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[G] Early Hydra ZvP - Page 4

Forum Index > Brood War Strategy
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Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
May 28 2009 03:59 GMT
#61
So for this build you need to assume the following?
-Your Opponent can't read your base (drone count and drones on gas).
-Your Opponent can't macro properly.
-Your Opponent can't get higher than C on ICCUP.
-Your Opponent is not Korean (I'm sure of this any decent [[C- even]] Korean toss isn't going to lose to this build).
-Your Opponent didn't read this thread.
-Your Opponent is incapable of making cannons and gateways in a timely fashion.
-Your Opponent won't scout more than once, or even more than once successfully.
-Your Opponent can't adapt.

Oh there's gotta be more.

Build orders should have an even distribution of success. Typically the most successful builds are the ones that in any rank of play, users can use this to win. Your arguing that this build will only work up to the C+ level. Okay... but then maybe the success of this build isn't that you're getting those early hydra. What is the actual benefit to getting early hydra instead of just teching? He put up extra cannons? That's great, but if he knows you're going hydra most of the time the Toss would utilize the resources he would have otherwise set forth for, oh... cannons in the main to defend against muta. With your hydras out that early you can't possibly muster up the resources for 9 muta in a timely fashion. That means toss players can delay their defense internally and focus on gateways and stargates, if they choose. I would feel more comfortable if you tried this build on a Toss player that was at a high level of play. Get.Duduk is a decent player based upon his ICCUP stats, but that means little. His play in your game convinced me that if anything he's at a C- level in terms of his actual gameplay. Or maybe even have two really good players test this out.
"We have unfinished business, I and he."
Probe.
Profile Joined May 2009
United States877 Posts
May 28 2009 04:13 GMT
#62
I know your build is not going to help me out or any high rank zerg. Im just trying to leave feedback of what i think. You need feedback from a variation of skilled or noobie players if you want to perfect this build. A player can build pretty much however they want vs someone who is not as good as them but it doesn't mean they're build is good. I saw some the replays and those guys were not your level. What I'm trying to get at is instead of arguing how good your build is why don't you take peoples feedback and try to perfect the build. Im telling you right now the build is too easy to scout and thus react to by decent players. I've seen your reps I'll watch reasons reps and see if they change my mind though.
meow
FaTe)SoL
Profile Joined March 2009
Canada110 Posts
May 28 2009 04:19 GMT
#63
On May 28 2009 09:54 Misrah wrote:Build 8 cannons (1500mins) and then begin playing as normal.

Nice math. XD

Have you tried this at higher iCCup ranks? I'd presume that it's usefulness diminishes with proper troop count scouting
The problem with America is stupidity. I'm not saying there should be a capital punishment for stupidity but, why don't we just take the safety labels off of everything and let the problem solve itself?
Neon_Monkey
Profile Joined February 2008
United States270 Posts
May 28 2009 04:35 GMT
#64
+ Show Spoiler +
On May 28 2009 09:54 Misrah wrote:
Show nested quote +
On May 28 2009 04:59 citi.zen wrote:
On May 28 2009 04:21 Misrah wrote:
In your first point, you logic is completely incorrect. This build is not really meant for all in play. While it can facilitate all in, none of my replays show this at all. Really thinking that you are going to try and be sneaky and pull something like this just isn't going to happen. The probe is going to be alive in you base for way to long.

second point: It's not necessarily fair to consider this build against a 5 hatch hydra. In 5 hatch hydra, you are not making any attempt to harass or slow the P's gate and tech timings down. I don't really think that you can compare the two.


on #1 - I only suggested doing it if you have a scouting advantage (OL sees P trying to cut corners and you kill his scouting probe).

Otherwise you'd move towards #2. Here I think it is not only fair, but also necessary to compare this build to the 5 hatch hydra since the final questions is the same: when its all said and done, how many troops and what level economy do you have when the P comes out? What puts you in a better position: the earlier timing push vs. 5 hatch hydra or the later push (assuming you forced 6-8 cannons and maybe delayed the +1) vs. your build?

BTW, I am not trying to criticise the BO, I am genuinely interested in the answer and will try to test it out later tonight. If you are online maybe we can test it together... or maybe we can find a willing P :-)


First off- it's fine if you criticize the BO. I love it when people critique me. The part that i don't like is when people come into the thread, don't read the OP, dont watch the replays, and don't read the thread- before posting. My patience wears thin when people that have not done any of those steps simply comes in and thinks they 'can prove you wrong.'

1. If you were suggesting that then you are correct. (i must have misunderstood your post. I apologize i was completely in the wrong there.)

2. You bring up some good points in comparing this build to 5 hatch. The end result is important. However this build, and 5 hatch attempt to get there in entirely different ways. 5 hatch hydra is a defensive macro type build. This build is a more aggressive build. If you are playing protoss, and you do not force the desired amount of cannons, or harass hard enough with your muta- of course you will lose. However if you do force the cannons, and can cause some harassment with the muta, will it be enough damage to set you up with an advantage? It's your call.

I should start looking at this build compared to 5 hatch. It's going to take some time, but i think you are right. This should be looked at in depth. Because if this is inherently a weaker build, then it is pointless to play.

@ GhostClaw-

First of all- nice writeup. It seems that you really studied the reps, and actually read the op. I agree with most everything you placed in your post.

1. Upgrades. I do realize that this could be a problem. If you can snipe the forge with your early range hydras, that can help out- but starting upgrades around 8:00 min in the game is very late. The reason that i have chosen to do this is simply because i am saving for muta. It could be very very possible to spend your first 100 gas surplus on missile attack, instead of going lair (after range.) However if you were to go with this rout, i would think that muta would be out of the question. Do you have any thoughts?

2. This brings me to your second point- drops. Really this could be very workable. I have stated in the OP that in order to save your 2 overlords from being corsair sniped, you place them over your hydras and 'contain' the p. Now this serves many purposes. The first is stopping any DT play, the second is to give your muta a 'safe spot' from corsairs, and the third is to protect your overlords. Slow drops could be very possible in this situation because- you will have 2 protected overlords hovering above the P choke already.

Going drops also plays well into getting your upgrades faster. Because you only need to waste gas on a lair and 200 gas on drop. Any time between then, you probably could get +1 cara and +1 missle for your hydra. (i have no idea about the timing, but a 1/1 hydra drop could potentially be deadly to a P with a low gate count.

3. I have no idea about the 2007 games. But i really should take a look at these. I had no idea that this might have been already tried.

@ultramagnetics

What do you want me to tell you? I have repeated again and again in this thread that this build does not attempt to damage protoss economy, until muta are up. the hydra are simply there to delay. Once the muta are off, probe sniping is very possible- and very likely. (Unless protoss is going with mass sair)

Does this build give you a weaker economy than 3 hatch? yes. So does going 9 pool speed into 3 hatch, so does going 2 hatch, same as 12 pool, 9 hatch, overpool ext. Once again we have covered this.

Show nested quote +
1st point:
You are hurting your economy by making hydras over drones. You are hurting your economy by taking gas early and hydra den. You could be investing in hatcheries instead.... You are hurting your economy by pumping drones from 1 hatch and hydras from 2nd hatch, rather then pumping drones from 2 hatch followed by hydras from 2 hatch.


Really? no way! So your telling me that if i don't build drones- then my economy is going to be weaker? This first point astounds me. We have already covered this, i realize this- and this has been covered.

Show nested quote +
2nd point:
Your pressure isn't significant enough to damage a smart protoss. Basically protoss will start with only 1 cannon since protoss will have his scouting probe alive forever vs your 2 zerglings. Once protoss sees the hydra den protoss will make a few more cannons and make sure to scout your hydra count.


Ok a smart protoss will protect himself. Build 8 cannons (1500mins) and then begin playing as normal. then he will have to build more cannons to hold off my muta, so more wasted money. 2 cannons and 1/2 sairs are not enough to hold off 9 muta. I will be doing damage to your probe line.
-if you build sairs, you are taking gas away from templar, and weakning your already pathetic ground army.
-if you build chons- you are taking gas away from templar, and need to keep the chons inside of your base to defend against my muta
-if you build templar: which really is the worst idea because
a. your anti muta defense will be limited
b. you are not going to be able to push out, because you will not have a big enough army to supplement your Templar, not to mention the fact that i still have muta flying around your base.

So all the while this is happening, i will have 4 soon to be 5 hatch. I can make 1-3 rounds of drones depending on how far behind you are/ how much damage i am inflicting/ what tech route you decided to follow. Once again i will make 24 drones in the time you make 2. Allowing my 'devastated economy' to once again become on par with yours.

Show nested quote +
Sooooo, where does hurting protoss economy come into play?

You are first off not putting any early pressure on so protoss can go 14 nexus, or forge->nexus->1cannon. Both builds that are strong for protoss economy-wise.
Once protoss sees your hydra-den, protoss will have the strong economy I just mentioned, and can easily put down a few more cannons over the next minute while his tech is only slightly slower (and I would imagine responding properly to your build would give faster tech time then responding vs 9-pool pressure (which is actually good...)).

Either way your economy is much worse then if you waited for some sort of timing hydra push or just played standard zvp and you will not have hurt an intelligent protoss..


Sooooo, hurting the protoss econ comes into play with the muta. Even if my muta do little to no damage, i will still have the time i need to get another round of drones out. negating any 'economic advantage' you think you have.

Placing cannons is exactly what i want you to do. 9 pool forces the exact same thing, placing cannons. Cannons slow your gate timing down, which allows me to retain map control for longer.

I am getting tired of repeating myself. My replays all go into the late game. One replay in particular is on neomedusa- and shows the protoss player getting his third up before pushing out. According to you- he should have easily beat me because his economy is 'so much better.' And by taking his third, he is compounding 'his advantage' even further. If you would actually take the time to watch the replays- you could see what happened in the end.

@APurpleCow
You are pretty much repeating what the other guy has already said. I really don't take what you say into consideration, because to me your ideas don't have much clout. Are you not the same guy who goes on and on about 2 hatch muta? You disregard clouds thoughts- and claim that you can win with 2 hatch muta, and don't need to micro at all?

@ Icarus

I would like to see that replay if you still have it. It sounds like a really good game, and i appreciate your input after playing against it. Thanks for your time.

About the upgrades (please read my response to ghostclaw), i think that ghost claw mentioned the same thing- so i am going to ask you the same question: Do you have any ideas? lol

@Reason

I was watching your replays, and i have a little tip for you about the game you lost. Place your overlords over your hydra ball!! I think that i have mentioned this before- but this build stops DT play cold. If you would have done that- i think the game would have gone differently.

Also thanks for all of your replays, do you mind if i update the OP with them?

Once again- thanks everyone for your time and responses. I am exited to hear your thoughts.

If you have any replays please post them!!! I am trying to watch every one!

**********edit**********
I didn't get to everyone so i will finish~

@Monkeyz_Rule
You clearly did not understand the BO at all. This is probably my fault (poorly written)- but i would insist that you watch the replays. at no point do you just have your den sitting around. You are not understanding the concepts of this build at all. If you read the op, and im sorry that i cannot write very well- watch the replays instead. perhaps that will shed some light on this?

@T.O.P.
I guess that we will have to wait till friday. You playing standard protoss FE strats, and me with my strat. I really don't think that the economy is a big deal. the game on neo Medusa that i have up shows this. the p even takes his 3rd before moving out, and i still easily crush him.

@FaTe)SoL

But! your forgetting one important thing! zerg can make tons of peons at the same time, provided that you have the production. Zerg economy is not like P/T economy.





I have watched some of the replays and it still makes no sense at all to me. I guess by saying your den is never sitting there you mean that for some reason you make 2 hydras right away before upgrading hydra range or speed. These hydras are completely useless but for some reason your opponents in the replays think that they suddenly need 4 cannons against 2 unupgraded hydras when they can't even kill 1. Even if you don't make these 2 hydras then the earliest you can start hydra range with your build order is about 4:00-410. Doing a normal BO against the comp reveals that you have 150 gas and your hydra den finishes at pretty much the exact same time; about 4 mins. However at this point your 3rd hatch has about 400 hp while with a normal BO the 3rd hatch is already done.

Now on an unrelated matter where do you keep getting the idea that the toss will make 8 cannons? As I just proved hydra range starts at the same time as with a normal 3 hatch before gas build and in a normal 3 hatch hydra build the attempted hydra break would come shortly after the corsair is already out in a "non-hungry" FE build. Meaning that on anything but a small map the P will have plenty of time to respond to any all-in kind of rush you are doing off 3 hatches and at which point in your replays your spire is only at about 200 hp. If you attempt to do any premature rush off 3 hatches then 3 cannons and 3 zealots should easily be enough until there corsair is out at which point the toss will be able to see everything you are doing and know that he only needs to add 1-2 more at most. Then he should have plenty of time to scout the spire and see mutas coming with a very comfortable amount of time to prepare accordingly. He could probably even get a DA for mael out with like 60 energy as your mutas pop but this is just a guess and most tosses probably wouldn't even consider this.

And on yet another note this particular build order IMO will never help you out at higher ranks, which you have states in the OP. However as most people don't seem to see this is pretty much an exact copy of a strategy, even if the build order is different, that I can recall seeing twice in somewhat recent progames. However in these two games the zerg did a normal BO and went lair before den because they wanted to kill the scouting probe. Of course this itself means its just a 3 hatch hydra kinda cheese that they wanted unscouted, however even with this large handicap of getting a useless lair and pretty much destroying there hydra timing they still had little trouble transitioning into a normal game:
http://www.teamliquid.net/tlpd/games/10750_Bisu_vs_Jaedong (no mutas though...)
http://www.teamliquid.net/tlpd/games/11400_JangBi_vs_YellOw[ArnC]


GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
May 28 2009 05:07 GMT
#65

1. Upgrades. I do realize that this could be a problem. If you can snipe the forge with your early range hydras, that can help out- but starting upgrades around 8:00 min in the game is very late. The reason that i have chosen to do this is simply because i am saving for muta. It could be very very possible to spend your first 100 gas surplus on missile attack, instead of going lair (after range.) However if you were to go with this rout, i would think that muta would be out of the question. Do you have any thoughts?


I think that it's all scouting dependent. One of your overlords can float over the P base for just about forever, as their mins should be heading to cannons and not stargate. Losing an overlord isn't the end of the world either, as long as you can plan for it. PvZ/ZvP is all about scouting, and since he's adding cannons their corsair "should" be later. If you see cannons going up in the mineral line, don't build muta (2 scourge for corsair instead of muta). You can see the forge spinning. I'm not sure I can see all of the variations that P can be going between upgrades and cannon count (in my head), so all i'm going to say is that you should adapt - Forge spinning = earlier grades for you, more cannons = less hydra more expanding, mass corsairs = corsair dt/corsair reaver, etc.

One other problem with this build is you're giving up air superiority if they choose to go corsair reaver or corsair dt (I can't remember if I mentioned this before). Bisu used to roll Z's with only corsair/dt, and that's why Z used to fight so hard for air superiority. Doesn't happen as much since Z started getting better at fending off the harass (jaedong using burrowed lings for sight helped).


2. This brings me to your second point- drops. Really this could be very workable. I have stated in the OP that in order to save your 2 overlords from being corsair sniped, you place them over your hydras and 'contain' the p. Now this serves many purposes. The first is stopping any DT play, the second is to give your muta a 'safe spot' from corsairs, and the third is to protect your overlords. Slow drops could be very possible in this situation because- you will have 2 protected overlords hovering above the P choke already.

Going drops also plays well into getting your upgrades faster. Because you only need to waste gas on a lair and 200 gas on drop. Any time between then, you probably could get +1 cara and +1 missle for your hydra. (i have no idea about the timing, but a 1/1 hydra drop could potentially be deadly to a P with a low gate count.


Depends on how many cannons + where cannons are + what map. I would say that if the P goes cannons, you should go slowdrop, as it allows you to end the game right there. It's a heck of a lot slower than muta, but it lets you get upgrades. Let me note that if your drop fails (no damage) you aren't going to be able to build up your drone count at all, because you have no threat, and P will roll you over. Kind of depends what kind of balance you want to have going into mid/late game, as you can choose muta (punish no cannons in main), drop (punish no defense in main), upgrades (head to lategame), drones (head to lategame), expand (head to lategame). I think that's in order from most aggressive to least aggressive in terms of timing, but i'm really not sure.



3. I have no idea about the 2007 games. But i really should take a look at these. I had no idea that this might have been already tried.


Lots of things were tried right after bisu won with his forge first builds. I don't remember if this in particular was ever tried on tv though.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
May 28 2009 05:13 GMT
#66
On May 28 2009 13:19 FaTe)SoL wrote:
Show nested quote +
On May 28 2009 09:54 Misrah wrote:Build 8 cannons (1500mins) and then begin playing as normal.

Nice math. XD

Have you tried this at higher iCCup ranks? I'd presume that it's usefulness diminishes with proper troop count scouting


Better troop scouting and more trust in their micro and macro. 5 cannons should be enough to defend against 3 hat hydra anyway, i'm not sure that they'll normally build 8.

One other thing that I would do if I was protoss would be to skip the stargate, build two cannons, and go straight to ht/archon. ht > hydra, corsair < hydra. Archon > muta, 1-2 corsairs < muta, ht help against muta.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
linkmarth
Profile Joined May 2009
United States10 Posts
May 28 2009 06:12 GMT
#67
Chill in his instructional FFOVDs on youtube tends to go lurker ling instead of mass hydras, in what situations should you do one or the other
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
May 28 2009 07:13 GMT
#68
On May 28 2009 15:12 linkmarth wrote:
Chill in his instructional FFOVDs on youtube tends to go lurker ling instead of mass hydras, in what situations should you do one or the other

No one goes lurker first anymore. The strategy that Chill used was quick +1 carapace, lurker, sunken, and spore. The problem with that build is that zerg does not have the unit combination necessary to stop protoss from getting a 3rd. Lurkers are no good against cannons. Pros never open lurker first.
Oracle comes in, Scvs go down, never a miscommunication.
linkmarth
Profile Joined May 2009
United States10 Posts
May 28 2009 07:27 GMT
#69
On May 28 2009 16:13 T.O.P. wrote:
Show nested quote +
On May 28 2009 15:12 linkmarth wrote:
Chill in his instructional FFOVDs on youtube tends to go lurker ling instead of mass hydras, in what situations should you do one or the other

No one goes lurker first anymore. The strategy that Chill used was quick +1 carapace, lurker, sunken, and spore. The problem with that build is that zerg does not have the unit combination necessary to stop protoss from getting a 3rd. Lurkers are no good against cannons. Pros never open lurker first.


ohhh i see thx
rkarhu
Profile Blog Joined December 2007
Finland570 Posts
May 28 2009 10:16 GMT
#70
On May 28 2009 16:27 linkmarth wrote:
Show nested quote +
On May 28 2009 16:13 T.O.P. wrote:
On May 28 2009 15:12 linkmarth wrote:
Chill in his instructional FFOVDs on youtube tends to go lurker ling instead of mass hydras, in what situations should you do one or the other

No one goes lurker first anymore. The strategy that Chill used was quick +1 carapace, lurker, sunken, and spore. The problem with that build is that zerg does not have the unit combination necessary to stop protoss from getting a 3rd. Lurkers are no good against cannons. Pros never open lurker first.


ohhh i see thx


In fact Chill adresses this problem by stressing that you MUST stop the expo before the cannons go down, therefore stopping the 3rd. Protoss is such an ezmode race that once they get those cannons and hts down you just cant get cost effective with killing the expos.
youlijp
Profile Joined February 2009
Brazil112 Posts
May 28 2009 12:44 GMT
#71
i like that strategy. watched almost all the replays you posted here, and it worked pretty well in a variety of situations. i like the fact that the hydras are always ahead in carapace and attack upgrades. plus, im always fond of any build order that switches to mutalisks in some point. in many cases, in can catch the protoss off guard if you were not properly scouted, or it can come in handy against shuttles and stray high templars. well done! keep up the good work!
"I hate quotations" - Chang E. I.
Misrah
Profile Blog Joined February 2008
United States1695 Posts
Last Edited: 2009-05-28 14:01:05
May 28 2009 13:53 GMT
#72
On May 28 2009 12:51 Wala.Revolution wrote:
I watched the first three reps (I think) and I don't think it will work vs anyone who can react correctly. Keep the scouting probe alive as long as you can, and send a second and a third one even to correctly assess the hydra (and if you can, drone/hatch) count.

Most players you faced didn't bother to continue to scout, which is why they sacrificed their economy. Non-speed-up'd hydras will have trouble sniping probes if they roam looking for hydra count, and you can't really do much with them because toss will keep an eye out. By the time you have speed, toss will probably have sairs or reavers or hts ready.

Also, you say that your drone production outproduces his probes. How is this? I don't know the proper peon ratios but since you have 2 hatches and later 3, with 1 continuously pumping out hydras, isn't it pretty much equal if not disavantageous?

I'll write a more thorough post later.

One of the games the toss goes 13 nex forge gateway, and doesn't even maynard his probes. He doesn't know how to sair/reaver.


Once i begin pumping hydras, i immediately begin sending them to your base. Your scouting probe is not going to stay alive forever, when there are two lings- and some hydra chasing it. After that probe is destroyed i rally all of my hydra to your choke. Now unless you want to have another probe sitting around the map (and thats fine) could i not assume that i could block my ramp with some of the hydra that will be constantly being pumped from my main- and then snipe your probe? Assuming that you have only placed one probe randomly hidden in the map- then all of your other probes are going to have to go through you choke. Which is currently being occupied by about 8 to a dozen hydra.

There is no way you could get a probe through that. So i ask you in all honesty: If you see massed hydra at your choke- are you really going to try and skimp out on cannons, when my OL is going to be able to see your entire choke?

yes two hatcheries produces drones faster than 2 nexus. Think about it. I can build more than one peon at a time at each hatchery. Taking into account that i have to sacrifice a few drones here and there, then yes it might be slightly disadvantageous. While you can only build one at a time. the thing is, as soon as my lair goes up, i can afford another hatch (placing me at 4) giving me the ability to pump drones off of 3 hatch. 3 hatch drone pump > 2 nexus probe.


On May 28 2009 12:59 Amber[LighT] wrote:
So for this build you need to assume the following?
-Your Opponent can't read your base (drone count and drones on gas).
-Your Opponent can't macro properly.
-Your Opponent can't get higher than C on ICCUP.
-Your Opponent is not Korean (I'm sure of this any decent [[C- even]] Korean toss isn't going to lose to this build).
-Your Opponent didn't read this thread.
-Your Opponent is incapable of making cannons and gateways in a timely fashion.
-Your Opponent won't scout more than once, or even more than once successfully.
-Your Opponent can't adapt.

Oh there's gotta be more.

Build orders should have an even distribution of success. Typically the most successful builds are the ones that in any rank of play, users can use this to win. Your arguing that this build will only work up to the C+ level. Okay... but then maybe the success of this build isn't that you're getting those early hydra. What is the actual benefit to getting early hydra instead of just teching? He put up extra cannons? That's great, but if he knows you're going hydra most of the time the Toss would utilize the resources he would have otherwise set forth for, oh... cannons in the main to defend against muta. With your hydras out that early you can't possibly muster up the resources for 9 muta in a timely fashion. That means toss players can delay their defense internally and focus on gateways and stargates, if they choose. I would feel more comfortable if you tried this build on a Toss player that was at a high level of play. Get.Duduk is a decent player based upon his ICCUP stats, but that means little. His play in your game convinced me that if anything he's at a C- level in terms of his actual gameplay. Or maybe even have two really good players test this out.


-There is no way, once your first probe is dead that you are going to be able to sneak another probe into my base. You assume too much. hydra are constantly being produced from my main. I can have the ramp blocked with lings, and then what? What is your probe going to tell you? You can see my nat. Woo hoo.

- If you have B or A players on your friends list, i would like to play them. I can't spend all of my time grinding on icup. Sorry that i am not that good, and don't have replays of this caliber. However many people reading this thread may be that level. As i have said in the OP- please try a few games and post them.

-Two of the opponents i have played were higher than C according to icup. However i guess they don't play 'good enough' to be C so really i can't tell anymore than that. Reason has just started playing this build, as of yesterday he went 5-1 in zvp's jumping from C- to C. I think that this shows that the build has potential, but once again these C players probably suck- so what do i know.

-My opponent isn't Korean? wtf? that has nothing to do with anything.

-About reading this thread, i could care less. If this is a strong build, and as versatile as i have designed it to be- then i want them to read this thread, so this build can be validated.

-If you are using this logic, then why did the fantasy build do so well? Surely a 'good' zerg that can build sunkens and get muta in a timely fashion would not be troubled by it? Pertaining to this build- that is what i am trying to find out. It is forcing the protoss player to play outside of their comfort zone.

- I doubt that you would be able to successfully scout my main more than twice during the game (until you get sair) Twice is generous, because i can have lings blocking my ramp.

As for my muta popping. Normally i can get 9 muta out at 7:40/7:45. Because of the protoss delays, your sair has just traveled over my base (seeing all of my production) and then probably has flown over the nat. With the delays that the protoss is facing, the muta come out at a great time from my experience. But of course i suck, and so do all of my opponents so this is probably relative.

I want really good players to test this build. I am not a really good player. However most of the good players that are reading this thread are too busy telling me how much i fail, instead of just trying the build for a game or two. I come to TL with these strats to try and have many people play a game or two- give me feed back, and then i can go back to work. ( i am just trying to collect games. not to argue my build.) I have stated this in the OP for every one of my replays. yet no one seems to want to just play 1 or 2 games it allows me to 'mass game' very efficiently.

What usually ends up happening though is people just come in, barely read the op and thread- skim the replays and proceed to tell me that i am a noob. And that this strat is terrible, and is played against terrible opponents. That doesn't help me at all. I need data. I need replays. that is what i want. Is that too much to ask? If you are wondering why i am getting frustrated, it's because no one other than reason and Icarus has even attempted that. Everyone else is just arguing and talking and theorizing, and going with the typical "a good opponent would." Approach. Of course watching a replay is very different than playing the game. 20/20 hindsight.

On May 28 2009 13:13 Probe. wrote:
I know your build is not going to help me out or any high rank zerg. Im just trying to leave feedback of what i think. You need feedback from a variation of skilled or noobie players if you want to perfect this build. A player can build pretty much however they want vs someone who is not as good as them but it doesn't mean they're build is good. I saw some the replays and those guys were not your level. What I'm trying to get at is instead of arguing how good your build is why don't you take peoples feedback and try to perfect the build. Im telling you right now the build is too easy to scout and thus react to by decent players. I've seen your reps I'll watch reasons reps and see if they change my mind though.


Your right. feed back is good- replays are better. You think that i am trying to prove everyone wrong? that i think my build is perfect? no on both accounts. If you come up with some theory craft about what will work or what will not work (with out playing against or playing the build) i am going to do the same. as i have said earlier in this post, the only thing that i really want is replays. I realize that it's asking a lot for a noob like me to ask a B player like you to try this, it's probably a waste of your time. But at the same time isn't theorycrafting doing the exact same thing, with much less useful results? I am not going to take your feed back, because not only is it non constructive, but you also have no experience playing even one game! currently the only people that know how this build plays, is me and reason. reason because he is currently on a zvp c- to c streak. He actually tried the build, and imo is finding some success.

I realize that your opinion in sc is better than mine, i realize that you have more experience, but surely you cannot deny that playing the build only once or twice would help both of us more than simply telling me that it fails.

Ghost claw i will get to your posts later. It seems that i need to try out those different variations based on what i see.

Sorry but my class is starting so i have to go~

I will finish responding to yours, and everyone else post at a later time. Class is starting.
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
May 28 2009 15:52 GMT
#73
On May 28 2009 22:53 Misrah wrote:


Show nested quote +
On May 28 2009 12:59 Amber[LighT] wrote:
So for this build you need to assume the following?
-Your Opponent can't read your base (drone count and drones on gas).
-Your Opponent can't macro properly.
-Your Opponent can't get higher than C on ICCUP.
-Your Opponent is not Korean (I'm sure of this any decent [[C- even]] Korean toss isn't going to lose to this build).
-Your Opponent didn't read this thread.
-Your Opponent is incapable of making cannons and gateways in a timely fashion.
-Your Opponent won't scout more than once, or even more than once successfully.
-Your Opponent can't adapt.

Oh there's gotta be more.

Build orders should have an even distribution of success. Typically the most successful builds are the ones that in any rank of play, users can use this to win. Your arguing that this build will only work up to the C+ level. Okay... but then maybe the success of this build isn't that you're getting those early hydra. What is the actual benefit to getting early hydra instead of just teching? He put up extra cannons? That's great, but if he knows you're going hydra most of the time the Toss would utilize the resources he would have otherwise set forth for, oh... cannons in the main to defend against muta. With your hydras out that early you can't possibly muster up the resources for 9 muta in a timely fashion. That means toss players can delay their defense internally and focus on gateways and stargates, if they choose. I would feel more comfortable if you tried this build on a Toss player that was at a high level of play. Get.Duduk is a decent player based upon his ICCUP stats, but that means little. His play in your game convinced me that if anything he's at a C- level in terms of his actual gameplay. Or maybe even have two really good players test this out.


-There is no way, once your first probe is dead that you are going to be able to sneak another probe into my base. You assume too much. hydra are constantly being produced from my main. I can have the ramp blocked with lings, and then what? What is your probe going to tell you? You can see my nat. Woo hoo.

- If you have B or A players on your friends list, i would like to play them. I can't spend all of my time grinding on icup. Sorry that i am not that good, and don't have replays of this caliber. However many people reading this thread may be that level. As i have said in the OP- please try a few games and post them.

-Two of the opponents i have played were higher than C according to icup. However i guess they don't play 'good enough' to be C so really i can't tell anymore than that. Reason has just started playing this build, as of yesterday he went 5-1 in zvp's jumping from C- to C. I think that this shows that the build has potential, but once again these C players probably suck- so what do i know.

-My opponent isn't Korean? wtf? that has nothing to do with anything.

-About reading this thread, i could care less. If this is a strong build, and as versatile as i have designed it to be- then i want them to read this thread, so this build can be validated.

-If you are using this logic, then why did the fantasy build do so well? Surely a 'good' zerg that can build sunkens and get muta in a timely fashion would not be troubled by it? Pertaining to this build- that is what i am trying to find out. It is forcing the protoss player to play outside of their comfort zone.

- I doubt that you would be able to successfully scout my main more than twice during the game (until you get sair) Twice is generous, because i can have lings blocking my ramp.

As for my muta popping. Normally i can get 9 muta out at 7:40/7:45. Because of the protoss delays, your sair has just traveled over my base (seeing all of my production) and then probably has flown over the nat. With the delays that the protoss is facing, the muta come out at a great time from my experience. But of course i suck, and so do all of my opponents so this is probably relative.

I want really good players to test this build. I am not a really good player. However most of the good players that are reading this thread are too busy telling me how much i fail, instead of just trying the build for a game or two. I come to TL with these strats to try and have many people play a game or two- give me feed back, and then i can go back to work. ( i am just trying to collect games. not to argue my build.) I have stated this in the OP for every one of my replays. yet no one seems to want to just play 1 or 2 games it allows me to 'mass game' very efficiently.

What usually ends up happening though is people just come in, barely read the op and thread- skim the replays and proceed to tell me that i am a noob. And that this strat is terrible, and is played against terrible opponents. That doesn't help me at all. I need data. I need replays. that is what i want. Is that too much to ask? If you are wondering why i am getting frustrated, it's because no one other than reason and Icarus has even attempted that. Everyone else is just arguing and talking and theorizing, and going with the typical "a good opponent would." Approach. Of course watching a replay is very different than playing the game. 20/20 hindsight.




I'll work down from your first bullet, though I will say I'm interested in trying this build out since you've been defending it so much. You're driving my curiosity wild

-Though it may be hard to scout your main after my initial probe dies, I can scout your nat and figure out if you're going to have an economy that can sustain a transition to Muta (as well as count how many hydra you may already have as well as any upgrades. Though you're still claiming that you will kill my probe within the first couple of minutes allowing you to place the hydra den down and tech without me knowing?

-I'm going to play a few games. My ZvP is mehhhhhh (well according to ICC its above 50% atm and I usually can average above 50% on ZvP) but if you're strat works then I should have no problem, right?

-One of your opponents (sorry duduk for outing you again), according to ICC only seems to play ZvP and PvZ. I could assume that he's only good at these two matchups, or maybe only really one. His information is a bit obscure and the game you played vs him... it looks like he tried to lose. I never said C players suck I'm only using what you said about this build working...

-Koreans play at a higher level than foreigners, cmon that's obvious.

-I don't actually know how versatile this build actually is. You claim it's great vs. a number of types of Toss play, but I haven't tried it myself. From reading this it doesn't seem overly versatile...

-It's not making a Protoss play outside of their comfort zone. Hydra play doesn't really phase me as a toss player, since everyone does it.

-First bullet answer revamp.

-almost 8 minutes for muta? Okay thats fine, but I would probably (if anything) just delay the stargate tech and focus on powering up my zealots/archons/HT. I'm sure there's a clever way of making sure that I have enough cannon support at my nat, and then by 7:30 I need to get 3 cannons at my main or just pressure to keep your muta away from my main. I'm just thinking hypothetically about what I could do to delay my stargate successfully. If I saw 2 hydra sitting outside my base early I wouldn't bother with the stargate initially, and I don't think you're realizing that. It's a poor adaptation to your build if I'm assuming you have a hydra den already and possibly teching lair, your lair tech will be late, and you're probably teching speed and range somewhere in the middle and if you're making hydra, I can assume when your spire is ready.

I'm not trying to discourage the build, I'm just pointing out immediate flaws I think that will make this build fail in the long-run, and you're just getting defensive about everything I say so that doesn't tell me you're taking mine or any other advice seriously.
"We have unfinished business, I and he."
Misrah
Profile Blog Joined February 2008
United States1695 Posts
May 28 2009 16:14 GMT
#74
On May 29 2009 00:52 Amber[LighT] wrote:
Show nested quote +
On May 28 2009 22:53 Misrah wrote:


On May 28 2009 12:59 Amber[LighT] wrote:
So for this build you need to assume the following?
-Your Opponent can't read your base (drone count and drones on gas).
-Your Opponent can't macro properly.
-Your Opponent can't get higher than C on ICCUP.
-Your Opponent is not Korean (I'm sure of this any decent [[C- even]] Korean toss isn't going to lose to this build).
-Your Opponent didn't read this thread.
-Your Opponent is incapable of making cannons and gateways in a timely fashion.
-Your Opponent won't scout more than once, or even more than once successfully.
-Your Opponent can't adapt.

Oh there's gotta be more.

Build orders should have an even distribution of success. Typically the most successful builds are the ones that in any rank of play, users can use this to win. Your arguing that this build will only work up to the C+ level. Okay... but then maybe the success of this build isn't that you're getting those early hydra. What is the actual benefit to getting early hydra instead of just teching? He put up extra cannons? That's great, but if he knows you're going hydra most of the time the Toss would utilize the resources he would have otherwise set forth for, oh... cannons in the main to defend against muta. With your hydras out that early you can't possibly muster up the resources for 9 muta in a timely fashion. That means toss players can delay their defense internally and focus on gateways and stargates, if they choose. I would feel more comfortable if you tried this build on a Toss player that was at a high level of play. Get.Duduk is a decent player based upon his ICCUP stats, but that means little. His play in your game convinced me that if anything he's at a C- level in terms of his actual gameplay. Or maybe even have two really good players test this out.


-There is no way, once your first probe is dead that you are going to be able to sneak another probe into my base. You assume too much. hydra are constantly being produced from my main. I can have the ramp blocked with lings, and then what? What is your probe going to tell you? You can see my nat. Woo hoo.

- If you have B or A players on your friends list, i would like to play them. I can't spend all of my time grinding on icup. Sorry that i am not that good, and don't have replays of this caliber. However many people reading this thread may be that level. As i have said in the OP- please try a few games and post them.

-Two of the opponents i have played were higher than C according to icup. However i guess they don't play 'good enough' to be C so really i can't tell anymore than that. Reason has just started playing this build, as of yesterday he went 5-1 in zvp's jumping from C- to C. I think that this shows that the build has potential, but once again these C players probably suck- so what do i know.

-My opponent isn't Korean? wtf? that has nothing to do with anything.

-About reading this thread, i could care less. If this is a strong build, and as versatile as i have designed it to be- then i want them to read this thread, so this build can be validated.

-If you are using this logic, then why did the fantasy build do so well? Surely a 'good' zerg that can build sunkens and get muta in a timely fashion would not be troubled by it? Pertaining to this build- that is what i am trying to find out. It is forcing the protoss player to play outside of their comfort zone.

- I doubt that you would be able to successfully scout my main more than twice during the game (until you get sair) Twice is generous, because i can have lings blocking my ramp.

As for my muta popping. Normally i can get 9 muta out at 7:40/7:45. Because of the protoss delays, your sair has just traveled over my base (seeing all of my production) and then probably has flown over the nat. With the delays that the protoss is facing, the muta come out at a great time from my experience. But of course i suck, and so do all of my opponents so this is probably relative.

I want really good players to test this build. I am not a really good player. However most of the good players that are reading this thread are too busy telling me how much i fail, instead of just trying the build for a game or two. I come to TL with these strats to try and have many people play a game or two- give me feed back, and then i can go back to work. ( i am just trying to collect games. not to argue my build.) I have stated this in the OP for every one of my replays. yet no one seems to want to just play 1 or 2 games it allows me to 'mass game' very efficiently.

What usually ends up happening though is people just come in, barely read the op and thread- skim the replays and proceed to tell me that i am a noob. And that this strat is terrible, and is played against terrible opponents. That doesn't help me at all. I need data. I need replays. that is what i want. Is that too much to ask? If you are wondering why i am getting frustrated, it's because no one other than reason and Icarus has even attempted that. Everyone else is just arguing and talking and theorizing, and going with the typical "a good opponent would." Approach. Of course watching a replay is very different than playing the game. 20/20 hindsight.




I'll work down from your first bullet, though I will say I'm interested in trying this build out since you've been defending it so much. You're driving my curiosity wild

-Though it may be hard to scout your main after my initial probe dies, I can scout your nat and figure out if you're going to have an economy that can sustain a transition to Muta (as well as count how many hydra you may already have as well as any upgrades. Though you're still claiming that you will kill my probe within the first couple of minutes allowing you to place the hydra den down and tech without me knowing?

-I'm going to play a few games. My ZvP is mehhhhhh (well according to ICC its above 50% atm and I usually can average above 50% on ZvP) but if you're strat works then I should have no problem, right?

-One of your opponents (sorry duduk for outing you again), according to ICC only seems to play ZvP and PvZ. I could assume that he's only good at these two matchups, or maybe only really one. His information is a bit obscure and the game you played vs him... it looks like he tried to lose. I never said C players suck I'm only using what you said about this build working...

-Koreans play at a higher level than foreigners, cmon that's obvious.

-I don't actually know how versatile this build actually is. You claim it's great vs. a number of types of Toss play, but I haven't tried it myself. From reading this it doesn't seem overly versatile...

-It's not making a Protoss play outside of their comfort zone. Hydra play doesn't really phase me as a toss player, since everyone does it.

-First bullet answer revamp.

-almost 8 minutes for muta? Okay thats fine, but I would probably (if anything) just delay the stargate tech and focus on powering up my zealots/archons/HT. I'm sure there's a clever way of making sure that I have enough cannon support at my nat, and then by 7:30 I need to get 3 cannons at my main or just pressure to keep your muta away from my main. I'm just thinking hypothetically about what I could do to delay my stargate successfully. If I saw 2 hydra sitting outside my base early I wouldn't bother with the stargate initially, and I don't think you're realizing that. It's a poor adaptation to your build if I'm assuming you have a hydra den already and possibly teching lair, your lair tech will be late, and you're probably teching speed and range somewhere in the middle and if you're making hydra, I can assume when your spire is ready.

I'm not trying to discourage the build, I'm just pointing out immediate flaws I think that will make this build fail in the long-run, and you're just getting defensive about everything I say so that doesn't tell me you're taking mine or any other advice seriously.


I will fully address your post in a bit- but i have to say that this is the first real constructive post you have given me so far. I appreciate it, and will take it into consideration- along with what ghost claw is talking about and reasons experience playing the build.

I can just simply say that your probe will see the den, my 3 drones mining, and will see the first one or two hydra. After that- i have never had a protoss keep the probe alive any longer.
A thread vaguely bashing SC2? SWARM ON, LOW POST COUNT BRETHREN! DEFEND THE GLORIOUS GAME THAT IS OUR LIVELIHOOD
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
Last Edited: 2009-05-28 18:03:50
May 28 2009 18:01 GMT
#75
er, can you use my name as 1 word Misrah (ghostclaw, and not ghost claw)? it's easier for me to ctrl-f (find) along the page >.>

Hope that's okay...
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Zerg_Sasuke
Profile Joined June 2008
176 Posts
May 28 2009 18:59 GMT
#76
The problem is that anything from D to C+ rank can work. The true verifier of the build is its succes vs B- ++ ranks .
^^
Reason
Profile Blog Joined June 2006
United Kingdom2770 Posts
May 28 2009 19:13 GMT
#77
On May 29 2009 03:59 Zerg_Sasuke wrote:
The problem is that anything from D to C+ rank can work. The true verifier of the build is its succes vs B- ++ ranks .

When newbs come asking for help you don't tell them : anything can work at your rank.
You take into account the fact that they are playing against people of the same level, and give them good strategies.
"Anything" will work if you are much, much better than your opponent. Z is my offrace and though I don't think I did too badly my play is honestly pretty terrible, so if I'm winning a large percentage of games that at least counts for something. I plan on getting as high rank with this build as possible but it would be nice if some better zergs could try this build out...
Speak properly, and in as few words as you can, but always plainly; for the end of speech is not ostentation, but to be understood.
PH
Profile Blog Joined June 2008
United States6173 Posts
May 28 2009 19:30 GMT
#78
On May 28 2009 14:13 GHOSTCLAW wrote:
Show nested quote +
On May 28 2009 13:19 FaTe)SoL wrote:
On May 28 2009 09:54 Misrah wrote:Build 8 cannons (1500mins) and then begin playing as normal.

Nice math. XD

Have you tried this at higher iCCup ranks? I'd presume that it's usefulness diminishes with proper troop count scouting


Better troop scouting and more trust in their micro and macro. 5 cannons should be enough to defend against 3 hat hydra anyway, i'm not sure that they'll normally build 8.

One other thing that I would do if I was protoss would be to skip the stargate, build two cannons, and go straight to ht/archon. ht > hydra, corsair < hydra. Archon > muta, 1-2 corsairs < muta, ht help against muta.

You need more than five cannons to stop a TWO hat hydra all-in unless you're VERY confident with your probe micro and want to push it veeery close.

A three hat bust will need the eight even with the larger number of zealots and probes you'll have at your disposal.
Hello
citi.zen
Profile Joined April 2009
2509 Posts
Last Edited: 2009-05-28 19:58:59
May 28 2009 19:57 GMT
#79
@ PH: you're right, except he is only building hydras from 1 hatch:

If you notice, with 17 drones and 3 mining on gas- if I really wanted to I could go all in, and have each of my three hatcheries begin pumping hydra. Or if I wanted to try and crack his nat- badly cripple P, I could just as easily go for 2 hatch hydra and then save my third for more drone production. All of these plays right at the early game are available at your disposal. For the sake of simplicity, I will continue this build order based on the macro approach to this build. ie. 1 hatch hydra pump only.


I keep going back to the same thing: you have to either go 2-3 hatch hydra break or 3 hat muta/5hat hydra early econ build. The tweener fails at everything: not enough pressure + behind in econ. The P will not be slowed.

I tried this BO last night and lost badly. Can't blame it on build (with which I am obviosly not even very familiar), he was much better than me. However, I do think I would have done far better with a standard build. I suggest you also try it vs someone better than you, and see if you are getting "closer" to wining or not!
Aut viam inveniam, aut faciam.
ultramagnetics
Profile Joined March 2009
Poland215 Posts
May 28 2009 21:21 GMT
#80
some people never learn...
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