• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:14
CET 05:14
KST 13:14
  • 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] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down21ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League99
StarCraft 2
General
How do you feel about the mass reverts in the 5.0.17 PTR? No more SC2 streamers on team liquid? Behind the Blue - Team Liquid History Book 5.0.17 Patch Notes - October 7, 2026 Evil Geniuses - shutting down
Tourneys
WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
How SKT1 S-Tiers Felt To Be Swept By Flash Rollback Netcode in Brood War Top Players of October 2026 (EBPD Rankings) BW General Discussion Sagi.gg Launcher Released
Tourneys
[Megathread] Daily Proleagues 2v2v2v2 Tournament Stage 1: Community Poll [IPSL] IPSL Winter 26-27 Ro24 is HERE! [$1250] International ShieldBattery League
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Chess Thread Canadian Politics Mega-thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10719 users

What are the best strategies for a StarCraft bot? - Page 2

Forum Index > Brood War Strategy
Post a Reply
Prev 1 2 All
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-08-08 02:28:37
August 08 2016 01:53 GMT
#21
On August 08 2016 05:31 imp42 wrote:
Show nested quote +
On August 07 2016 16:23 Probemicro wrote:
On August 06 2016 11:43 imp42 wrote:
The winner of the 2015 SSCAI tournament actually did quite decent macro. That is, expanding quickly and massing hydra (against a two-base protoss turtle attempting to max on carriers, easy 3-0 victory).

> What are the best strategies for a StarCraft bot?
> I don't think that the programmers who write bots for the StarCraft AI competitions ever asked this question.

You are mixing two different things here. Competitions like the SSCAI were created as a playing field for Artificial Intelligence students. A good Starcraft bot has probably very little Artificial Intelligence in it, rather it just follows a set of hard-coded rules.

In other words: programmers of AI competitions don't ask themselves that question because a real AI should find out a good strategy and not just execute one it has been fed. That is the whole point of AI.
Look at chess or go: programmers define the win condition, implement an optimized algorithm to find it, and let the program do the rest. They don't implement something like "go for a gambit because it is a good strat"

Now to actually answer your question on a more abstract level: What would be a good strat for a Starcraft bot?
blah blah
HTH


starcraft is a completely different genre compared to chess and go, for all their crazy mechanics the AI is stuck at D level even till now
ever wonder why? i bet the programmers who do not even have fundamental competitive understanding of the game will not.

all the crazy marine splitting will not help you if the AI cannot even do something "simple" and intuitive to humans like walling and using mineral walking to defend rushes.

also AI do need to at least start emulating human metagame by adopting standard macro BOs. for example in TvT AI should never ever go bio in midgame (which i shockingly see in the last AI TvT i witness). this is not sc2, marines are weaker, naturally clump together when engaging and no amount of splitting will offset the fact that mech is simply superior here.


the problem with your post is that you actually didn't read/understand the part that you bluntly replaced with "blabla" when quoting me. (hint: tips for creating a good Starcraft bot != tips for creating a good Artificial Intelligence). You don't know who you're talking to, so don't make any wrong assumptions.

And no, Starcraft is not a "completely different game". You'd be surprised how many challenges can be reduced to the same problem.
Maybe this helps you:
http://graphics.stanford.edu/~mdfisher/GeneralGameLearning.html



...and where are the bots now when it comes to actual results? thats right, Iccup D rank.
and you can come up with a lot of theoretical stuff but at the end of the day, where are the results? and this has been going for 6+ years! lmao. if im an investor i would be frightened as hell by this sort of ROI.

just like when programmers are using brute force principles that they use for chess to program weiqi AI and find that they cannot even beat amateur human players 10+ years ago. until google deepmind came up with a novel solution.

its obvious that current methods are not working and perhaps a novel approach is now needed.

it just shows that current theory is most likely inadequate and/or a lot more research needs to be done on how to make a good bot. CURRENT BOTS CANNOT EVEN MAKE A WALL OR DEFEND PROPERLY AGAINST RUSHES, thats like the most fundamental shit. how can you have a good bot when it cannot even grasp the concept and do it in any map? nonsense like 4 pool bots should not even be a threat or figure in the AI metagame at all, yet they are still often falling prey to them. After seeing Berkeley Overmind back in what...2010? so i guess AI development has actually taken a step back?
No funding? In essence I don't see any big developments coming anytime soon and it was a real shame Google choose to pick sc2 instead of BW for their Deepmind project.

if you still think im talking nonsense, well i guess you can enjoy having bots continue to languish at D level for the next 5 years or so. they are already there for 6+ years, whats another 5 years? maybe some of the research google did for sc2 can be transferred over to BW, thats a perk i guess.

On August 07 2016 23:03 Simberto wrote:

I am pretty sure that that is not how SC AI works currently.
And no, AI does not need to adopt the standard human metagame, if it is unable to play in the way a human can.
BW AIs are currently very bad at understanding terrain and making (for humans) very easy decisions. "


then why is letabot constantly asking about how humans respond in certain ingame situatioons OF THE HUMAN METAGAME in the quick questions thread? borrowing BOs of HUMAN METAGAME. if they are really "unable to play in the way a human can." so why bother asking how humans play? hahaahaha. seriously joke post you.
Simberto
Profile Blog Joined July 2010
Germany12069 Posts
August 08 2016 09:08 GMT
#22
On August 08 2016 10:53 Probemicro wrote:
Show nested quote +
On August 08 2016 05:31 imp42 wrote:
On August 07 2016 16:23 Probemicro wrote:
On August 06 2016 11:43 imp42 wrote:
The winner of the 2015 SSCAI tournament actually did quite decent macro. That is, expanding quickly and massing hydra (against a two-base protoss turtle attempting to max on carriers, easy 3-0 victory).

> What are the best strategies for a StarCraft bot?
> I don't think that the programmers who write bots for the StarCraft AI competitions ever asked this question.

You are mixing two different things here. Competitions like the SSCAI were created as a playing field for Artificial Intelligence students. A good Starcraft bot has probably very little Artificial Intelligence in it, rather it just follows a set of hard-coded rules.

In other words: programmers of AI competitions don't ask themselves that question because a real AI should find out a good strategy and not just execute one it has been fed. That is the whole point of AI.
Look at chess or go: programmers define the win condition, implement an optimized algorithm to find it, and let the program do the rest. They don't implement something like "go for a gambit because it is a good strat"

Now to actually answer your question on a more abstract level: What would be a good strat for a Starcraft bot?
blah blah
HTH


starcraft is a completely different genre compared to chess and go, for all their crazy mechanics the AI is stuck at D level even till now
ever wonder why? i bet the programmers who do not even have fundamental competitive understanding of the game will not.

all the crazy marine splitting will not help you if the AI cannot even do something "simple" and intuitive to humans like walling and using mineral walking to defend rushes.

also AI do need to at least start emulating human metagame by adopting standard macro BOs. for example in TvT AI should never ever go bio in midgame (which i shockingly see in the last AI TvT i witness). this is not sc2, marines are weaker, naturally clump together when engaging and no amount of splitting will offset the fact that mech is simply superior here.


the problem with your post is that you actually didn't read/understand the part that you bluntly replaced with "blabla" when quoting me. (hint: tips for creating a good Starcraft bot != tips for creating a good Artificial Intelligence). You don't know who you're talking to, so don't make any wrong assumptions.

And no, Starcraft is not a "completely different game". You'd be surprised how many challenges can be reduced to the same problem.
Maybe this helps you:
http://graphics.stanford.edu/~mdfisher/GeneralGameLearning.html



...and where are the bots now when it comes to actual results? thats right, Iccup D rank.
and you can come up with a lot of theoretical stuff but at the end of the day, where are the results? and this has been going for 6+ years! lmao. if im an investor i would be frightened as hell by this sort of ROI.

just like when programmers are using brute force principles that they use for chess to program weiqi AI and find that they cannot even beat amateur human players 10+ years ago. until google deepmind came up with a novel solution.

its obvious that current methods are not working and perhaps a novel approach is now needed.

it just shows that current theory is most likely inadequate and/or a lot more research needs to be done on how to make a good bot. CURRENT BOTS CANNOT EVEN MAKE A WALL OR DEFEND PROPERLY AGAINST RUSHES, thats like the most fundamental shit. how can you have a good bot when it cannot even grasp the concept and do it in any map? nonsense like 4 pool bots should not even be a threat or figure in the AI metagame at all, yet they are still often falling prey to them. After seeing Berkeley Overmind back in what...2010? so i guess AI development has actually taken a step back?
No funding? In essence I don't see any big developments coming anytime soon and it was a real shame Google choose to pick sc2 instead of BW for their Deepmind project.

if you still think im talking nonsense, well i guess you can enjoy having bots continue to languish at D level for the next 5 years or so. they are already there for 6+ years, whats another 5 years? maybe some of the research google did for sc2 can be transferred over to BW, thats a perk i guess.

Show nested quote +
On August 07 2016 23:03 Simberto wrote:

I am pretty sure that that is not how SC AI works currently.
And no, AI does not need to adopt the standard human metagame, if it is unable to play in the way a human can.
BW AIs are currently very bad at understanding terrain and making (for humans) very easy decisions. "


then why is letabot constantly asking about how humans respond in certain ingame situatioons OF THE HUMAN METAGAME in the quick questions thread? borrowing BOs of HUMAN METAGAME. if they are really "unable to play in the way a human can." so why bother asking how humans play? hahaahaha. seriously joke post you.


I was under the impression that we were having a polite discussion. Apparently you see this differently and think it is reasonable to be completely impolite instead of formulating an argument. I do not think i want to continue debating with you.
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
August 08 2016 11:05 GMT
#23
On August 08 2016 10:53 Probemicro wrote:
Show nested quote +
On August 08 2016 05:31 imp42 wrote:
On August 07 2016 16:23 Probemicro wrote:
On August 06 2016 11:43 imp42 wrote:
The winner of the 2015 SSCAI tournament actually did quite decent macro. That is, expanding quickly and massing hydra (against a two-base protoss turtle attempting to max on carriers, easy 3-0 victory).

> What are the best strategies for a StarCraft bot?
> I don't think that the programmers who write bots for the StarCraft AI competitions ever asked this question.

You are mixing two different things here. Competitions like the SSCAI were created as a playing field for Artificial Intelligence students. A good Starcraft bot has probably very little Artificial Intelligence in it, rather it just follows a set of hard-coded rules.

In other words: programmers of AI competitions don't ask themselves that question because a real AI should find out a good strategy and not just execute one it has been fed. That is the whole point of AI.
Look at chess or go: programmers define the win condition, implement an optimized algorithm to find it, and let the program do the rest. They don't implement something like "go for a gambit because it is a good strat"

Now to actually answer your question on a more abstract level: What would be a good strat for a Starcraft bot?
blah blah
HTH


starcraft is a completely different genre compared to chess and go, for all their crazy mechanics the AI is stuck at D level even till now
ever wonder why? i bet the programmers who do not even have fundamental competitive understanding of the game will not.

all the crazy marine splitting will not help you if the AI cannot even do something "simple" and intuitive to humans like walling and using mineral walking to defend rushes.

also AI do need to at least start emulating human metagame by adopting standard macro BOs. for example in TvT AI should never ever go bio in midgame (which i shockingly see in the last AI TvT i witness). this is not sc2, marines are weaker, naturally clump together when engaging and no amount of splitting will offset the fact that mech is simply superior here.


the problem with your post is that you actually didn't read/understand the part that you bluntly replaced with "blabla" when quoting me. (hint: tips for creating a good Starcraft bot != tips for creating a good Artificial Intelligence). You don't know who you're talking to, so don't make any wrong assumptions.

And no, Starcraft is not a "completely different game". You'd be surprised how many challenges can be reduced to the same problem.
Maybe this helps you:
http://graphics.stanford.edu/~mdfisher/GeneralGameLearning.html



...and where are the bots now when it comes to actual results? thats right, Iccup D rank.
and you can come up with a lot of theoretical stuff but at the end of the day, where are the results? and this has been going for 6+ years! lmao. if im an investor i would be frightened as hell by this sort of ROI.

just like when programmers are using brute force principles that they use for chess to program weiqi AI and find that they cannot even beat amateur human players 10+ years ago. until google deepmind came up with a novel solution.

its obvious that current methods are not working and perhaps a novel approach is now needed.

it just shows that current theory is most likely inadequate and/or a lot more research needs to be done on how to make a good bot. CURRENT BOTS CANNOT EVEN MAKE A WALL OR DEFEND PROPERLY AGAINST RUSHES, thats like the most fundamental shit. how can you have a good bot when it cannot even grasp the concept and do it in any map? nonsense like 4 pool bots should not even be a threat or figure in the AI metagame at all, yet they are still often falling prey to them. After seeing Berkeley Overmind back in what...2010? so i guess AI development has actually taken a step back?
No funding? In essence I don't see any big developments coming anytime soon and it was a real shame Google choose to pick sc2 instead of BW for their Deepmind project.

if you still think im talking nonsense, well i guess you can enjoy having bots continue to languish at D level for the next 5 years or so. they are already there for 6+ years, whats another 5 years? maybe some of the research google did for sc2 can be transferred over to BW, thats a perk i guess.

Show nested quote +
On August 07 2016 23:03 Simberto wrote:

I am pretty sure that that is not how SC AI works currently.
And no, AI does not need to adopt the standard human metagame, if it is unable to play in the way a human can.
BW AIs are currently very bad at understanding terrain and making (for humans) very easy decisions. "


then why is letabot constantly asking about how humans respond in certain ingame situatioons OF THE HUMAN METAGAME in the quick questions thread? borrowing BOs of HUMAN METAGAME. if they are really "unable to play in the way a human can." so why bother asking how humans play? hahaahaha. seriously joke post you.



You obviously never seen LetaBot play, because if you did you would know that it was able to build a wall even in early 2014. Anyway watch this video of LetaBot vs fischei ( C+ player):




If that is not a wall at the 1 minute mark then what is it?
If you cannot win with 100 apm, win with 100 cpm.
Zedd
Profile Joined January 2010
Czech Republic107 Posts
August 08 2016 13:08 GMT
#24
Any bot that wants to truly beat a Starcraft player should have serious limitations on APM, micro and control groups to make sure that it havent gained advatage by micro usage but by pure strategy/tactics.
imp42
Profile Blog Joined November 2010
398 Posts
August 08 2016 14:59 GMT
#25
On August 08 2016 22:08 Zedd wrote:
Any bot that wants to truly beat a Starcraft player should have serious limitations on APM, micro and control groups to make sure that it havent gained advatage by micro usage but by pure strategy/tactics.


Zedd, I would have agreed if you had said "Artificial Intelligence" instead of "bot".

At the current stage, if you want a bot to win against a human player, you need to abuse mechanisms like APM.
Note that a strong bot, especially if working the way I advocate (executing one or more solid timing pushes), does not contain a lot of AI.

Artosis wrote an article on why SC is not suited for a Google AI due to the APM issue.
http://www.espn.com/esports/story/_/id/14971219/infinite-apm-artosis-deepmind-starcraft-part-1

In this case, I absolutely agree that a limitation on APM to what is humanly possible makes absolutely sense. That is, limit actions per minute at 300-350 and introduce some delay for "clicks" to simulate the distance on screen the mouse has to cover.
For AI vs AI games these limitations do not really matter (although they will alter the metagame). It just makes it much more easy to compare AI decision making to human decision making.

50 pts Copper League
imp42
Profile Blog Joined November 2010
398 Posts
August 08 2016 15:07 GMT
#26
On August 08 2016 10:53 Probemicro wrote:
if you still think im talking nonsense, well i guess you can enjoy having bots continue to languish at D level for the next 5 years or so. [...]


The problem is not your lack of knowledge. I think you know more than enough to contribute meaningfully to the discussion.
the problem is that you do not seem to appreciate that there are others here, who also might be very qualified. This coupled with a slightly aggressive/ignorant tone is just not as constructive as it could be.
50 pts Copper League
Zedd
Profile Joined January 2010
Czech Republic107 Posts
August 08 2016 16:35 GMT
#27
On August 08 2016 23:59 imp42 wrote:
Show nested quote +
On August 08 2016 22:08 Zedd wrote:
Any bot that wants to truly beat a Starcraft player should have serious limitations on APM, micro and control groups to make sure that it havent gained advatage by micro usage but by pure strategy/tactics.


Zedd, I would have agreed if you had said "Artificial Intelligence" instead of "bot".

At the current stage, if you want a bot to win against a human player, you need to abuse mechanisms like APM.
Note that a strong bot, especially if working the way I advocate (executing one or more solid timing pushes), does not contain a lot of AI.

Artosis wrote an article on why SC is not suited for a Google AI due to the APM issue.
http://www.espn.com/esports/story/_/id/14971219/infinite-apm-artosis-deepmind-starcraft-part-1

In this case, I absolutely agree that a limitation on APM to what is humanly possible makes absolutely sense. That is, limit actions per minute at 300-350 and introduce some delay for "clicks" to simulate the distance on screen the mouse has to cover.
For AI vs AI games these limitations do not really matter (although they will alter the metagame). It just makes it much more easy to compare AI decision making to human decision making.



But what is a purpose of a bot that get its advatage by micro?

I think most people creating bots are hoping that eventually, their bot will be semi-intelligent in terms of understanding the game or that it will behave like human so it will be nearly impossible to differentiate between human and such bot for unbiased spectator.

Creating bot that will win by abusing its mechanical skills is like cheating in school. It is small short term gain but you screw yourself even more in long term.

Btw there is many things that one can imagine as a limitation to bot. For example if you create a delay as you mentioned, it would be very hard for bot to do perfect kite or if you limit minimum selection size, then it will be impossible for a bot to do things like avoiding splash damage.
Simberto
Profile Blog Joined July 2010
Germany12069 Posts
August 08 2016 18:22 GMT
#28
On August 09 2016 00:07 imp42 wrote:
Show nested quote +
On August 08 2016 10:53 Probemicro wrote:
if you still think im talking nonsense, well i guess you can enjoy having bots continue to languish at D level for the next 5 years or so. [...]


The problem is not your lack of knowledge. I think you know more than enough to contribute meaningfully to the discussion.
the problem is that you do not seem to appreciate that there are others here, who also might be very qualified. This coupled with a slightly aggressive/ignorant tone is just not as constructive as it could be.



And the main reason that bots continue to be at D level is that bots are currently mostly something that IT students do when writing their masters thesis. That means that there is not a lot of money in it, and the people write a bot over two years, after which they disappear into oblivion.

Quite obviously, this is not the best way to actually do science and push the boundaries.
imp42
Profile Blog Joined November 2010
398 Posts
August 08 2016 22:35 GMT
#29
On August 09 2016 01:35 Zedd wrote:

But what is a purpose of a bot that get its advatage by micro?


I was trying to disentangle "strategy for a bot" from "Artificial Intelligence" in order to better answer the original question, which was "what is a good strategy for a bot?".

The answer to the OP heavily depends on what his intentions are. If he wants to push the boundaries of AI, yes absolutely, don't take advantage of the micro possibilities. But if you just want a challenging bot to practice or win a bot tournament, I would advice differently.
That is, the application and consequently imposed limitations affect the recommended strategy.
50 pts Copper League
fezvez
Profile Blog Joined January 2011
France3021 Posts
August 09 2016 01:50 GMT
#30
It's hilarious to read statements such as : "these dumb programmers don't even know what the game is about"

Please, keep going on
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
Enki Pro Series #9
Rogue vs ClassicLIVE!
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 233
Codebar 41
StarCraft: Brood War
Rain 2404
GuemChi 1254
Artosis 677
ProTech157
Snow 97
Bale 89
910 56
ZergMaN 17
yabsab 9
Force[name] 4
Dota 2
NeuroSwarm201
Counter-Strike
summit1g10427
fl0m3054
taco 287
Super Smash Bros
hungrybox438
Other Games
singsing1898
JimRising 712
Day[9].tv586
XaKoH 561
C9.Mang0337
PiGStarcraft239
Organizations
Other Games
gamesdonequick684
Counter-Strike
PGL255
[ Show 14 non-featured ]
StarCraft 2
• practicex 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush779
• Lourlo368
Other Games
• Day9tv586
• Shiphtur372
Upcoming Events
Patches Events
8h 46m
PiGosaur Cup
20h 46m
Kung Fu Cup
1d 6h
Replay Cast
1d 18h
The PondCast
2 days
KCM Race Survival
2 days
OSC
2 days
IntoTheTV X SOOP
4 days
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
WardiTV Invitational
4 days
IPSL
4 days
WorsT vs nOmaD
Dewalt vs andersOn
[ Show More ]
IntoTheTV X SOOP
5 days
WardiTV Invitational
5 days
IPSL
5 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-11-02
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
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
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 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.