predicts a collision in a triangle to the left and goes there meanwhile you turn the other direction and gets great distance away.

Edit: Replay https://ufile.io/xsl344m8 at the final seconds you can see Carrier 'facing' West but moving East.

Explanation: [image loading]

Without looking at the code, this could be misinformation but i highly doubt it according to testing

I did a similar explanation here which is just as pretty: https://tl.net/forum/bw-strategy/567296-hard-time-with-patrol-air-micro


Very nice explanation. But with long range units you are increasing the attack rate this way especially for Devourers while keeping out of range. At least that's what I think the big deal was last time this was discussed in detail.

I always keep MeSaber on, when dealing with Sith magic! ^_._^


Thats indeed the purpose with valk at least, to gain more space to be able to shoot more, possibly outmicro your opponent and gain a hefty advantage.

There is also a case where valk gives back controls before completing firing cycle if range is too far. I havent figured out exactly how to manipulate this yet. When thats cracked you could shoot with valks and move em wherever you want meanwhile still shooting


Maybe the problem where they wouldn't shoot was actually the solution to them being supermicroed.... It was ALL part of the grand plan!!!
ko-fi.com/luckynoob
MeSaber
Profile Joined December 2009
Sweden1235 Posts
January 08 2023 04:00 GMT
#15
On January 08 2023 07:18 LUCKY_NOOB wrote:
Show nested quote +
On January 08 2023 06:22 MeSaber wrote:
On January 08 2023 00:49 LUCKY_NOOB wrote:
On January 05 2023 07:50 MeSaber wrote:
The micro of sair is difficult to explain but easy to show.

What happens is that all air units have turn speed and some sort of velocity towards a direction. When you click in a triangle really fast with air units the unit will "dance". It will not lose its velocity towards the original direction but spin around anyway and thats the moment it gets the chance to shoot once until it starts moving (visually) in the original direction again.

Valk/Devourer micro is the same but they are shoot once then long pause. Sair has to do this spin frequently to be useful.

You can do another dance this way: Move sair towards direction West, click south-southeast then quickly north-northeast and repeat. What will happen is the sair will keep moving West while visually never moving West, rather looking like its moving East.

From a coding perspective this is logical as ground units stands still when turning while air units do not and that would look ugly.

'Turning velocity' is probably the word im looking for.

This turning also fools scourges as they have a vector collision prediction that makes em stop as they think sair turned around and collision is imminent. This calculation what i can visually see happens a few frames apart (nearly a second) so if you do this turn at the wrong time (just after prediction has been done) there is a big chance of hitting the scourge because its flying towards you at high speed until it does a new calculation.

This can be heavily abused and you can visually see when it happens by going in circles with your sair having scourge chasing you. You will notice the scourge always lagging behind because it tries to hit you at your old location which is not the newest one as you keep turning in a circle.

This is also how you muta micro vs scourge in a circle. You attack as this calculation is done.

A neat trick to gain space from scourge is to turn sharp left then quickly right. Scourge predicts a collision in a triangle to the left and goes there meanwhile you turn the other direction and gets great distance away.

Edit: Replay https://ufile.io/xsl344m8 at the final seconds you can see Carrier 'facing' West but moving East.

Explanation: [image loading]

Without looking at the code, this could be misinformation but i highly doubt it according to testing

I did a similar explanation here which is just as pretty: https://tl.net/forum/bw-strategy/567296-hard-time-with-patrol-air-micro


Very nice explanation. But with long range units you are increasing the attack rate this way especially for Devourers while keeping out of range. At least that's what I think the big deal was last time this was discussed in detail.

I always keep MeSaber on, when dealing with Sith magic! ^_._^


Thats indeed the purpose with valk at least, to gain more space to be able to shoot more, possibly outmicro your opponent and gain a hefty advantage.

There is also a case where valk gives back controls before completing firing cycle if range is too far. I havent figured out exactly how to manipulate this yet. When thats cracked you could shoot with valks and move em wherever you want meanwhile still shooting


Maybe the problem where they wouldn't shoot was actually the solution to them being supermicroed.... It was ALL part of the grand plan!!!


That sprite limit bug still isnt fixed with "extended unit limit". Still get the same issue in some games.

But yes if it didnt bug out it certainly would be an overpowered unit. Its way stronger than sair.
-.-
TT1
Profile Blog Joined December 2008
Canada10045 Posts
Last Edited: 2023-01-08 21:35:09
January 08 2023 21:30 GMT
#16


u can slow it down to 0.25 speed to see the exact clicks/micro

basically u have to be in a certain angle vs the scourges and u hit patrol > click back (to make the sairs spin)
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Freakling
Profile Joined October 2012
Germany1534 Posts
January 10 2023 10:57 GMT
#17
Isn't it always the same principle as in the "Chinese Triangle" Muta micro?
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2023-01-10 12:39:20
January 10 2023 12:27 GMT
#18
On January 10 2023 19:57 Freakling wrote:
Isn't it always the same principle as in the "Chinese Triangle" Muta micro?


With Valkyrie/Devourer you need to Patrol away from your opponent and with Corsair towards but with an instant Move command after to throw off the firing-animation stun.

Probably more to it than that but it takes time (for me at least) to investigate

Valkyrie seems special as it never fails to shoot after a Patrol command no matter the attack angle used. But with Wraiths and other air units its different, a too straight approach towards the target fails to shoot.

Valkyries shooting arc seems very large too. It can attack in 45° angle.

[image loading]

My guesses based on your explanation of order processing is that when you send a Patrol command there is a gap until it checks for targets in the shooting arc and that causes it to jump over the target and it ends up outside the arc, as compared to Valkyries arc that is bigger it will always have the target in the arc when turning for each order processing cycle.

[image loading]

Ive not done any testing with Corsair and its arc (yet).

You can observe this behaviour here: https://repmastered.app/game/XyZ1tv3dLHb873D-RqtHrdwODgJ7f_eU74ig6XDEnSw (SinglePlayer replay)

Where Wraith bugs out in a too straight angle and Valkyrie do not.
+
-.-
Peeano
Profile Blog Joined March 2009
Netherlands5671 Posts
Last Edited: 2023-01-10 12:48:38
January 10 2023 12:44 GMT
#19
Would be nice if you give the green line and arrow head to make it more clear which direction the valk/wraith is facing.
Awesome work though.

It would be super interesting to make good graphics for this, that clearly show the units, the attack range and radius angles.
FBH #1!
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2023-01-10 16:43:58
January 10 2023 16:40 GMT
#20
Valkyrie seems special as it never fails to shoot after a Patrol command no matter the attack angle used.

That is not true. I can get it to fail and show you. It causes the valkyrie to jerk, but it doesn't fire.
The only unit I know of that will always successfully fire when you patrol, regardless of where it's facing and where the target is, is the vulture

That sprite limit bug still isnt fixed with "extended unit limit". Still get the same issue in some games.


There is still a limit, but it's higher now
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
1 2 Next All
Please log in or register to reply.
Live Events Refresh
OSC
00:00
OSC Elite Rising Star #20
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 222
FoxeR 98
StarCraft: Brood War
Rain 4951
GuemChi 4049
Leta 467
sorry 80
Mind 78
Bale 19
IntoTheRainbow 13
ZergMaN 12
Icarus 7
League of Legends
JimRising 972
Counter-Strike
summit1g10052
Other Games
m0e_tv547
WinterStarcraft479
Maynarde151
Organizations
StarCraft: Brood War
lovetv 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 114
• practicex 29
• OhrlRock 1
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota231
League of Legends
• Rush1263
• Lourlo824
• Stunt430
Upcoming Events
GSL
6h 16m
Monday Night Weeklies
11h 16m
Replay Cast
19h 16m
WardiTV Weekly
1d 6h
The PondCast
2 days
Replay Cast
3 days
CrankTV Team League
3 days
Replay Cast
4 days
CrankTV Team League
4 days
Replay Cast
4 days
[ Show More ]
RSL Revival
5 days
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
5 days
RSL Revival
6 days
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

YSL S3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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 © 2026 TLnet. All Rights Reserved.