• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:05
CEST 22:05
KST 05:05
  • 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
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Code S Season 1 (2026) - RO8 Results1Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Code S Season 1 (2026) - RO8 Results MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
Pros React to: TvT Masterclass in FlaSh vs Light vespene.gg — BW replays in browser BGH Auto Balance -> http://bghmmr.eu/ ASL21 Strategy, Pimpest Plays Discussions Flashes ASL S21 Ro8 Review
Tourneys
[ASL21] Semifinals B [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [ASL21] Semifinals A
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1994 users

! [Q] PvsZ - Understanding this matchup - Page 4

Forum Index > Brood War Strategy
Post a Reply
Prev 1 2 3 4 5 Next All
BaKeRy-BoY
Profile Joined April 2006
Chile36 Posts
May 07 2006 21:58 GMT
#61
Just run into more gateways and faster unit production. The faster you reinforce your army, the closest you are to win.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 07 2006 22:09 GMT
#62
Wow guys, thanks for making a really contructive thread!

@Blackdevil reavers are awesome imo! I was theorycrafting them before to break sunk/spore/gay/lurk
but using them must completly rape lurker/ling contain if you protect them with shuttle/battery (And without hydra its pretty damn hard to kill a reaver. (They were nasty used against me before and i'm a high upgrade hydra/ling oriented zvp player!)

I must say i'm a more of a micro player so my hydras in front will storm dodge while trying to pick off temps,(Worst i lose usually is 6 hydra for 1-2 storm) that being said FA is right, i'll start using 4-6 abit more to make it easier to dodge/can leave them unattended mass macroing.

@Other posts Reavers /w speedshuttle won't be hard to move around, and if you're defending gas main/nats its obviously efficient.

Zealots are great! They act as a shield, they break the waves of ultra/ling, and hold them off well. archons might as well have twice as much hps with zeals in front. Zeals kill off stray craxs that didn't get stormed/archon splashed. and they don't cost gas, what else are you gonna spend that mins on? No point getting too many cannons.
cuteFayth
Profile Joined January 2006
Canada1167 Posts
Last Edited: 2006-05-07 22:51:56
May 07 2006 22:51 GMT
#63
Make PvZ fair, let Dark Templars be able to use Maelstrom and Mind Control
ChApFoU
Profile Blog Joined July 2004
France2984 Posts
May 07 2006 22:56 GMT
#64
On May 06 2006 13:41 Patriot.dlk wrote:
Posts 14



who cares ?
"I honestly think that whoever invented toilet paper in a genius" Kang Min
Raider
Profile Joined April 2006
61 Posts
May 08 2006 01:28 GMT
#65
cubedin, what did he have when u had 20 zeals and 2 archons? It sounds like he simply had more money and more units.
Raider
Profile Joined April 2006
61 Posts
May 08 2006 01:44 GMT
#66
To FA, if you say you can break all but the most dedicated lurk contain with just zeal/archon/temp, show me a rep where that happens--a P breaking 6-8 lurks, and 1.5-2 control groups of other units with just zeal/archon and them being in good enough standing to go on and win the game. I would be interested in seeing that. Outside of my own experience, every game I watch of top players, as soon as the toss see lurks in any significant numbers, they start goon range research and make 6-12 goons. I also have not seen any of them go and break containment with zeal/archon/temp.

Also, having a few goons is not as bad as you make it out to be. 6 goons is 1 archon in gas, and they dogreat damage to ultras before zerg gets dark swarm, which should be after the first couple of engagements. Goon focus fire on ultras really helps toss when z is just rolling out his ultra/crax and does not have insane numbers of them.

Finally, in my experience, having several goons with the army allows me to break contain with barely any losses. This simply will not happen with zeal/archon/temp. But as I said, link to a rep where zeal/archon/temp break a decent, but not dedicated zerg contain and does well afterwards.
Raider
Profile Joined April 2006
61 Posts
May 08 2006 01:49 GMT
#67
To FA, if you say you can break all but the most dedicated lurk contain with just zeal/archon/temp, show me a rep where that happens--a P breaking 6-8 lurks, and 1.5-2 control groups of other units with just zeal/archon and them being in good enough standing to go on and win the game. I would be interested in seeing that. Outside of my own experience, every game I watch of top players, as soon as the toss see lurks in any significant numbers, they start goon range research and make 6-12 goons. I also have not seen any of them go and break containment with zeal/archon/temp.

Also, having a few goons is not as bad as you make it out to be. 6 goons is 1 archon in gas, and they dogreat damage to ultras before zerg gets dark swarm, which should be after the first couple of engagements. Goon focus fire on ultras really helps toss when z is just rolling out his ultra/crax and does not have insane numbers of them.

Finally, in my experience, having several goons with the army allows me to break contain with barely any losses. This simply will not happen with zeal/archon/temp. But as I said, link to a rep where zeal/archon/temp break a decent, but not dedicated zerg contain and does well afterwards.
Raider
Profile Joined April 2006
61 Posts
May 08 2006 01:52 GMT
#68
To FA, if you say you can break all but the most dedicated lurk contain with just zeal/archon/temp, show me a rep where that happens--a P breaking 6-8 lurks, and 1.5-2 control groups of other units with just zeal/archon and them being in good enough standing to go on and win the game. I would be interested in seeing that. Outside of my own experience, every game I watch of top players, as soon as the toss see lurks in any significant numbers, they start goon range research and make 6-12 goons. I also have not seen any of them go and break containment with zeal/archon/temp.

Also, having a few goons is not as bad as you make it out to be. 6 goons is 1 archon in gas, and they dogreat damage to ultras before zerg gets dark swarm, which should be after the first couple of engagements. Goon focus fire on ultras really helps toss when z is just rolling out his ultra/crax and does not have insane numbers of them.

Finally, in my experience, having several goons with the army allows me to break contain with barely any losses. This simply will not happen with zeal/archon/temp. But as I said, link to a rep where zeal/archon/temp break a decent, but not dedicated zerg contain and does well afterwards.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2006-05-08 06:22:13
May 08 2006 06:22 GMT
#69
http://rapidshare.de/files/19975307/PGTourVIIColdPlay2.rep.html
Mm, not the greatest game ever but that's one of the few games which I remembered clearly off the top of my head that I used archon zealot templar vs a relatively dedicated lurker contain ;o

I actually like using dragoons tho, and if they make hydras too, I'll definitely make them (unless the contain is very weak/his eco is very weak and I want to pressure it as quickly as possible in which case I'll just be storming morphing non-stop).

I was just defending that style of play, as it is valid and in some cases preferable.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Shallow
Profile Joined January 2006
United States12 Posts
May 08 2006 06:49 GMT
#70
i think the problem a lot of people have with this post is that you make these general strats sound like as long as you do this you shouldnt have a problem. the problem is that most toss players do this already to some extent and still have trouble with pvz.

you make some good points, but pvz is not a very easy/simple match-up and it seems like thats what you're trying to make it.

i think the problem with guides in general is that starcraft is like many physical sports where knowing what to do is never enough, you need to be able to execute and thats where most of the trouble comes from.

for most pvz players this guide isnt going to be an epiphany for their gameplay and maybe thats what a lot of these disgruntled posters were looking for >.>
Teamwork is essential: it gives the enemy other people to shoot at
Knickknack
Profile Joined February 2004
United States1187 Posts
May 08 2006 08:51 GMT
#71
Hum, I agree with most in that the first post is laregly theorycraft and also with shallows last post. By theorycraft, I mean that my main concern is that when someone reads it, it’s not going to help them play better significantly. I'm very skeptical of any guide/comprehensive advice that does not start with (what I see as) the basis of good play, build efficiency and countering. Both of which your original post had very little of. What good is general advice if they don’t know the little things and how to apply them. For instance, what good is knowing to storm the clumps if someone does not even know basic build efficiency. And picking up things such as storm the clumps is quickly done. The problem with general advice is that its too vague. Ok storm the clumps thats great, now actually tell me how i can win more.
| www.ArtofProtoss.vze.com |
Cbreaker
Profile Joined March 2006
United States476 Posts
May 08 2006 09:26 GMT
#72
Much ignorance of plague, there is. Making zealots/goons late pvz is a waste as you end up with 60 hp footman or 80 hp spider thing.
CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
May 08 2006 13:07 GMT
#73
@Raider: He didn't have anything more than Ultra+ling. Maybe 4 ultras and 30-40 lings. May sound like a lot but it's not more expensive than 20 zeals+3 archons or so. In fact it's more cost effective. That's what bothers me: not that zeals get beaten by lings in general, but that zeals get beaten by lings that costed way less.

And no, there's not much ignorance of plague, since most good players will use it when just army won't cope with the situation. However, most of the times the zerg swarm alone can take down what the toss throws at it because of superior power in late game. If the toss uses too many spells, that's where plague comes in to un-balance it again.
Im not a n00b, I just play like one.
nArAnjO
Profile Joined October 2002
Peru2571 Posts
May 08 2006 13:20 GMT
#74
On May 08 2006 15:22 FrozenArbiter wrote:
http://rapidshare.de/files/19975307/PGTourVIIColdPlay2.rep.html
Mm, not the greatest game ever but that's one of the few games which I remembered clearly off the top of my head that I used archon zealot templar vs a relatively dedicated lurker contain ;o

I actually like using dragoons tho, and if they make hydras too, I'll definitely make them (unless the contain is very weak/his eco is very weak and I want to pressure it as quickly as possible in which case I'll just be storming morphing non-stop).

I was just defending that style of play, as it is valid and in some cases preferable.


hehe u were such at a disadvantage that game, little things made u behind, luckily stym is bad zvp ^^
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 08 2006 17:33 GMT
#75
Yup, I know, that game was really lol (archon got stuck, zealots did nothing, lost lots of observers ;().

But it was the only replay I could think of without having to look through 102313 of them
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 08 2006 17:36 GMT
#76
On May 08 2006 17:51 Knickknack wrote:
Hum, I agree with most in that the first post is laregly theorycraft and also with shallows last post. By theorycraft, I mean that my main concern is that when someone reads it, it’s not going to help them play better significantly. I'm very skeptical of any guide/comprehensive advice that does not start with (what I see as) the basis of good play, build efficiency and countering. Both of which your original post had very little of. What good is general advice if they don’t know the little things and how to apply them. For instance, what good is knowing to storm the clumps if someone does not even know basic build efficiency. And picking up things such as storm the clumps is quickly done. The problem with general advice is that its too vague. Ok storm the clumps thats great, now actually tell me how i can win more.

Should every post have to include build orders O_o? I don't think that was what he meant by his title (ie I dont think he meant it as a complete PvZ guide, more like a mindset or something).
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Knickknack
Profile Joined February 2004
United States1187 Posts
May 08 2006 22:52 GMT
#77
No i dont think so. As you can see from my guide there is certainly a place for general strategy. Indeed, FA you probably post some of the best general pvz advice. I posted that to show my main concerns about his advice overall. I could have gone over everything point for point, but thats been covered ok already, plus i did not want to take the time.
| www.ArtofProtoss.vze.com |
BaKeRy-BoY
Profile Joined April 2006
Chile36 Posts
May 08 2006 23:03 GMT
#78
I tend to agree with Knickknack, but no totaly. I know that it's every player's dutty to stfw for build orders and placement and counters and expanding and timming. It's most like the thread intended to make a benefit for those ones who really want to learn something from everything they can. This thread was also usefull cuz a rep ws posted, new information was discussed and everyone learned a bit more. I also believe that is not a need for every player to stfw looking for what he needs to know, other than that is just lazyness. If you don't like the post, then arguee about the content of the thread =/.

Even if the one who started the thread didn't know about timming, placement, orders, tricks, etc.. it was his intention to make a contribution. You may provide for him the knoledge that he lacks, or the one you think that he lacks. That would be a lot more usefull.

/**Srry for the subject-change**/
Ilintar
Profile Joined October 2002
Poland794 Posts
May 09 2006 01:49 GMT
#79
Okay, I'll put in my $0.02 too.

First of all, the lurker contain question, which seems to arouse much controversy. The actual problem is, there are quite a few different forms of lurker contain and grouping them all under one or two categories really doesn't do justice. I'll try to enumerate:

a) non-commited, delaying hydra/lurker
This is basically the situation when our opponent brings a group of hydras, 4-5 lurkers and tries to stop us for as long as he can while securing expansions. This is usually coupled with cliff drops on maps where it's possible and actually for some zergs, it will be an alternative to a contain. Here, massing goons is probably not the way to go because you can't really tell what the zerg is up to and you should attempt to kill the contain using a minimal tech switch. This probably means using zeal/temp for it, since then zeal/archons are quite useful when you break out. One thing worth nothing is that in most cases, the very existence of this type of contain is due to a protoss error - a very late robo. If you get your robo fast enough, this sort of contain will never work.

b) commited hydra/lurker
This is basically what FA was talking about as the 'special case'. When your opponent is committing to a hydra/lurker contain, he will generally want to starve you out instead of winning by outmacroing you (this is coupled with map control to make sure you don't take islands and other expansions). Now, since when doing this, your zerg opponent is delaying both his power and his tech very much, you don't have to care about the tech switch to goons - it's even required to break out. Actually, if the opponent does a very full commit (you see him making TONS of lurkers and/or a hatchery), I prefer to start a quick templar archives and fight using recalls because it takes less energy. Again, any sort of successful hydra/lurker contain is probably due to not getting robo fast enough, so the best counter is simply to scout well enough.

c) half-commited hydra/lurker
This is something the better zerg players tend to do, a sort of middle ground. The "half-commitment" basically means this - the zerg will scout us intensely and will only commit to the containment if there's a real risk you will break out. If he builds a macro advantage over you, he will stop committing to the contain, making you face a powered-out zerg when you break out. This is the tricky part because around here, goons won't work, apart from maybe a few. They require you to tech-switch and worst of all, killing lurkers with goons is a very systematic process. This means the zerg will know long in advance when to reinforce his containment. If you're going zeal/archon/templar, he probably won't expect it since with good micro, you will kill enough lurkers with storm/single zeal, then just burst out. The benefit is, templars are reusable while goons are not, and goons cost gas. This means, if he's semi-committing, you're facing a loss of a lot of gas just to break out of the contain, only to find yourself unable to properly fight his tier 3 troops when you do. Instead, when using templars you don't use up any gas (just the single zeals used to finish off lurks) and you still get archons later on which are good for fighting his hive tech.

d) non-commited lurker/ling to fast hive
This is quite popular out there on PGT nowadays (I tend to run into opponents playing this, maybe because it's so simple - I tried playing it out as zerg, no skill required ). The general idea is, this sort of lurker tech is very fast because you don't need hydras. So, even if a protoss scouts well, he might not have mobile detection fast enough. When fighting this, not only you shouldn't get goons, you're forbidden to. The reason is, goons cost gas and goons completely suck vs cracklings. The moment you SHOULD get goons is later on when he establishes his hive tech, as a support troop vs ultralisks. Here though, archon/zeal/temp should be quite enough to break out, the faster, the better.

e) non-commited lurker/ling/scourge to hydra switch
This is rare but dangerous. Basically, remember that a lurker/ling player will not spend all of his gas on the lurkers, unlike the hydra/lurker player. This means he still can afford getting upped hydras. Now, the main danger is that upped hydras with lurkers own zeal/arch in a normal fight and when facing a 'hardcore' lurker/ling contain, the protoss player will tend to morph most of his HTs to archons when breaking out. Then you have 2.5 groups of zeal/arch with 2 hts and you're flanked by 5 hydra groups, bye bye. The good counter is scouting - actually, the zerg that does this is dead if you mix enough templars with your troops and just keep securing bases instead of running headlong into his flank - hydras are very bad for breaking protoss positional play.

f) commited lurker/ling/scourge
Now, this is not as funny as it looks. Remember, a zerg who plays hydra/lurk needs to spend a lot of gas on the hydras. If he plays a commited lurker/ling, he can spend all the gas on the lurkers... this is not a laughable issue. Here, the lurkers start being dangerous not only because of their properties, but because of the sheer amounts. I once faced a contain of ~40 lurkers on Luna - it's virtually impossible to kill. The right way here is systematically killing the lurkers with templar/zeal (you might be tempted to use goons, but remember point d - these two are virtually indistinguishable) and possibly dropping the zerg if he doesn't have scourges. Breaking out with sair/dt/obs is also a good option here if he doesn't mix hydras in. Using recall is yet another option.

Now, on the starting post main issue, or "group your troops and force zerg to pack".

This sounds nice in theory, but is pretty hard to obtain in practice. The main reason is, you have to make it worthwile for the zerg to run into your grouped troops in a pack, instead of picking a place when he can run over you with a flank. Generally, having a zerg mass flank you nullifies all the benefits of "a large zerg group attacking at once" - he's having neither a small group nor packed units, just a good spread. Therefore, a smart zerg will _always_ flank - you need to give him a good reason to do otherwise.

The main 'good reason' is securing expansions. If you can chase away his overlords (possibly with sairs) and secure some expo, he'll have to run over to it quickly or face 10+ cannons later on (in this, protoss expansions are even better than zerg since zerg has to sacrifice drones for the sunkens and storm stops masses). So, you actually have to have _two_ factors: you have to make zerg attack with his troops in one place _and_ be it a place of your chosing, for you to get a clear victory.
Former webmaster @ WGTour.com / BWLauncher developer
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 09 2006 02:32 GMT
#80
On May 09 2006 07:52 Knickknack wrote:
No i dont think so. As you can see from my guide there is certainly a place for general strategy. Indeed, FA you probably post some of the best general pvz advice. I posted that to show my main concerns about his advice overall. I could have gone over everything point for point, but thats been covered ok already, plus i did not want to take the time.

=]
Fair enough!
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 55m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 291
mouzHeroMarine 225
ProTech136
BRAT_OK 64
JuggernautJason55
Railgan 48
Livibee 23
MindelVK 20
EmSc Tv 16
StarCraft: Brood War
Britney 20754
Calm 3414
Soulkey 135
firebathero 77
Noble 27
Dota 2
monkeys_forever277
Counter-Strike
fl0m12579
Fnx 2187
Super Smash Bros
Mew2King54
Heroes of the Storm
Liquid`Hasu301
Other Games
Grubby18133
singsing1825
FrodaN1374
summit1g1230
Beastyqt957
B2W.Neo580
RotterdaM321
Hui .186
C9.Mang0181
XaKoH 134
KnowMe126
ArmadaUGS89
UpATreeSC73
Trikslyr61
ToD44
ZombieGrub28
elazer25
sas.Sziky7
Organizations
Counter-Strike
PGL149746
Other Games
BasetradeTV79
StarCraft 2
EmSc Tv 16
EmSc2Tv 16
angryscii 9
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 20 non-featured ]
StarCraft 2
• 3DClanTV 39
• Adnapsc2 18
• Reevou 2
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• 80smullet 29
• FirePhoenix10
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Other Games
• imaqtpie1258
• Scarra455
• WagamamaTV318
• Shiphtur185
• tFFMrPink 18
Upcoming Events
Korean StarCraft League
6h 55m
RSL Revival
13h 55m
Clem vs Rogue
Bunny vs Lambo
IPSL
19h 55m
Dewalt vs nOmaD
Ret vs Cross
BSL
22h 55m
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
1d 11h
Cure vs herO
SHIN vs Maru
IPSL
1d 19h
Bonyth vs Napoleon
G5 vs JDConan
BSL
1d 22h
OyAji vs JDConan
DragOn vs TBD
Replay Cast
2 days
Monday Night Weeklies
2 days
Replay Cast
3 days
[ Show More ]
The PondCast
3 days
GSL
4 days
Replay Cast
5 days
GSL
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-05-14
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 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.