• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:32
CEST 18:32
KST 01:32
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Stellar Fest TWO the Moon (Dec 16-20)6Weekly Cups (August 24-30): Patches' balance mod takes over2New 3v3 BGH Ladder (and more) on ShieldBattery!38Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles3
StarCraft 2
General
Weekly Cups (August 10-16): SHIN doubles Weekly Cups (August 24-30): Patches' balance mod takes over SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week
Tourneys
2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Which box art did your first copy of StarCraft 1 have? ASL22 General Discussion BW General Discussion New 3v3 BGH Ladder (and more) on ShieldBattery! XUN appreciation thread
Tourneys
[ASL22] Ro24 Group F Escore Tournament - Season 3 BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6419 users

Simple Questions, Simple Answers - Page 319

Forum Index > Brood War Strategy
Post a Reply
Prev 1 317 318 319 320 321 488 Next
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 01 2017 23:19 GMT
#6361
On June 02 2017 08:15 Denzak wrote:
http://wiki.teamliquid.net/starcraft/Category:Zerg_Build_Orders

There is no overpool versus Terran. Why not? Should Zergs never overpool versus a Terran?

This page was last modified on 18 June 2009, at 09:11



Maybe sometime I'll go write some articles in there for fun
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 03 2017 21:12 GMT
#6362
In TvP what's a good response if Protoss goes A) Gate -> Nexus -> Gate? Or B) Gate Gate -> Nexus? Right now go to opening is FD, but FD is pretty bad against 2 Gate openings, since they have too much stuff, especially Zealots for the mines.

I'm facing a lot of lower level Protoss that go for more earlier Gateway units, and then they focus on sniping early FD tanks.

Once the two gates are scouted, in this case, should mines be foregone for Siege first, along with a fast CC + nat walloff?

Really just focusing on openings here, maybe the first 5-8 minutes or so.
Cryoc
Profile Joined July 2011
Germany914 Posts
Last Edited: 2017-06-03 21:56:21
June 03 2017 21:55 GMT
#6363
You have to be more specific with your question, I assume you mean they cut probes with A to have 4 goons by the time you arrive? Otherwise, with decent micro you can fully push to their natural and sometimes delay mining or even kill the nexus.
Variant A is basically the safe expansion version vs FD. You don't need to push, just play a standard game. Your economies are about the same.

The same versus variant B, play defensive and place your mines at smart locations at your natural entrance. You have the economic advantage no need to push out. You should build around 6 marines to absorb enough shots while you lay mines. Research siege after mines asap so that you don't die to a possible bust with one zealot and the goons.

The only variant where I would recommend to switch to siege expand is if you scout a 10/15 gate opening. This one is almost impossible to hold with an FD.
http://www.twitch.tv/cryoc
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 04 2017 02:25 GMT
#6364
Thanks for the answer! I would be more specific but I'm at a low enough level that I don't think these guys are following particular builds. They are just making a bunch of extra stuff asap to snipe my tanks.

Alright thanks! I'll just not push in these cases and continue on
Luddite
Profile Blog Joined April 2007
United States2315 Posts
June 04 2017 06:33 GMT
#6365
Why do so many people join games and then instantly leave? Do they have some grudge against me? Misclick? They don't like my race pick? I guess it's not really that bad, I just wonder why it seems to happen so often (maybe 50% of the time when I create a game, someone does this). They leave so quick they wouldn't even have time to check my record, if that matters.
Can't believe I'm still here playing this same game
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 04 2017 06:59 GMT
#6366
In 1.18? Often times double click on game to join, but the list shifts at last second causing to join wrong game. Also sometimes they see race they don't like and leave.
jaeboss
Profile Blog Joined April 2017
69 Posts
June 04 2017 17:21 GMT
#6367
On June 04 2017 15:59 CecilSunkure wrote:
In 1.18? Often times double click on game to join, but the list shifts at last second causing to join wrong game. Also sometimes they see race they don't like and leave.


this happened so many times to me that i now use Alt-O to join games. i've miss-joined the same game 3 times in a row before because of double clicking.
Luddite
Profile Blog Joined April 2007
United States2315 Posts
Last Edited: 2017-06-05 03:07:20
June 05 2017 03:05 GMT
#6368
On June 04 2017 15:59 CecilSunkure wrote:
In 1.18? Often times double click on game to join, but the list shifts at last second causing to join wrong game. Also sometimes they see race they don't like and leave.


Thanks, that makes sense. That was really bugging me...

New question. In ZvP, Is there any way to stop a protoss player from taking hard-to-access expansions in the midgame? In particular the 3,6,9, and 12 o'clock expansions on Fighting Spirit, where there's just two small ramps (one of them guarded by their natural) and very little room. I try to scout them often, but it seems to always go like:

[run in zergling, nothing there]

{30 seconds later}

[run in another zergling and see multiple cannons warping, a pylon wall, zealots blocking the ramp, etc]

Or even if i do manage to catch it before they have defenses up, they'll just clear out my attacking lings with their entire army, and guard it until they get defenses up.

Once their defenses are up, it just seems like suicide to even try attacking it with my midgame ling/hydra army. And by the time I get defilers, they'll have reavers/high templar, so even with dark swarm it'll be difficult. Is there a good way to attack these expansions? Worth trying a drop? Or should I just not even try, and take another expansion myself?
Can't believe I'm still here playing this same game
Liquid`Drone
Profile Joined September 2002
Norway28879 Posts
June 05 2017 03:20 GMT
#6369
If protoss commits to taking the second natural then no, there's not really anything you can do to always stop it. You can try to delay as much as you can, with small ling squads picking off the probe, or your entire hydra group pre-templar (ramps are a good place to engage hydra vs zealot big numbers, a horrible place to engage vs storm), sometimes you can get lurkers up there and delay him until obs (p often tries to take the third pre-robo), if he didn't go corsair you can certainly delay it for a while with mutas.

But generally, on fighting spirit, you are just delaying, and imo, you want to prioritize droning up, teching up and stabilizing on 4 bases rather than trying to stop him from getting his third. Stopping p from establishing a second natural and main, that's kinda crucial, and p being about to take one of those sometimes forces your hand and means you need to engage. But the third you basically just have to accept that if he really tries to take it, he will take it. Still, killing the first probe he sends is good, killing the second is great, and if you manage to delay more than that, it's the kind of thing that starts to make a real difference.
Moderator
Luddite
Profile Blog Joined April 2007
United States2315 Posts
June 05 2017 03:53 GMT
#6370
On June 05 2017 12:20 Liquid`Drone wrote:

But generally, on fighting spirit, you are just delaying, and imo, you want to prioritize droning up, teching up and stabilizing on 4 bases rather than trying to stop him from getting his third. Stopping p from establishing a second natural and main, that's kinda crucial, and p being about to take one of those sometimes forces your hand and means you need to engage. But the third you basically just have to accept that if he really tries to take it, he will take it. Still, killing the first probe he sends is good, killing the second is great, and if you manage to delay more than that, it's the kind of thing that starts to make a real difference.


Thanks for the info. So basically, if you're not doing an early attack, you just play completely defensive until the late game? What if the P doesn't try to take a main/natural but instead goes for the side base on the other side of him (like, the 6 o'clock if he started at 7 o'clock)?
Can't believe I'm still here playing this same game
Ryzel
Profile Joined December 2012
United States561 Posts
June 05 2017 05:06 GMT
#6371
Hey, how should I micro drones to defend against 6 zerglings? I was under the impression that I should stack them on a mineral patch and just attack move, but when I did that they glitched out on themselves and spent the entire time trying to maneuver through each other like they were stuck in buildings and barely got any attacks out, lost all of them without killing a single zergling. I'm clearly missing something here, what is it?
Hakuna Matata B*tches
Liquid`Drone
Profile Joined September 2002
Norway28879 Posts
June 05 2017 09:21 GMT
#6372
On June 05 2017 12:53 Luddite wrote:
Show nested quote +
On June 05 2017 12:20 Liquid`Drone wrote:

But generally, on fighting spirit, you are just delaying, and imo, you want to prioritize droning up, teching up and stabilizing on 4 bases rather than trying to stop him from getting his third. Stopping p from establishing a second natural and main, that's kinda crucial, and p being about to take one of those sometimes forces your hand and means you need to engage. But the third you basically just have to accept that if he really tries to take it, he will take it. Still, killing the first probe he sends is good, killing the second is great, and if you manage to delay more than that, it's the kind of thing that starts to make a real difference.


Thanks for the info. So basically, if you're not doing an early attack, you just play completely defensive until the late game? What if the P doesn't try to take a main/natural but instead goes for the side base on the other side of him (like, the 6 o'clock if he started at 7 o'clock)?


Well in general you can always attack if an opening appears, so I don't agree with the 'completely defensive' line of thinking. You want to have units on the map, so you can poke at the protoss army, pick off stray templars and units, and have map awareness. And you can always have 3/5 hatch hydra as your standard build, then you'll often be aiming to end the game before p takes his third. But like, if you morph a lair, you're almost always accepting that p is gonna get his third.

I think p starting at 7 and taking 6 before 9 has two pretty obvious followups. Firstly, it really opens the p main to drops from the top. Secondly, it's an obvious play to move towards 5, so you gotta pay close attention to that. Overall I think it's significantly weaker from protoss and normally something zerg can punish with good army movement.
Moderator
Luddite
Profile Blog Joined April 2007
United States2315 Posts
June 05 2017 16:23 GMT
#6373
On June 05 2017 18:21 Liquid`Drone wrote:
Show nested quote +
On June 05 2017 12:53 Luddite wrote:
On June 05 2017 12:20 Liquid`Drone wrote:

But generally, on fighting spirit, you are just delaying, and imo, you want to prioritize droning up, teching up and stabilizing on 4 bases rather than trying to stop him from getting his third. Stopping p from establishing a second natural and main, that's kinda crucial, and p being about to take one of those sometimes forces your hand and means you need to engage. But the third you basically just have to accept that if he really tries to take it, he will take it. Still, killing the first probe he sends is good, killing the second is great, and if you manage to delay more than that, it's the kind of thing that starts to make a real difference.


Thanks for the info. So basically, if you're not doing an early attack, you just play completely defensive until the late game? What if the P doesn't try to take a main/natural but instead goes for the side base on the other side of him (like, the 6 o'clock if he started at 7 o'clock)?



I think p starting at 7 and taking 6 before 9 has two pretty obvious followups. Firstly, it really opens the p main to drops from the top. Secondly, it's an obvious play to move towards 5, so you gotta pay close attention to that. Overall I think it's significantly weaker from protoss and normally something zerg can punish with good army movement.


Oh I meant that he takes 9 oclock (his second natural), then takes 6 oclock. So he's got the two side bases well defended with cannons, his army in the natural which can quickly move to whichever side base is threatened, and his base is guarded from drops by the two side bases. So he's in a really tough defensive position, and he's got 4 bases/4 gasses, so he can quickly build up this 200/200 death ball that wrecks me. Or like you said he can even go take another main/natural.
Can't believe I'm still here playing this same game
-Frog-
Profile Joined February 2009
United States514 Posts
June 05 2017 16:24 GMT
#6374
The exact scenario you're describing happens in Effort's latest "Escape from F" video (https://www.youtube.com/watch?v=uJwc2bM64H0).

The protoss doesn't go right for the third but does take it after a speedlot attack and defends it with cannons/HT. Effort responds by ignoring the base, expanding to his 4th and teching to mutas so that he can confront the protoss army in the middle of the map. He ends up positioning himself in a way to defend his 4th if need be but also to counterattack the protoss main. After he snipes the HT protoss is forced to fight him when Effort engages the natural and can't win without storm.

Of course this is Effort playing and you can see him turn god mode on partway through the game in order to win, but the same principles apply. Don't try to break the fortified position but expand and try to force favorable engagements elsewhere on the map.
powered by coffee, driven by hate.
Liquid`Drone
Profile Joined September 2002
Norway28879 Posts
June 05 2017 18:48 GMT
#6375
On June 06 2017 01:23 Luddite wrote:
Show nested quote +
On June 05 2017 18:21 Liquid`Drone wrote:
On June 05 2017 12:53 Luddite wrote:
On June 05 2017 12:20 Liquid`Drone wrote:

But generally, on fighting spirit, you are just delaying, and imo, you want to prioritize droning up, teching up and stabilizing on 4 bases rather than trying to stop him from getting his third. Stopping p from establishing a second natural and main, that's kinda crucial, and p being about to take one of those sometimes forces your hand and means you need to engage. But the third you basically just have to accept that if he really tries to take it, he will take it. Still, killing the first probe he sends is good, killing the second is great, and if you manage to delay more than that, it's the kind of thing that starts to make a real difference.


Thanks for the info. So basically, if you're not doing an early attack, you just play completely defensive until the late game? What if the P doesn't try to take a main/natural but instead goes for the side base on the other side of him (like, the 6 o'clock if he started at 7 o'clock)?



I think p starting at 7 and taking 6 before 9 has two pretty obvious followups. Firstly, it really opens the p main to drops from the top. Secondly, it's an obvious play to move towards 5, so you gotta pay close attention to that. Overall I think it's significantly weaker from protoss and normally something zerg can punish with good army movement.


Oh I meant that he takes 9 oclock (his second natural), then takes 6 oclock. So he's got the two side bases well defended with cannons, his army in the natural which can quickly move to whichever side base is threatened, and his base is guarded from drops by the two side bases. So he's in a really tough defensive position, and he's got 4 bases/4 gasses, so he can quickly build up this 200/200 death ball that wrecks me. Or like you said he can even go take another main/natural.


Ah. In that case, it's tough to break him and you have to accept playing late game, and you want to learn being able to handle a protoss death ball. But like, at this point you're also at the stage where you have defilers, and with defilers and drops, those expansions aren't any tougher to break than a regular natural is. If he's at 7 and he has both 9 and 6 and a big army, you can do stuff like simultaneous defiler ling drops on both 9 and 6 while attacking his main army to draw his attention. Often he's not able to storm defensively in one of the expansions, and then you kill off one of them.

I mean, if the protoss is able to fend off the attacks better than you're able to pull them off, then he's actually just playing better, so it's totally fair that he ends up winning. ;p
Moderator
Luddite
Profile Blog Joined April 2007
United States2315 Posts
June 05 2017 19:21 GMT
#6376
On June 06 2017 03:48 Liquid`Drone wrote:
Show nested quote +
On June 06 2017 01:23 Luddite wrote:
On June 05 2017 18:21 Liquid`Drone wrote:
On June 05 2017 12:53 Luddite wrote:
On June 05 2017 12:20 Liquid`Drone wrote:

But generally, on fighting spirit, you are just delaying, and imo, you want to prioritize droning up, teching up and stabilizing on 4 bases rather than trying to stop him from getting his third. Stopping p from establishing a second natural and main, that's kinda crucial, and p being about to take one of those sometimes forces your hand and means you need to engage. But the third you basically just have to accept that if he really tries to take it, he will take it. Still, killing the first probe he sends is good, killing the second is great, and if you manage to delay more than that, it's the kind of thing that starts to make a real difference.


Thanks for the info. So basically, if you're not doing an early attack, you just play completely defensive until the late game? What if the P doesn't try to take a main/natural but instead goes for the side base on the other side of him (like, the 6 o'clock if he started at 7 o'clock)?



I think p starting at 7 and taking 6 before 9 has two pretty obvious followups. Firstly, it really opens the p main to drops from the top. Secondly, it's an obvious play to move towards 5, so you gotta pay close attention to that. Overall I think it's significantly weaker from protoss and normally something zerg can punish with good army movement.


Oh I meant that he takes 9 oclock (his second natural), then takes 6 oclock. So he's got the two side bases well defended with cannons, his army in the natural which can quickly move to whichever side base is threatened, and his base is guarded from drops by the two side bases. So he's in a really tough defensive position, and he's got 4 bases/4 gasses, so he can quickly build up this 200/200 death ball that wrecks me. Or like you said he can even go take another main/natural.


Ah. In that case, it's tough to break him and you have to accept playing late game, and you want to learn being able to handle a protoss death ball. But like, at this point you're also at the stage where you have defilers, and with defilers and drops, those expansions aren't any tougher to break than a regular natural is. If he's at 7 and he has both 9 and 6 and a big army, you can do stuff like simultaneous defiler ling drops on both 9 and 6 while attacking his main army to draw his attention. Often he's not able to storm defensively in one of the expansions, and then you kill off one of them.

I mean, if the protoss is able to fend off the attacks better than you're able to pull them off, then he's actually just playing better, so it's totally fair that he ends up winning. ;p


Hmm OK. It just seems like I'm being too passive overall when I try to play "standard", because there's too many games where the P is like:

{forge first fast expand to natural with wall in} can't attack that

{P pressures me with speedlots/corsairs} gotta focus on defense

{expands to 2nd natural side base with cannons above ramp} can't attack that

{expands to other side base} can't attack that

So i'm just completely defensive while he build up a massive economy. I haven't tried dropping with defilers though, that's a good idea.
Can't believe I'm still here playing this same game
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 05 2017 19:30 GMT
#6377
Did you watch the JD translated video? He described importance in stopping cannons from going up at P's 4th/5th, since once they are up becomes much more a pain. If you are able to get to 4 saturated bases as Z, you should be able to roll the Protoss once hive tech + upgs are finished, assuming good macro.

2 Sunkens + sim can defend speedlot +1 and sairs timing, along with a couple hydra, or a spore.
lestye
Profile Blog Joined August 2010
United States4232 Posts
June 05 2017 21:09 GMT
#6378
On June 06 2017 04:30 CecilSunkure wrote:
Did you watch the JD translated video? He described importance in stopping cannons from going up at P's 4th/5th, since once they are up becomes much more a pain. If you are able to get to 4 saturated bases as Z, you should be able to roll the Protoss once hive tech + upgs are finished, assuming good macro.

2 Sunkens + sim can defend speedlot +1 and sairs timing, along with a couple hydra, or a spore.

Oh I didn't know this Youtube channel existed. This is really kickass in addition to that "Tiny Land" youtube channel that adds subtitles to pro Korean streams.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
TL+ Member
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 05 2017 21:25 GMT
#6379
Oh yeah a bunch of us are cooking translations up in this thread
Luddite
Profile Blog Joined April 2007
United States2315 Posts
June 05 2017 21:58 GMT
#6380
On June 06 2017 04:30 CecilSunkure wrote:
Did you watch the JD translated video? He described importance in stopping cannons from going up at P's 4th/5th, since once they are up becomes much more a pain. If you are able to get to 4 saturated bases as Z, you should be able to roll the Protoss once hive tech + upgs are finished, assuming good macro.

2 Sunkens + sim can defend speedlot +1 and sairs timing, along with a couple hydra, or a spore.


Thanks, thats a perfect example of what I'm talking about.

I'm not sure what to take from that video though. I kinda feel like Jaedong only held off the midgame push (the first one with HTs) by being way better at micro/multitasking, and most normal low-level players would have just died there, or at least I would have. He still lost his natural and a ton of drones. And then right after that, he only managed to kill the P's 4th base with exceptionally good game sense and micro.
Can't believe I'm still here playing this same game
Prev 1 317 318 319 320 321 488 Next
Please log in or register to reply.
Live Events Refresh
OSC
13:00
King of the Hill #261
EmpressLilyy79
Liquipedia
GSL
11:00
2026 GSTL: Main Stage Day 4
IntoTheiNu 1111
CranKy Ducklings SOOP224
Rex19
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 107
SHIN 96
Maru 91
herO (SOOP) 45
ProTech41
Zoun (SOOP) 33
Rex 19
StarCraft: Brood War
Britney 30323
Shuttle 3035
Bisu 2085
EffOrt 632
Light 504
Soulkey 418
BeSt 407
Rush 315
Larva 299
Horang2 233
[ Show more ]
Snow 186
Dewaltoss 117
Liquid`Ret 60
Pusan 43
Zeus 35
PianO 25
ToSsGirL 25
soO 22
Aegong 18
Rock 17
zelot 15
sSak 14
Terrorterran 14
ajuk12(nOOB) 11
SilentControl 9
Sacsri 9
Dota 2
Gorgc6287
qojqva3121
Dendi1750
420jenkins151
Counter-Strike
edward74
Other Games
singsing1193
Liquid`RaSZi1023
hiko897
Beastyqt719
ArmadaUGS171
XaKoH 146
TKL 94
IndyStarCraft 74
Trikslyr60
Mew2King57
C9.Mang048
QueenE41
mouzStarbuck1
Organizations
Other Games
WardiTV284
BasetradeTV38
[ Show 14 non-featured ]
StarCraft 2
• mYiSmile140
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2766
• TFBlade913
Other Games
• Shiphtur263
• WagamamaTV259
Upcoming Events
PiGosaur Cup
7h 28m
Kung Fu Cup
18h 28m
Replay Cast
1d 7h
The PondCast
1d 17h
IntoTheTV X SOOP
2 days
CranKy Ducklings
3 days
Sparkling Tuna Cup
4 days
OSC
4 days
Afreeca Starleague
5 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
5 days
[ Show More ]
Afreeca Starleague
6 days
Leta vs ggaemo
Jaedong vs Queen
GSL
6 days
Liquipedia Results

Completed

BSL 2026 LAN: Kraków
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #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.