• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:34
CEST 17:34
KST 00:34
  • 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
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
BSL 2025 Warsaw LAN + Legends Showmatch0Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29
StarCraft 2
General
#1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups Team Liquid Map Contest #21 - Presented by Monster Energy SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
RSL: Revival, a new crowdfunded tournament series Maestros of The Game—$20k event w/ live finals in Paris Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia WardiTV TL Team Map Contest #5 Tournaments
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
BW General Discussion ASL20 General Discussion ASL TICKET LIVE help! :D Soulkey on ASL S20 NaDa's Body
Tourneys
[ASL20] Ro16 Group D [Megathread] Daily Proleagues [ASL20] Ro16 Group C BSL 2025 Warsaw LAN + Legends Showmatch
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Borderlands 3 Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
i'm really bored guys
Peanutsc
I <=> 9
KrillinFromwales
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1830 users

Weak Thor AA crippling TvP creativity - Page 3

Forum Index > Closed
Post a Reply
Prev 1 2 3 4 5 10 11 12 Next All
X-Codes
Profile Joined November 2010
135 Posts
November 18 2010 12:13 GMT
#41
On November 18 2010 20:49 Nadagast wrote:
For all the people replying telling me to simply build bio... I know.

I am not saying that the matchup is imbalanced, I am saying that Thor's AA weakness limits Terran creativity. Unless you want to see Marine/Marauder/Ghost/Viking/Medivac against Protoss until the end of time, this is important.

Show nested quote +
On November 18 2010 20:45 SwizzY wrote:
I didn't really realize that this was that big of an issue...

How many 200/200 vs 200/200 colliding balls of death between thors and carriers happen on the pro-level?...

I just feel like OP is tackling the whole argument incorrectly:
1) Thor AA should NOT be an end-all be-all solution to both armored AND light air. That's just OP
2) Instead of a+clicking and leaving it at that, I don't think its too much to consider manually making your thors target high value targets like HT/archons/colo (when applicable), and immortals.

I just don't know how to feel about this topic because its soooooooo situational. Closer to theorycrafting than anything.

If Thors did more than 1 stimmed Marine's DPS vs armored air, you'd have already seen different things in this matchup.

Serious Protoss players don't get armored air vs. Terran. I thought we've been over that already. Basing a substantial change to a unit because of one conditional situation that only happens in very low-level play on very rare occasion is extremely bad game design.

That said, we're not going to see MMM w/ Ghost & Viking support until the end of time in TvP. We've got two expansions for SC 2 in the works, and who knows? Maybe one of these packs will bring back the Corsair, and said Corsair will own Vikings. Maybe there will be a new Goliath that is an effective ground-based counter to heavy air-assault units. Lots of things can happen, but it's not going to be any of your ideas.
Hopeless1der
Profile Blog Joined November 2010
United States5836 Posts
November 18 2010 12:14 GMT
#42
Thors have an upgrade. I suggest you upgrade it. Strike cannons tear apart basically anything. It locks down an enemy unit and prevents it from attacking. That means that the enemy unit is dealing less dps THAN AN OBSERVER. For toss to go heavy carrier, they either have no ground force or they only have 3-4 carriers. Either way, thors should eat those armies.

Note that I suggest targeting the carrier in this situation and not a high templar or a zealot with the cannon. Just to be clear I present the following:

1) Select Thor
2) Target Carrier with Strike Cannon
3) ????
4) Profit

I'd find a replay, but I never see carriers except from the carrier rush daily.


Also, i noticed you commented on losing 15 tanks to one carrier. Standard terran play generally has at least 2 vikings for sighting purposes to abuse the range. I realize that you're trying to steer clear of this, but its truly the strongest play available on 2 or less bases. Also, if you actually can get to 3 bases then you should have enough money to make vikings and tanks with thors thrown in. No upgrades though


User was warned for this post
space_yes
Profile Joined April 2010
United States548 Posts
November 18 2010 12:15 GMT
#43
The attack priority should be changed at least. Carriers (and vr) do own late game mech tvp...
Nadagast
Profile Joined January 2009
United States245 Posts
Last Edited: 2010-11-18 12:20:32
November 18 2010 12:19 GMT
#44
On November 18 2010 21:13 X-Codes wrote:
Show nested quote +
On November 18 2010 20:49 Nadagast wrote:
For all the people replying telling me to simply build bio... I know.

I am not saying that the matchup is imbalanced, I am saying that Thor's AA weakness limits Terran creativity. Unless you want to see Marine/Marauder/Ghost/Viking/Medivac against Protoss until the end of time, this is important.

On November 18 2010 20:45 SwizzY wrote:
I didn't really realize that this was that big of an issue...

How many 200/200 vs 200/200 colliding balls of death between thors and carriers happen on the pro-level?...

I just feel like OP is tackling the whole argument incorrectly:
1) Thor AA should NOT be an end-all be-all solution to both armored AND light air. That's just OP
2) Instead of a+clicking and leaving it at that, I don't think its too much to consider manually making your thors target high value targets like HT/archons/colo (when applicable), and immortals.

I just don't know how to feel about this topic because its soooooooo situational. Closer to theorycrafting than anything.

If Thors did more than 1 stimmed Marine's DPS vs armored air, you'd have already seen different things in this matchup.

Serious Protoss players don't get armored air vs. Terran. I thought we've been over that already. Basing a substantial change to a unit because of one conditional situation that only happens in very low-level play on very rare occasion is extremely bad game design.

That said, we're not going to see MMM w/ Ghost & Viking support until the end of time in TvP. We've got two expansions for SC 2 in the works, and who knows? Maybe one of these packs will bring back the Corsair, and said Corsair will own Vikings. Maybe there will be a new Goliath that is an effective ground-based counter to heavy air-assault units. Lots of things can happen, but it's not going to be any of your ideas.


How would you know this?

Are Inka and Socke not 'serious' Protoss players? Plenty of high level 'serious' Protoss players do get armored air if they get the chance, especially if you are using any strategy besides mass bio.

I like how everyone is treating me like I'm a newb. Sigh.
Nycaloth
Profile Joined October 2010
147 Posts
November 18 2010 12:20 GMT
#45
[B
1) Select Thor
2) Target Carrier with Strike Cannon
3) ????
4) Profit


wait, strike cannons can target air units? 0.0
can someone please confirm or refute this, because if it is true, then we have the answer to all the OPs worries right there...
"I'm still confused, but on a higher level" ~Fermi
Nadagast
Profile Joined January 2009
United States245 Posts
November 18 2010 12:21 GMT
#46
On November 18 2010 21:20 Nycaloth wrote:
Show nested quote +
[B
1) Select Thor
2) Target Carrier with Strike Cannon
3) ????
4) Profit


wait, strike cannons can target air units? 0.0
can someone please confirm or refute this, because if it is true, then we have the answer to all the OPs worries right there...

Strike Cannons cannot target air units, unless I am totally crazy.
Angra
Profile Blog Joined May 2009
United States2652 Posts
November 18 2010 12:25 GMT
#47
You cannot use Strike Cannons on air.
aike
Profile Blog Joined July 2010
United States1629 Posts
November 18 2010 12:25 GMT
#48
On November 18 2010 21:19 Nadagast wrote:
Show nested quote +
On November 18 2010 21:13 X-Codes wrote:
On November 18 2010 20:49 Nadagast wrote:
For all the people replying telling me to simply build bio... I know.

I am not saying that the matchup is imbalanced, I am saying that Thor's AA weakness limits Terran creativity. Unless you want to see Marine/Marauder/Ghost/Viking/Medivac against Protoss until the end of time, this is important.

On November 18 2010 20:45 SwizzY wrote:
I didn't really realize that this was that big of an issue...

How many 200/200 vs 200/200 colliding balls of death between thors and carriers happen on the pro-level?...

I just feel like OP is tackling the whole argument incorrectly:
1) Thor AA should NOT be an end-all be-all solution to both armored AND light air. That's just OP
2) Instead of a+clicking and leaving it at that, I don't think its too much to consider manually making your thors target high value targets like HT/archons/colo (when applicable), and immortals.

I just don't know how to feel about this topic because its soooooooo situational. Closer to theorycrafting than anything.

If Thors did more than 1 stimmed Marine's DPS vs armored air, you'd have already seen different things in this matchup.

Serious Protoss players don't get armored air vs. Terran. I thought we've been over that already. Basing a substantial change to a unit because of one conditional situation that only happens in very low-level play on very rare occasion is extremely bad game design.

That said, we're not going to see MMM w/ Ghost & Viking support until the end of time in TvP. We've got two expansions for SC 2 in the works, and who knows? Maybe one of these packs will bring back the Corsair, and said Corsair will own Vikings. Maybe there will be a new Goliath that is an effective ground-based counter to heavy air-assault units. Lots of things can happen, but it's not going to be any of your ideas.


How would you know this?

Are Inka and Socke not 'serious' Protoss players? Plenty of high level 'serious' Protoss players do get armored air if they get the chance, especially if you are using any strategy besides mass bio.

I like how everyone is treating me like I'm a newb. Sigh.


That's probably cuz you're a WoW player lulz. We've all seen tons of pro level protoss games, and very rarely does it get to that point in a game where any player needs to even worry about carriers, unless a toss does like a 2 base carrier all-in surprise attack thing then I don't see it being a big problem in more than maybe... .01% of TvPs. But really, at the point in the game you are suggesting (4+ base) you should already have a starport with either a techlab or reactor. You could use hunter seeker missiles on a carrier by this point if you wanted to. EMP + Thor strike cannon maybe? Or just make vikings. If you make vikings then kill carriers and he switches to heavy ground army, use the vikings to harass his mineral lines. Vikings are cheap, so might as well through a few in your army anyways.
Wahaha
Hellye
Profile Joined July 2010
Portugal62 Posts
November 18 2010 12:25 GMT
#49
On November 18 2010 19:33 Nadagast wrote:
Thors have great anti air against light units, but against armored air units, their air attack is beyond terrible. With equal upgrades against Carriers, Thors do 4x4 = 16 damage per volley. That's less DPS than a stimmed Marine.

Thors weakness against armored air targets would be reasonable if they weren't so high up on the attack priority. In a large battle with Carriers on one side and Thors on the other, Thors do basically no DPS, unless you manually target Thors on ground units, they spend the entire fight shooting Interceptors and Carriers.

Now I know what you're saying: Get Vikings to kill Armored air units. But the problem is that Vikings suck on the ground. The problem is that getting armored air units is almost always a win for the Protoss in TvP. This is only masked by the fact that most TvPs are over fairly quickly and don't ever get past 2-3 base for the P, because almost all Terrans use bio. There are three ways getting Vikings to counter Carriers can go:
1. The best case scenario is that you make just enough to kill his Carriers then hope you win the ground battle. Terran maybe comes out slightly ahead in this case. But it's very difficult to hit the exact right amount of Vikings.
2. If you lose the air battle and he has carriers left over you lose the battle. Nothing else you have that shoots up (Marines and Thors) are good vs Carriers with support.
3. If you win the air battle with too many vikings left over, you'll lose the ground fight. Vikings that are 0/0 and on the ground are pretty terrible.

Also they are on an entirely separate upgrade table so you're at 0/0 when they already have some upgrades.

There are a couple of solutions to this problem:
Change Thor anti-air damage to be 12x4, or 24x2 instead of 6+6lightx4.
Change Thors to automatically target ground units over armored air units and Interceptors.

If Thors were changed so that Terrans had a viable counter to armored air other than Viking/Marines, I believe we would see playstyles other than bio open up.


Wow i cant believe you are complaining! Viking dominates air and bio dominate ground. The only problem you have is to get the correct amount. Protoss has to survive enough to get those carriers + hope you over commit on ground/air. Why do you want another counter to armored air? you already got 2 great unit to deal with those. One of which is given at you from the very first minutes. Look at how protoss struggles much more against air armored units ( we havent got a decent unit against them ).

Please this is just ridiculous.
Nycaloth
Profile Joined October 2010
147 Posts
November 18 2010 12:26 GMT
#50
On November 18 2010 21:19 Nadagast wrote:
How would you know this?

Are Inka and Socke not 'serious' Protoss players? Plenty of high level 'serious' Protoss players do get armored air if they get the chance, especially if you are using any strategy besides mass bio.

I like how everyone is treating me like I'm a newb. Sigh.


Because air units are good at fighting a mechanical ground army. thy have to be because nothing can really stand up to tanks and thors on the ground. bio units on the other hand handle the air threat better but are vulnerable to colossi and storm. the trick is to get the right mix of both and not just mindlessly mass any one given unit.
"I'm still confused, but on a higher level" ~Fermi
Seagull_
Profile Joined August 2010
75 Posts
November 18 2010 12:29 GMT
#51
He doesn't want another counter to armored air, he wants an attack priority change so he doesn't need to have 500apm just for microing the Thors in his army when there are armored air units out and about (the most common instance of this being Carriers in late-game PvT).

Most people don't get to late-game PvT and don't understand why this is a needed change so Nadagast looks a little crazy, but as the game progresses and strategies mature, carriers will likely see a lot more use vs mech terran in lategame (which is currently a very popular strategy amongst high level players)
X-Codes
Profile Joined November 2010
135 Posts
November 18 2010 12:33 GMT
#52
Ok, I predominantly play Zerg. In my mind, Zerglings are always useful. They're fast, they're easy to micro, and they're deadly when they get their surround. All of these are traits common to successful play as the Swarm.

I intend to learn Terran as well, and my philosophy there is going to be: never stop building marines. No reason to ever do so. They're cheap, they hit hard, and they're the best AA unit Terrans have.

Finally, Protoss. I see far too little Zealot play for my liking from even some of the best Protoss players. At 100 minerals and 150 overall health, Zealots have the best resource to HP ratio of any mobile unit in the game, with the added benefit of a base armor of 1 and an extremely strong Melee attack. It also synergizes very well with Sentry's Guardian Shield and can gain the Charge ability to close to melee in the blink of an eye and start dealing it's damage ASAP.

IMO, every race has their staple unit that should be continually produced as it always serves a purpose. Complaining about Marines being the Terran staple is, frankly, odd.
CCow
Profile Joined August 2010
Germany335 Posts
November 18 2010 12:37 GMT
#53
Just beeing curious, but if Thors were that much more effective against air (case A) how should a P react to you then probably going Bio + Thor against his armored air + probably some "typical" warpgate-stuff?
And if Thors wouldn't target the armored air with such a high priority (case B), wouldn't you still need to get vikings anyway? Ofc you might get the edge in the ground-battle, but still would that be enough?

I see you want to stay with Bio + some Fac units because of the time/ressources you have invested in the tech here, but if you could I just don't really know what P should do.

Hope that's not "treating you like a noob". It's meant more like a "noob asking pro for advice on how to understand/handle stuff".
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
November 18 2010 12:37 GMT
#54
On November 18 2010 21:14 Hopeless1der wrote:
Thors have an upgrade. I suggest you upgrade it. Strike cannons tear apart basically anything. It locks down an enemy unit and prevents it from attacking. That means that the enemy unit is dealing less dps THAN AN OBSERVER. For toss to go heavy carrier, they either have no ground force or they only have 3-4 carriers. Either way, thors should eat those armies.

Note that I suggest targeting the carrier in this situation and not a high templar or a zealot with the cannon. Just to be clear I present the following:

1) Select Thor
2) Target Carrier with Strike Cannon
3) ????
4) Profit

I'd find a replay, but I never see carriers except from the carrier rush daily.


Also, i noticed you commented on losing 15 tanks to one carrier. Standard terran play generally has at least 2 vikings for sighting purposes to abuse the range. I realize that you're trying to steer clear of this, but its truly the strongest play available on 2 or less bases. Also, if you actually can get to 3 bases then you should have enough money to make vikings and tanks with thors thrown in. No upgrades though


Lol, don't try to discuss a unit based un bullshit.

What I feel Nadagast is trying to say is that Thors don't really need a buff for the sake of it being a better unit. It needs to do more damage versus armored air to make mech a viable unit composition in TvP so we don't all have to see endless bio-suiciding. Marine marauder is boring and unfulfilling.
I think esports is pretty nice.
aike
Profile Blog Joined July 2010
United States1629 Posts
November 18 2010 12:38 GMT
#55
On November 18 2010 21:29 Seagull_ wrote:
He doesn't want another counter to armored air, he wants an attack priority change so he doesn't need to have 500apm just for microing the Thors in his army when there are armored air units out and about (the most common instance of this being Carriers in late-game PvT).

Most people don't get to late-game PvT and don't understand why this is a needed change so Nadagast looks a little crazy, but as the game progresses and strategies mature, carriers will likely see a lot more use vs mech terran in lategame (which is currently a very popular strategy amongst high level players)


He's suggesting more than that.

Also, you don't need anywhere near 500 APM for this.

Did you ever even play Broodwar?

Like where we needed to click on each individual high templar and then hit T and then click.

Or like where we had to click on each production building and then tell it what to make.

If we had to cast spells and build units by clicking on each individual caster/building back in BW and we did this with 200-300 APM (Broodwar APM not SC2 APM) then I think good terrans will be fine having to use a little extra micro to complete this task.

If you aren't fast enough to use thors when carriers are out, build vikings. Or you just aren't good enough to play at the level you currently are.
Wahaha
Angra
Profile Blog Joined May 2009
United States2652 Posts
November 18 2010 12:39 GMT
#56
On November 18 2010 21:37 CCow wrote:
Just beeing curious, but if Thors were that much more effective against air (case A) how should a P react to you then probably going Bio + Thor against his armored air + probably some "typical" warpgate-stuff?
And if Thors wouldn't target the armored air with such a high priority (case B), wouldn't you still need to get vikings anyway? Ofc you might get the edge in the ground-battle, but still would that be enough?

I see you want to stay with Bio + some Fac units because of the time/ressources you have invested in the tech here, but if you could I just don't really know what P should do.

Hope that's not "treating you like a noob". It's meant more like a "noob asking pro for advice on how to understand/handle stuff".


Probably the exact same normal composition as usual, except maybe adding in a few more Immortals. Thors aren't that great against Protoss ground later in the game (they're really only good against P ground super early game), so they would really only be there for anti-air.
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2010-11-18 13:25:51
November 18 2010 12:40 GMT
#57
Edit: This idea was stupid so i deleated it.

Read this instead.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=169991&currentpage=4#73

ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Piledriver
Profile Blog Joined August 2010
United States1697 Posts
Last Edited: 2010-11-18 12:41:35
November 18 2010 12:41 GMT
#58
I think the AI fix maybe a decent solution. Giving thors a strong anti armored air is not.

They already have a strong ground attack and a devastating anti-light flyer attack. No need to make them strong anti-armored as well.

Also, pure zealots may beat pure thors (debatable), however more often than not , there are a host of units that accompany the thor, such as igniter hellions, or pure stimmed bio which decimate the protoss army while they try to focus the Thor down. In fact +1 thors two shot zealots IIRC.

The Thor fits its current role perfectly. Any buffs to its armored anti air capabilities would make it ridiculous for its cost.

IMO any buff to the terran late game should come through Siege tank buffs.
Envy fan since NTH.
eNbee
Profile Joined July 2010
Belgium487 Posts
November 18 2010 12:45 GMT
#59
If a protoss were to be able to get to a collosus/carrier/gateway units composition in the late game unscathed, it would be unbeatable. Luckily that's pretty much impossible.

You need 4 vikings per carrier to come out on top, and that means the vikings aren't shooting the collosi, marines get melted at that point so aren't a valid option, it's a scary composition! (but that's all in theory, don't let the toss get there ^^)

hmmmm
X-Codes
Profile Joined November 2010
135 Posts
November 18 2010 12:48 GMT
#60
On November 18 2010 21:29 Seagull_ wrote:
He doesn't want another counter to armored air, he wants an attack priority change so he doesn't need to have 500apm just for microing the Thors in his army when there are armored air units out and about (the most common instance of this being Carriers in late-game PvT).

Most people don't get to late-game PvT and don't understand why this is a needed change so Nadagast looks a little crazy, but as the game progresses and strategies mature, carriers will likely see a lot more use vs mech terran in lategame (which is currently a very popular strategy amongst high level players)

Like many people are saying, it doesn't take 500 APM. Probably doesn't even take 100 APM. Just queue a few targets in order of priority.

Also, I suppose I could conceive of a strategy where the Terran player goes Marine/Thor and makes an early(ish) push, and forces the Protoss player to go Void Rays to counter, but if that's the plan then in this specific instance the Terran player should not only be prepared for that, but expect it. Vikings should already queued in his Starport by the time the VR shows up so that he can maximize his one-two punch. That said, if it doesn't work then expect both sides to transition back into the normal play of MMM vs. Gateway + Colossi/HT.
Prev 1 2 3 4 5 10 11 12 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 18h 27m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mcanning 116
SpeCial 86
ProTech79
JuggernautJason36
StarCraft: Brood War
Britney 37118
Bisu 2815
Horang2 2799
EffOrt 1100
Mini 514
ZerO 449
Hyuk 443
Light 396
actioN 243
Soulkey 171
[ Show more ]
Soma 155
hero 132
Snow 127
Rush 93
ggaemo 90
Hyun 68
Mind 51
sorry 42
Free 34
Aegong 30
JYJ27
ToSsGirL 26
Yoon 24
PianO 23
Terrorterran 16
scan(afreeca) 14
Sexy 13
SilentControl 8
HiyA 8
IntoTheRainbow 7
Dota 2
Gorgc6909
qojqva3400
Dendi1061
Fuzer 229
XcaliburYe188
League of Legends
Trikslyr39
Counter-Strike
zeus768
hiko562
ScreaM211
markeloff197
oskar141
edward55
Other Games
tarik_tv19214
gofns18154
B2W.Neo988
Lowko433
Hui .425
Mlord406
FrodaN255
RotterdaM223
byalli216
XaKoH 116
ArmadaUGS103
QueenE77
NeuroSwarm40
ZerO(Twitch)14
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• poizon28 15
• LUISG 15
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• Migwel
• LaughNgamezSOOP
StarCraft: Brood War
• FirePhoenix13
• Michael_bg 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis4652
• TFBlade250
Other Games
• WagamamaTV330
• Shiphtur213
Upcoming Events
RSL Revival
18h 27m
Zoun vs Classic
Map Test Tournament
19h 27m
Korean StarCraft League
1d 11h
BSL Open LAN 2025 - War…
1d 16h
RSL Revival
1d 18h
Reynor vs Cure
BSL Open LAN 2025 - War…
2 days
RSL Revival
2 days
Online Event
3 days
Wardi Open
3 days
Monday Night Weeklies
4 days
[ Show More ]
Sparkling Tuna Cup
4 days
LiuLi Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
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 © 2025 TLnet. All Rights Reserved.