• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:27
CEST 16:27
KST 23:27
  • 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
ByuL, and the Limitations of Standard Play1Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
Weekly Cups (June 22-28): Zergs thrive in new patch0[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)90ZeroSpace at Steam NextFest - Last free demo40Weekly Cups (June 8-14): Clem and Solar double, PTR tested0
StarCraft 2
General
Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start) Weekly Cups (June 22-28): Zergs thrive in new patch The Death of Cheese: From a Professional Cheeser Old Replays From 1.4.6
Tourneys
Maestros of The Game 2 announcement and schedule ! Douyu Cup 2026: $20,000 Legends Event (June 26-28) RSL Revival: Season 6 - Qualifiers and Main Event INu's Battles#17 <BO.9> Sparkling Tuna Cup - Weekly Open Tournament
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 # 532 Nuclear Family Mutation # 531 Experimental Artillery Mutation # 530 One For All
Brood War
General
BW General Discussion ASL 22 Proposed Map Pool Best thing happen to StarCraft since Remastered? ProGamer Paychecks Story Data needed
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals The Casual Games of the Week Thread [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
ZeroSpace at Steam NextFest - Last free demo Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Beyond All Reason
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
[94721]Better Good-Health Signs Than 3-15 Bans/Yea TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Canadian Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11256 users

Ideal Mining thoughts.

Forum Index > BW General
Post a Reply
1 2 Next All
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
March 22 2009 04:40 GMT
#1
Okay, because of the 50 character max in the title, I cannot say exactly what I want to say in the title alone.

Hello. This is my first post on this forum.

I bought Starcraft back in 98, but I have recently started playing again. I have noticed dramatic increases in my decision-making and APM since I started about two months ago. I'm not a pro, by any means (currently a D on ICCUP, with a little over 50% win ratio, half-way to D+, and my B.Net stats are similar), but I do enjoy playing Starcraft.

One thing that bugged me was trying to figure out how many SCVs to use (I play Terran) for their maximum return on investment. If I was only concerned with efficiency, I would use only 1 per mineral patch, and if I was only concerned on the speed of mining, I would use 3+ per patch (maybe more).

I wanted to determine what the best rate mining was for the minimum input. For this, I needed to run a few trials.

I tested this on a number of different maps, with a variety of numbers of SCVs. I tested with 1.0, 1.3, 1.6, 1.9, 2.2, 2.5, 2.8, and 3.1 scvs per patch.

The results I obtained were interesting. They were different than I expected, which is why I wanted to share this.

1.0 scvs/patch mined 59 minerals/scv per minute.
1.3 scvs/patch mined 54 minerals/scv per minute.
1.6 scvs/patch mined 50 minerals/scv per minute.
1.9 scvs/patch mined 47 minerals/scv per minute.
2.2 scvs/patch mined 45 minerals/scv per minute.
2.5 scvs/patch mined 43 minerals/scv per minute.
2.8 scvs/patch mined 41 minerals/scv per minute.
3.1 scvs/patch mined 41 minerals/scv per minute.

I ran 8 trials of each, and these are heavily rounded averages. I used the more precise numbers in the calculations later on.

Now, that is how fast they return minerals. Note: about 3 scvs/patch mines approximately double what 1.0 scvs/patch mines. To determine what is really best, the cost of the scvs, plus appropriate Supply Depots and the Command Centre must be taken into consideration.

Assuming 9 patches of minerals (which is very common on most currently popular maps (excluding fastest, which I do not like playing)), the costs of mining with said number of scvs is

1.0 scvs/patch is 838 minerals
1.3 scvs/patch is 1025 minerals
1.6 scvs/patch is 1150 minerals
1.9 scvs/patch is 1338 minerals
2.2 scvs/patch is 1525 minerals
2.5 scvs/patch is 1713 minerals
2.8 scvs/patch is 1838 minerals
3.1 scvs/patch is 2025 minerals

Now, you may think I'm nuts with these calculations, but I've taken into consideration that there is a supply cost to having this many scvs, as well as the cost of the command centre. Although you do not pay for the first one, IMO it is more important knowing how much an expansion will cost.

Now, comparing the rate of mining compared to the cost, it comes out as follows

1.0 scvs/patch returns 63% of its cost per minute
1.3 scvs/patch returns 63% of its cost per minute
1.6 scvs/patch returns 61% of its cost per minute
1.9 scvs/patch returns 60% of its cost per minute
2.2 scvs/patch returns 59% of its cost per minute
2.5 scvs/patch returns 58% of its cost per minute
2.8 scvs/patch returns 58% of its cost per minute
3.1 scvs/patch returns 57% of its cost per minute

This is where I thought it would be different. They are all very similar. I thought there would actually be a peak somewhere around 2.5, which is why most people argue that it is the best.



Now, considering a real-game situation:

If your opponant has his main and natural, and his mineral line is saturated (3+ workers/patch), that is a huge investment. To get roughly the same rate of mining as your opponant has, you need to have your main, natural, and 2 more expansions with 1.0 scvs/patch.

Multiple bases have some benefits, such as more space, better map control, etc. Also, if you are harassed, it does not hurt your economy as badly as if you had all of your workers in a smaller area. This also frees up your max supply better (ie. you use 40 scv, your opponant uses 60), so you can have a larger army in total. You also have the ability to make twice as many comsat/nuclear silos (for those who actually make them.....) as your opponant. You can also produce workers at twice the rate of your opponant (yes, Zerg is different, but a similar principle applies to them too, they have a maximum rate of building units in total, instead of just workers).

The main downside I see is that you are more open to attacks, because you have to spread yourself out more. Unless you can somehow contain your opponant, you will be at their mercy.

So, because of this, I believe there must be a medium somewhere. Only mining out of two bases at a time hurts in some ways, but it is easier to defend. Mining out of more bases gives you a better economy for a lower cost, and allows you to build a bigger army but you are more spread out.

Maybe this is why that "2.5 workers/mineral patch" is a rule of thumb. It is somewhere inbetween. Also, 2.5 scvs/patch allows you to transfer a few workers to a newly made expansion without hurting your current economy. That is a huge benefit.

It appears that between 2 and 2.5 workers/patch is actually ideal. It has benefits, and drawbacks compared to either extreme, but it is not as severe. Instead of continuing scv production after 2.5, you should start another CC (if you haven't already, and you probably should have).

This information also means - if you get a good containment on your opponant, FLAUNT IT. Go out and build another command centre (or 2, 3, 4+) if you can, and have only 1 scvs/patch mining. If they break containment, you've still probably had an excellent return on investment (it only takes about 100 seconds of mining at each one to pay for itself, anything after that is helping your economy in a huge way).

I've played a couple of long macro games, where this kind of mentality has either won or lost the game for me. Now I know why.

Anyways, I thought I would share this revelation with some other SC players.



As a side note - why is there no love for the Wraith? I love that unit. It is an awesome sniper unit. I typically use 6-10 every game, for economy/supply harassment, and sniping dropships, science vessels, overlords, guardians, shuttles, carriers, battlecruisers, reavers, sieged tanks, arbiters, etc..... They are so useful as snipers, to run in, hit something scary, then retreat. Is this impractical in higher levels of play?
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
azndsh
Profile Blog Joined August 2006
United States4447 Posts
March 22 2009 04:57 GMT
#2
I think your numbers have to be wrong

1.0 scvs/patch mined 59 minerals/scv per minute.
1.3 scvs/patch mined 54 minerals/scv per minute.
1.6 scvs/patch mined 50 minerals/scv per minute.
1.9 scvs/patch mined 47 minerals/scv per minute.
2.2 scvs/patch mined 45 minerals/scv per minute.
2.5 scvs/patch mined 43 minerals/scv per minute.
2.8 scvs/patch mined 41 minerals/scv per minute.
3.1 scvs/patch mined 41 minerals/scv per minute.


you're saying that SCVs are no less efficient between 2.8 and 3.1? Also, are those multiples of 9 SCVs?
inReacH
Profile Blog Joined August 2008
Sweden1612 Posts
Last Edited: 2009-03-22 05:09:51
March 22 2009 05:09 GMT
#3
While this is good work(assuming it was tested well), the reason such scrupulous analysis is unnecessary is because it's fine to get too many SCVS because at any given moment, in any given game, you will be planning on expanding soon and then you can transfer scvs to your new expansion.

The exception I suppose is if you are developing an all in timing attack BO and you are sure you won't be expanding.

Still nice to see this stuff.

stack
Profile Blog Joined March 2006
Canada348 Posts
March 22 2009 05:13 GMT
#4
appreciate the arduous process you went through.

tho its very likely youd have to do this some more times to truly sell anyone on the finding.
life is short, dont F it up
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
March 22 2009 05:24 GMT
#5
Sick first post man, good work.
u gotta sk8
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
March 22 2009 05:34 GMT
#6
As for the difference between 2.8 and 3.1 - those are rounded. It is 41.2 and 39.7 respectively. These are extrapolations from the graph of logistic equation of best fit of the points plotted (which were obtained through calculations of the results). II figured that the logistic equation would be the best choice, because there will be a maximum rate that the minerals can be mined at. 3 scvs/patch is nearly at the limit. A logistic equation does match the points well.

The reason I showed by the 0.3 incriments is that they were generally closer to whole numbers, and I wouldn't have to clutter the post with decimals.



I found that there is little difference for the rate of mining/cost between 1 per patch and 3 per patch. I did not expect this. However, having more expansions means that your economy will continue steadily for a longer period of time, whereas your opponant will have to build at a new location to continue mining.

In a real game situation, there are a lot more variables. At least I know that whether I sit and turtle in a single base, I can keep up if my opponant has two. At least for the time being.



Yes, more testing would be needed before it would be conclusive, but it gave me enough information to make my decision on it.

"Knowledge is useless unless you pass it on." That's a quote that my High School math teacher taught me.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
March 22 2009 05:55 GMT
#7
On March 22 2009 14:34 lMPERVlOUS wrote:

In a real game situation, there are a lot more variables. At least I know that whether I sit and turtle in a single base, I can keep up if my opponant has two. At least for the time being.


Interesting work overall. I've examined this statement for a minute or two, trying to figure out what you meant. Won't your opponent having 2 Command centers (or Nexus' or Hatches) quickly enable them to outproduce you in peons? I can only see this statement being true of zerg, who are capable of powering out the same number of drones from one base as a two base person.

However, this also does not account for the linearity of vespene, which ensures that you will be unable to maintain parity with an opponent who has one expansion additional to yours. I guess I'm basically questioning your statement that turtling enables an economic equality beyond a very brief one. And even then, with the way maynarding works, they will likely being to out produce you within a minute, as they should have an equal number of scvs/probes to you.

(Also, is there a point beyond which there is no return on investment for additional miners?)
Saracen
Profile Blog Joined December 2007
United States5139 Posts
March 22 2009 06:21 GMT
#8
conclusion: more expos -> zerg is the awesomest race ^_^
tentaclemonster
Profile Blog Joined February 2009
United States118 Posts
March 22 2009 06:31 GMT
#9
nice work. maybe also take consideration that a base saturated with miners takes heavier loss from storm/reaver/siege/lurker (anything with splash dmg ) drops. so more all the more reason to expo all over if you can.
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
Last Edited: 2009-03-22 06:39:58
March 22 2009 06:35 GMT
#10
Yes, if your opponant has two Command Centres to your one, they can outproduce your workers quickly, which puts you into a new level of trouble. Pumping out workers is a short term solution to being contained by your opponant. If you don't break it, you're going to be out-macro-ed later on.

And this does not take into consideration the gathering of Vespene. This hurts your ability to make units higher up in the tech tree, as well as making necessary upgrades.

It would only last a few minutes at maximum, before your opponant starts to completely outproduce you. As I said, it is "for the time being".

By the look of the curve, there is very little return on investment after 3.7-4.0 scvs/patch, basically a negligible amount. This is based on the extrapolation of the curve though, so I do not know exactly. A logarithmic curve will approach a limit, but never reach it. This makes sense for this situation, because the minerals can only be mined so fast, it has a limiting factor to it.



Bah, Terran is by far the most awesomest race. We've got tanks, guns, and BATTLECRUISERS (not that I've used them in more than 1 game, and even then.....). Plus, we've got COMSAT, allowing us to check out anything we want. What is cooler than that? NOTHING!!!!!



Yea, I did cover that (under the "less affected by a harassment" comment I made in the original post). However, it is more likely that you will be unable to stop a harassment.

It is a tradeoff - yes, you are less affected, but it is more likely to happen. It really seems that a balance of 2.0-2.5 scvs/patch is ideal.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
azndsh
Profile Blog Joined August 2006
United States4447 Posts
March 22 2009 08:53 GMT
#11
a logistic equation would be a terrible fit for this data if you think about it logically. If it gets to 4-5 scvs/patch, it's clearly going to be much less... it's not going to stay at some maximum
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
March 22 2009 17:41 GMT
#12
Okay, yes, a logistic equation is a horrible fit for the "rate per scv", but the actual rate per scv is a logistic equation divided by the number of scvs.

The "rate in total" is a logistic equation. I was not very clear about that. The "rate in total" has a limit to how fast it can be mined.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
emucxg
Profile Blog Joined May 2007
Finland4559 Posts
Last Edited: 2009-03-22 17:54:58
March 22 2009 17:52 GMT
#13
There is already a long project result about this on Chinese Forums


I think somebody can translate it to English

The result is workers = minerals patch x 3 - 1
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2009-03-22 18:37:25
March 22 2009 18:07 GMT
#14
^ i agree with that formula
between 2.5-3.0 is ideal for most normal actual play, not 2.0-2.5
analyze good macro players such as flash, or play on your own and see.

Also see this thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=83287


| www.ArtofProtoss.vze.com |
H
Profile Blog Joined July 2007
New Zealand6138 Posts
March 22 2009 18:29 GMT
#15
On March 23 2009 02:52 emucxg wrote:
The result is workers = minerals patch x 3 - 1


thanks, I'll remember this
[iHs]HCO | のヮの | pachi & plexa ownz | RIP _
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
Last Edited: 2009-03-22 18:32:09
March 22 2009 18:31 GMT
#16
workers = minerals patch * 3 - 1

I found that even when you went to 3.1 scvs per mineral patch, the rate of return of minerals still increases.

I compared the cost of the system to the rate of return, and I found that the ideal number of workers is actually at 1.0 per pach (but I do not know how it would work with less, my feeling is that it is actually equal to 1.0 per patch).

Looking at real game situations, that is impractical, because it is more difficult to defend, and it takes time to build an expansion. Also, having extra workers at a mining area is not a bad thing.

However, there are benefits to it having a lot of expansions.

For instance - I played an EPIC game of TvT on Python a while ago. I put a fairly early contain my opponant, and limited him to 3 bases (I destroyed his fourth). I proceeded to make an expansion at every spot save 1, and I only had at maximum 1.0 scvs/patch at any of them (other than at the very beginning when I only had 2, I had close to 3.0 per).

I had 8 small bases to his 3 big ones. We both had a similar amount of SCVs mining at any given time (I actually had less). I had a larger army, and I was able to recover my losses faster.

The whole game led to him trying to move out with his army, or he would harass me and kill off my expansions, only to have me rebuild them. I had units all over the battlefield, enabling me to shoot down his Dropships before they could do too much damage, and also it allowed me to react to where he was attacking, allowing me to push him back. I lost a lot more units than he did during the game.

Eventually he mined out, and I was able to stop him from expanding, and when his final units died, I officially won the game.

This game is what spiked my interest in the "ideal mining" subject. I had a better economy, I was able to sustain it longer, and I was able to have a larger total army, because I spread myself out more. For a large portion of the game, I had 10 factories pumping units constantly. At one point, I had 12 factories pumping units. He made about as many factories, but I killed most of them early on, and he did not have more than 6 pumping units at any given time.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
darnoconrad
Profile Joined September 2008
Canada110 Posts
March 22 2009 23:46 GMT
#17
Knowledge is useful if you can use it!
Reason is not automatic. Those who deny it cannot be convinced by it. Do not count on them. Leave them alone. - Ayn Rand
rrsszzcc
Profile Joined March 2009
China22 Posts
March 23 2009 11:23 GMT
#18
Haven't figured out what ur formula is
May be follow the tactic idea is the most important thing, you can have that much scvs if you want to make a rush.
cyx
McCrank
Profile Joined March 2008
204 Posts
March 23 2009 12:03 GMT
#19
I did some tests myself some time back to figure out how many SCVs were necessary to get maximum out of an expansion. Never used it to anything because in a game you always produce SCVs so when you expand you can move like 24 SCVs there straight away.
Impervious
Profile Blog Joined March 2009
Canada4222 Posts
March 23 2009 14:17 GMT
#20
On March 23 2009 20:23 rrsszzcc wrote:
Haven't figured out what ur formula is
May be follow the tactic idea is the most important thing, you can have that much scvs if you want to make a rush.


I don't have a formula. I tried to make one, but there really isn't one.

Basically, no matter how much you spend on your economy (until about 3.0 workers/patch), you get a similar return on investment.

The most efficient setup is to have 1.0 workers/patch, and you can have more units because you use less workers to keep up the same economy. As Terran, you gain the ability to use more Comsat or Nukes. As Zerg you gain the ability to produce units faster. Your economy is more stable against harassment, because it hurts a smaller portion of your economy than it would if you hit one of your opponants expansions. You can also outlast your opponant, because your opponant will mine out quicker.

However, you are more spread out, which means you are more vulnerable to harassment and counterattacks. Also, it takes longer to see a return on investment than simply adding SCVs at each current expansion.

This is why I believe that there is no "ideal" number of workers - it depends on the map, you, your opponant, and other factors. Knowing that you get a similar return on investment, you make your own decision on what is better - 1.0 workers/patch, 3.0+ workers/patch, or something inbetween.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 1930
Lowko478
elazer 166
trigger 68
Codebar 3
StarCraft: Brood War
Jaedong 1870
Mini 1230
EffOrt 960
Light 575
Hyuk 507
firebathero 356
ggaemo 246
Snow 209
Mong 142
actioN 137
[ Show more ]
hero 123
Free 116
Leta 107
Rush 90
Pusan 59
Dewaltoss 57
Killer 56
ToSsGirL 52
[sc1f]eonzerg 41
Aegong 37
JYJ 35
sorry 32
scan(afreeca) 31
Bale 26
Sacsri 21
Movie 21
IntoTheRainbow 17
Rock 17
yabsab 17
Terrorterran 14
GoRush 12
zelot 12
Purpose 10
ajuk12(nOOB) 8
Dota 2
qojqva2257
Dendi1017
XaKoH 564
Fuzer 150
Counter-Strike
kRYSTAL_53
Other Games
singsing2586
hiko989
B2W.Neo862
crisheroes291
Pyrionflax200
ToD108
ArmadaUGS44
Mew2King40
Organizations
Dota 2
PGL Dota 2 - Main Stream395
StarCraft: Brood War
lovetv 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 67
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV369
League of Legends
• Nemesis3834
• Jankos2433
• TFBlade766
Upcoming Events
RSL Revival
2h 33m
Bombastic Starleague
5h 33m
PiGosaur Cup
9h 33m
Kung Fu Cup
20h 33m
Replay Cast
1d 9h
CrankTV Team League
1d 20h
Bombastic Starleague
2 days
The PondCast
2 days
HomeStory Cup
2 days
Replay Cast
3 days
[ Show More ]
HomeStory Cup
3 days
Replay Cast
4 days
HomeStory Cup
4 days
Sparkling Tuna Cup
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-06-29
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
CSL Season 21: Qualifier 2
SCTL 2026 Spring
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
IEM Rio 2026

Upcoming

CSL 2026 Summer (S21)
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
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.