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Fire Emblem - Page 22

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TheYango
Profile Joined September 2008
United States47024 Posts
March 10 2016 18:57 GMT
#421
On March 11 2016 03:50 chocorush wrote:
She can also use the javelin and steel weapons without suffering from the drawback, while a lot of units will still give her trouble if she took -5 speed.

Steels don't improve enemy attack speed, only reduce yours.
Moderator
Frudgey
Profile Joined September 2012
Canada3367 Posts
March 10 2016 19:04 GMT
#422
On March 11 2016 03:57 TheYango wrote:
Show nested quote +
On March 11 2016 03:50 chocorush wrote:
She can also use the javelin and steel weapons without suffering from the drawback, while a lot of units will still give her trouble if she took -5 speed.

Steels don't improve enemy attack speed, only reduce yours.

Right, but you'll be reducing your speed making it more likely for the enemy to double you. At least, that's my understanding. If it's the case that enemies can only double you if your BASE speed is less than theirs by 5 points, then I can see what you're going on about though.

I'd imagine though with taking a -5 hit to your effective speed means that's not the case though. I could be wrong!
It is better to die for The Emperor than live for yourself.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-10 19:16:06
March 10 2016 19:08 GMT
#423
Javelins specifically have the note where they add 5 to enemy effective speed. If Steels functioned that way, the Javelin description wouldn't need that extra line.
Moderator
chocorush
Profile Joined June 2009
694 Posts
March 10 2016 19:13 GMT
#424
The attack speed thing is kind of weird where you have attack speed on your turn to attack and the enemy's turn to attack in a single encounter. If your attack speed is 5 higher than the enemy's attack speed (base + other modifiers on your turn to attack) than you will double attack. This leads to some rare situations where both sides can double attack each other in the same encounter.

But yeah, I put the two of those together to note that you might as well use steel with Effie as General, but the -5 speed was specifically in reference to not getting double attacked with the Javelin equipped.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-10 19:30:30
March 10 2016 19:16 GMT
#425
Level 15 GK Effie averages 26 speed, Arthur pair-up gets her to 29 (Keaton/Kaze/Niles could get her even higher), Speed Tonic gets her to 31, Rally Speed pushes her to 35. The Ch. 25 Ninjas have 31 Speed (33 with shuriken equipped), so it's actually not unreasonable to get her to the point where she doesn't get doubled even through the Silver Shuriken debuff or Javelin penalty.

If she gets even a little bit speed screwed she will have problems though. She lives and dies by the variance on her 55% speed growth.
Moderator
chocorush
Profile Joined June 2009
694 Posts
March 10 2016 19:36 GMT
#426
I wasn't brave enough to have anyone other than a Kunaibreaker unit tank the Ch 25 Ninjas, lol. But there are definitely other chapters with crazy speed units like paired Ninjas and Falcons where it's going to be hard to push the speed stat to not get doubled, especially when Seal Speed starts coming into play. Locally, you can probably deal with the speed weakness but it's still really convenient to not have to deal with it. I had 10/15 units mounted on my last run anyways, and moving Effie around was never really an issue.

Rally Speed is probably the hardest to work around, as there's only one easily obtained character with access to it. She's kind of a bad character outside of the speed rally, and a lot of times wants to be paired up anyways to provide those huge speed boosts to a single character while only 2 or 3 characters tend to need the Rally Speed on some turns. Useful enough to keep around, but totally reasonable to ignore as a whole. I kind of want to try Laslow paired with Selena, and marriage seal to Falcon, but it seems like a real pain in the ass.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-10 22:14:52
March 10 2016 20:14 GMT
#427
Shigure's arguably better positioned than Selena. Harder to get since you have to pair Azura, but if you do get him, he's pretty much ready to go with great stats (especially if you get him late enough to inherit Azura's lvl 25 aura and Offspring Seal into D Staves).

Honestly, I have a hard time seeing myself playing without at least one of the 2 Falcoknights in casual non-LTC play. It's not just Rally Speed that they bring to the table but having a flying staffbot is just so powerful. Staff range isn't Mag-based anymore in Fates, so even a low-Mag staffbot can use critical staves like Rescue/Freeze/Silence. Plus, since Conquest's 1-range staves have higher base healing values, they can still do significant healing with Mends.

Also, none of this precludes getting Wary Fighter and going GK anyway, since stat-wise there's not a whole lot of appeal to staying in General. Beast weakness is only really a prohibitive factor in 19, and after that you can just switch to GK without much issue.
Moderator
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
March 10 2016 22:32 GMT
#428
Any advice for rev chap 9?
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
chocorush
Profile Joined June 2009
694 Posts
March 10 2016 22:55 GMT
#429
Beastkiller weapons are common enough such that it's never a terrible choice to stay as a general, chapter 26 being the most memorable. It all depends on how you've built your team and whether you ended up with enough suitable non Horse units like Percy.

I like Selena and she's a good unit to have just for pair up support but that can be said about a ton of characters. I would consider her a much lower priority unit though competing for the last few spots on my team. A lot of maps limit flight utility, and it has been really useful only in a handful of chapters, and more for ferrying units around rather than any of the Falcon perks. I like Falcons a lot, but this time around they feel pretty lackluster and their niche is not really easy to really leverage with so many strong ground based mobile units. It would have been a lot of fun if they kept Swords though, so you could go Falcon Corrin.

The chapters I used a lot of Freeze tended to be pretty closed maps where the 10 range was more than enough for my grounded staff users. Most of my 4 rescue uses were in the final chapters that were indoors, but I recognize its usefulness on Hinoka's map. Hinoka's map has so many ways to approach it though, and flight and ground based are both really powerful there.
NightKnight1
Profile Joined February 2016
12 Posts
Last Edited: 2016-03-10 23:52:33
March 10 2016 23:41 GMT
#430
On March 11 2016 07:32 Cricketer12 wrote:
Any advice for rev chap 9?


As someone who finished all 3 modes of lunatic last week:

If you're vanilla run like me, training hana and subaki here is really annoying and should be dropped because they are really hard to train. Attack the left side of the chapter with your units, and let the winds move you up. Once you get to the top left of the chapter, the winds should be a non factor, and you can turtle/slowly move across the map to the right, and have a flier + pairup cleanup the bottom side of the map and get the chests.

If you're really having a hard time, I recommend not bringing squishies onto the map with full deployment because all your overleveled units up to this point will survive multiple enemy's attacks while they will get one shot. I can't give a more detailed analysis of the map because I moved on so quickly =(.


EDIT: Conquest chapter 17, there's a way to position all your units so that you don't have to dv to keep saizo from moving. You can position units in a way that stops him from moving past the starting point, and then you can just turtle/slowly move up the map, wait for reinforcements to end/trigger them, and then once you thin out enemy units, you just rush the boss/everything else. I wish I could find that one screeny that showed how you were supposed to position units
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
March 10 2016 23:50 GMT
#431
On March 11 2016 08:41 NightKnight1 wrote:
Show nested quote +
On March 11 2016 07:32 Cricketer12 wrote:
Any advice for rev chap 9?


As someone who finished all 3 modes of lunatic last week:

If you're vanilla run like me, training hana and subaki here is really annoying and should be dropped because they are really hard to train. Attack the left side of the chapter with your units, and let the winds move you up. Once you get to the top left of the chapter, the winds should be a non factor, and you can turtle/slowly move across the map to the right, and have a flier + pairup cleanup the bottom side of the map and get the chests.

If you're really having a hard time, I recommend not bringing squishies onto the map with full deployment because all your overleveled units up to this point will survive multiple enemy's attacks while they will get one shot. I can't give a more detailed analysis of the map because I moved on so quickly =(.

Thanks i figured it out, took felicia and hana out. Made the winds much for manageble
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-11 04:15:08
March 11 2016 00:20 GMT
#432
On March 11 2016 08:41 NightKnight1 wrote:
If you're vanilla run like me, training hana and subaki here is really annoying and should be dropped because they are really hard to train.

This is a pretty important point not just for this chapter, but for Rev in general. Rev gets you a lot of underleveled/underpowered characters very quickly and unless you're taking advantage of the ability to grind, you really have to prune down which ones you use.

In the case of the Rev chapter 8 band, you will probably only get to train 1 of the 3 combat units (Kaze, Hana, Subaki), and that one you should focus on raising in Paralogue 1. The other two are most likely going to be benched unless you grind for XP.

Kaze's the best choice since he'll come higher level than the other 2 if you used him a lot pre-route split, but using one of the other 2 isn't out of the question. You'd need to dedicate Paralogue 1 to raising them though.

Rev's a lot like FE6 in terms of unit balance:
+ Show Spoiler +
You have a really powerful unit early game that kind of carries the first half of your run on his back (Avatar = Rutger). You get a bunch of units in the meantime that range from above average to terrible. About halfway through the run, you get your overpowered Wyvern (Camilla = Miledy) who gives you a big boost to your team's power until you start getting your OP lategame prepromotes (Ryoma/Xander = Perceval), which fill out your team for the rest of the run.

The game also trolls you by giving you mediocre mages that are horribly underleveled and totally worthless for no reason (Nyx/Odin = Sophia).
Moderator
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2016-03-12 02:08:58
March 12 2016 02:06 GMT
#433
What are you supposed to do with lvl 20 promoted units. My pre promoted units are just leveling up past 20+. Does it work that units gain skills of the promote class by having leveled up a certain amount of levels of that class instead of being a certain lvl while of that class?

In Awakening you could just keep classing units into the same class to get more lvl up stats though that wouldn't be a thing until end/post game.
Alventenie
Profile Joined July 2007
United States2147 Posts
March 12 2016 02:23 GMT
#434
I am close to end of Revelations and so far a lot of the units are meh.

You either get them and they are super underleveled to your current units (like 6-7 levels under) or they just aren't immediately useful.

+ Show Spoiler +
I actually went with a paladin Jakob this time again so I had no staff user for 2 chapters when you only have 3-4 characters. It worked out until I got to mid/late game because he got no defense gains (He beat Xander in str/skill/spd by 2 or 3 each, but Xander had 14 more defense, yeah, 14!).

I also went Archer Mozu but when I picked up Ryoma and Xander I basically ditched her because while she had very minor stats better than Takumi (like 1 str and 2 skill over him at same levels), Fujin Yumi gives Takumi stats and Takumi takes no move penalty. Mozu might have been better if I kept up with her, but Takumi just fit better when I needed to drop someone out of my group.

Biggest downside I see so far is basically the Royals just dominate everything so unless you want to use lesser units, you stick with them. All my pair ups include a royal (offensive or defensive). Ryoma and Xander just solo entire swathes of enemies like its nothing.


Few chapters left though!
chocorush
Profile Joined June 2009
694 Posts
March 12 2016 02:35 GMT
#435
On March 12 2016 11:06 BlackMagister wrote:
What are you supposed to do with lvl 20 promoted units. My pre promoted units are just leveling up past 20+. Does it work that units gain skills of the promote class by having leveled up a certain amount of levels of that class instead of being a certain lvl while of that class?

In Awakening you could just keep classing units into the same class to get more lvl up stats though that wouldn't be a thing until end/post game.


Short of buying an eternal seal or using one of the download items that promote your unit to one of the special classes like dark flier with higher level caps, what you have at 20 is what you getas far as development goes. You can still heart seal if you want another class but you can't get new skills unless you exceed the level cap in one of the mentioned ways.
Alventenie
Profile Joined July 2007
United States2147 Posts
March 12 2016 04:17 GMT
#436
Well I finished Revelations now.

Heres a review of each game for me. I played Hard/Classic on first playthrough for each one and did not look stuff up until after chapters passed for certain events.

Birthright:
+ Show Spoiler +
Was good introductory spot for new players. I didn't really abuse reclasses or any children on this path and did minimal grinding. Most chapters were good. Ran into issues on the first Ninja chapter in 11 I think. Took a few retries. Overall good pacing until the Endgame chapter which was just really dumb. I eventually just ran up and aced the dragon in a few rounds because you can't stop the stuff on the ground? Negative part of Kaze dying because of non A support which I had to go back and fix. I hope they dont do that in future games.


Conquest:
+ Show Spoiler +
I liked Conquest. It gives you the same part of no grinding like older games. Once you got a small core of units though this was pretty straight forward in terms of difficulty. I don't think I ran into any trouble in the maps except the Ninja's again in chapter 14 I think? A few resets for this but once I got it down the only other problem chapter was Endgame. I think if I went back and did some more reclassing and had a better unit composition this would have been easier. I had too few front line units compared to support ones and it showed in the lack of damage I did.


Revelations:
+ Show Spoiler +
I liked the closure in this game. I really liked the early game where you had no units almost to speak of until like chapter 10. The first Valla map here I really enjoyed with the shadow areas and going through the valley. I did reclasses a lot here and took care of supporting my core roster much cleaner around so I did not have any chapter cause me issues at all. I definitely disliked some of the later maps just because they terrain movement was not engaging, but more just time sinks in the map. Also once your past chapter 16 when you pick up all of the royals, you just obliterate every map because they are insane.

This was the first time I did a Str Avatar too (Birthright/Conquest I did Magic boon), so I had Avatar (reclassed 20/2 to Swordmaster), Ryoma, Xander, Takumi (Sniper) basically do all my fighting in the last 5 chapters. I used Camilla/Kaze pair up to have high mobility/anti caster as needed, but they just werent needed after some point when the enemies just kill themselves on the other 4.


Will probably do a few more playthroughs some other time on normal/casual just to get supports and work out some wacky strats.
TheYango
Profile Joined September 2008
United States47024 Posts
March 12 2016 06:33 GMT
#437
On March 12 2016 11:23 Alventenie wrote:
You either get them and they are super underleveled to your current units (like 6-7 levels under) or they just aren't immediately useful.

Most of the characters that join in the Ch. 9-13 range are actually pretty usable because they recruit with good enough bases to do useful things (though naturally you don't have enough XP to raise all of them).

After that it's prepromote or useless though.
Moderator
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
March 12 2016 14:53 GMT
#438
On March 12 2016 13:17 Alventenie wrote:
Well I finished Revelations now.

Heres a review of each game for me. I played Hard/Classic on first playthrough for each one and did not look stuff up until after chapters passed for certain events.

Birthright:
+ Show Spoiler +
Was good introductory spot for new players. I didn't really abuse reclasses or any children on this path and did minimal grinding. Most chapters were good. Ran into issues on the first Ninja chapter in 11 I think. Took a few retries. Overall good pacing until the Endgame chapter which was just really dumb. I eventually just ran up and aced the dragon in a few rounds because you can't stop the stuff on the ground? Negative part of Kaze dying because of non A support which I had to go back and fix. I hope they dont do that in future games.


Conquest:
+ Show Spoiler +
I liked Conquest. It gives you the same part of no grinding like older games. Once you got a small core of units though this was pretty straight forward in terms of difficulty. I don't think I ran into any trouble in the maps except the Ninja's again in chapter 14 I think? A few resets for this but once I got it down the only other problem chapter was Endgame. I think if I went back and did some more reclassing and had a better unit composition this would have been easier. I had too few front line units compared to support ones and it showed in the lack of damage I did.


Revelations:
+ Show Spoiler +
I liked the closure in this game. I really liked the early game where you had no units almost to speak of until like chapter 10. The first Valla map here I really enjoyed with the shadow areas and going through the valley. I did reclasses a lot here and took care of supporting my core roster much cleaner around so I did not have any chapter cause me issues at all. I definitely disliked some of the later maps just because they terrain movement was not engaging, but more just time sinks in the map. Also once your past chapter 16 when you pick up all of the royals, you just obliterate every map because they are insane.

This was the first time I did a Str Avatar too (Birthright/Conquest I did Magic boon), so I had Avatar (reclassed 20/2 to Swordmaster), Ryoma, Xander, Takumi (Sniper) basically do all my fighting in the last 5 chapters. I used Camilla/Kaze pair up to have high mobility/anti caster as needed, but they just werent needed after some point when the enemies just kill themselves on the other 4.


Will probably do a few more playthroughs some other time on normal/casual just to get supports and work out some wacky strats.

+ Show Spoiler +
im currently on the cheve mission on luna classic. I agree the first few missions were extremely fun, izuno was a little annoying though.

Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Alventenie
Profile Joined July 2007
United States2147 Posts
Last Edited: 2016-03-12 21:00:51
March 12 2016 18:57 GMT
#439
On March 12 2016 23:53 Cricketer12 wrote:
Show nested quote +
On March 12 2016 13:17 Alventenie wrote:
Well I finished Revelations now.

Heres a review of each game for me. I played Hard/Classic on first playthrough for each one and did not look stuff up until after chapters passed for certain events.

Birthright:
+ Show Spoiler +
Was good introductory spot for new players. I didn't really abuse reclasses or any children on this path and did minimal grinding. Most chapters were good. Ran into issues on the first Ninja chapter in 11 I think. Took a few retries. Overall good pacing until the Endgame chapter which was just really dumb. I eventually just ran up and aced the dragon in a few rounds because you can't stop the stuff on the ground? Negative part of Kaze dying because of non A support which I had to go back and fix. I hope they dont do that in future games.


Conquest:
+ Show Spoiler +
I liked Conquest. It gives you the same part of no grinding like older games. Once you got a small core of units though this was pretty straight forward in terms of difficulty. I don't think I ran into any trouble in the maps except the Ninja's again in chapter 14 I think? A few resets for this but once I got it down the only other problem chapter was Endgame. I think if I went back and did some more reclassing and had a better unit composition this would have been easier. I had too few front line units compared to support ones and it showed in the lack of damage I did.


Revelations:
+ Show Spoiler +
I liked the closure in this game. I really liked the early game where you had no units almost to speak of until like chapter 10. The first Valla map here I really enjoyed with the shadow areas and going through the valley. I did reclasses a lot here and took care of supporting my core roster much cleaner around so I did not have any chapter cause me issues at all. I definitely disliked some of the later maps just because they terrain movement was not engaging, but more just time sinks in the map. Also once your past chapter 16 when you pick up all of the royals, you just obliterate every map because they are insane.

This was the first time I did a Str Avatar too (Birthright/Conquest I did Magic boon), so I had Avatar (reclassed 20/2 to Swordmaster), Ryoma, Xander, Takumi (Sniper) basically do all my fighting in the last 5 chapters. I used Camilla/Kaze pair up to have high mobility/anti caster as needed, but they just werent needed after some point when the enemies just kill themselves on the other 4.


Will probably do a few more playthroughs some other time on normal/casual just to get supports and work out some wacky strats.

+ Show Spoiler +
im currently on the cheve mission on luna classic. I agree the first few missions were extremely fun, izuno was a little annoying though.



+ Show Spoiler +
So I would have just cleared straight to the end of that map, but apparently Revelations likes to throw insane amounts of items at you instead of gold so it behooves you to clear entire maps, which makes that one painstakingly slow. In a later map, literally more than half the map's units will drop an item when they die.



edit: Just finished a second Birthright playthrough and wow it was hilariously easy, even without Royals. Endgame was 2 moves... Orochi to kill the general in front of boss, avatar to boss, double astra for 100 damage if they all landed (boss died on 2nd astra). Didnt even have to sing for a second round of attacks or anything.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-03-12 23:06:46
March 12 2016 23:05 GMT
#440
Birthright even on Lunatic lets you do silly things and still pretty effortlessly win.

It's still fun because the story is less contrived than Conquest and I just generally like the cast better, but it's not exactly an engaging challenge (especially when we get to the terrible lategame rout maps with no redeeming qualities).
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