• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:51
CET 16:51
KST 00:51
  • 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
Dark completes military service, returns to SC28[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Greetings.. No more SC2 streamers on team liquid? Dark completes military service, returns to SC2 Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
List of top players active on ShieldBattery BW General Discussion Recommended BW Settings for Mouse and Video Starcraft:Brood War Discord Servers [BSL23] RO16 Group Stage
Tourneys
[$1250] International ShieldBattery League Bisu's Team vs Shuttle's Team 2026-11-14 2v2v2v2 Tournament Stage 1: Community Poll [BSL23] Ro16 Group C - Sunday 21:00 CET
Strategy
Pluto's TvP 5Marine 2Medic Push Simple Questions, Simple Answers Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
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 Artificial Intelligence Thread Trading/Investing Thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10680 users

Add 1 medic per base vs storm drops

Forum Index > Brood War Strategy
Post a Reply
1 2 3 4 Next All
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
Last Edited: 2021-08-03 22:29:55
August 03 2021 22:23 GMT
#1
Most of the time the first storm drop won't kill much if you dodge at least a little because SCVs are fat and healthy. But they might get damaged significantly enough for the next storm drop to hurt you a lot more.

Storm drops will usually occur in late midgame when the cost of a medic is pretty much nothing relative to your income.

Having 1 medic will probably mean all of your SCVs are healed back to 60hp by the time the next drop happens. I'd keep the medic slightly away from the mineral line so she doesn't die to the actual storm.

That's all, I thought this might be a useful 'niche idea' and fun to read. I hope someone finds it interesting enough to try out.
I plan to share some other ideas about niche tactics in the coming time.

MeSaber
Profile Joined December 2009
Sweden1235 Posts
August 03 2021 23:40 GMT
#2
I think you instead need to fix drops from happening. Shuttles die quite fast and some turrets make nice work of it with a floating building or vessel as hill vision. Can also get one wraith to help with shuttle killing.

A few vults to kill the single HT that actually survives the shuttle attack.

If you let shuttle drop, it will in most cases be 2 HTs so your SCVs are dead anyway if you let it happen.

A single mine also works unless its too close to SCVs.

Fun fact: If you use Patrol with Medic it will always go back after healing instead of staying where it was last healing. This way you could get one Medic for many expansions by using queue-patrolling (many patrols in a circle(3 or more spots)) which means you only need one.
-.-
Magic Powers
Profile Joined April 2012
Austria4478 Posts
Last Edited: 2021-08-04 04:11:27
August 04 2021 04:08 GMT
#3
I'll try to get the numbers for fastest game speed.

Without any upgrades, a medic starts with 50 initial energy, which regenerates until it caps out at 200.
One medic heals 18.601 HP/second.
It spends 1 energy to heal 2 HP. That means it spends 9.3005 energy/second.
With 0 energy, a medic heals ~1.5 HP/second (1.488 to be precise). That's 8% of the healing speed (or one could say it's 12.5x faster with full energy).
Energy regeneration is 0.744 energy/second. This is active at all times until the medic has full energy.

One fresh medic can heal 100 HP before it runs out of its initial energy. With that it can fully heal a minimum of (rounded up):
~1.7 nearly dead SCVs (~5.4 seconds)
or
~3.4 half dead SCVs (~10.8 seconds)
We can add a little more healing due to energy regeneration, but I don't know a good estimate. If I had to take a guess, I'd say that, realistically speaking (considering walking distance, obstacles, suboptimal pathing, etc.), a fresh medic would fully heal anywhere between 2-5 SCVs with its initial energy, depending on their exact health status. I'd put the mean at around 3-4 SCVs (with variance mostly coming from the amount of damage dealt to the worker line). The realistic mean could be higher or lower.

When all energy is spent, the healing rate goes down to 8%. At that rate, when given a whole minute, a medic can fully heal:
~1.5 nearly dead SCVs
or
~3 half dead SCVs

So in my rough estimate, about 1 minute and 5-10 seconds after the medic starts to go to work, it has probably healed around 6-8 SCVs.
After that it would require 67 idle seconds for the medic to have another 50 energy ready, or 268 seconds (~4.5 minutes) for the full 200 energy.
If instead the medic keeps healing, it'll do so at the aforementioned rate (per minute) of ~1.5 nearly dead SCVs or ~3 half dead SCVs.

Fingers crossed that I didn't get any numbers wrong.
If you want to do the right thing, 80% of your job is done if you don't do the wrong thing.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
August 04 2021 19:56 GMT
#4
Seems like a decent idea if you weren't floating your barracks by then
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
August 04 2021 23:48 GMT
#5
On August 04 2021 08:40 MeSaber wrote:
I think you instead need to fix drops from happening.

If storm drops happen even on ASL level, then obviously preventing them isn't doable.


Shuttles die quite fast and some turrets make nice work of it with a floating building or vessel as hill vision. Can also get one wraith to help with shuttle killing.

They don't mind if the shuttle dies, as long as they get to unload a few HTs.
And a few minutes later, a new shuttle with new HTs comes. Watch some pro games.


A few vults to kill the single HT that actually survives the shuttle attack.

Doesn't work. Especially if they unload 1 zealot before unloading 2-3 HTs.


If you let shuttle drop, it will in most cases be 2 HTs so your SCVs are dead anyway if you let it happen.

Wrong, if you notice it in time, you won't take the whole duration of the storm but will be able to dodge part of it.

A single mine also works unless its too close to SCVs.

Yes. But as you said, doesn't help if it's dropped in the mineral line. No terran will place mines in (or very near) the mineral line, because it's suicide.

Fun fact: If you use Patrol with Medic it will always go back after healing instead of staying where it was last healing. This way you could get one Medic for many expansions by using queue-patrolling (many patrols in a circle(3 or more spots)) which means you only need one.

I think I'd still personally prefer to have 1 per base because it takes time for her to walk from one base to the other, but this is still interesting to know.
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1647 Posts
August 05 2021 11:16 GMT
#6
I would say

ONE MARINE (or Ling or Zealot) in the mineral line can do wonders...

Especially if the opponent is not microing....
ko-fi.com/luckynoob
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2021-08-05 15:11:37
August 05 2021 15:08 GMT
#7
On August 05 2021 08:48 niteReloaded wrote:
Show nested quote +
On August 04 2021 08:40 MeSaber wrote:
I think you instead need to fix drops from happening.

If storm drops happen even on ASL level, then obviously preventing them isn't doable.

Show nested quote +

Shuttles die quite fast and some turrets make nice work of it with a floating building or vessel as hill vision. Can also get one wraith to help with shuttle killing.

They don't mind if the shuttle dies, as long as they get to unload a few HTs.
And a few minutes later, a new shuttle with new HTs comes. Watch some pro games.

Show nested quote +

A few vults to kill the single HT that actually survives the shuttle attack.

Doesn't work. Especially if they unload 1 zealot before unloading 2-3 HTs.

Show nested quote +

If you let shuttle drop, it will in most cases be 2 HTs so your SCVs are dead anyway if you let it happen.

Wrong, if you notice it in time, you won't take the whole duration of the storm but will be able to dodge part of it.

Show nested quote +
A single mine also works unless its too close to SCVs.

Yes. But as you said, doesn't help if it's dropped in the mineral line. No terran will place mines in (or very near) the mineral line, because it's suicide.

Show nested quote +
Fun fact: If you use Patrol with Medic it will always go back after healing instead of staying where it was last healing. This way you could get one Medic for many expansions by using queue-patrolling (many patrols in a circle(3 or more spots)) which means you only need one.

I think I'd still personally prefer to have 1 per base because it takes time for her to walk from one base to the other, but this is still interesting to know.



Nitpicking on what i said there. Everything i said is in context of just one drop happening. If you have a wraith it will shoot 2-3 shots on shuttle before passing, two turrets making short work of rest of shuttle, you will then get to drop one unit, it will not be a zealot but a HT, you then kill it with 4 vults shooting once each, or mine.

If you now dont defend at all there will be 2 HTs and they will storm at the same time and you wont be able to dodge when you have nowhere to go that isnt stormed. Usually this will kill a lot of SCVs, many more than just having one HT storming twice which is dodgeable.

If enemy comes with 2 shuttles you will more or less lose a lot of SCVs no matter what because you cant deny the drop from happening. Most Pro's leave tanks and vults for this and a bunker with rines.

Best solution is in most cases to just mass turret the edges to prevent many units dropping per shuttle but just one per shuttle making it out.

All this is situational depending on what really happens in a game and the best way to prevent SCVs from dying is just scans or map awareness (spread mines allover map to see shuttle coming).

I want to say wraiths however is really key, having a few of em over the hill and prob a bit away for chase-ability will at least kill one shuttle or maybe two if you chase em all the way.
-.-
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
August 07 2021 22:53 GMT
#8
On August 06 2021 00:08 MeSaber wrote:
Show nested quote +
On August 05 2021 08:48 niteReloaded wrote:
On August 04 2021 08:40 MeSaber wrote:
I think you instead need to fix drops from happening.

If storm drops happen even on ASL level, then obviously preventing them isn't doable.


Shuttles die quite fast and some turrets make nice work of it with a floating building or vessel as hill vision. Can also get one wraith to help with shuttle killing.

They don't mind if the shuttle dies, as long as they get to unload a few HTs.
And a few minutes later, a new shuttle with new HTs comes. Watch some pro games.


A few vults to kill the single HT that actually survives the shuttle attack.

Doesn't work. Especially if they unload 1 zealot before unloading 2-3 HTs.


If you let shuttle drop, it will in most cases be 2 HTs so your SCVs are dead anyway if you let it happen.

Wrong, if you notice it in time, you won't take the whole duration of the storm but will be able to dodge part of it.

A single mine also works unless its too close to SCVs.

Yes. But as you said, doesn't help if it's dropped in the mineral line. No terran will place mines in (or very near) the mineral line, because it's suicide.

Fun fact: If you use Patrol with Medic it will always go back after healing instead of staying where it was last healing. This way you could get one Medic for many expansions by using queue-patrolling (many patrols in a circle(3 or more spots)) which means you only need one.

I think I'd still personally prefer to have 1 per base because it takes time for her to walk from one base to the other, but this is still interesting to know.



Nitpicking on what i said there. Everything i said is in context of just one drop happening. If you have a wraith it will shoot 2-3 shots on shuttle before passing, two turrets making short work of rest of shuttle, you will then get to drop one unit, it will not be a zealot but a HT, you then kill it with 4 vults shooting once each, or mine.

If you now dont defend at all there will be 2 HTs and they will storm at the same time and you wont be able to dodge when you have nowhere to go that isnt stormed. Usually this will kill a lot of SCVs, many more than just having one HT storming twice which is dodgeable.

If enemy comes with 2 shuttles you will more or less lose a lot of SCVs no matter what because you cant deny the drop from happening. Most Pro's leave tanks and vults for this and a bunker with rines.

Best solution is in most cases to just mass turret the edges to prevent many units dropping per shuttle but just one per shuttle making it out.

All this is situational depending on what really happens in a game and the best way to prevent SCVs from dying is just scans or map awareness (spread mines allover map to see shuttle coming).

I want to say wraiths however is really key, having a few of em over the hill and prob a bit away for chase-ability will at least kill one shuttle or maybe two if you chase em all the way.

You don't know what nitpicking means. You made a lot of claims, I dissected them one by one and showed how you were wrong. Now you say that everything you said is in the context of just one drop happening, when the whole idea of the thread is recovery between multiple drops.

And the way you write seems like haven't watched pro level games that include storm drops.
Please don't reply anymore.
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4463 Posts
August 07 2021 23:27 GMT
#9
If it was worthwhile the pros would have done it by now.
https://www.youtube.com/watch?v=e7PvoI6gvQs
oshibori_probe
Profile Blog Joined July 2006
United States2937 Posts
August 08 2021 01:48 GMT
#10
What about using optical flare on HT, confusing your opponent long enough to evacuate your SCVs?
Fuck KeSPA.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
August 08 2021 03:32 GMT
#11
On August 08 2021 07:53 niteReloaded wrote:
Show nested quote +
On August 06 2021 00:08 MeSaber wrote:
On August 05 2021 08:48 niteReloaded wrote:
On August 04 2021 08:40 MeSaber wrote:
I think you instead need to fix drops from happening.

If storm drops happen even on ASL level, then obviously preventing them isn't doable.


Shuttles die quite fast and some turrets make nice work of it with a floating building or vessel as hill vision. Can also get one wraith to help with shuttle killing.

They don't mind if the shuttle dies, as long as they get to unload a few HTs.
And a few minutes later, a new shuttle with new HTs comes. Watch some pro games.


A few vults to kill the single HT that actually survives the shuttle attack.

Doesn't work. Especially if they unload 1 zealot before unloading 2-3 HTs.


If you let shuttle drop, it will in most cases be 2 HTs so your SCVs are dead anyway if you let it happen.

Wrong, if you notice it in time, you won't take the whole duration of the storm but will be able to dodge part of it.

A single mine also works unless its too close to SCVs.

Yes. But as you said, doesn't help if it's dropped in the mineral line. No terran will place mines in (or very near) the mineral line, because it's suicide.

Fun fact: If you use Patrol with Medic it will always go back after healing instead of staying where it was last healing. This way you could get one Medic for many expansions by using queue-patrolling (many patrols in a circle(3 or more spots)) which means you only need one.

I think I'd still personally prefer to have 1 per base because it takes time for her to walk from one base to the other, but this is still interesting to know.



Nitpicking on what i said there. Everything i said is in context of just one drop happening. If you have a wraith it will shoot 2-3 shots on shuttle before passing, two turrets making short work of rest of shuttle, you will then get to drop one unit, it will not be a zealot but a HT, you then kill it with 4 vults shooting once each, or mine.

If you now dont defend at all there will be 2 HTs and they will storm at the same time and you wont be able to dodge when you have nowhere to go that isnt stormed. Usually this will kill a lot of SCVs, many more than just having one HT storming twice which is dodgeable.

If enemy comes with 2 shuttles you will more or less lose a lot of SCVs no matter what because you cant deny the drop from happening. Most Pro's leave tanks and vults for this and a bunker with rines.

Best solution is in most cases to just mass turret the edges to prevent many units dropping per shuttle but just one per shuttle making it out.

All this is situational depending on what really happens in a game and the best way to prevent SCVs from dying is just scans or map awareness (spread mines allover map to see shuttle coming).

I want to say wraiths however is really key, having a few of em over the hill and prob a bit away for chase-ability will at least kill one shuttle or maybe two if you chase em all the way.

You don't know what nitpicking means. You made a lot of claims, I dissected them one by one and showed how you were wrong. Now you say that everything you said is in the context of just one drop happening, when the whole idea of the thread is recovery between multiple drops.

And the way you write seems like haven't watched pro level games that include storm drops.
Please don't reply anymore.


I reply how much i want thank you. Yes you dissected it until it had no context making each phrase look like a noob talking.

Be a man and stand up for you being wrong. Anyone can see what you did as its in text.

You just want to defend your stupid medic shit and you know it.
-.-
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2021-08-08 03:35:10
August 08 2021 03:34 GMT
#12
On August 08 2021 08:27 iPlaY.NettleS wrote:
If it was worthwhile the pros would have done it by now.


This. But yes i agree medic could heal scvs but i doubt its game changing by any means. There is a reason you mass produce workers.
-.-
Highgamer
Profile Joined October 2015
1475 Posts
Last Edited: 2021-08-08 09:09:55
August 08 2021 08:25 GMT
#13
Well, the idea wasn't to change the meta or anything.

On August 04 2021 07:23 niteReloaded wrote:
That's all, I thought this might be a useful 'niche idea' and fun to read. I hope someone finds it interesting enough to try out.


I think this idea is great from a roleplaying point of view. If I were a dude in an SCV, I sure would like to have some BW medics around to heal my wounds or to dab my sweat. Or to chit-chat with while I'm idling like most of my SCVs.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
August 08 2021 13:25 GMT
#14
Your SCVs are idling? What game are you playing?
-.-
Highgamer
Profile Joined October 2015
1475 Posts
Last Edited: 2021-08-08 14:10:10
August 08 2021 14:08 GMT
#15
Noone works too hard in my bases, mate. They even have free beverages and worker unions.

If you work your guys to the bone then you're no better than the Zerg.
Timebon3s
Profile Joined May 2018
Norway772 Posts
August 08 2021 20:27 GMT
#16
If you put a hot female medic in the middle of 24 sweaty strong miners you never know what’s gonna happen good thing they don’t get to use the stimpack ammarite??
Highgamer
Profile Joined October 2015
1475 Posts
Last Edited: 2021-08-09 07:27:33
August 09 2021 07:23 GMT
#17
Well I don't know about your bases but obviously there should always be a supervisor on site. The depots pose a bigger problem in this regard. The anti-discrimination officer has to be informed of any grievances.

But good job for pointing out the bigger problem: Terrans really didn't go with the times and don't do enough for a better gender distribution across the different jobs.

+ Show Spoiler +
[image loading]
[image loading]
MeSaber
Profile Joined December 2009
Sweden1235 Posts
August 09 2021 10:39 GMT
#18
On August 08 2021 23:08 Highgamer wrote:
Noone works too hard in my bases, mate. They even have free beverages and worker unions.

If you work your guys to the bone then you're no better than the Zerg.


Rofl this is just awesome. Reminds me of Rimworld or Oxygen not included where you set work schedule.

Just imagine if SCVs had stamina bar and needed to sleep xD
-.-
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
August 11 2021 03:31 GMT
#19
Nearly everything can be grouped into a lazy solution, an ideal solution, or a cute solutions. In the context of HT drops:

Ideal: scout the shuttle, place goliaths/early game wraith on its path
Lazy: Put an excessive amount of turrets/mines everywhere to deter him from doing drops against you
Cute (in no particular order): Ghost with lockdown vs shuttle, medics in mineral lines, late-game cloak wraiths, EMP the HTs when they drop, Yamato cannon shuttles,

Everyone should strive for the ideal solution, but we all end up taking the lazy solution at some point. Cute solutions only work if there's a huge gap (skill or resources) between the two players, or if both players are screwing around.
im deaf
fLyiNgDroNe
Profile Joined September 2005
Belgium4155 Posts
August 11 2021 12:39 GMT
#20
On August 11 2021 12:31 imBLIND wrote:
Cute (in no particular order): Ghost with lockdown vs shuttle, medics in mineral lines, late-game cloak wraiths, EMP the HTs when they drop, Yamato cannon shuttles,



lmao that got me laughing for a good minute. Yamato gun is brilliant. You can also scout the shuttle leaving, calculate time to reach your base, launch the nuke behind your mineral line just in time for it to arrive and remove workers a second prior to the blast. Is that cute or what?!
Drone is a way of living
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
21:00
WardiTV Not-Summer Championshi
MaxPax vs Solar
herO vs TBD
Lambo vs TBD
Rogue vs TBD
WardiTV1172
IntoTheiNu 862
ComeBackTV 778
TaKeTV 399
IndyStarCraft 270
Rex119
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 270
Rex 119
StarCraft: Brood War
Britney 59659
Calm 4929
Rain 1680
Jaedong 1545
EffOrt 726
BeSt 665
FanTaSy 429
Rush 379
Shuttle 353
Larva 331
[ Show more ]
Hyun 175
ZerO 173
Dewaltoss 129
Mind 100
Last 78
Sharp 71
Mong 38
ToSsGirL 34
Killer 26
hero 25
sorry 25
Terrorterran 20
Sacsri 17
910 17
Hm[arnc] 16
Aegong 15
Movie 14
ajuk12(nOOB) 13
Free 13
Rock 10
soO 10
Shine 9
LuMiX 2
Dota 2
qojqva2444
Counter-Strike
edward1186
Heroes of the Storm
Khaldor391
MindelVK8
Other Games
FrodaN4335
singsing2214
Beastyqt483
B2W.Neo395
byalli392
Lowko389
mouzStarbuck258
KnowMe244
syndereN193
XaKoH 155
ToD99
DeMusliM98
ZerO(Twitch)18
ROOTIllusion12
Railgan11
CosmosSc2 9
fpsfer 1
Organizations
Other Games
EGCTV932
[ Show 15 non-featured ]
StarCraft 2
• Hinosc 44
• poizon28 18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki30
• ChaeLyn 10
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV703
League of Legends
• Jankos2570
Other Games
• Shiphtur30
Upcoming Events
IPSL
1h 9m
TerrOr vs IJ_Terran
rasowy vs Hazorath
BSL
4h 9m
TerrOr vs OyAji
UltrA vs Gosudark
Sparkling Tuna Cup
18h 9m
WardiTV Invitational
20h 9m
IPSL
1d 1h
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
1d 4h
Artosis vs Dewalt
Ret vs Tech
SOOP
1d 18h
soO vs FanTaSy
WardiTV Weekly
1d 20h
Monday Night Weeklies
3 days
PiGosaur Cup
3 days
[ Show More ]
The PondCast
3 days
GSL
4 days
Replay Cast
5 days
KCM Race Survival
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-11-12
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
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

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.