• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:20
CET 14:20
KST 22:20
  • 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
Clem wins HomeStory Cup 282HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5
Community News
Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win2RSL Season 4 announced for March-April7Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8
StarCraft 2
General
HomeStory Cup 28 - Info & Preview Clem wins HomeStory Cup 28 Stellar Fest "01" Jersey Charity Auction StarCraft 2 Not at the Esports World Cup 2026 Weekly Cups (Jan 26-Feb 1): herO, Clem, ByuN, Classic win
Tourneys
HomeStory Cup 28 RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) StarCraft Evolution League (SC Evo Biweekly) $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)
Strategy
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 511 Temple of Rebirth The PondCast: SC2 News & Results Mutation # 510 Safety Violation Mutation # 509 Doomsday Report
Brood War
General
Can someone share very abbreviated BW cliffnotes? 2024 BoxeR's birthday message Liquipedia.net NEEDS editors for Brood War BSL Season 21 - Complete Results Bleak Future After Failed ProGaming Career
Tourneys
The Casual Games of the Week Thread [Megathread] Daily Proleagues Azhi's Colosseum - Season 2 Small VOD Thread 2.0
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
EVE Corporation Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Path of Exile Mobile Legends: Bang Bang
Dota 2
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 Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Quickbooks Payroll Service Official Guide Quickbooks Customer Service Official Guide
TL Community
The Automated Ban List
Blogs
Play, Watch, Drink: Esports …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1789 users

Simple Questions, Simple Answers - Page 385

Forum Index > Brood War Strategy
Post a Reply
Prev 1 383 384 385 386 387 485 Next
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
May 07 2018 06:08 GMT
#7681
TvP is getting better! Playing some PvT helped a bunch. What you do is watch the games where T is very annoying and you do those things in your games. What I find most annoying is a good T that methodically spaces tanks and turrets just right and slowly takes the third. Basically, you make it a death wish scenario if Protoss attacks. So that is what I have been doing and they get frustrated after 10 minutes and try to bust through. If they don't I just wait until I hit 200/200 behind my tank and turret line.

Another thing that has really helped is a simple building guideline before I take my third:
2 facs, engineering bay, 2+ facs, armory, academy, starport, then third.

Sometimes I get the engi bay earlier if I smell DT or fast drop. I get starport so I can do some dropping early. But I would like help to improve my 3rd timing. In what situations do you get the third earlier? Should I get the third after my first 2 facs? I think my third is pretty late since I am playing so safe. What do you see so that you either take the third early or delay it?
kogeT
Profile Joined September 2013
Poland2041 Posts
Last Edited: 2018-05-07 07:33:51
May 07 2018 07:26 GMT
#7682
On May 07 2018 15:08 Golgotha wrote:
TvP is getting better! Playing some PvT helped a bunch. What you do is watch the games where T is very annoying and you do those things in your games. What I find most annoying is a good T that methodically spaces tanks and turrets just right and slowly takes the third. Basically, you make it a death wish scenario if Protoss attacks. So that is what I have been doing and they get frustrated after 10 minutes and try to bust through. If they don't I just wait until I hit 200/200 behind my tank and turret line.

Another thing that has really helped is a simple building guideline before I take my third:
2 facs, engineering bay, 2+ facs, armory, academy, starport, then third.

Sometimes I get the engi bay earlier if I smell DT or fast drop. I get starport so I can do some dropping early. But I would like help to improve my 3rd timing. In what situations do you get the third earlier? Should I get the third after my first 2 facs? I think my third is pretty late since I am playing so safe. What do you see so that you either take the third early or delay it?


There is no clear answer. Depends on a map, positions and what your opponent does. So this varies from 2-4 CCs on 1-2 factories to anything like 6 factories before even 3rd.

In general, the more difficult the 3rd (and if it's for example mineral-only), the longer you stay 2 base and more factories you need (and starport often too, for upgrades and harassing potential, as protoss will also have a more exposed 3rd to take). So on maps like Grand Line, Polarish Rhapsody, Gladiator, Moon Glaive (examples from STPL) you tend to need more units before taking a 3rd as it's wide open and difficult to defend. On maps like Outsider, FS its fine to hit your 3rd CC on 1, max 2 factories (unless your opponent goes for a lot of units) etc..

That is of course considering you want to go a fast 3rd rather than fast upgrades or a timing.
https://www.twitch.tv/kogetbw
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
May 07 2018 10:10 GMT
#7683
On May 07 2018 16:26 kogeT wrote:
Show nested quote +
On May 07 2018 15:08 Golgotha wrote:
TvP is getting better! Playing some PvT helped a bunch. What you do is watch the games where T is very annoying and you do those things in your games. What I find most annoying is a good T that methodically spaces tanks and turrets just right and slowly takes the third. Basically, you make it a death wish scenario if Protoss attacks. So that is what I have been doing and they get frustrated after 10 minutes and try to bust through. If they don't I just wait until I hit 200/200 behind my tank and turret line.

Another thing that has really helped is a simple building guideline before I take my third:
2 facs, engineering bay, 2+ facs, armory, academy, starport, then third.

Sometimes I get the engi bay earlier if I smell DT or fast drop. I get starport so I can do some dropping early. But I would like help to improve my 3rd timing. In what situations do you get the third earlier? Should I get the third after my first 2 facs? I think my third is pretty late since I am playing so safe. What do you see so that you either take the third early or delay it?


There is no clear answer. Depends on a map, positions and what your opponent does. So this varies from 2-4 CCs on 1-2 factories to anything like 6 factories before even 3rd.

In general, the more difficult the 3rd (and if it's for example mineral-only), the longer you stay 2 base and more factories you need (and starport often too, for upgrades and harassing potential, as protoss will also have a more exposed 3rd to take). So on maps like Grand Line, Polarish Rhapsody, Gladiator, Moon Glaive (examples from STPL) you tend to need more units before taking a 3rd as it's wide open and difficult to defend. On maps like Outsider, FS its fine to hit your 3rd CC on 1, max 2 factories (unless your opponent goes for a lot of units) etc..

That is of course considering you want to go a fast 3rd rather than fast upgrades or a timing.


Thank you NW.kogeT. So it's okay for me to delay the third as long as I keep producing units and ups and the Toss is on 3 base? It doesn't hurt me if I take my third even after 6 facs? That would be relief to know since I feel like I am playing behind all the time when Toss is on 3 and I'm still stuck on 2. I feel like I am racing against the clock to get that 3rd when the Toss takes his third so easily (can't really stop it either unless I go for 2 base timing).
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
May 07 2018 14:08 GMT
#7684
Why do Zergs still have a hard time on Sparkle even with the free gas only for Zergs?
Liquid`Drone
Profile Joined September 2002
Norway28738 Posts
May 07 2018 16:18 GMT
#7685
because corsairs in big numbers dominates zerg air really hard until hive tech, because shuttles are really fast, because reavers are amazing both for attacking and defending on maps where they're never out in the open, because cannons are cheap, versatile defense (especially coupled with corsairs and reavers), because carriers when backed by sairs and cannons are really difficult for zerg to handle on an island map. Then we haven't even touched maelstrom or storm - both absolutely amazing against clumped, zerg air. Protoss has a whole shitload of tools to work with pvz island.

Zerg does not struggle at all against terran.
Moderator
[Fin]Vittu
Profile Blog Joined March 2008
Canada507 Posts
May 07 2018 18:32 GMT
#7686
About the 5rax +1

Has this been successfully countered? Nowadays when I do this an move out with the initial force of about 12-16 marines and 3 medics, I get completely smashed by mutalings.

I know what you're thinking, that I should get a bigger force before roaming the map, or even throw in a firebat or two, but by that time, the zerg has their 3rd secured with lurkers.

What gives? And how have other Terrans been dealing with this?

Not to mention that the hive has gotten so fast whenever I tend to do 5rax +1

Advice? Suggestions?
The "Finnish Metal Terran"
Dead9
Profile Blog Joined February 2008
United States4725 Posts
May 07 2018 19:16 GMT
#7687
i wouldn't call it solved but zergs have definitely been getting better at dealing with 5rax +1

killing the 3rd puts you in an extremely advantageous position, it shouldn't usually happen unless zerg screws up

you should not be moving out far with your initial group of mnm until you have a large group (like 24+). you should have 20~24ish at 7:00 when you move out
EsX_Raptor
Profile Blog Joined February 2008
United States2802 Posts
May 07 2018 20:21 GMT
#7688
What is the reason one-base strategies are rarely used by Protoss against Zerg on a standard map like Fighting Spirit?
evilfatsh1t
Profile Joined October 2010
Australia8797 Posts
May 07 2018 23:55 GMT
#7689
why play on one base when you can get a 2nd base for free?
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
May 08 2018 07:06 GMT
#7690
bump!
+ Show Spoiler +
Thank you NW.kogeT. So it's okay for me to delay the third as long as I keep producing units and ups and the Toss is on 3 base? It doesn't hurt me if I take my third even after 6 facs? That would be relief to know since I feel like I am playing behind all the time when Toss is on 3 and I'm still stuck on 2. I feel like I am racing against the clock to get that 3rd when the Toss takes his third so easily (can't really stop it either unless I go for 2 base timing).


I also have a new question about TvP. It's about army control while IN your base. I noticed that some players like flash will not siege everything, but have a control group of units either in his main or going back and forth between 2nd and third. He will only siege some stuff but have a mobile army that can be rushed to emergencies. Is this something that you do, how has it worked out for you? I can see myself using this but getting caught with my pants down from time to time. not sure what method I should use. Currently, I siege everything and space my units evenly. it kinda takes longer to take my third, but it's very safe.
evilfatsh1t
Profile Joined October 2010
Australia8797 Posts
May 08 2018 13:48 GMT
#7691
On May 08 2018 16:06 Golgotha wrote:
bump!
+ Show Spoiler +
Thank you NW.kogeT. So it's okay for me to delay the third as long as I keep producing units and ups and the Toss is on 3 base? It doesn't hurt me if I take my third even after 6 facs? That would be relief to know since I feel like I am playing behind all the time when Toss is on 3 and I'm still stuck on 2. I feel like I am racing against the clock to get that 3rd when the Toss takes his third so easily (can't really stop it either unless I go for 2 base timing).


I also have a new question about TvP. It's about army control while IN your base. I noticed that some players like flash will not siege everything, but have a control group of units either in his main or going back and forth between 2nd and third. He will only siege some stuff but have a mobile army that can be rushed to emergencies. Is this something that you do, how has it worked out for you? I can see myself using this but getting caught with my pants down from time to time. not sure what method I should use. Currently, I siege everything and space my units evenly. it kinda takes longer to take my third, but it's very safe.

its not that its ok to keep delaying your 3rd, its just that as a general rule of thumb, its normal to be a base behind toss. obviously if the game is 20mins in and you dont have a 3rd base its not ok to delay it. you gotta keep things relative to your game. in pvt its toss that is racing against the clock, not terran. toss needs to get a lot of things done before a certain timing otherwise he'll get rolled by a 200/200 terran army. toss does typically have priority over what happens in the game until this time, and its up to terran to respond well until he hits critical mass, but the clock is against toss.

as for your army movement, you should always try and keep your army mobile. a static army is bad for multiple reasons:
1. a good player will see your static army and realise he is against an unskilled opponent -> proceeds to greed because he knows he can cut corners.
2. your static army shows lack of intent of wanting to control the map. youre literally just waiting to see if toss does anything, and if he doesnt its pretty much rpg mode until you get the army you want. again, toss can see this and greed.
3. your static army doesnt react well to surprise engagements. an evenly spaced tank line from your nat to 3rd is far too thin, and an army collapsing on you from one side will set you back a lot. theres other things like recall that will just completely destroy you also. even if you set your army up perfectly, no movement = no pressure on toss to react to you. he can just place observers around you and figure out exactly how he wants to engage on you or play around you.
getting caught out while your tanks arent sieged, mines arent placed etc is related to another question you asked previously (scan usage).
you need to control the map so that you can get appropriate vision around places with mines, monitor his army movement and force him to respect the fact that you could engage on him if he positions his army poorly or plays too greedily. your scans from the mid game should also tell you where his army is so that youre not caught with your pants down.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
May 08 2018 14:36 GMT
#7692
3base toss is a bit ahead of 2base terran, you want to take your 3rd soon after toss or you'll fall behind

tank positioning is pretty map dependent, on fs for example you can hold the 3rd with a very small number of units, whereas on cb you need need a line of tanks between your bridge and 3rd and a pile of mines on the bridge/high ground

sieged/unsieged doesn't really matter, so long as everything is set up somewhat properly. there's a timing when your 3rd goes up where you have to be careful but outside of that P attacking into your nat/3rd should be suicide
SuperCyan
Profile Joined October 2017
Philippines67 Posts
May 08 2018 18:57 GMT
#7693
Been hearing and reading often that the maps for ASL5 are meant to "kill terrans". In what way are they unfavored for terran or how are they favored for Protoss? specifically in which maps and in what ways?
Dead9
Profile Blog Joined February 2008
United States4725 Posts
May 08 2018 19:22 GMT
#7694
it's more that the maps are very protoss favored. ASL5 might have the most protoss-favored map pool of all time. P doesn't have a single bad matchup on any of the maps in the pool

sparkle, transistor, 3rd world are all extremely protoss favored in at least one matchup (p>>z, p>>t, p>>z specifically)
SuperCyan
Profile Joined October 2017
Philippines67 Posts
May 08 2018 19:34 GMT
#7695
On May 09 2018 04:22 Dead9 wrote:
it's more that the maps are very protoss favored. ASL5 might have the most protoss-favored map pool of all time. P doesn't have a single bad matchup on any of the maps in the pool

sparkle, transistor, 3rd world are all extremely protoss favored in at least one matchup (p>>z, p>>t, p>>z specifically)



I wanted to know in what specific ways are the maps protoss favored. For example 3rd world, from what I can theorize Protoss can attack Terran's natural because of the big remote area around the natural. But Fighting Spirit also has that big area around the natural for carrierrs right? I wanted to understand what map advantages do Protoss players exploit to gain an unfair advantage (because of how the maps dictate the matchup
Dead9
Profile Blog Joined February 2008
United States4725 Posts
May 09 2018 03:46 GMT
#7696
3rd world is fine in pvt. slight advantage to p but it's not bad

sparkle, 3rd world are both p>>z because zerg can't contest protoss air on island and semi-island maps

transistor is p>>t because it's very difficult to push across the map. the nat positioning and long ground distance makes reavers/carriers really strong
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
Last Edited: 2018-05-09 16:42:30
May 09 2018 04:27 GMT
#7697
thank you for explaining that it's toss that is racing against the clock. that's a much better mindset when I play. And as long as I am just 1 base behind, I should be okay. but I should push my advantage and take my third as soon as possible to hit 200 faster. got it.

1. as for army positioning while I wait for 200/200, I am always trying to be mobile and keep my vultures moving around. my question was more about defending 3 bases with my tanks. Some players have a huge tank line that slowly creeps forward with turrets. pushing the goons in front of your base further back until you can take your third. I feel like that is a good strategy because it gives you map control of your three bases and the toss cannot control your front.

But it's a bit slow and kinda dangerous since the line thins out the further you go out from your 2nd. that's why I've been thinking of a having unsieged tanks moving between my three bases. it's kinda what flash does. He has very few tanks on his third due to sim city, and only a couple sieged tanks in his 2nd. most of this tanks are unsieged and he moves them around. what do you prefer?

2. Since my starport timing is a bit early and I like to focus on upgrades, I have the opportunity to get science vessel long before I hit 200/200. is it still worthwhile to make some? or am I slowing down my build by getting them too early? Thank you.
evilfatsh1t
Profile Joined October 2010
Australia8797 Posts
Last Edited: 2018-05-09 05:18:39
May 09 2018 05:17 GMT
#7698
it depends on the game but there are a lot of times when you can take your 3rd pretty much for free. if toss is looking to just dominate expos asap before you get big, he wont be looking to contest you at all.
otherwise on fs its very common to take your 3rd closer to toss, not away from him. get a decent army size and push towards him whilst taking your 3rd. you dont have to worry then about going back and forth between nat and 3rd etc because everything is in 1 direction for you.
i think youre too cautious about toss collapsing on you while youre unsieged. if toss doesnt have speedlots and a decent sized army he wont be able to engage you that easily even if you are slightly unprepared. if you watch flash a lot youll see that a lot of his early game skirmishes doesnt even involve his entire tank line sieging up. he just a clicks (exaggerating a bit here, obviously theres some micro) towards where he wants to go and sieges 2-3 tanks in range a long the way, unsieges when protoss backs and then sieges 2-3 other tanks that are in range again etc.
unsieged tanks still hurt lol.
TaardadAiel
Profile Joined May 2017
Bulgaria750 Posts
May 09 2018 10:02 GMT
#7699
On May 09 2018 13:27 Golgotha wrote:
thank you for explaining that it's toss that is racing against the clock. that's a much better mindset when I play. And as long as I am just 1 base behind, I should be okay. but I should push my advantage and take my third as soon as possible to hit 200 faster. got it.

1. as for army positioning while I wait for 200/200, I am always trying to be mobile and keep my vultures moving around. my question was more about defending 3 bases with my tanks. Some players have a huge tank line that slowly creeps forward with turrets. pushing the goons in front of your base further back until you can take your third. I feel like that is a good strategy because it gives you map control of your three bases and the toss cannot control your front.

But it's a bit slow and kinda dangerous since the line thins out the further you go out from your 2nd. that's why I've been thinking of a having unsieged tanks moving between my three bases. it's kinda what flash does. He has very few tanks on his third due to sim city, and only a couple sieged tanks in his 2nd. most of this tanks are unsieged and he moves them around. what do you prefer?

2. Since my starport timing is a bit early and I like to focus on upgrades, I have the opportunity to get science vessel long before I hit 200/200. is it still worthwhile to make some? or should I am I slowing down my build by getting them too early? Thank you.


Vessels are cool, you can snipe observers with them and dmatrix can be a powerful defensive tool in smaller early engagements with a commited protoss. Added value to smaller numbers of already cost-effective units such as tanks.

I have more trouble defending my third with two facs since even with my vultures out on the map, the protoss is (at such low level)sometimes content to lose some probes in his third and commit to destroying/delaying my own third as much as possible. I have pretty poor micro and trade tanks very unfavourably. I've been forced to regularly take a third behind 4 facs because of this.
WriterReV hwaiting!
evilfatsh1t
Profile Joined October 2010
Australia8797 Posts
May 09 2018 13:09 GMT
#7700
oh yeah i forgot about the vessels question.
its very normal to have vessels before you hit 200/200. unless youre getting like 3+ vessels asap, dont worry about spending money on them. 1 or 2 is fine and in many scenarios a requirement if youre turtling and you want to block recalls.
if you push before 200/200 you will want vessels then also, for observer sniping and invis detection for protoss arbiters. even better if you have emp upgraded on top of that
Prev 1 383 384 385 386 387 485 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
12:00
Playoffs
MaxPax vs ByuNLIVE!
SHIN vs Classic
Creator vs Cure
WardiTV859
IndyStarCraft 184
Rex116
IntoTheiNu 11
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 184
SortOf 141
ProTech123
Rex 116
trigger 17
StarCraft: Brood War
Britney 49518
Killer 5327
Sea 2534
Hyuk 2382
Rain 1823
BeSt 1637
Bisu 1293
Horang2 1261
Flash 1138
Jaedong 850
[ Show more ]
Soma 355
Larva 354
Stork 350
actioN 293
Snow 266
Leta 239
firebathero 212
Shuttle 187
Last 185
Mini 178
Soulkey 164
Hyun 112
JYJ 110
hero 86
Mind 85
Sea.KH 73
Rush 67
ToSsGirL 58
Aegong 52
JulyZerg 51
NotJumperer 46
Sharp 45
[sc1f]eonzerg 33
Liquid`Ret 31
sSak 30
Backho 26
IntoTheRainbow 22
sorry 21
Icarus 21
Free 20
Yoon 18
zelot 17
Terrorterran 16
GoRush 13
910 12
SilentControl 8
Purpose 8
HiyA 2
Dota 2
singsing2277
qojqva614
Dendi293
XcaliburYe107
Counter-Strike
zeus1250
Super Smash Bros
Mew2King310
Heroes of the Storm
Khaldor188
Other Games
B2W.Neo1380
Hui .240
crisheroes226
RotterdaM173
Pyrionflax155
hiko110
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos4130
• Stunt1063
• TFBlade933
Upcoming Events
Replay Cast
10h 40m
RongYI Cup
1d 21h
herO vs Maru
uThermal 2v2 Circuit
2 days
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
4 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-02-04
HSC XXVIII
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W7
Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
LiuLi Cup: 2025 Grand Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 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.