• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 19:33
CET 01:33
KST 09:33
  • 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
HomeStory Cup 28 - Info & Preview0Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8
Community News
Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)38
StarCraft 2
General
HomeStory Cup 28 - Info & Preview StarCraft 2 not at the Esports World Cup 2026 Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win Oliveira Would Have Returned If EWC Continued herO wins SC2 All-Star Invitational
Tourneys
HomeStory Cup 28 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 510 Safety Violation Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained
Brood War
General
Bleak Future After Failed ProGaming Career Potential ASL qualifier breakthroughs? BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Potential Map Candidates
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Azhi's Colosseum - Season 2 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Simple Questions, Simple Answers Zealot bombing is no longer popular? Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Battle Aces/David Kim RTS Megathread Path of Exile Nintendo Switch Thread Mobile Legends: Bang Bang Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1901 users

[Patch 3.14] PreSeason 4 General Discussion - Page 55

Forum Index > LoL General
Post a Reply
Prev 1 53 54 55 56 57 211 Next
TheLink
Profile Joined January 2011
Australia2725 Posts
November 24 2013 00:14 GMT
#1081
I quite like his windwall. Looks really fun without being particularly broken.
Only the weak link is strong enough to break the chain.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
November 24 2013 00:23 GMT
#1082
Anivia getting a texture update woooooo~~~~

Waiting on teamspirit + blackfrost then I have all skins
Porouscloud - NA LoL
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2013-11-24 00:32:36
November 24 2013 00:27 GMT
#1083
Problem on Windwall is that it's instant, so you can't even be baited. Just negate every Chain of Corruption or ECA thrown your way. Unless Zenith Blade isn't blocked (it seems like Bandage Toss and Dredge Line are, so it should be as well), then you'll need Malphite, Hecarim or Skarner to initiate a fight against him, every time.
He can just reactively stop Orianna and most other champions relying on projectiles from getting to you.

As for his Q, iirc CDR is supposed not to work on it, only AS, and his E mark duration can't be reduced either, so it's not as bad as it appears, and his E's ratio is only a numbers' thing so it can be put in line.

On November 24 2013 08:42 obesechicken13 wrote:
Show nested quote +
On November 24 2013 08:38 Scip wrote:
omg obesechicken, does even autoattacking and casting spells have a new name now? If you want to give an unnecessary name to something, at least make it sound cool. Like Spellhammering.

Apparently. It's a mastery in the offense mastery. Pretty soon the casters will be saying it too along with final spark and marksman.

Move, and I'll shoot!
Wait, I messed up. Shoot, and I'll move. In a flash.

Final Spark doesn't bother me that much since it is the original name of Marisa's technique, after all.
Cant take LMS hipsters serious.
iCanada
Profile Joined August 2010
Canada10660 Posts
November 24 2013 00:29 GMT
#1084
On November 24 2013 09:08 TheRabidDeer wrote:
Show nested quote +
On November 24 2013 08:22 iCanada wrote:
On November 24 2013 05:06 TheRabidDeer wrote:
On November 24 2013 04:58 wei2coolman wrote:
On November 24 2013 04:51 TheRabidDeer wrote:
Is double targon in lane really that good? Doesnt it take like 15 minutes just to break even?

More like 10ish I think. Either way, it allows your team to shove waves hard, due to how good the execute part of it is. Also gives a significant amount of health along with large amounts of sustain. The item itself is pretty cost efficient without the gold generation. The extra you are paying for the gold generation bonus is paid off in like 3 minutes.

I can see the base stats being a pretty good thing to start off, but why not start off with doran's + pot? Or why do people upgrade to targons? The relic starts off with 50 gold per minute for your ally (2 creeps +5gold) so the base pays off after about 9-10 minutes (assuming you are able to use it on siege). Upgrading to targon's gives a little more GPM and stats, but you can instead put that money into a damage item and take the lane, no?


Nah, the sustain with relics is way too high as well. It's like impossible to get shoved out of lane with it if you have any other piece of sustain. You pretty well shrug off all harass after a single targon proc.

Me and my support go Targons. We get 175 HP, 12 HP5 and about 8.5 GP10.

You and your support go 2x Dorans blade. You guys get 160 HP and 16 AD. Targons brace lane gets more HP, and heals back the extra auto attack damage you do after armor in 5 seconds without even using the +2% HP proc on Targons.

Interesting, the way you describe it it seems like it could be worth it for solo lanes even.


Yeah, and junglers.

Its a pretty cost efficient item regardless of gold generation. That being said, the +2% HP proc on Targons requires an ally to be around, but even still its darn strong.

In a 2v2 lane its kind of silly, if the other lane doesn't get Targons they just lose like 5 straight trades, at which point they get killed in an all-in in my experience. That +2% proc is so good. Thing is the item is like having Spirit stone and Ruby Crystal even disregarding the gold passive and the HP proc.

Its a good item. Not much else to say.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
November 24 2013 00:31 GMT
#1085
On November 24 2013 09:27 Alaric wrote:
Problem on Windwall is that it's instant, so you can't even be baited. Just negate every Chain of Corruption or ECA thrown your way. Unless Zenith Blade isn't blocked (it seems like Bandage Toss and Dredge Line are, so it should be as well), then you'll need Malphite, Hecarim or Skarner to initiate a fight against him, every time.
He can just reactively stop Orianna and most other champions relying on projectiles from getting to you.

As for his Q, iirc CDR is supposed not to work on it, only AS, and his E mark duration can't be reduced either, so it's not as bad as it appears, and his E's ratio is only a numbers' thing so it can be put in line.

There is a video on youtube of it blocking every blockable spelland autoattacks. Eg Draven and Cait's autos are blocked.

I like the ability but I'm worried about Yasuo and what he would do to the game. He might counter some champions too hard making it so that they never get picked.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Alaric
Profile Joined November 2009
France45622 Posts
November 24 2013 00:33 GMT
#1086
Well it explicitely blocks non-turrets projectiles (which means pretty much only Kayle and Thresh can hit him amongst ranged champs).
Cant take LMS hipsters serious.
onlywonderboy
Profile Joined August 2012
United States23745 Posts
November 24 2013 00:50 GMT
#1087
Prolly just tweeted he is a free agent. col was looking solid too. Yay challenger scene.
RIP Ryan Davis / TL or Die / @onlywonderboy
Lord Tolkien
Profile Joined November 2012
United States12083 Posts
November 24 2013 00:55 GMT
#1088
On November 24 2013 09:50 onlywonderboy wrote:
Prolly just tweeted he is a free agent. col was looking solid too. Yay challenger scene.

NOOOooo,

CoL why. I understand why Laute (family first bro, always), but Pr0lly?

</3
"His father is pretty juicy tbh." ~WaveofShadow
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
November 24 2013 01:03 GMT
#1089
On November 24 2013 09:08 TheRabidDeer wrote:
Show nested quote +
On November 24 2013 08:22 iCanada wrote:
On November 24 2013 05:06 TheRabidDeer wrote:
On November 24 2013 04:58 wei2coolman wrote:
On November 24 2013 04:51 TheRabidDeer wrote:
Is double targon in lane really that good? Doesnt it take like 15 minutes just to break even?

More like 10ish I think. Either way, it allows your team to shove waves hard, due to how good the execute part of it is. Also gives a significant amount of health along with large amounts of sustain. The item itself is pretty cost efficient without the gold generation. The extra you are paying for the gold generation bonus is paid off in like 3 minutes.

I can see the base stats being a pretty good thing to start off, but why not start off with doran's + pot? Or why do people upgrade to targons? The relic starts off with 50 gold per minute for your ally (2 creeps +5gold) so the base pays off after about 9-10 minutes (assuming you are able to use it on siege). Upgrading to targon's gives a little more GPM and stats, but you can instead put that money into a damage item and take the lane, no?


Nah, the sustain with relics is way too high as well. It's like impossible to get shoved out of lane with it if you have any other piece of sustain. You pretty well shrug off all harass after a single targon proc.

Me and my support go Targons. We get 175 HP, 12 HP5 and about 8.5 GP10.

You and your support go 2x Dorans blade. You guys get 160 HP and 16 AD. Targons brace lane gets more HP, and heals back the extra auto attack damage you do after armor in 5 seconds without even using the +2% HP proc on Targons.

Interesting, the way you describe it it seems like it could be worth it for solo lanes even.


Not really. If there's no one around to proc the passive, you're only getting 175 health and 12 health regen. Spend 410 less gold and get a doran's shield, which is almost as good as those stats.
http://na.op.gg/summoner/userName=FLABREZU
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
November 24 2013 01:22 GMT
#1090
Streaming some games with friends, Ultimate bravery lives on!
Survival is winning, everything else is bullshit.
TheYango
Profile Joined September 2008
United States47024 Posts
November 24 2013 01:33 GMT
#1091
On November 24 2013 10:03 GolemMadness wrote:
Not really. If there's no one around to proc the passive, you're only getting 175 health and 12 health regen. Spend 410 less gold and get a doran's shield, which is almost as good as those stats.

By the time a solo laner would buy Targon's, it won't be laning anymore anyway, and it is worth it in post-laning because of a) how the item becomes cost-effective so quickly, and b) the heal is quite good as supplementary sustain in pushes/counter-pushes.
Moderator
iCanada
Profile Joined August 2010
Canada10660 Posts
November 24 2013 01:37 GMT
#1092
LOL.

Saint buys the free trinkewt at the 8 minute mark.

Trololol.
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
November 24 2013 01:47 GMT
#1093
On November 24 2013 04:14 xes wrote:
Show nested quote +
On November 23 2013 20:43 Navi wrote:
in general regardless of the direction of the individual changes, i agree with yango. the fact that the game is much less intuitive smells of bad/forced design, which goes against what traditionally has been riot's strengths (simplicity and ease to pick up)

Forced design is also just bad from a design standpoint.

I like to think about competitive games as a series of hills (or a differentiable 2-manifold) where the high peaks are a combination of characters/units and strategies that are currently strong (to borrow the Sirlin metaphor). Stability of a game can then be likened to a ball rolling in this landscape (or the stability of solutions to equations on our manifold). When are few oppressive "strong points," then the only equilibrium is for our ball to sit at the peak of the hill, extremely unstable and liable to escape. But should there emerge multiple strengths, then we can have areas that contain a bounded field of interactive play. Stable balance comes from the interaction of independent elements.

This contrasts to the artificial complexity that Riot has been introducing. Theses gimmicky changes, in the sense of extremely complex and conditional design of elements and how they interact, are like building fences on your landscape (or just having an artificially bounded submanifold). Playstyle and balance becomes fiat, rather than the equilibrium of emergent strengths. What is optimal is because Riot has said so, and what is allowed is hard coded into the game. This isn't to say that we should go back to playing Pong, because the individual elements in that game are nondescript, and the space for interaction is also minimal. The game has no depth and no interest (but is indeed very balanced).

But there has been a history of the greatest competitive games involving very straightforward elements, and simply a landscape that allows very complex interactions. Chess and Go have huge depth despite the fact that each piece is completely nondescript because the space for interaction is so large. From within eSports, the most standout games were never designed to be huge, longstanding, competitive dynasties: Brood War, Melee. But despite very few balance patches, these games have had stable competitive scenes that at the same time continuously evolved to improve the longevity of the game.

Of course, this is a very biased selection. There have been plenty of games with very little balance that have completely failed, with short lifecycles an no impact. Still, it is worth taking a look at what has made these games survive for so long. And perhaps find a set of necessary conditions (though as failed games in these genres have shown, not sufficient).
1. Very simple elements, with very complex manipulation. Out of sheer luck, these games have elements that have incredible depth without a bunch of conditionals built on them. Wraiths do 3 things: cloak, shoot lasers at the ground, and shoot missiles at the air. Vultures shoot canisters and have an option to lay mines. There's no mechanic for them taking less damage while stealthed, or having the first shot in stealth do bonus damage, for gaining movement after killing something; you can describe the basics of what these do to a 6 year old. But while these elements are simple themselves, the group actions are highly granular. Damage delay, tuning, and acceleration are what makes the Wraith and Vulture highly manipulable.
2. Consistent and explainable gameplay. You hit people and it builds up damage, and the more damage they have on them the further they fly. You get money and build an army and win when you kill all their buildings. Dudes fly based on how heavy they are.
3. Map balance. To say that Brood War didn't have balance patches is a bit misleading, because custom maps offer a huge amount of variation. Different maps favor different races and playstyles, different characters and matchups.
4. An almost unlimited interaction space. If Riot had to balance Brood War, some of the most interesting interactions would be removed on being toxic. Eraser tricks, Dark Swarm, Corsairs, these all very abusive within their sphere of influence, yet because of the sheer amount of complexity, aren't heavily destabilizing. Infinite chain grabs and ledge control are also extremely frustrating to new players but aren't nearly as broken as someone may complain.

However, Riot's position is far more difficult. Brood War and Melee are flukes. They are the 4 sigma event. They are by nature impossible to design, because where they ended up wasn't their design goal. And Riot hasn't completely flubbed on these points either. Fizz, Lee Sin, Thresh, and Orianna are just some examples of champions with incredible manipulation potential, without having very bizarre mechanics (Lee's double activations on E and W are borderline). The 3.14 inhibitor change is great, because its unintuitive that destroying a gem in one lane makes the other lanes push harder. The brush changes are interesting; an attempt to balance the map since League doesn't have multiple maps. Yet at the same time the Wright camp makes no sense. Why is the Wright camp there? "Because we wanted to give junglers access to another camp for more gold." Why are there these random high conditional gold items that you can only have one of? "Because we want to directly influence gold distribution in a very restrictive and limited way."

Finally, Riot has the responsibility of producing both a game and a sport, a position I'm not envious of at all. The same mechanics that make competitive Brood War interesting, simultaneously make ICCUP impossible. Yet the game that people enjoy and the game that is competitive don't necessarily have to be the same: League has ARAM, and normal blind pick; Brood War has BGH and Fastest. Yet there are still fundamental design paths that can enable both:
1. The game should make sense. Optimal play should be optimal in an unrestricted sense, as the source of the current strongest emergent playstyle, rather than by fiat power.
2. Interaction should be granular rather than binary. Players must be able to do what they want when they want with a high degree of control; loss of control must be something that can be reacted to and responded against (something that Fungal and Force Field ruined in SC2; tripping destroyed in Brawl; CC is in general fairly well done in League).
3. Accept that the highest competitive manifestation of gameplay is completely different from fun and casual play. Pretending that they are the same will only lead to design limitations and arbitrary in game restrictions.


Great post, and I agree with almost everything you said. The one point I'd like to take up is the one about support gold.
Now personally I've always liked playing support, but I seem to be in a small minority. Most LoL players just don't like to be less powerful than other players. Some try-hard solo queuers (like me? ) don't mind this, as you could just buy stupid amounts of wards and win a lot of games off the back of this. But now with ward changes this isn't an option.

So how do you make it fun to play support? Give them more stuff. Now there are clearly problems with that stuff just being gold, as this thread shows. But the few games I've played as a new rich support have been a lot of fun - it's nice to feel as strong as everyone else. Is there a more elegant solution than these clunky gold items? You'd hope so. Any ideas?
It is what you read when you don't have to that determines what you will be when you can't help it.
Nemireck
Profile Joined October 2010
Canada1875 Posts
Last Edited: 2013-11-24 01:57:20
November 24 2013 01:52 GMT
#1094
All that arguing over the gp10 of Targons/Relics, and no one stopped these guys to point out that it's the execute+heal that makes it so ridiculous?

I am disappoint, TL... I am soooo disappoint.

EDIT:

What they should have really done, instead of just changing the charge CD, is remove the execute, and the bonus gold. Give the flat gold for the minion to both laners, and a bit of health, but remove the "LOL LASTHIT 2EZ" mechanic from the item.
Teamwork is awesome... As long as your team is doing all the work!
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-11-24 01:58:26
November 24 2013 01:55 GMT
#1095
It's been discussed a million times. You incentivize support gold by creating items that are worth giving supports money to buy. Concentrated farm is favored by multiplicative scaling. You reduce multiplicative scaling (cut back on the number strong multiplicative scaling stats and their availability) while introducing strong cost-efficient slot-inefficient low/mid-tier support items such that supports are incentivized to get gold to buy these for the team.

If you recall, this 0 gold wards Sightstone nothing support wasn't even a thing through all of S3. It only happened in the wake of the Aegis/Bulwark/Locket nerf that stripped supports of any reasonable alternative items to buy. Because as much as some people liked to pretend otherwise, none of the other shit support items that Riot added in S3 were actually good enough to warrant buying over more wards.
Moderator
Nemireck
Profile Joined October 2010
Canada1875 Posts
Last Edited: 2013-11-24 02:03:50
November 24 2013 02:02 GMT
#1096
On November 24 2013 10:55 TheYango wrote:
It's been discussed a million times. You incentivize support gold by creating items that are worth giving supports money to buy. Concentrated farm is favored by multiplicative scaling. You reduce multiplicative scaling (cut back on the number strong multiplicative scaling stats and their availability) while introducing strong cost-efficient slot-inefficient low/mid-tier support items such that supports are incentivized to get gold to buy these for the team.

If you recall, this 0 gold wards Sightstone nothing support wasn't even a thing through all of S3. It only happened in the wake of the Aegis/Bulwark/Locket nerf that stripped supports of any reasonable alternative items to buy. Because as much as some people liked to pretend otherwise, none of the other shit support items that Riot added in S3 were actually good enough to warrant buying over more wards.


Erm...

But wasn't the burden of Aegis/Runic already shifting to junglers by that point? And locket-buying supports were on the outs before that patch iirc.

I mean, in SoloQ, sure, supports were always buying items. But after sightstone/boots, I was the asshole support going Randuin's/SV anyway, because YoloQ.
Teamwork is awesome... As long as your team is doing all the work!
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-11-24 02:08:07
November 24 2013 02:05 GMT
#1097
Locket on supports was still strong because people were realizing how strong the item was in multiples. 2-3 Lockets was still acceptable and very powerful.

I didnt mean to imply that supports actually were buying Aegis (I'd been saying Aegis was a jungler's and not a support's responsibility since mid-S2), I just referred to the nerf to the items collectively because it was one nerf to club them together.
Moderator
TheLink
Profile Joined January 2011
Australia2725 Posts
November 24 2013 02:06 GMT
#1098
So in other words all our problems stem from Junglers refusing to accept they're a fellow bitch role and wanting to be full carries.
Only the weak link is strong enough to break the chain.
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
November 24 2013 02:08 GMT
#1099
On November 24 2013 10:55 TheYango wrote:
It's been discussed a million times. You incentivize support gold by creating items that are worth giving supports money to buy. Concentrated farm is favored by multiplicative scaling. You reduce multiplicative scaling (cut back on the number strong multiplicative scaling stats and their availability) while introducing strong cost-efficient slot-inefficient low/mid-tier support items such that supports are incentivized to get gold to buy these for the team.

If you recall, this 0 gold wards Sightstone nothing support wasn't even a thing through all of S3. It only happened in the wake of the Aegis/Bulwark/Locket nerf that stripped supports of any reasonable alternative items to buy. Because as much as some people liked to pretend otherwise, none of the other shit support items that Riot added in S3 were actually good enough to warrant buying over more wards.


Yes it has, but even before those nerfs support was the least popular role. Obviously there's no statistics because each game does have a support, but say with that new arranged team coming up, if they don't want ridiculously long queues they need to make the position more attractive.

And the truth is, unless these items do something really damn cool, it won't be as fun as quickly reaching 40% cooldown reduction, surviving longer and doing more damage. And it would be tricky to make the items that cool without other people wanting to buy them, even if they were slot inefficient.

Basically even though we've discussed this before, and I'd like to see Riot take a better shot with items, that could be clunky in it's own right, and might not be enough to get more people playing support.
It is what you read when you don't have to that determines what you will be when you can't help it.
wei2coolman
Profile Joined November 2010
United States60033 Posts
November 24 2013 02:09 GMT
#1100
What if they made it so there's 8th slot specifically for gold generating items? They did it for trinkets. :D
liftlift > tsm
Prev 1 53 54 55 56 57 211 Next
Please log in or register to reply.
Live Events Refresh
Next event in 11h 28m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech129
CosmosSc2 111
RuFF_SC2 58
UpATreeSC 52
StarCraft: Brood War
Artosis 703
Shuttle 169
League of Legends
C9.Mang0320
Counter-Strike
taco 615
Super Smash Bros
AZ_Axe113
Other Games
tarik_tv5725
ViBE87
Livibee73
Mew2King48
KnowMe40
minikerr11
Organizations
Other Games
BasetradeTV33
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 96
• Berry_CruncH41
• musti20045 36
• davetesta30
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift4591
• imaqtpie2087
• Scarra1106
Upcoming Events
HomeStory Cup
11h 28m
Korean StarCraft League
1d 2h
HomeStory Cup
1d 11h
Replay Cast
1d 23h
HomeStory Cup
2 days
Replay Cast
2 days
Replay Cast
3 days
Wardi Open
4 days
WardiTV Invitational
5 days
The PondCast
6 days
[ Show More ]
WardiTV Invitational
6 days
Liquipedia Results

Completed

Proleague 2026-01-29
OSC Championship Season 13
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Escore Tournament S1: W6
Rongyi Cup S3
HSC XXVIII
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.