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zerg 12 hatch/overpool risk/benifit?

Forum Index > Brood War Strategy
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Xma
Profile Joined October 2009
United States147 Posts
August 14 2010 17:42 GMT
#1
after reading articles on 12 hatch vs 2 gate and stuff it seems to me that the build is very versatile even in the face of early pressure assuming you have decent micro. however, can someone use this build like 99% of the time in both zvt and zvp and have the benefits out weigh the cons? if a 12 hatch struggles ALOT vs proxy rax and proxy gates ect., is it better to overpool like 100% of time in both mu's and not worry about proxies, because im looking for a standard build that wont lose when people cheese me which is very common on bnet and iccup. Regardless many guides have 12 hatch as the "norm". I wonder if its best to lose those like few rush games and focus on mainly 12 hatching vs the overpool builds. So really im trying to ask which is best for overall standard play that can be applied in many situations (including cheese) as im trying to work on one build at a time to master a basic build for both zvt and zvp.

**yes i saw the oystein fpvod of 12 hatch stopping proxy gates but is that really viable? it seems a toss with sick micro will destroy your 12 hatch as he will deny sunken placement ect. setting u back
Lightwip
Profile Blog Joined April 2010
United States5497 Posts
August 14 2010 17:47 GMT
#2
12 hatch is more economical, while overpool is more safe. It really is your choice.
12 hatch can defend proxy gates well enough as long as you use your lings to delay zealots and drones to protect sunkens. That's particularly convenient considering it's an economic choice. You're only really screwed if you go for 3 hatch before pool.
Overpool/9 pool give you some map control, but 12 hatch gives you economy earlier. Your choice.
If you are not Bisu, chances are I hate you.
Empyrean
Profile Blog Joined September 2004
16985 Posts
August 14 2010 17:48 GMT
#3
In terms of safety, on most maps, 12 hat is able to fend off all but the most risky rushes and come out ahead economically.
Moderator
seRapH
Profile Blog Joined April 2009
United States9756 Posts
August 14 2010 17:49 GMT
#4
generally, overpool vT isn't going to be good. its possible to stop even a BBS with 12hatch, and the economic difference is huge. sure you won't die early on, but you may very well die later.

ZvP is one of my worst matchups so i just won't comment...
boomer hands
Xma
Profile Joined October 2009
United States147 Posts
August 14 2010 17:51 GMT
#5
well that small timing of harass still is worth it as 12 hatch sets me up way faster for a strong midgame right? and its not like every game is cheese so wont i be better off the majority of the time if i just focus on 12 hatching and work on micro vs harass? it just feels like overpool is only good if u KNOW someone is either fe'ing or putting super pressure early, where as 12 hatch seems to handle all but has minor difficulty vs proxies and thats about it
seRapH
Profile Blog Joined April 2009
United States9756 Posts
August 14 2010 17:53 GMT
#6
you could always change it up with the map. on 2p maps overpool vP so if they scout after pylon they won't be blocking your hatchery.
boomer hands
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
August 14 2010 18:22 GMT
#7
i overpool (zvp) on any map that has a buildable center. for zvt i think 12hatch should be fine as long as you scout with a drone, because you can just cancel the hatchery if needed vs bbs (scout with a drone) and then be able to come back. This doesnt work so well in zvp bcuz zealots are much stronger on their own than marines.
aka DragOn[NaS]
Xma
Profile Joined October 2009
United States147 Posts
August 14 2010 19:21 GMT
#8
so wait with overpool are you supposed to like start a mini contain as you expand making up for the economy loss u would have with a 12 hatch?, so its like when u want control / economy? early control late eco= overpool and 12 hatch is opposite? but overpool benefits with extra saftey and like hatch blocking?
Timangi99
Profile Joined November 2008
Sweden73 Posts
August 14 2010 19:29 GMT
#9
If you want to be a better player, go 12 hatch.
abcdefghiklmNEVERGONNAGIVEYOUUPopqrstuvwxyz
micro7295
Profile Joined August 2010
United States68 Posts
Last Edited: 2010-08-14 19:44:42
August 14 2010 19:38 GMT
#10
going for hatchery is always my choice :/ unless ur going to cheese, pool can wait. seriously.

note: cheesing bots isnt as fun or exciting as ud like. neither is distracting idiot workers with 1 probe. they dont change lol. works every time

an early pool is generally not for an early contain. thats like the backup plan if ur cheese went horribly wrong. ur gonna get ur zerglings in there for a lil harassment to destroy some of their eco (to make up for urs) and ur gonna micro em and keep em in there for as long as possible . keep distracing them. vs terran, u can generally get 6 in b4 they make too many marines and u can usually cheese them very nicely once marines r dead (if theyre pretty good, theyll have walled off and had a few marines by the time u get there :p and then ur in trouble)
an ultralisk, an ultralisk, my hive for an ultralisk
TheMute
Profile Blog Joined July 2009
United States458 Posts
August 14 2010 19:45 GMT
#11
I always 12 hatch in ZvT. No reason not too. Drone scout his base or proxys with 9 drone or drone you send out with 12 hatch.

For ZvP, 12 hatch is optimal vs 2 gate but bad vs proxy gates. Vs 2 gate get a sunken at nat right away. Proxy gates can be hard to deal with because lings don't come in time for first zeal. Personally, I don't like 12 hatch ZvP because P usually FEs and skips cannons and gets Nexus first. I like to force cannons so I go Overpool or Overpool speed. On 4p maps, P might still put down 2 cannons first to be safe when you 12 hatch.

Or if you 12 hatch ZvP, make sure to block his nexus with your scouting drone like they always do to us!
Friends are simply people you can do/say vulgar things to.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
August 14 2010 19:46 GMT
#12
vT if you decide to go for a 9 pool, then you should just go 9 pool burrow
Writerptrk
O-ops
Profile Joined February 2009
United States4236 Posts
August 14 2010 20:22 GMT
#13
On August 15 2010 04:46 ArvickHero wrote:
vT if you decide to go for a 9 pool, then you should just go 9 pool burrow


With all the idiots that 14cc these days 9 pool is viable
Fan of the Jangbanger
Chaos
Profile Joined July 2009
United States772 Posts
August 14 2010 20:50 GMT
#14
Yeah in ZvP you also want to keep in mind how your opponent is affected by your build. If you go 12 hatch and then your opponent scouts it, he can go nexus before forge. I personally overpool almost every game ZvP because I prefer to make my opponent get forge before his nexus.
FruitMarket
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
August 14 2010 20:52 GMT
#15
Against proxy plays: Overpool
Against one-base plays: 12 Hatch
Against defensible FEs: 12 Hatch or Overpool
Against economic cheese: Overpool

Overpool can generally delay an FE enough to make back the cost.
My strategy is to fork people.
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
Last Edited: 2010-08-15 04:10:31
August 14 2010 20:57 GMT
#16
Edit: I wanna change my post not because I'm wrong or gave bad advice. It's just Oystein is 1. a much better player who's post does and a better job answering your question and should be respected as law and 2. on the second page where he doesn't belong ^.^
On August 15 2010 12:40 Oystein wrote:
On most 3\4 player maps 12hatch is perfectly fine as long as you scout correctly with your first overlord to be able to change into an overpool if you see a probe, so you avoid having to go the trash 12pool. Personally I like to scout with a drone slightly before I expo or at the same time, going straight for the center looking for proxies first before I go regular scouting for his main. The advantages for 12hatch is that you get obviously a better econ, at the cost of losing an overlord or 2 more vs his first sairs if he goes nexus, gate before cannons compared to an overpool. Also once you get comfortable defending vs 2gates and proxies, you will have a way better build vs non proxied 2gates and 1gate tech builds than the overpool.

With an overpool you don`t really force cannons before nex either, since most good Ps will either do a slight probecut at 12\13 getting that nex up before they start cannons or pylon block you while trying to deny you from planting your first hatch while cannoning up at home. Of course if they do this their gate will be a bit later, so their tech will be delayed but their econ will still be good.

In the end its kinda just up to your own preferance what build to use, 12hatch will give you a better economy and versatility while overpool gives you more safety and offers possibly aggressive plays like doing a lingrunby. Knowing how to play both builds are your best choice instead of trying to only learn one.
MyLove + Your Love= Supa Love
Tazza
Profile Blog Joined May 2009
Korea (South)1678 Posts
August 14 2010 21:13 GMT
#17
U do 12 hatch in zvt, and overpool in zvp. This is what most of the pros do
Frigo
Profile Joined August 2009
Hungary1023 Posts
Last Edited: 2010-08-15 01:02:46
August 15 2010 00:57 GMT
#18
I usually do gastrick-drone-overlord-10hatch-12pool both in ZvT and ZvP, never had any problems except for very close proxy rax on 2player maps, or very very early probe scouts. IMHO better than overpool or 12hatch. You could build your pool earlier though if you suspect cheese play.
http://www.fimfiction.net/user/Treasure_Chest
Papvin
Profile Joined May 2009
Denmark610 Posts
August 15 2010 01:27 GMT
#19
Hey there. Against Terran, to quote/paraphrase Day[9]: "Don't be pussy, 12 hatch always!!!". 12 hatch has simply been proven to be superior to every other opening in zvt, and it should be your staple build. If you're playing a BoX against someone, sure go ahead and mix your builds up, but on ladder, always 12 hatch!
Against Protoss, this is slightly tricky. I find blindly 12 hatching bad play, since if a probe scouts you on first try, you're hugely behind, having to go 12 pool, which SUCKS in zvp. So in general in zvp, go overpool. Though, on many maps, like Python and Fighting spirit, you can send your overlord so you will see if his probe finds you on first try. If it does, you'll see it in time to go overpool. If it doesn't, you can go 12 hatch. This is the way Calm and many other tip top zergs opens zvp, and I find it the strongest way to open.
"It's criminally negligent to dismiss Rock's contributions to other people's careers", Dukethegold
Uncle NayNay
Profile Joined August 2010
United States11 Posts
August 15 2010 02:22 GMT
#20
Against terran, a 12 hatch is definitely recommended, even on 2-player maps. The risk of getting bunker-rushed is outweighed by the fact that your opponent is unlikely to be Boxer, and thus at least has something less than a 9000% success rate. If the rush fails, then the zerg is considerably ahead. This is largely independent of the map, although rushes will be fairly more common on 2-player maps. However, the fact remains that a terran must predict a 12 hatch by the zerg BEFORE actually scouting them, and make a 2nd barracks before the scout gets there--sometimes at a proxy location. Otherwise the rush will fail for lack of marines. On the other hand, standard TvZ is to go CC after barracks anyways, and normally the terran commits to that from the start of the game.

Against protoss, I go overpool as a matter of course, because it can easily stop all 2-gate pressure builds, and transitions nicely into counters for forge FE. In particular:

1. The fast lings force the protoss to make up to 2 cannons before nexus, which puts their economy slightly behind yours.
2. The overpool build actually allows you to get your 3rd hatchery down slightly faster than a 12 hatch build, because you sit with more drones mining while your 2nd hatchery is morphing. But this can only translate into an advantage for the zerg if they can maintain that 3rd base. Then again, that's what that earlier pool is for.
3. Because of the nature of the faster 3rd, overpool builds start off very briefly aggressive with the early lings, then slowly accelerate the economy to a bone-crushing degree. The 12 hatch, on the other hand, gets a faster economy acceleration, because of the opportunity to saturate that 2nd base faster, rather than slowly adding drones at 3 hatcheries simultaneously. This can grant the flexibility of being able to expand slower but safer, as opposed to the rather greedy fast 3-base builds I tend to favor.
Twist King
Profile Joined August 2010
United States60 Posts
August 15 2010 02:32 GMT
#21
i feel overpool is the "safest" build to go vs P. it forces early cannons from the protoss
but you can always put down that early hatchery.

i personally like 12 pool into expansion. gas might be late but its sooo easy to take your third gas
똥무든개는... 더럽다?
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
August 15 2010 03:05 GMT
#22
On August 15 2010 11:22 Uncle NayNay wrote:
Against protoss, I go overpool as a matter of course, because it can easily stop all 2-gate pressure builds

This is only true on maps that aren't toxic to 2 gate pressure builds.

However, most modern maps are toxic to 2 gate pressure builds.
My strategy is to fork people.
Oystein
Profile Blog Joined December 2004
Norway1602 Posts
August 15 2010 03:40 GMT
#23
On most 3\4 player maps 12hatch is perfectly fine as long as you scout correctly with your first overlord to be able to change into an overpool if you see a probe, so you avoid having to go the trash 12pool. Personally I like to scout with a drone slightly before I expo or at the same time, going straight for the center looking for proxies first before I go regular scouting for his main. The advantages for 12hatch is that you get obviously a better econ, at the cost of losing an overlord or 2 more vs his first sairs if he goes nexus, gate before cannons compared to an overpool. Also once you get comfortable defending vs 2gates and proxies, you will have a way better build vs non proxied 2gates and 1gate tech builds than the overpool.

With an overpool you don`t really force cannons before nex either, since most good Ps will either do a slight probecut at 12\13 getting that nex up before they start cannons or pylon block you while trying to deny you from planting your first hatch while cannoning up at home. Of course if they do this their gate will be a bit later, so their tech will be delayed but their econ will still be good.

In the end its kinda just up to your own preferance what build to use, 12hatch will give you a better economy and versatility while overpool gives you more safety and offers possibly aggressive plays like doing a lingrunby. Knowing how to play both builds are your best choice instead of trying to only learn one.
God Hates a Coward
ArvickHero
Profile Blog Joined October 2007
10387 Posts
August 15 2010 04:25 GMT
#24
On August 15 2010 11:22 Uncle NayNay wrote:
1. The fast lings force the protoss to make up to 2 cannons before nexus, which puts their economy slightly behind yours.

Actually, Protoss can easily get away w/ 1 cannon vs overpool or even nine pool. In fact, current trends have Protosses going Forge-Nexus vs Overpool/Nine pool on some maps/some positions. Only versus any early gas does Protoss need to put down 2 cannons before Nexus.
Writerptrk
DarkSaieden
Profile Blog Joined July 2008
South Africa254 Posts
August 15 2010 14:09 GMT
#25
I always overpool vs p, simply cos its all round. Even vs two gate, just make sure you get a surround on his 1st zealot with your 1st lings, and make more if needed. Then i just place my 3rd hatch at nat, and go straight for a 3 hatch hydra timing attack before his nat can kick in. I find going den, hydra speed, lair, ling speed, lurker, range, quite effective.
shucklesors
Profile Joined May 2010
Singapore1176 Posts
August 15 2010 14:51 GMT
#26
im zerg too, and i think that on a 4 player map you should always always 12 hatch, regardless.

for the rest, against protoss, normally overpool wont be good because players around D and maybe even C wont ever risk the slightly later cannons with your overpool, they normally strictly follow to guides on countering overpools and 12 hatch timings respectively.
regarding terran, 12 hatch should MOSTLY be done. bunker rushes or bbs' just need a few drones, then after your hatch is done you might wanna drop a sunken immediately. nowadays the percentage of good ramp blockers are increasing, so the first 6 lings wont usually do much..
hellbound
Profile Joined April 2010
United Kingdom2242 Posts
August 15 2010 15:45 GMT
#27
While I may be the worst player posting, I would definitely not recommend always going 12hat vs T. At least on ICCUP. Nowadays greedy TvZ openings are just way too popular, I throw in an overpool or even a 9pool about 30% of my games and while if he was going for a 1rax FE and walled properly I'm behind but it's still playable, however I often find with my first 6 lings in his nat: 1rax producing 1st marine, 1 depot, CC under construction and a bunker under construction or some other uber-greedy setup. In this case even if he is very good he will usually die in an embarrassing manner, call you a cheeser or w/e and leave. While I understand the arguments to play standard in public games and mix it up in BoX, we should really keep them terrans on their toes in the public games too.

Also, does anyone feel insulted when your opponent goes for some high risk cheese? It just annoys me to hell, I wonder if anyone else has this problem...
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
August 15 2010 16:10 GMT
#28
On August 15 2010 23:09 DarkSaieden wrote:
I always overpool vs p, simply cos its all round. Even vs two gate, just make sure you get a surround on his 1st zealot with your 1st lings, and make more if needed. Then i just place my 3rd hatch at nat, and go straight for a 3 hatch hydra timing attack before his nat can kick in. I find going den, hydra speed, lair, ling speed, lurker, range, quite effective.

LOL.

2 gate waits for 3 zealots to move out against an overpool for exactly this reason.

Try playing against a 9/10 gate's 3 zealot 3-4 probe attack before you proclaim 2 gate such an easy foe.
My strategy is to fork people.
MTSL_Mantra
Profile Joined July 2010
United States20 Posts
August 15 2010 16:25 GMT
#29
I usually assume a forge fast expand on a map that isn't strong for gateway pressure, and if I see gateway first I'll put a pool at 12 and go 12pool to counter the potential early pressure. It's probably not necessary unless I see 2gate, but I like to play it safe. If you see sparse zealot production you can harass, if you see heavier you can play more defensively. It's probably not the best idea in the world but it works relatively well for me. I like 12hatchery the more I play it and I'll probably get to the point where it becomes almost my standard, but when I play against my friends at LAN parties or wahtever I always face the same basically 9/10 2gate build and that's all they do, so I never really bother to play economically.

Both builds (overpool/12hatch) are obviously viable, it just depends on the map and what you scout protoss doing. Unfortunately unless you send a drone scout you probably won't see if its a FE build or gateway pressure until you've already commited yourself to a 12 build.
Metaspace
Profile Joined November 2006
Austria670 Posts
Last Edited: 2010-08-16 09:46:26
August 16 2010 08:53 GMT
#30
On August 15 2010 09:57 Frigo wrote:
I usually do gastrick-drone-overlord-10hatch-12pool both in ZvT and ZvP, never had any problems except for very close proxy rax on 2player maps, or very very early probe scouts. IMHO better than overpool or 12hatch. You could build your pool earlier though if you suspect cheese play.

Could any of the pro's please comment on that?

I thought dual hatch is not viable, nor is extractor trick, except for 9 pool.
Wir haben zuwenig Vespingas!
TriniMasta
Profile Joined December 2009
United States1323 Posts
August 16 2010 09:55 GMT
#31
You're really not going to face a LOT of 2 gate. in ZvT, it's pretty safe to 12 hatch, I mean how often does a terran BBS a zerg. Overpooling doesn't really hurt you if it doesn't work (as long as you don't lose all your zerglings), as it forces cannons to be made. So you're somewhat on even footing =D
정명훈 FIGHTING!!! Play both T and P.
Impervious
Profile Blog Joined March 2009
Canada4199 Posts
August 16 2010 12:59 GMT
#32
Nobody mentioned 9 hatch? Seriously?

Pretty good economically, and easier to deal with rushes than a 12 hatch. 2/3 hatch ling or hydra all-ins seem to work better out of a 9 hatch, and a 2 hatch muta is still pretty respectable.

I love that opening btw. So freaking safe and versatile, yet doesn't put you that far behind a 12 hatch.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
Mortician
Profile Blog Joined December 2008
Bulgaria2332 Posts
Last Edited: 2010-08-16 13:20:48
August 16 2010 13:11 GMT
#33
vT - 12 hatch. Awlays. No exceptions! (and 9 drone scout to see if he is doing something funky just in case, if you are sure you can handle anything, scout at 12)

vP - 12 hatch only on 4 player maps and awlays drone scout on 9, first to the usual proxy locations and then cross positions so you scout the middle. If you see a scouting probe go overpool or 9 pool if you spotted it with the overlord (that is the timing if he scouted you first) to force forge (+2 cannons for 9 pool) before nexus. You are scouting early so you will see if he is going for some kind of 2 gate.

Never 12 hatch on 2 player maps, always overpool, that way if he is going for a FE he needs to get a forge then nexus and a cannon, and if he is doing some kind of 2 gate you go 3rd hatch in the natural with a bit of sim city and you are fine to go

On August 15 2010 12:05 Severedevil wrote:
Show nested quote +
On August 15 2010 11:22 Uncle NayNay wrote:
Against protoss, I go overpool as a matter of course, because it can easily stop all 2-gate pressure builds

This is only true on maps that aren't toxic to 2 gate pressure builds.

However, most modern maps are toxic to 2 gate pressure builds.


What do you mean by toxic?

On August 16 2010 21:59 Impervious wrote:
Nobody mentioned 9 hatch? Seriously?

Pretty good economically, and easier to deal with rushes than a 12 hatch. 2/3 hatch ling or hydra all-ins seem to work better out of a 9 hatch, and a 2 hatch muta is still pretty respectable.

I love that opening btw. So freaking safe and versatile, yet doesn't put you that far behind a 12 hatch.


Actually, yes it does but you behind. 9/10 gatch is only for speedling all-in, you are far behind in economy and 2 hatch hydra/muta works better out of a 9 pool speed -> no scouting for the P, faster tech

On August 15 2010 11:32 Twist King wrote:
i feel overpool is the "safest" build to go vs P. it forces early cannons from the protoss
but you can always put down that early hatchery.

i personally like 12 pool into expansion. gas might be late but its sooo easy to take your third gas


That is the worst build for zerg, I do it only if I get ebay rushed, or scout something with 9 drone. You can't agressive, so you dont force the opponent to make defence, you are not economically ahead, because 12 hatch surpases by far 12 pool.

12 pool expand is for ZvZ and ZvT 2 hatch muta

On August 16 2010 17:53 Metaspace wrote:
Show nested quote +
On August 15 2010 09:57 Frigo wrote:
I usually do gastrick-drone-overlord-10hatch-12pool both in ZvT and ZvP, never had any problems except for very close proxy rax on 2player maps, or very very early probe scouts. IMHO better than overpool or 12hatch. You could build your pool earlier though if you suspect cheese play.

Could any of the pro's please comment on that?

I thought dual hatch is not viable, nor is extractor trick, except for 9 pool.


I am by no means a pro, but like I said before, 9/10 hatch is only vialbe for zergling all-in and extractor trick helps you only with those 2 and 9 pool, since it gives you a bit of economy, which you need if you deal enough damage but dont kill the opponent and need to transition out of it

On August 16 2010 01:10 Severedevil wrote:
Show nested quote +
On August 15 2010 23:09 DarkSaieden wrote:
I always overpool vs p, simply cos its all round. Even vs two gate, just make sure you get a surround on his 1st zealot with your 1st lings, and make more if needed. Then i just place my 3rd hatch at nat, and go straight for a 3 hatch hydra timing attack before his nat can kick in. I find going den, hydra speed, lair, ling speed, lurker, range, quite effective.

LOL.

2 gate waits for 3 zealots to move out against an overpool for exactly this reason.

Try playing against a 9/10 gate's 3 zealot 3-4 probe attack before you proclaim 2 gate such an easy foe.


Like I mentioned, 3 hatch on 2 bases with good simcity to fend this off and then 3 hatch hydra
"If anything, the skill cap in sc2 is higher [than sc1] because there are a lot more things you can do at one given time. " darmousseh
Metaspace
Profile Joined November 2006
Austria670 Posts
August 16 2010 13:27 GMT
#34
Thx Mortician, sounds reasonable
Wir haben zuwenig Vespingas!
Impervious
Profile Blog Joined March 2009
Canada4199 Posts
August 16 2010 14:38 GMT
#35
9 hatch is awesome at dealing with any type of cheese (bunker rushes, proxy gates, etc) because of a faster sunken + lings. It also gives you an earlier hatchery than a 12 hatch, so you can pump a few extra drones sooner, to catch up compared to a 12 hatch build, making it not nearly as bad as 12 pool/overpool/9 pool when it comes to the economy of it. And there are several awesome all-ins that can be done out of it (from the 9 hatch 9 pool 9 gas 9 ovie opening). You can also go the eco route with a 9 hatch 9 pool 10 ovie 13 hatch(after 6 lings if needed, or less + drones instead), with gas about 16 (I get my gas at 18 when I do this, which is a little late, but I'm a macro-style zerg player, so its all good). Of course, if you scout some kind of cheese, make a sunken as soon as the hatchery finishes, and pop 8 lings asap, to easily clean it up.

Of course it is not as good economically as a 12 hatch..... then again, 12/13 hatch 12 pool is better than a 12 hatch 11 pool 13 hatch, when it comes to economy, but will leave you dead in the water against any kind of rush..... It's all about where you want to draw the line. If you want something to use as a "standard opening", I would at least suggest giving it a shot. It opens pretty nicely into 2 or 3 hatch plays (including the 3 hatch spire into 5 hatch hydra). It is not only for speedling all-ins only..... I used this opening in hundreds of games at the C- level, and it feels more comfortable than any other opening I've tried massing games with.

I'd still suggest learning the 12 hatch opening, since it is better to use if you expect no crazy play from your opponent (maybe you're in a tournament or a Bo5 with someone, and you know they wont cheese you). Same thing for 9 pool speed..... But, as a standard opening for laddering, or as a specific anti-cheese opening, I love it. And that is what he's asking for.

I have no idea what rank he is, but he's likely D/D+ (C- is where the cheesing seems to slow down). He also seems to have some difficulties with the micro required to pull off a 12 hatch against a bunker rush or a 2 gate opening.....

And, before you ask, yes, I did practice 9 hatch against Z and R players..... It does work, decently..... You really need to find some breathing room to get an extra 3 drones (minimum) quickly though in ZvZ. But the timings are different than a 12 hatch, which can throw your opponent off, and they can underestimate how many zerglings you can make early on for a hatch-first opening, which can help against a greedy player.
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Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
Last Edited: 2010-08-16 17:34:58
August 16 2010 17:33 GMT
#36
how does a 12 pool opening fair compared to overpool and 12 hatch? (for zvz zvp and zvt?)
Jaedong.
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
Last Edited: 2010-08-16 18:18:18
August 16 2010 18:16 GMT
#37
On August 15 2010 12:40 Oystein wrote:
On most 3\4 player maps 12hatch is perfectly fine as long as you scout correctly with your first overlord to be able to change into an overpool if you see a probe, so you avoid having to go the trash 12pool. Personally I like to scout with a drone slightly before I expo or at the same time, going straight for the center looking for proxies first before I go regular scouting for his main. The advantages for 12hatch is that you get obviously a better econ, at the cost of losing an overlord or 2 more vs his first sairs if he goes nexus, gate before cannons compared to an overpool. Also once you get comfortable defending vs 2gates and proxies, you will have a way better build vs non proxied 2gates and 1gate tech builds than the overpool.

With an overpool you don`t really force cannons before nex either, since most good Ps will either do a slight probecut at 12\13 getting that nex up before they start cannons or pylon block you while trying to deny you from planting your first hatch while cannoning up at home. Of course if they do this their gate will be a bit later, so their tech will be delayed but their econ will still be good.

In the end its kinda just up to your own preferance what build to use, 12hatch will give you a better economy and versatility while overpool gives you more safety and offers possibly aggressive plays like doing a lingrunby. Knowing how to play both builds are your best choice instead of trying to only learn one.


how do you change a 12hatch into an overpool? :o
edit: nm im retarded..you mean you scout center w/ overlord first right?
aka DragOn[NaS]
Oystein
Profile Blog Joined December 2004
Norway1602 Posts
August 16 2010 18:21 GMT
#38
On August 17 2010 03:16 FyRe_DragOn wrote:
Show nested quote +
On August 15 2010 12:40 Oystein wrote:
On most 3\4 player maps 12hatch is perfectly fine as long as you scout correctly with your first overlord to be able to change into an overpool if you see a probe, so you avoid having to go the trash 12pool. Personally I like to scout with a drone slightly before I expo or at the same time, going straight for the center looking for proxies first before I go regular scouting for his main. The advantages for 12hatch is that you get obviously a better econ, at the cost of losing an overlord or 2 more vs his first sairs if he goes nexus, gate before cannons compared to an overpool. Also once you get comfortable defending vs 2gates and proxies, you will have a way better build vs non proxied 2gates and 1gate tech builds than the overpool.

With an overpool you don`t really force cannons before nex either, since most good Ps will either do a slight probecut at 12\13 getting that nex up before they start cannons or pylon block you while trying to deny you from planting your first hatch while cannoning up at home. Of course if they do this their gate will be a bit later, so their tech will be delayed but their econ will still be good.

In the end its kinda just up to your own preferance what build to use, 12hatch will give you a better economy and versatility while overpool gives you more safety and offers possibly aggressive plays like doing a lingrunby. Knowing how to play both builds are your best choice instead of trying to only learn one.


how do you change a 12hatch into an overpool? :o
edit: nm im retarded..you mean you scout center w/ overlord first right?

Correct, on most maps you can scout in a way that will show you both if hes probe is finding you on the first pos, and what position its coming from.
God Hates a Coward
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
August 16 2010 18:27 GMT
#39
On August 16 2010 17:53 Metaspace wrote:
Show nested quote +
On August 15 2010 09:57 Frigo wrote:
I usually do gastrick-drone-overlord-10hatch-12pool both in ZvT and ZvP, never had any problems except for very close proxy rax on 2player maps, or very very early probe scouts. IMHO better than overpool or 12hatch. You could build your pool earlier though if you suspect cheese play.

Could any of the pro's please comment on that?

I thought dual hatch is not viable, nor is extractor trick, except for 9 pool.

There's nothing non-viable about it, it's just a small adjustment on the 12 hatch. You get your 10th drone fast --> it gets to mine more, and you get your second hatchery faster for faster creep and larva (without wasting any larva). However, by delaying your 11th and 12th drones you end up with slightly less money than a 12 hatch.

If you want slightly faster creep and slightly more larva in exchange for slightly less cash, it's a reasonable adjustment to make. (Also, if you want an early drone scout, you can scout with the 10th drone and still have one miner on each patch. I think you can do this without wasting any larva - not sure.)

On August 16 2010 22:11 Mortician wrote:
Show nested quote +
On August 15 2010 12:05 Severedevil wrote:
On August 15 2010 11:22 Uncle NayNay wrote:
Against protoss, I go overpool as a matter of course, because it can easily stop all 2-gate pressure builds

This is only true on maps that aren't toxic to 2 gate pressure builds.

However, most modern maps are toxic to 2 gate pressure builds.


What do you mean by toxic?

A lot of maps are hideously bad for 2 gate openings, primarily because the rush distances are too long to use slow zealots. On those maps, Zerg can open with anything and still defend easily.

On maps that don't hardcounter 2 gate, overpool and especially 9 pool speed are weak to 2 gate openings.
My strategy is to fork people.
koreasilver
Profile Blog Joined June 2008
9109 Posts
August 16 2010 19:56 GMT
#40
The thing about 9/10 hatch builds in ZvP is that the only thing it excels at is combating 2gate builds. In any other situation it is not only inferior to other builds, but sometimes it is outright ruinous (Protoss scouts you on his first try and goes nexus before forge). It just isn't a versatile build. If for some reason you just know your opponent is going to 2gate proxy or something then sure, go for it, but how are you ever going to know under ordinary circumstances?
WhoNeedsMacro
Profile Joined July 2010
Canada43 Posts
August 17 2010 19:49 GMT
#41
12 Hatch gives you a huge advantage vs Terran, but vs Toss..... Well, usually, overpool vs toss is better I think, because unless the toss didn't get first scout on you, hes going to delay your hatchery like crap >:[. Then you have to throw down your pool and move your hatchery to your 3rd position, which delays everything about 12hatch overall o_o.
Until the day of his death, no man can be sure of his courage.
explicit
Profile Joined August 2010
52 Posts
August 17 2010 21:07 GMT
#42
If 9 OL is more economical then overpool, why would anyone want to go overpool in any MU that is not ZvZ. Zerg is not capable of early pressure with lings in other matchups, unless they fail their wall somehow. I'd favor 13gass/pool if going late expo.

And is 12 hatch proven to put you in a better position for the intial push/harass even? Sounds abit early to me, either making the pool come later or putting your econ so much behind that you'll either have less workers or food in total at the time when most pushes come - compared to a 14 or 15 hatch that is.
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
August 17 2010 21:40 GMT
#43
What is 9 OL? Overpool uses 9 Overlord. So do 12 Pool and 12 Hatch.

Overpool (and especially 9 Pool or 4/5 pool) punishes greedy plays and proxy plays. It's bad against most one-base plays since they just hold their ramp, and normally have plenty of units to do so, so the timing at which you have more Zerglings than a 12 hatchery build is rendered useless. (Although it would punish an extremely greedy one-base tech build. If Terran assumed the Zerg would 12 hatch, Terran might skip a wall and marines and rely on his first vulture to deal with Zerglings. Or a Protoss might tech straight to Corsair or even Reaver without delaying at all for ground units.)

One-base plays aren't the standard, however, and a 9 Pool/Overpool (and even 12 pool, sometimes) can force the Terran or Protoss player to delay their expansion and/or build extra static defenses.
My strategy is to fork people.
explicit
Profile Joined August 2010
52 Posts
August 17 2010 22:02 GMT
#44
On August 18 2010 06:40 Severedevil wrote:
What is 9 OL? Overpool uses 9 Overlord. So do 12 Pool and 12 Hatch.

Overpool (and especially 9 Pool or 4/5 pool) punishes greedy plays and proxy plays. It's bad against most one-base plays since they just hold their ramp, and normally have plenty of units to do so, so the timing at which you have more Zerglings than a 12 hatchery build is rendered useless. (Although it would punish an extremely greedy one-base tech build. If Terran assumed the Zerg would 12 hatch, Terran might skip a wall and marines and rely on his first vulture to deal with Zerglings. Or a Protoss might tech straight to Corsair or even Reaver without delaying at all for ground units.)

One-base plays aren't the standard, however, and a 9 Pool/Overpool (and even 12 pool, sometimes) can force the Terran or Protoss player to delay their expansion and/or build extra static defenses.

I just assumed overpool meant going pool at 10 and then overlord at nine again:p

But 12 hatch i though meant you'd go double extractor into hatch at 12, then pool at 11 and OL at 10 again. Just tested this and pool+hatch finished at the exact same time with some money for queens.

Ill check 9OL with 12 hatch now
koreasilver
Profile Blog Joined June 2008
9109 Posts
August 17 2010 22:19 GMT
#45
For god's sake, this is the Brood War forum.
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
August 17 2010 22:22 GMT
#46
This is a Broodwar thread. You're talking about SC2.

In Broodwar, supply is capped at 9 until you build an overlord (or another hatchery). Hence 9 pool and 9 overlord are the normal two branches. 9 pool can be followed with gas & overlord, or with Extractor Trick --> 10th drone & overlord. 9 Overlord is normally followed with a pool ("Overpool"), or some drones --> pool ("12 Pool"), or some drones --> hatch --> pool ("12 hatch"). There are other options, but those are the normal choices.
My strategy is to fork people.
J1.
Profile Joined March 2011
United States2 Posts
March 09 2011 10:05 GMT
#47
I agree with Uncle NayNay 100%.

The overpool build is a standard and the correct way to go versing any random protoss you have never met on the ladder. If you 12 Hatch versing a normal 2 gate with the protoss bringing some probes, you will get overrun easily. If you see that the protoss forge fast expanded, you are safe and you don't need to make many lings and start pumping drones again.

The 12 hatchery build versing a Terran should be fine. Your lings plus sunkens should be enough to defend any early pressure and will give you a big economical lead against your opponent.

This should be important to any new and upcoming zerg to use as a guide because often times, 12 hatchery can lead to easy losses for no reason versing a protoss.
JMave
Profile Blog Joined December 2007
Singapore1803 Posts
March 09 2011 13:55 GMT
#48
On March 09 2011 19:05 J1. wrote:
I agree with Uncle NayNay 100%.

The overpool build is a standard and the correct way to go versing any random protoss you have never met on the ladder. If you 12 Hatch versing a normal 2 gate with the protoss bringing some probes, you will get overrun easily. If you see that the protoss forge fast expanded, you are safe and you don't need to make many lings and start pumping drones again.

The 12 hatchery build versing a Terran should be fine. Your lings plus sunkens should be enough to defend any early pressure and will give you a big economical lead against your opponent.

This should be important to any new and upcoming zerg to use as a guide because often times, 12 hatchery can lead to easy losses for no reason versing a protoss.


i've heard people say that going 12 hatch is a better situation to be in rather than a 9 pool. all you have to do is to let your hatch take a few hits, save up lings and plant down a sunken and you will be in a good position.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
hellbound
Profile Joined April 2010
United Kingdom2242 Posts
March 09 2011 14:42 GMT
#49
On March 09 2011 22:55 JMave wrote:
Show nested quote +
On March 09 2011 19:05 J1. wrote:
I agree with Uncle NayNay 100%.

The overpool build is a standard and the correct way to go versing any random protoss you have never met on the ladder. If you 12 Hatch versing a normal 2 gate with the protoss bringing some probes, you will get overrun easily. If you see that the protoss forge fast expanded, you are safe and you don't need to make many lings and start pumping drones again.

The 12 hatchery build versing a Terran should be fine. Your lings plus sunkens should be enough to defend any early pressure and will give you a big economical lead against your opponent.

This should be important to any new and upcoming zerg to use as a guide because often times, 12 hatchery can lead to easy losses for no reason versing a protoss.


i've heard people say that going 12 hatch is a better situation to be in rather than a 9 pool. all you have to do is to let your hatch take a few hits, save up lings and plant down a sunken and you will be in a good position.


Depends on how early the gates are and if they are proxied or not. If he 2gates inbase 12 hatch is the best build to deal with it for me.
Mortality
Profile Blog Joined December 2005
United States4790 Posts
March 09 2011 19:50 GMT
#50
12 hatch is actually better for dealing with 2 gate in-base. 2 gate proxies it kind of depends a little on where his proxy is located.

The thing is, you're going to need the extra lings from that second hatch. If you overpool, then you will have 6 lings out when he only has 1 zealot, but if he waits a little bit he will have zealots coming out of 2 gates while you can only produce lings as fast as you get larva off 1 hatch, which is no good.

Generally 9 pool builds are better because they offer more versatility. 1 base 2 gate builds are sort of their weakness, but the effectiveness of 1 base 2 gate is very map dependent to begin with.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
meegrean
Profile Joined May 2008
Thailand7699 Posts
March 10 2011 15:58 GMT
#51
I always overpool when I play ZvP and it served me pretty well. Safety first.
Brood War loyalist
shinjin
Profile Joined January 2010
United States398 Posts
March 17 2011 07:59 GMT
#52
On August 18 2010 07:02 explicit wrote:

I just assumed overpool meant going pool at 10 and then overlord at nine again:p

But 12 hatch i though meant you'd go double extractor into hatch at 12, then pool at 11 and OL at 10 again. Just tested this and pool+hatch finished at the exact same time with some money for queens.

Ill check 9OL with 12 hatch now


what a winner

hmm, this thread is interesting. I always thought 3 hatch before pool was plausible in zvp for some reason, so if they put the nexus right after forge, you would still have an econ advantage
give it one more try because the best things in life dont come free.
Frigo
Profile Joined August 2009
Hungary1023 Posts
March 17 2011 10:08 GMT
#53
Nowadays I go gastrick-drone-overlord-10hatch-11pool, pump drones till 13, 8 lings when pool finishes, hatchery right after that. Can be adapted easily against bunker rush and 2gate, still has problems with proxy 2gate. Greedy terrans can be pressured with the lings, greedy tosses less so, they usually have a cannon up already.

http://www.fimfiction.net/user/Treasure_Chest
Taekwon
Profile Joined May 2010
United States8155 Posts
March 17 2011 13:13 GMT
#54
On March 17 2011 16:59 shinjin wrote:
Show nested quote +
On August 18 2010 07:02 explicit wrote:

I just assumed overpool meant going pool at 10 and then overlord at nine again:p

But 12 hatch i though meant you'd go double extractor into hatch at 12, then pool at 11 and OL at 10 again. Just tested this and pool+hatch finished at the exact same time with some money for queens.

Ill check 9OL with 12 hatch now


what a winner

hmm, this thread is interesting. I always thought 3 hatch before pool was plausible in zvp for some reason, so if they put the nexus right after forge, you would still have an econ advantage


With the current PvZ meta, the Neo-Bisu build makes it incredibly dangerous to get more than two hatches before pool. Not only does it allow Toss to punish more effetively. but it severely delays tech needed to counter Neo-Bisu like mutas and lurkers.
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Zyferous
Profile Joined September 2010
United States270 Posts
March 17 2011 13:15 GMT
#55
12 Hatch is basically standard versus all terran. The threat of a bunker rush can be thwarted by the (undesirable) pulling of ~6 drones. Other than that, small groups of marines pose no large threat as your first zerglings will make short work of them.

12 Hatch/Overpool ZvP is really match specific. What I find is that if it is a 4 player map, I will 12 hatch, and if it is a 2 player map, I will overpool. My reasoning is that unless they scout you first, a 12 hatch will deny any opportunity of them blocking your expansion. In addition, if they don't scout you first, protoss will be tempted to place at least one or two cannons down preemptively anyways. Overpool on a 2 player map will force the protoss player to build two cannons at his natural, or outright kills him if he somehow decides to only build one cannon or 14 nex's.
Jaedong forever.
DarkMatter_
Profile Joined January 2010
Canada1774 Posts
March 17 2011 14:26 GMT
#56
On August 15 2010 04:46 ArvickHero wrote:
vT if you decide to go for a 9 pool, then you should just go 9 pool burrow

I've always wondered how effective that is (assuming Terran is going for the usual fast expand and not some one base play). Does the zerg come out economically ahead? It'd be great if someone could shed some light on this.
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