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[Guide] Leoric, The Skeleton King of Khanduras

Forum Index > Heroes of the Storm
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Vaalia
Profile Joined November 2013
Canada120 Posts
Last Edited: 2015-08-25 19:23:36
August 24 2015 19:37 GMT
#1

Leoric
The Skeleton King

by Vaalia

"Leoric resisted Diablo’s attempts to possess him, but the effort left him weak and confused...

When his son Albrecht was kidnapped to be a vessel for Diablo, it destroyed any sanity Leoric had left. He commanded an army of the dead deep within the cathedral, finally serving the Lord of Terror he had resisted while alive. Many adventurers tried and failed to slay the Skeleton King. It was left to Leoric’s eldest son, Aidan, to finally kill the monster his father had become.”
- Deckard Cain


Leoric, the Skeleton King, is a warrior from the Diablo universe. As a human he travelled to Tristram, a town in Khanduras, and there declared himself king. Initially respected for his pure heart and kindness, Leoric soon fell victim to the Lord of Terror himself: Diablo. Unbeknownst to Leoric, Diablo slumbered beneath Tristram’s Cathedral and slowly corrupted his mind. Whilst Diablo was unable to fully corrupt Leoric, he siphoned away the honour and hope that had gained Leoric much respect over the years, leaving him in a spiral of insanity and bloodlust. At the crux of his madness, he started a war and ordered the execution of his own wife and queen. When his troops returned from battle and learned of his cruelty, Leoric’s own Lieutenant cut him down. Unfortunately, the citizens of Tristram were still unaware of Diablo’s presence and chose to give their Mad King a proper burial within the cathedral. Instead of eternal rest, Leoric was given the curse of undeath by Diablo, rising to become the monstrosity now known as the Skeleton King.

Within the Nexus, King Leoric is a Melee Warrior. While his kit leaves much to be desired in the ways of CC, Leoric is a high HP and high Damage tank with major lane pushing potential. Even when you do kill him, he can still drive you mad with his passive by slowing you in death and returning to the battlefield right where he left off.


Starting Stats



Health: 1020
Health Regen: 2.12
Mana: 500
Mana Regen: 3.0
Damage: 55
Range: 2
Attack Speed: 0.77


Abilities


Hover over icons to view Abilities

Primary Abilities
Heroic Abilities
Skeletal Swing
Swing in front of you to deal damage and slow enemies by 40% for 2.5 seconds. Deals double damage to all non-Heroic and non-Structure targets.
Drain Hope
Grab an enemy Hero's soul, dealing up to 25% of their maximum Health as damage and healing you for up to 25% of your maximum Health while you are nearby, over 4 seconds. You are slowed by 20% while this is active.
Wraith Walk
Separate from your body, becoming Unstoppable and gaining Movement Speed accelerating up to 50% over 2.5 seconds. When Wraith Walk ends or is canceled, your body jumps to your wraith.
Entomb
Create an unpathable tomb in front of you for 4 seconds.
March of the Black King
Become Unstoppable and swing your mace three times, healing yourself for 7.03% of your maximum Health for each enemy Hero hit and dealing damage.

Heroic Trait
Undying Abilities
Undying
Become a ghost when you die, and resurrect upon reaching full health. Your Abilities don't do damage while dead, but can still heal causing you to cheat death.
Ghastly Swing
Swing in front of you to slow enemies by 40% for 2.5 seconds.
Drain Essence
Throw out a chain, attaching to the first enemy Hero hit, healing you for 12.5% of your maximum health over 4 seconds as long as you remain close to the enemy. You drain more essence the longer you remain connected.


Talents



Level 1


Mana Thirst
Skeletal Swing restores 10 Mana per enemy hit, up to 50 Mana.
Mana Thirst - Skeletal Swing only costs 10% of his mana pool at level 1 and once you take into consideration his base mana regeneration it just isn’t worth the trade off. Leoric doesn’t typically have mana problems so this talent is overkill. Late game, the mana restoration becomes obsolete.

Hopelessness
Increases the range of Drain Hope by 20%.
Hopelessness - At level 13, the Talent “Drain Momentum” becomes available, removing the self-slow from Drain Hope. The 20% extra range to help keep the tether becomes obsolete.

Block
Periodically reduces the damage received from Hero Basic Attacks by 50%. Stores up to 2 charges.
Block - Block is nothing new. It’s another situational talent that is subpar on Leoric. His high Health pool and regenerative abilities more than make up for the damage you might take.

Reanimation
Every Regeneration Globe gathered increases your Health Regeneration by 1.5 per second, and increases Health Regeneration during Undying by 0.75. You also gain the ability to gather Regeneration Globes while Undying.
Reanimation - This is arguably the best talent in this tier. It lowers your Undying death timer from the Health Regeneration increase and allows you to continue stacking orbs whilst Undying. Leoric doesn’t have any inherent damage mitigation, just a heck of a lot of health, so the more regeneration you can get the better off you’ll be.



Level 4


Fealty Unto Death
When a nearby Minion dies, you gain 1% of your maximum Health and 5 mana, even while Undying.
Fealty Unto Death - This is a situational talent that can be switched out with Hardened Bones. This talent is okay whilst alive, but given the major nerfs to his regen whilst Undying, this talent becomes very viable on smaller maps where creep waves are always close by.

Willing Vessel
Increases the healing from Drain Hope to 30% of your maximum Health. Increases Drain Essence's healing to 15% during Undying.
Willing Vessel - This talent only increases your potential healing from Drain Hope by 5%. With Reanimation, you have enough regeneration that this talent will need a buff before being worthwhile.

Hardened Bones
During Wraith Walk, you take 25% less damage.
Hardened Bones - When you use Wraith Walk, until the ability ends or is cancelled Leoric’s body is literally a sitting corpse. This is a 25% decrease in damage taken across the board. If you’re using Wraith Walk to get out of a hairy situation or to chase someone in a team fight, there’s a pretty good chance your body is taking a beating. Take this talent.

Royal Focus
If your body takes no damage during Wraith Walk’s duration, the cooldown is reduced to 4 seconds.
Royal Focus - Wraith Walk is your only escape, and if you’re using it there’s a pretty high chance you’re going to be hit by something at least once. This talent has no value unless you’re only using Wraith Walk to engage from a distance.


Level 7


Ghastly Reach
Increases the range of Skeletal Swing by 25%.
Ghastly Reach - With its base range, Skeletal swing can already hit every minion in a wave, or every tower and gate. The mobility from Wraith Walk means you can catch up to enemies easily so the extra range is unnecessary.

Lingering Apparition
Increases the duration of Wraith Walk by 60%. Increases the duration from 2.5 to 4 seconds.
Lingering Apparition - The extra second and a half of increased speed can be the difference between life and death, for you or a fleeing enemy. It's an extra second and a half of being unstoppable as well. After the nerf to Ossein Renewal whilst Undying, this talent is a strong contender in this tier.

Paralyzing Rage
Increases the Movement Speed slow of Skeletal Swing to 60%.
Paralyzing Rage - You already apply a 40% slow for 2.5 seconds with Skeletal Swing, the extra 20% is negligible especially if you have any other form of CC on your team.

Ossein Renewal
Activate to heal 20% of your maximum health over 6 seconds. Can be used while Undying to heal for 10% of your maximum health to revive faster.
Ossein Renewal - Not only does this talent shorten your death timer, but it also improves your sustain in teamfights. It’s a bit worse than the First Aid talent, but since it can also be used to shorten your death timer it’s well worth it.


Level 10 (Heroic)


Entomb
Create an unpathable tomb in front of you for 4 seconds.
Entomb - This talent takes proper positioning on your part and a lack of mobility on the enemy team to be effective. You’re looking for heroes like Jaina, Kael’Thas, Zagara and Tyrande on the other team. You can also use this to trap in their tanks and use Drain Hope to take a chunk of their health and keep them out of the fight for 4 seconds, allowing you to get the full duration of Drain Hope off.

March of the Black King
Become Unstoppable and swing your mace three times, healing yourself for 7.03% of your maximum Health for each enemy Hero hit and dealing 200 (+10 per level) damage.
March of the Black King - If you’re going to be the main tank for your team and take the brunt of the damage, this Talent provides excellent sustain and can divide the enemy team if they try to avoid you.


Level 13


Burning Rage
Deal 10 (+2 per level) damage per second to nearby enemies.
Burning Rage - Only useful if you're constantly pushing or want better merc camp clear.

Crushing Hope
If Drain Hope lasts its full duration, it deals bonus damage equal to 10% of the victim’s Maximum Health. This damage does not heal you.
Crushing Hope - This Talent is particularly useful when combined with Entomb, and counters high-HP enemy heroes very well.

Drain Momentum
Drain Hope no longer causes you to lose Movement Speed.
Drain Momentum - If you don’t feel like you need the extra 10% HP drain from Crushing Hope, this is your go-to Talent for this tier. It removes the 20% self-slow from Drain Hope. If you’re in the middle of a team fight, this is negligible since the enemy will be on top of you, but if your team is built around chasing the enemy down, it can be a worthwhile investment.

Spell Shield
Upon taking Ability Damage, reduce that damage and further Ability Damage by 50% for 3 seconds. Can only trigger once every 30 seconds.
Spell Shield - If you’re solo-tanking, sustain and damage reduction is always welcome. If the enemy team has enough burst Ability Damage, this will give you the time to heal up with Ossein Renewal or Drain Hope and stay in the fight.


Level 16


Renewed Swing
Skeletal Swing can be recast again for free within 3 seconds for 50% damage.
Renewed Swing - If you are playing as a secondary tank or just feel like pushing, this talent can be worthwhile. Otherwise, it is subpar in this tier.

Consume Vitality
Skeletal Swing heals you for 2% of your maximum Health per target hit, up to 10%. While Undying, effectiveness is reduced to 1% of Leoric's maximum Health per target, up to 5%.
Consume Vitality - Previously, Consume Vitality could be worth it because of the 10% HP regen you could get every 8 seconds whilst Undying. With the change down to 5% Max HP, it's a waste of a talent to choose.

Unyielding Despair
Every second Drain Hope is active, its cooldown is reduced by 1 second.
Unyielding Despair - Another great combo Talent with Entomb and Crushing Hope or Draim Momentum. That leaves you with a 4 second cooldown (as opposed to an 8 second cooldown) whenever you complete the full cast of Drain Hope.

Imposing Presence
Enemies that attack you have their Attack Speed slowed by 50%.
Imposing Presence - Now that Imposing Presence has been nerfed down to 40% and requires the enemy Hero be attacking you specifically to apply, it's incredibly less effective on Leoric.


Level 20


Buried Alive
Enemies inside Entomb take 30 (+6 per level) damage per second.
Buried Alive - Typically, the goal of Entomb is to trap a Hero without an escape and burst them down, so the low damage isn’t worth it. If you’re using it to hold a tank in place, the extra damage will be negligible.

Death March
Your final swing of March of the Black King also applies the base version of Drain Hope to all enemy Heroes in a large area.
Death March - If the enemy team is all melee and you can guarantee at minimum 3 of their champions will stay within range of your Drain Hope, the 25% heal return per enemy Hero majorly boosts your sustain. In any other situation, do not choose this talent.

Spectral Leech
Basic attacks against enemy Heroes deal bonus damage equal to 5% of the Hero’s maximum Health and heal you for the same amount.
Spectral Leech - You can dish out some amazing damage at level 20 with this talent, depending on which heroes you are focusing. Since it’s percentage based, if you’re focusing on taking their tank down your overall Hero Damage will skyrocket. If the enemy team can’t kill you before your other sustain abilities kick in, this can clean up a team fight pretty quickly.

Hardened Shield
Activate to reduce damage taken by 75% for 4 seconds.
Hardened Shield - No matter what the enemy team composition is, you will always benefit from this Talent. If you’re unsure whether or not you want to take Spectral Leech or even Death March, this will always be a safe and smart choice.



Builds



Sustain Drain (Tank) Build

Reanimation
Every Regeneration Globe gathered increases your Health Regeneration by 1.5 per second, and increases Health Regeneration during Undying by 0.75. You also gain the ability to gather Regeneration Globes while Undying.
Hardened Bones
During Wraith Walk, you take 25% less damage.
Ossein Renewal
Activate to heal 20% of your maximum health over 6 seconds. Can be used while Undying to heal for 10% of your maximum health to revive faster.
March of the Black King
Become Unstoppable and swing your mace three times, healing yourself for 7.03% of your maximum Health for each enemy Hero hit and dealing 200 (+10 per level) damage.
Crushing Hope
If Drain Hope lasts its full duration, it deals bonus damage equal to 10% of the victim’s Maximum Health. This damage does not heal you.
Unyielding Despair
Every second Drain Hope is active, its cooldown is reduced by 1 second.
Spectral Leech
Basic attacks against enemy Heroes deal bonus damage equal to 5% of the Hero’s maximum Health and heal you for the same amount.
14710131620


This build is ideal if the other team has few escapes or a beefy tank. Hardened Shield is also a viable talent for this build; however, we feel Spectral Leech is more effective if you’re able to stay in the middle of a fight and take full advantage of its health returns.
    1 - Reanimation
    4 - Hardened Bones
    7 - Ossein Renewal
    10 - March of the Black King
    13 - Crushing Hope
    16 - Unyielding Despair
    20 - Spectral Leech


Cheat Death Build

Reanimation
Every Regeneration Globe gathered increases your Health Regeneration by 1.5 per second, and increases Health Regeneration during Undying by 0.75. You also gain the ability to gather Regeneration Globes while Undying.
Fealty Unto Death
When a nearby Minion dies, you gain 1% of your maximum Health and 5 mana, even while Undying.
Lingering Apparition
Increases the duration of Wraith Walk by 60%. Increases the duration from 2.5 to 4 seconds.
Entomb
Create an unpathable tomb in front of you for 4 seconds.
Drain Momentum
Drain Hope no longer causes you to lose Movement Speed.
Unyielding Despair
Every second Drain Hope is active, its cooldown is reduced by 1 second.
Hardened Shield
Activate to reduce damage taken by 75% for 4 seconds.
14710131620


This build is for when you want to minimize death timers and clear waves as fast as possible. Often seen in double-warrior comps, this build allows Leoric to clear waves and protect the base like a specialist while still being able to stand his ground in team fights.
    1 - Reanimation
    4 - Fealty Unto Death
    7 - Lingering Apparition
    10 - Entomb
    13 - Drain Momentum
    16 - Unyielding Despair
    20 - Hardened Shield


Gameplay



Early Game

Because of his low utility, Leoric is best suited to stay in lane and bully the enemy heroes. If they’ve set up a bush gank in lane, Leoric can easily escape using Wraith Walk. You can clear a wave with two Skeletal Swings, quickly stacking Reanimation, and Drain Hope deters your foes from trying to collect globes of their own or duke it out in melee range.

On maps like Dragon Shire, it’s imperative Leoric stay in either top or bottom lane, as he is a master of early objective control due to his low death timer and proximity damage. On other maps, though, your main goal as Leoric is to farm and harass so that when your allies roam to your lane, it’s an easy kill to secure.

Due to his sustain and ability to escape, Leoric can solo lane quite easily, but having a teammate with hard CC in lane can quickly turn into a nightmare for the enemy team. If Leoric can finish his Drain Hope casts and land his Skeletal Swings, a few melee attacks will assure an early kill in your lane.

Mid-Game and Objectives

At this point, you’ve decided on a strategy: you’re either going to push to your heart’s content or provide a strong tank presence in team fights. Based on your talent build and plan of attack, there are two different possible ways to go mid-game:

Pushing:
Leoric can push lanes pretty darn quickly if left alone. While his siege damage has been nerfed, his wave clear is still on par with Heroes like Jaina and Nazeebo. Left alone to farm Reanimation stacks, Leoric will become a beast in no time and his creeps will push hard. Level 16 is where you really shine, but even before that you can wreck havoc. The risk in this strategy is that it often leaves your team in 4v5 team fights with your team at a disadvantage. If you want to help your team and prioritize pushing, you need to think about timing.

On a map like Sky Temple, if one temple is up and you're at a disadvantage (either teammates are dead or you have a talent disparity), pick a lane far away and push as hard as you can. Your low death timer means that, even if they send somebody to stop you, you’ll be back within 30 seconds to continue the good fight. Try not to play as if you were Murky, your deaths do still give the enemy team experience, but if you’re drawing at least two enemy Heroes away from their teammates to deal with you, you’re left with a lot of pushing power and 3v4 team fights with your team with the advantage.

Tanking:
Your job is to put yourself between the enemy and your back line allies. Make sure to use Drain Hope as soon as you have a target that will stay in your range for the full cast time. Skeletal Swing packs a hard punch, but keep it mind it also slows and can sometimes be more effective by slowing an enemy going for one of your allies or to catch a Hero trying to flee the fight.

If you chose March of the Black King as your level 10 Talent, be ready to use it at a moment’s notice. If the enemy team stacks up or is focusing you down, March will allow you to deal massive amounts of damage, split up their team and heal yourself up. Sustain is everything as Leoric, so optimize your March with that goal in mind. Try to use Skeletal Swing before you use March of the Black King so that the enemy is slowed and will have a much harder time avoiding your mace-swinging self.

If you chose Entomb, be ready to cancel it if you trap an ally instead of an enemy. The cooldown on this ult is only 50 seconds meaning, if you mess it up, you’ll have another shot to land a quality Entomb very soon after. You can also use Entomb to block off a choke point and delay or flat-out avoid a team fight. On maps like Cursed Hollow, you can use Entomb to block the enemy off long enough for your team to capture a Tribute and get the heck out.

Late Game

By the time the late game rolls around, your goal is no longer to collect orbs or avoid fights, it’s to push your heart out and to stay alive in team fights. Leoric can be a very annoying hero, so even if it’s a poor choice by the enemy team they will often try to focus you down just to get you out of their sight. Joke’s on them, though, as you’ll still be around to slow and Drain Essence, then resurrect in the middle of the team fight ready to re-engage and stop the enemy in their tracks.

Useful Information


  • Unless a single tick of damage from Drain Hope will kill an enemy, avoid just throwing it out there unless you can get at least 50%+ of its cast time off.
  • Try to use Drain Hope on the more tanky enemy Heroes to maximize its damage output if the situation allows for it.
  • Drain Hope works on Garden Terrors and Dragon Knights. Taking extra damage talents for DH on Dragon Shire and Garden of Terror crushes the effectiveness of their objectives immensely.
  • Right-click to move as soon as you cast Wraith Walk; your wraith-form won’t move until you give it a move command.
  • Wraith Walk will always be faster than running in the direction you want to go. If you’re trying to chase someone down unmounted, you have a higher chance of catching up by using Wraith Walk.
  • Wraith Walk can go through enemy gates.
  • Since Wraith Walk makes you unstoppable, you can easily avoid abilities like The Butcher’s Ruthless Onslaught; you will still take the damage, but you will not be stunned.
  • Entomb can be cancelled, breaking down the walls.


Playing Against Leoric


  • Try to wait until Leoric uses Wraith Walk to stun him. After Wraith Walk, Leoric has no escapes.
  • If an enemy Leoric chooses Entomb and you have no wall jumping or escape abilities, stay back unless you’re a tank. He will trap you, and his team will kill you.
  • If an enemy Leoric is using the push build, don’t fall into the trap of sending multiple people to stop him. He will throw you and your teammates off, and he will annoy you to no end, but try to avoid sending more than one person to deal with his split-pushing.
  • Stay at full attack range from Leoric as a ranged Hero. If he uses Drain Hope on you, back up immediately so the ability cancels.
  • Drain Hope does not cancel if Leoric is stunned or if he uses Wraith Walk.
  • Ghost Leorics look the same, so if both teams have a Leoric (in Quick Match) you will not be able to differentiate their ghosts. Watch death timers and health bars to figure out which one will be on your side when he revives.
  • As a tank, pay close attention to Leoric’s build. If he builds to counter your high HP pool via Drain Hope, respond accordingly with your talent choices and positioning.

Writer: Vaalia
Graphics & Format: Vaalia, Valiver
Art Credit: Blizzard
Editors: Vaalia, Valiver

KobraKay
Profile Joined March 2010
Portugal4231 Posts
August 24 2015 20:06 GMT
#2
Cool! Just in time for tomorrow's rotation :D

Will take a closer look once I get to play Leoric but from the first read seems very useful as always ;D
CJ Fighting! (--.--)
Vaalia
Profile Joined November 2013
Canada120 Posts
August 24 2015 20:09 GMT
#3
Glad you like what you've been able to see! Feedback is always welcome, positive feedback even better.
im a roc
Profile Blog Joined April 2010
United States745 Posts
August 24 2015 20:20 GMT
#4
Awesome! So happy to see so much quality content coming out over here. I sprinted over to Reddit to post the link, but you had already done it for me ;P

Time to dig in. Thanks so much.
Beware The Proxy Pool Rush
Vaalia
Profile Joined November 2013
Canada120 Posts
August 24 2015 20:36 GMT
#5
Haha, yeah, Phantom was really on the ball for this one. We're trying our best to ensure we keep the content flowing, while still keeping it consistent in quality. Hopefully by the time you're done reading, you'll have learned a few things and still be happy to have seen it!
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
August 24 2015 21:35 GMT
#6
"Drain Hope does not cancel if Leoric is stunned or if he uses Wraith Walk."

This is not entirely true I think. A stun that is cast immediately after Drain Hope is started seems to cancel it. I'm not sure if it's buggy or intended but I have seen this happen quite a bit. Don't know the exact mechanics behind it but Drain hope is canceled (and it goes on full cooldown) quite often. And no, I wasn't out of range those times.
Vaalia
Profile Joined November 2013
Canada120 Posts
Last Edited: 2015-08-24 22:16:31
August 24 2015 21:50 GMT
#7
On August 25 2015 06:35 Markwerf wrote:
"Drain Hope does not cancel if Leoric is stunned or if he uses Wraith Walk."

This is not entirely true I think. A stun that is cast immediately after Drain Hope is started seems to cancel it. I'm not sure if it's buggy or intended but I have seen this happen quite a bit. Don't know the exact mechanics behind it but Drain hope is canceled (and it goes on full cooldown) quite often. And no, I wasn't out of range those times.


I did do some digging on this, and I've come across very few people who have had issues with the ability being cancelled. It's programmed in as a tether, and this blizzard thread accurately states what it takes to break a tether:
1. Death
2. Removal from the map (a la Zagara's Maw or Tass shift)
3. Breaking range

Anything else is likely a misclick, causing you to cancel it, or a bug. If you can find some proof to the contrary, though, please share it. I did try to do some decent digging and testing of it before this guide went up and I never got the cancelled result from a stun but if you can find something, learning is always a good thing. Some people have suggested there's a small window between his activation and the tether attaching that you can be stunned in, so that's a possibility too! But again, can't confirm it as I've never been able to catch it first-hand.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
August 24 2015 23:05 GMT
#8
On August 25 2015 06:50 Vaalia wrote:
Show nested quote +
On August 25 2015 06:35 Markwerf wrote:
"Drain Hope does not cancel if Leoric is stunned or if he uses Wraith Walk."

This is not entirely true I think. A stun that is cast immediately after Drain Hope is started seems to cancel it. I'm not sure if it's buggy or intended but I have seen this happen quite a bit. Don't know the exact mechanics behind it but Drain hope is canceled (and it goes on full cooldown) quite often. And no, I wasn't out of range those times.


I did do some digging on this, and I've come across very few people who have had issues with the ability being cancelled. It's programmed in as a tether, and this blizzard thread accurately states what it takes to break a tether:
1. Death
2. Removal from the map (a la Zagara's Maw or Tass shift)
3. Breaking range

Anything else is likely a misclick, causing you to cancel it, or a bug. If you can find some proof to the contrary, though, please share it. I did try to do some decent digging and testing of it before this guide went up and I never got the cancelled result from a stun but if you can find something, learning is always a good thing. Some people have suggested there's a small window between his activation and the tether attaching that you can be stunned in, so that's a possibility too! But again, can't confirm it as I've never been able to catch it first-hand.


I suspect it's the the small stun window too. I've had it happen like a 100 times, it happens really often and it certainly isn't a misclick then and the ability does go on cooldown. I don't know how to make a video or something but surely there must be something on this.
It feels like one of those small windows that exist before abilities where they can be interrupted, like brightwing has on the Emerald wind heroic. It happens very frequently at least and I think even some players play into it.
Vaalia
Profile Joined November 2013
Canada120 Posts
August 24 2015 23:22 GMT
#9
Someone on Reddit said nearly identical, and mentioned interrupting a Leoric as Muradin. So there could very well be a window, the Emerald Wind comparison is a really good one.
Nuclease
Profile Joined August 2011
United States1049 Posts
Last Edited: 2015-08-25 01:21:15
August 25 2015 01:20 GMT
#10
Given that double (or even triple) warrior has been drifting in and out of the meta lately, I think it's really important to point out how effective Leoric is against those comps. He is the tank killer.

As you mention, Leoric's drain hope works through percentages, and has a lot of talents that help to leech %-based health points from enemy heroes. In my opinion, he's basically a counter-pick to double or triple tank builds if used correctly and in concert with the correct comp.

Very nice work overall
Zealots, not zee-lots. | Never forget, KTViolet, Go)Space. | You will never be as good as By.Flash, and your drops will never be as sick as MMA.
Vaalia
Profile Joined November 2013
Canada120 Posts
August 25 2015 03:10 GMT
#11
Thanks, Nuclease. Double warrior made a lot of sense, when triple warrior pops up my head spins a bit. But, if you can lock em down and knock em out, then it works and is terrifying. And I agree, that's exactly his MO: kill the big guy as easily as the little with Drain Hope. Goes for the Garden Terrors an Dragon Knights too. I am thrilled he's seen the amount of action he has in professional play, especially with the recent changes.
Kaelaris
Profile Blog Joined September 2010
United Kingdom788 Posts
Last Edited: 2015-08-25 08:06:06
August 25 2015 07:46 GMT
#12
Another build to definitely cover would be the hardened bones, lingering apparition build, as it is certainly the most used in EU top level play at the moment. I would also say its one of the more technical builds considering how much you're looking to leave yourself "vulnerable" in lanes in order to lure a response out of your opponents team. I'll get to a PC and edit this post with it, sat in bed on my phone doesn't make it easy to type haha.

EDIT:

Ok so!

http://www.heroesnexus.com/talent-calculator/52-leoric#9OOT1SySGTET6S0AA

1. Reanimation
4. Hardened Bones
7. Lingering Apparition
10. March of the Black King
13. Crushing Hope
16. Unyielding Despair
20. Hardened Shield.

This seems the most common in EU at the moment. There are some varying talents to be mentioned of course in EU meta right now.

13. Sometimes we see Burning Rage in double tank lineups, against compositions that have warriors with great escape mechanics, such as Muradin being on the opposing team. 9 times out of 10 Muradin is going to get away from that Crushing Hope effect with his dwarf toss, rendering the talent not as good.
16. Sometimes Imposing Presence is taken in to strengthen the two tank lineup against heavier AA compositions. Imposing Presence could definitely have its spot in 1 tank lineup but, Leoric solo tank right now is extremely rare.
20. For a similar reason as to above, Death March can be taken when you're facing off against either heavier melee comps, also the map has influence over this talent choice as well. For example, some Leorics will take it on maps like Cursed Hollow because of the small alley-ways between the lanes. It's much harder for clumped compositions to not be hit by the March, resulting in quite potent damage output. ALWAYS important to note though that Death March only applies the BASE level of Drain Hope, so those particular ones aren't benefiting from your talents.

I could ramble for ages if I let myself, but those are just the basics.
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Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2015-08-25 09:28:59
August 25 2015 09:25 GMT
#13
On August 25 2015 16:46 Kaelaris wrote:
Another build to definitely cover would be the hardened bones, lingering apparition build, as it is certainly the most used in EU top level play at the moment. I would also say its one of the more technical builds considering how much you're looking to leave yourself "vulnerable" in lanes in order to lure a response out of your opponents team. I'll get to a PC and edit this post with it, sat in bed on my phone doesn't make it easy to type haha.

EDIT:

Ok so!

http://www.heroesnexus.com/talent-calculator/52-leoric#9OOT1SySGTET6S0AA

1. Reanimation
4. Hardened Bones
7. Lingering Apparition
10. March of the Black King
13. Crushing Hope
16. Unyielding Despair
20. Hardened Shield.

This seems the most common in EU at the moment. There are some varying talents to be mentioned of course in EU meta right now.

13. Sometimes we see Burning Rage in double tank lineups, against compositions that have warriors with great escape mechanics, such as Muradin being on the opposing team. 9 times out of 10 Muradin is going to get away from that Crushing Hope effect with his dwarf toss, rendering the talent not as good.
16. Sometimes Imposing Presence is taken in to strengthen the two tank lineup against heavier AA compositions. Imposing Presence could definitely have its spot in 1 tank lineup but, Leoric solo tank right now is extremely rare.
20. For a similar reason as to above, Death March can be taken when you're facing off against either heavier melee comps, also the map has influence over this talent choice as well. For example, some Leorics will take it on maps like Cursed Hollow because of the small alley-ways between the lanes. It's much harder for clumped compositions to not be hit by the March, resulting in quite potent damage output. ALWAYS important to note though that Death March only applies the BASE level of Drain Hope, so those particular ones aren't benefiting from your talents.

I could ramble for ages if I let myself, but those are just the basics.


Somehow Leoric as solo tank is quite popular suddenly actually.
Just check www.gosugamers.net, double tank has suddenly dropped quite a bit for this patch in both EU and NA it seems.

Not sure why exactly but solo tank, even leoric, is popular again. I guess multiple reasons:
- Imposing presence nerfed.
- Melee assassins see more play with Kerrigan buff and Zeratul receiving less bans.
- Tyrande and Tassadar seem to be on a bit of an upswing, double support tends to make 1 tank just fine.
- Abathur seems less about hivemind later but more about Ultimate evolution, less need of double tank with him.
- Kael role changed completely, used to be a long range bombardement hero that would outpoke even 3 assassin comps by itself. But now his living bomb is more threatening to double warrior comps and he has a very reliable stun so you won't need another warrior next to Leoric per se to provide CC.

Strangely enough I had expected even more double warrior with the cleanse nerf as the whole "diving on the support" is much more reliable now with precleansing being gone but haven't seen that yet. Then again monk could change up a whole lot, I think he functions best in more melee heavy comps and will make those more popular but we'll have to see.

Would be a nice to hear progamer opinion on this sort of stuff. For example C9 maelstrom played Leoric almost exclusively solo recently, curious why they'd suddenly do that.
Harris1st
Profile Blog Joined May 2010
Germany6929 Posts
August 25 2015 10:15 GMT
#14
Leoric seems so incedible OP right now. Been testing him in QM and the enemy always need 2 ppl to defend my pushes, meaning my team can easy take map objectives/ split push , giving us huge leads every game.

Worst thing, he is not even that gankable if not consecutive stunned
Go Serral! GG EZ for Ence. Flashbang dance FTW
Wuster
Profile Joined May 2011
1974 Posts
Last Edited: 2015-08-25 10:52:06
August 25 2015 10:51 GMT
#15
[image loading]
Well, I'd say this guide was useful (also QM gave us a cupcake of a match-up).
Vaalia
Profile Joined November 2013
Canada120 Posts
August 25 2015 17:34 GMT
#16
On August 25 2015 16:46 Kaelaris wrote:
Another build to definitely cover would be the hardened bones, lingering apparition build, as it is certainly the most used in EU top level play at the moment. I would also say its one of the more technical builds considering how much you're looking to leave yourself "vulnerable" in lanes in order to lure a response out of your opponents team. I'll get to a PC and edit this post with it, sat in bed on my phone doesn't make it easy to type haha.

EDIT:

Ok so!

http://www.heroesnexus.com/talent-calculator/52-leoric#9OOT1SySGTET6S0AA

1. Reanimation
4. Hardened Bones
7. Lingering Apparition
10. March of the Black King
13. Crushing Hope
16. Unyielding Despair
20. Hardened Shield.

This seems the most common in EU at the moment. There are some varying talents to be mentioned of course in EU meta right now.

Honestly this is my go-to build but I also typically play with at least one other person, so I know I have some follow-up and CC on my side. I find this build is a lot more effective if you are on a team. This is the build we saw most often in the last two major EU tournaments so it most certainly is proven, but it doesn't feel as effective if you don't have strong team coordination and follow-up on things like when you lure your opponents out. In Hero League, that's a mix of matchmaking luck and the skill level you're playing at so I chose to put the two builds I did into the guide instead for that reason. Does that seem valid or do you think I'm mistaken? Feedback is always awesome!
On August 25 2015 16:46 Kaelaris wrote:
13. Sometimes we see Burning Rage in double tank lineups, against compositions that have warriors with great escape mechanics, such as Muradin being on the opposing team. 9 times out of 10 Muradin is going to get away from that Crushing Hope effect with his dwarf toss, rendering the talent not as good.

I think this is a great point, but it also depends quite a bit on the map as well. Burning Rage is definitely one of those across-the-board decent talents, but I find that when I take BR, it's heavily influenced by the map. If the only warrior you need to worry about is a Muradin, and he's jumping away after a stun, then Crushing Hope definitely doesn't make sense. Right now though, Double and even triple warrior is becoming really popular so there's always someone with a higher-than-normal Health pool to drain down. In that situation, though, I agree. Depending on the rest of the team comp you'd choose spell shield or Burning Rage.
On August 25 2015 16:46 Kaelaris wrote:
20. For a similar reason as to above, Death March can be taken when you're facing off against either heavier melee comps, also the map has influence over this talent choice as well. For example, some Leorics will take it on maps like Cursed Hollow because of the small alley-ways between the lanes. It's much harder for clumped compositions to not be hit by the March, resulting in quite potent damage output. ALWAYS important to note though that Death March only applies the BASE level of Drain Hope, so those particular ones aren't benefiting from your talents.

What map would you consider this talent best on? You used Cursed Hollow as an example, but what are your thoughts on Death March on Haunted Mines or even Tomb?

Thanks for the input Kaelaris, as expected you brought some good insight to the comments.


On August 25 2015 18:25 Markwerf wrote:
Not sure why exactly but solo tank, even leoric, is popular again. I guess multiple reasons:
- Imposing presence nerfed.

The Imposing Presence nerf definitely came as a hit to a lot of the bigger HP Pool tanks. It also means that one tank getting it doesn't help the entire team, just the one tank, so if you were going for one tank with imposing and another building more CC or damage-focused, that's out of the picture now. You bring up cleanse and Monk in your comment too, and honestly you're right. I'm finding that Triple Warrior teams are becoming popular now because of the change and that is scary. Here's an awesome stats spreadsheet on the Ro8 August Opens in NA & EU done by Dthehunter if you want to look at some numbers across both scenes. Leoric was most first picked but didn't have the strongest performance, whereas Kael'Thas (another Hero you mentioned) was only beaten out by Zagara in performance and has the highest participation. (They have the same participation, but Kael was banned in 12 more games than she was.) I'm interested to see what the results are like next tourney when Monk isn't blanket banned.

On August 25 2015 19:51 Wuster wrote:
[image loading]
Well, I'd say this guide was useful (also QM gave us a cupcake of a match-up).

That's amazing! Way to be, well played. Glad it worked out for you.
Nuclease
Profile Joined August 2011
United States1049 Posts
August 25 2015 19:04 GMT
#17
On August 25 2015 16:46 Kaelaris wrote:
Another build to definitely cover would be the hardened bones, lingering apparition build, as it is certainly the most used in EU top level play at the moment. I would also say its one of the more technical builds considering how much you're looking to leave yourself "vulnerable" in lanes in order to lure a response out of your opponents team. I'll get to a PC and edit this post with it, sat in bed on my phone doesn't make it easy to type haha.

EDIT:

Ok so!

http://www.heroesnexus.com/talent-calculator/52-leoric#9OOT1SySGTET6S0AA

1. Reanimation
4. Hardened Bones
7. Lingering Apparition
10. March of the Black King
13. Crushing Hope
16. Unyielding Despair
20. Hardened Shield.

This seems the most common in EU at the moment. There are some varying talents to be mentioned of course in EU meta right now.

13. Sometimes we see Burning Rage in double tank lineups, against compositions that have warriors with great escape mechanics, such as Muradin being on the opposing team. 9 times out of 10 Muradin is going to get away from that Crushing Hope effect with his dwarf toss, rendering the talent not as good.
16. Sometimes Imposing Presence is taken in to strengthen the two tank lineup against heavier AA compositions. Imposing Presence could definitely have its spot in 1 tank lineup but, Leoric solo tank right now is extremely rare.
20. For a similar reason as to above, Death March can be taken when you're facing off against either heavier melee comps, also the map has influence over this talent choice as well. For example, some Leorics will take it on maps like Cursed Hollow because of the small alley-ways between the lanes. It's much harder for clumped compositions to not be hit by the March, resulting in quite potent damage output. ALWAYS important to note though that Death March only applies the BASE level of Drain Hope, so those particular ones aren't benefiting from your talents.

I could ramble for ages if I let myself, but those are just the basics.


That build is really interesting. Seems like it's better for pure tanking. Playing on the admittedly low level of NA ladder that I do, I mainly see the Skeletal Swing-heavy builds for Leo. But, as noted in this thread, Leoric has become popular as a solo tank for certain comps and this definitely gives him a lot of survivability and doesn't rely as much on Drain Hope.

I feel like Drain Hope builds became popular at first because they could do a lot of the damage that Leo is still used for, but after the last patch he gets picked so much as a solo tank that he needs more general usefulness. I think it's actually very easy to kill Leo with some hard stun and some bursty DPS if he doesn't build with that build that Kaelaris put up (at the very least Hardened Bones seems to be necessary to keep him alive as a solo tank vs high damage comps).

Given the popularity of Leo solo tank comps in the NA August open, I wonder if people are going to start exploiting the lack of stuns in a Leo solo tank comp. I don't know as much about EU, but I know for a fact that C9 used Leo at least 3 times in the August open, and it's possible that the popularity of Leo as a solo tank is responsible for the resurgence of Illidan since the last patch. The super-stun comps that were so popular about a month ago seem to be less common so heroes like Illy can start coming back into meta a bit. Of course, this all applies to the NA scene mostly and might be irrelevant in the EU or Asia sides of things. I would have to ask someone who knows more about those competitive circuits to know for sure (Kaelaris, I'm lookin' at you).

Interesting!
Zealots, not zee-lots. | Never forget, KTViolet, Go)Space. | You will never be as good as By.Flash, and your drops will never be as sick as MMA.
FeyFey
Profile Joined September 2010
Germany10114 Posts
August 25 2015 21:17 GMT
#18
Leorics ghost hand grip thingy misses if he is stunned before it hits. Or if you do the usually accidental walk stuff. It is just ingame experience so no guarantee it really is the reason.

Cool guide. Needs a bit more Rest in Pieces Jokes.
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
August 25 2015 23:27 GMT
#19
On August 25 2015 08:05 Markwerf wrote:
Show nested quote +
On August 25 2015 06:50 Vaalia wrote:
On August 25 2015 06:35 Markwerf wrote:
"Drain Hope does not cancel if Leoric is stunned or if he uses Wraith Walk."

This is not entirely true I think. A stun that is cast immediately after Drain Hope is started seems to cancel it. I'm not sure if it's buggy or intended but I have seen this happen quite a bit. Don't know the exact mechanics behind it but Drain hope is canceled (and it goes on full cooldown) quite often. And no, I wasn't out of range those times.


I did do some digging on this, and I've come across very few people who have had issues with the ability being cancelled. It's programmed in as a tether, and this blizzard thread accurately states what it takes to break a tether:
1. Death
2. Removal from the map (a la Zagara's Maw or Tass shift)
3. Breaking range

Anything else is likely a misclick, causing you to cancel it, or a bug. If you can find some proof to the contrary, though, please share it. I did try to do some decent digging and testing of it before this guide went up and I never got the cancelled result from a stun but if you can find something, learning is always a good thing. Some people have suggested there's a small window between his activation and the tether attaching that you can be stunned in, so that's a possibility too! But again, can't confirm it as I've never been able to catch it first-hand.


I suspect it's the the small stun window too. I've had it happen like a 100 times, it happens really often and it certainly isn't a misclick then and the ability does go on cooldown. I don't know how to make a video or something but surely there must be something on this.
It feels like one of those small windows that exist before abilities where they can be interrupted, like brightwing has on the Emerald wind heroic. It happens very frequently at least and I think even some players play into it.


I can vouch for this - as a level 12 Leoric, I believe the first 0.25 seconds (somewhere around that range) there is a stun window that definitely stops drain hope. Like Markwerf, at least a 100 times its happened to me as well, particularly from my experience, from Muradin's stormbolt and Johanna's condemn stun (not surprising because usually dueling with tanks from other side).

Any time past this window, I get hit by stormbolt etc, my drain hope is still attached.

Nuclease
Profile Joined August 2011
United States1049 Posts
August 26 2015 00:12 GMT
#20
On August 26 2015 08:27 Zealot Lord wrote:
Show nested quote +
On August 25 2015 08:05 Markwerf wrote:
On August 25 2015 06:50 Vaalia wrote:
On August 25 2015 06:35 Markwerf wrote:
"Drain Hope does not cancel if Leoric is stunned or if he uses Wraith Walk."

This is not entirely true I think. A stun that is cast immediately after Drain Hope is started seems to cancel it. I'm not sure if it's buggy or intended but I have seen this happen quite a bit. Don't know the exact mechanics behind it but Drain hope is canceled (and it goes on full cooldown) quite often. And no, I wasn't out of range those times.


I did do some digging on this, and I've come across very few people who have had issues with the ability being cancelled. It's programmed in as a tether, and this blizzard thread accurately states what it takes to break a tether:
1. Death
2. Removal from the map (a la Zagara's Maw or Tass shift)
3. Breaking range

Anything else is likely a misclick, causing you to cancel it, or a bug. If you can find some proof to the contrary, though, please share it. I did try to do some decent digging and testing of it before this guide went up and I never got the cancelled result from a stun but if you can find something, learning is always a good thing. Some people have suggested there's a small window between his activation and the tether attaching that you can be stunned in, so that's a possibility too! But again, can't confirm it as I've never been able to catch it first-hand.


I suspect it's the the small stun window too. I've had it happen like a 100 times, it happens really often and it certainly isn't a misclick then and the ability does go on cooldown. I don't know how to make a video or something but surely there must be something on this.
It feels like one of those small windows that exist before abilities where they can be interrupted, like brightwing has on the Emerald wind heroic. It happens very frequently at least and I think even some players play into it.


I can vouch for this - as a level 12 Leoric, I believe the first 0.25 seconds (somewhere around that range) there is a stun window that definitely stops drain hope. Like Markwerf, at least a 100 times its happened to me as well, particularly from my experience, from Muradin's stormbolt and Johanna's condemn stun (not surprising because usually dueling with tanks from other side).

Any time past this window, I get hit by stormbolt etc, my drain hope is still attached.



I can definitely vouch for this. Only took me a couple games to get the feeling that I was "missing" Drain Hopes suspiciously. Turns out it CAN in fact be interrupted in a very small window at the start of the duration.

Check this thread on Bnet forums: http://us.battle.net/heroes/en/forum/topic/18300418954
Zealots, not zee-lots. | Never forget, KTViolet, Go)Space. | You will never be as good as By.Flash, and your drops will never be as sick as MMA.
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