• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:40
CET 02:40
KST 10:40
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool47Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion Soulkey's decision to leave C9 JaeDong's form before ASL
Tourneys
2026 Changsha Offline Cup [ASL21] Ro24 Group B [ASL21] Ro24 Group A ASL Season 21 LIVESTREAM with English Commentary
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4761 users

Zerg tier 3 Improvements

Forum Index > Legacy of the Void
Post a Reply
1 2 Next All
Quineotio
Profile Joined February 2011
Australia128 Posts
August 12 2015 14:59 GMT
#1
I feel that the ultralisk and the broodlord could both use some love. Here I'll outline the problems as I see them and offer some proposed fixes.

Ultralisk

I see the ultralisk as the spearhead of the zerg attack - going in first, taking the hits and dealing massive damage. But they suffer from general clumsiness, are often kited, and get stuck on other units, buildings and themselves. Often many ultralisks die before even getting into the fight.

Cost: 400/300 (increased from 300/200)
Movement: Movement speed decreased by a bit (number to be tested).
Can now walk over zerglings similar to how the colossus can walk over protoss units.
Armor: Instead of armor, the ultralisk now takes 30% less damage from attacks. When chitinous plating is upgraded it become 50%.
Attack: Attack damage increased to 50. Attack speed lowered by 25%.

This version of the ultralisk is tougher in late game engagements, but not invulnerable to low damage units (like the current high armor ultras). The increased mobility of the ultralisk now that it doesn't get caught up on zerglings is somewhat offset by the slower movement speed.

The increased damage on the ultras attacks makes its attacks more meaningful, and makes it even more important for opponents to kite well (though kiting should be easier because of it's slower movement). Note that with an attack damage of 50 and +3 per upgrade, 3 attack ultras will 1-shot marines.

Broodlord

The broodlord is a unit that is very powerful as a back line siege unit, but to balance its power it has a low movement speed. I think the strength of this unit is too strong, and its weakness it too great.

From the zerg's perspective, the broodlord is too slow, and too difficult to get into or out of battle. From the opponent's perspective, the broodlings are too difficult to fight against, as they mess up the targeting of their army, block movement and do terrible terrible damage. The changes I propose are simply to increase the movement speed of the broodlord, but significantly decrease the amount of time the broodlings remain active. This should allow the zerg player to use broodlords more often, but offer more counterplay against them.

GG HF
Jesus is risen
Gullis
Profile Joined April 2012
Sweden740 Posts
Last Edited: 2015-08-12 15:17:19
August 12 2015 15:11 GMT
#2
Regarding the ultra I don't really like the reduced movement speed and strong units being able to walk over other units is imho bad design, currently the problem is kinda that they are to fast and strong on creep and useless off creep because they are to slow.
So I think it would be better to reduce speed on creep and increase it off creep.
The armor situation is just really weird, your solution would make it better but it feels kinda forced.

They should make the broodlord a little faster, remove broodlings and rename it to guardian.
I would rather eat than see my children starve.
Thinh123456
Profile Joined July 2015
70 Posts
August 12 2015 15:17 GMT
#3
i don't care what you said right now cause if Blizzard really wants to change the macro mechanics, then everything must be re-balanced, not just your tier 3 zerg units.
ZergLingShepherd1
Profile Joined June 2015
404 Posts
August 12 2015 15:18 GMT
#4
On August 12 2015 23:59 Quineotio wrote:
I feel that the ultralisk and the broodlord could both use some love. Here I'll outline the problems as I see them and offer some proposed fixes.

Ultralisk

I see the ultralisk as the spearhead of the zerg attack - going in first, taking the hits and dealing massive damage. But they suffer from general clumsiness, are often kited, and get stuck on other units, buildings and themselves. Often many ultralisks die before even getting into the fight.

Cost: 400/300 (increased from 300/200)
Movement: Movement speed decreased by a bit (number to be tested).
Can now walk over zerglings similar to how the colossus can walk over protoss units.
Armor: Instead of armor, the ultralisk now takes 30% less damage from attacks. When chitinous plating is upgraded it become 50%.
Attack: Attack damage increased to 50. Attack speed lowered by 25%.

This version of the ultralisk is tougher in late game engagements, but not invulnerable to low damage units (like the current high armor ultras). The increased mobility of the ultralisk now that it doesn't get caught up on zerglings is somewhat offset by the slower movement speed.

The increased damage on the ultras attacks makes its attacks more meaningful, and makes it even more important for opponents to kite well (though kiting should be easier because of it's slower movement). Note that with an attack damage of 50 and +3 per upgrade, 3 attack ultras will 1-shot marines.

Broodlord

The broodlord is a unit that is very powerful as a back line siege unit, but to balance its power it has a low movement speed. I think the strength of this unit is too strong, and its weakness it too great.

From the zerg's perspective, the broodlord is too slow, and too difficult to get into or out of battle. From the opponent's perspective, the broodlings are too difficult to fight against, as they mess up the targeting of their army, block movement and do terrible terrible damage. The changes I propose are simply to increase the movement speed of the broodlord, but significantly decrease the amount of time the broodlings remain active. This should allow the zerg player to use broodlords more often, but offer more counterplay against them.

GG HF


I agree with the BL change, they need more speed.
I disagree with the Ultralisk change, a slower, tankier ultralisk that does more damge and cost more is way worse then what we have.

Like other said the ultralisk si to slow off creep... they should buff its speed, and allow them to walk over zerlings etc. Then they could reduce the DPS... this way the ultralisk could connect with the enemy army but it wont kill it in 1 shot.

An active ability could work to... the ultralisk burrow charge was the best idea ever but somehow people complained and it got removed.
"The Fractured but Whole"
Big J
Profile Joined March 2011
Austria16289 Posts
August 12 2015 15:20 GMT
#5
The problem with the ultralisk is the clunkyness. I liked TLO's suggestion in that regard. Just scale it down. Cheaper, smaller, weaker. And buff its responsiveness (damage point is very high) and speed a little bit.

The thing with Broodlords is not that they are not mobile enough or too powerful. The thing with them is that an AtG focused siege unit will always be either underpowered or too strong to be handled by ground. It turns the game too much into a fight for air superiority and thereby causes hightier deathballs. I think it's one of the units that is just inherently flawed design.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 12 2015 15:51 GMT
#6
Ultras need love? Lol. They're incredibly strong, atm, like broken-strong, at least in the TvZ matchup.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
RaFox17
Profile Joined May 2013
Finland4581 Posts
August 12 2015 15:59 GMT
#7
On August 13 2015 00:51 TimeSpiral wrote:
Ultras need love? Lol. They're incredibly strong, atm, like broken-strong, at least in the TvZ matchup.

Love does not mean you make them stronger always. Making them more interesting and fun to use is something we should consider.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 12 2015 17:06 GMT
#8
On August 13 2015 00:59 RaFox17 wrote:
Show nested quote +
On August 13 2015 00:51 TimeSpiral wrote:
Ultras need love? Lol. They're incredibly strong, atm, like broken-strong, at least in the TvZ matchup.

Love does not mean you make them stronger always. Making them more interesting and fun to use is something we should consider.


Right on. I can buy into that outlook. Let's make them killable by units that shoot. That'd be awesome--way more interesting than auto-death, unless you have mass ghost (then the tech switch it auto-death). But I think the Ghot counter is largely mythology anyway.

The OP's suggestion appears to make them stronger. Maybe I misunderstood.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
ZergLingShepherd1
Profile Joined June 2015
404 Posts
August 12 2015 17:08 GMT
#9
On August 13 2015 02:06 TimeSpiral wrote:
Show nested quote +
On August 13 2015 00:59 RaFox17 wrote:
On August 13 2015 00:51 TimeSpiral wrote:
Ultras need love? Lol. They're incredibly strong, atm, like broken-strong, at least in the TvZ matchup.

Love does not mean you make them stronger always. Making them more interesting and fun to use is something we should consider.


Right on. I can buy into that outlook. Let's make them killable by units that shoot. That'd be awesome--way more interesting than auto-death, unless you have mass ghost (then the tech switch it auto-death). But I think the Ghot counter is largely mythology anyway.

The OP's suggestion appears to make them stronger. Maybe I misunderstood.


Liberators are a hard counter to Ultralisk.

Ultralisk are only good cuz they dont die to marines and marauders.
Ultralisk in HotS is still useless
"The Fractured but Whole"
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 12 2015 17:24 GMT
#10
On August 13 2015 02:08 ZergLingShepherd1 wrote:
Show nested quote +
On August 13 2015 02:06 TimeSpiral wrote:
On August 13 2015 00:59 RaFox17 wrote:
On August 13 2015 00:51 TimeSpiral wrote:
Ultras need love? Lol. They're incredibly strong, atm, like broken-strong, at least in the TvZ matchup.

Love does not mean you make them stronger always. Making them more interesting and fun to use is something we should consider.


Right on. I can buy into that outlook. Let's make them killable by units that shoot. That'd be awesome--way more interesting than auto-death, unless you have mass ghost (then the tech switch it auto-death). But I think the Ghot counter is largely mythology anyway.

The OP's suggestion appears to make them stronger. Maybe I misunderstood.


Liberators are a hard counter to Ultralisk.

Ultralisk are only good cuz they dont die to marines and marauders.
Ultralisk in HotS is still useless


Oh god, lol.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Krikkitone
Profile Joined April 2009
United States1451 Posts
Last Edited: 2015-08-12 18:20:09
August 12 2015 18:16 GMT
#11
On August 12 2015 23:59 Quineotio wrote:
Can now walk over zerglings similar to how the colossus can walk over protoss units.
Armor: Instead of armor, the ultralisk now takes 30% less damage from attacks. When chitinous plating is upgraded it become 50%.


a problem with that is that it is no different than just beefing the hp

ie a 200 hp unit that takes 50% damage is the same as a 400 hp unit that takes 100% damage


also I think if you wanted to weaken the Broodlord attack, it would be more interesting to reduce (even eliminate?) the initial damage, but maintain the Broodlings... maybe even make them last longer but do more dps.

That makes the counterplay of "kill the Broodlings" more effective.
ZergLingShepherd1
Profile Joined June 2015
404 Posts
Last Edited: 2015-08-12 21:18:54
August 12 2015 18:34 GMT
#12
On August 13 2015 02:24 TimeSpiral wrote:
Show nested quote +
On August 13 2015 02:08 ZergLingShepherd1 wrote:
On August 13 2015 02:06 TimeSpiral wrote:
On August 13 2015 00:59 RaFox17 wrote:
On August 13 2015 00:51 TimeSpiral wrote:
Ultras need love? Lol. They're incredibly strong, atm, like broken-strong, at least in the TvZ matchup.

Love does not mean you make them stronger always. Making them more interesting and fun to use is something we should consider.


Right on. I can buy into that outlook. Let's make them killable by units that shoot. That'd be awesome--way more interesting than auto-death, unless you have mass ghost (then the tech switch it auto-death). But I think the Ghot counter is largely mythology anyway.

The OP's suggestion appears to make them stronger. Maybe I misunderstood.


Liberators are a hard counter to Ultralisk.

Ultralisk are only good cuz they dont die to marines and marauders.
Ultralisk in HotS is still useless


Oh god, lol.


I dont know why you laugh... i guess you didnt noticed the power of cyclones or liberators yet.
"The Fractured but Whole"
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2015-08-12 19:55:19
August 12 2015 19:54 GMT
#13
[deleted]
LongShot27
Profile Joined May 2013
United States2084 Posts
August 12 2015 20:09 GMT
#14
regardless of any other changes, the ultra being able to move over smaller units makes ALOT of sense both mechanically and lore wise
If all men were created equal there would be no reason to declare it.
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
August 12 2015 21:35 GMT
#15
On August 13 2015 03:34 ZergLingShepherd1 wrote:
Show nested quote +
On August 13 2015 02:24 TimeSpiral wrote:
On August 13 2015 02:08 ZergLingShepherd1 wrote:
On August 13 2015 02:06 TimeSpiral wrote:
On August 13 2015 00:59 RaFox17 wrote:
On August 13 2015 00:51 TimeSpiral wrote:
Ultras need love? Lol. They're incredibly strong, atm, like broken-strong, at least in the TvZ matchup.

Love does not mean you make them stronger always. Making them more interesting and fun to use is something we should consider.


Right on. I can buy into that outlook. Let's make them killable by units that shoot. That'd be awesome--way more interesting than auto-death, unless you have mass ghost (then the tech switch it auto-death). But I think the Ghot counter is largely mythology anyway.

The OP's suggestion appears to make them stronger. Maybe I misunderstood.


Liberators are a hard counter to Ultralisk.

Ultralisk are only good cuz they dont die to marines and marauders.
Ultralisk in HotS is still useless


Oh god, lol.


I dont know why you laugh... i guess you didnt noticed the power of cyclones or liberators yet.

Maybe he laughed because no one goes Ultralisk only and Liberator only. Normally there are support units such as Vipers and Corruptors that trash Liberators and the Vikings that protect them.

Balancing units is hard because it is not an A v B situation.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 12 2015 23:53 GMT
#16
On August 13 2015 03:34 ZergLingShepherd1 wrote:
Show nested quote +
On August 13 2015 02:24 TimeSpiral wrote:
On August 13 2015 02:08 ZergLingShepherd1 wrote:
On August 13 2015 02:06 TimeSpiral wrote:
On August 13 2015 00:59 RaFox17 wrote:
On August 13 2015 00:51 TimeSpiral wrote:
Ultras need love? Lol. They're incredibly strong, atm, like broken-strong, at least in the TvZ matchup.

Love does not mean you make them stronger always. Making them more interesting and fun to use is something we should consider.


Right on. I can buy into that outlook. Let's make them killable by units that shoot. That'd be awesome--way more interesting than auto-death, unless you have mass ghost (then the tech switch it auto-death). But I think the Ghot counter is largely mythology anyway.

The OP's suggestion appears to make them stronger. Maybe I misunderstood.


Liberators are a hard counter to Ultralisk.

Ultralisk are only good cuz they dont die to marines and marauders.
Ultralisk in HotS is still useless


Oh god, lol.


I dont know why you laugh... *snip*


Oh, here: "Liberators are a hard counter to Ultralisk" <-- It's because that is funny.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Quineotio
Profile Joined February 2011
Australia128 Posts
August 13 2015 00:04 GMT
#17
On August 13 2015 00:11 Gullis wrote:
Regarding the ultra I don't really like the reduced movement speed and strong units being able to walk over other units is imho bad design, currently the problem is kinda that they are to fast and strong on creep and useless off creep because they are to slow.
So I think it would be better to reduce speed on creep and increase it off creep.


I think ultras are already quite fast - if you made them faster they'd start to outrun everything. The difficulty they have engaging seems mainly to be related to them getting caught on other units. In other words, they can get to the fight, they just can't find an opening to get into the fight. Why do you think being able to walk over other units is bad design?

On August 13 2015 00:20 Big J wrote:
The problem with the ultralisk is the clunkyness. I liked TLO's suggestion in that regard. Just scale it down. Cheaper, smaller, weaker. And buff its responsiveness (damage point is very high) and speed a little bit.


I think making them smaller is another option, however they will still have trouble getting stuck on other units, and I think the ultralisk would be way less cool if it wasn't big.

On August 13 2015 00:51 TimeSpiral wrote:
Ultras need love? Lol. They're incredibly strong, atm, like broken-strong, at least in the TvZ matchup.


The armor change I proposed is a way to fix the interaction between bio and ultras. I don't think just giving them a lot of armor is a good way to make them tough, because they become too strong against low damage units, but their strength doesn't change much against high damage units.

On August 13 2015 02:06 TimeSpiral wrote:
The OP's suggestion appears to make them stronger. Maybe I misunderstood.


The changes I proposed do make the ultralisk stronger, but also more expensive. Part of the problem they have is that when you get a lot of them it's hard to use them effectively. So reducing the number of ultralisks on the field helps them to be individually more effective, whilst not making them OP overall.

On August 13 2015 03:16 Krikkitone wrote:
a problem with that is that it is no different than just beefing the hp

ie a 200 hp unit that takes 50% damage is the same as a 400 hp unit that takes 100% damage


The armor change I proposed changes the way other units interact with the ultralisk. With high armor, ultras take barely any damage from marines (for example), but still a lot of damage from immortals (for example). If instead ultras take a percent damage, all units can still kill the ultralisk, but it doesn't die so easily to "counter" units. Transfuse also interacts differently depending on how much damage reduction you have.

Jesus is risen
Krikkitone
Profile Joined April 2009
United States1451 Posts
August 13 2015 00:39 GMT
#18
On August 13 2015 09:04 Quineotio wrote:

Show nested quote +
On August 13 2015 03:16 Krikkitone wrote:
a problem with that is that it is no different than just beefing the hp

ie a 200 hp unit that takes 50% damage is the same as a 400 hp unit that takes 100% damage


The armor change I proposed changes the way other units interact with the ultralisk. With high armor, ultras take barely any damage from marines (for example), but still a lot of damage from immortals (for example). If instead ultras take a percent damage, all units can still kill the ultralisk, but it doesn't die so easily to "counter" units. Transfuse also interacts differently depending on how much damage reduction you have.



Well Transfuse would be the only difference between

Hp boost and Damage Reduction

So simply reducing armor and increasing hp would be reasonable. if you wanted to change their 'counters'
Quineotio
Profile Joined February 2011
Australia128 Posts
August 13 2015 00:56 GMT
#19
On August 13 2015 09:39 Krikkitone wrote:
So simply reducing armor and increasing hp would be reasonable. if you wanted to change their 'counters'


This is true if you ignore the chitinous plating upgrade.
Jesus is risen
ZergLingShepherd1
Profile Joined June 2015
404 Posts
August 13 2015 17:35 GMT
#20
On August 13 2015 08:53 TimeSpiral wrote:
Show nested quote +
On August 13 2015 03:34 ZergLingShepherd1 wrote:
On August 13 2015 02:24 TimeSpiral wrote:
On August 13 2015 02:08 ZergLingShepherd1 wrote:
On August 13 2015 02:06 TimeSpiral wrote:
On August 13 2015 00:59 RaFox17 wrote:
On August 13 2015 00:51 TimeSpiral wrote:
Ultras need love? Lol. They're incredibly strong, atm, like broken-strong, at least in the TvZ matchup.

Love does not mean you make them stronger always. Making them more interesting and fun to use is something we should consider.


Right on. I can buy into that outlook. Let's make them killable by units that shoot. That'd be awesome--way more interesting than auto-death, unless you have mass ghost (then the tech switch it auto-death). But I think the Ghot counter is largely mythology anyway.

The OP's suggestion appears to make them stronger. Maybe I misunderstood.


Liberators are a hard counter to Ultralisk.

Ultralisk are only good cuz they dont die to marines and marauders.
Ultralisk in HotS is still useless


Oh god, lol.


I dont know why you laugh... *snip*


Oh, here: "Liberators are a hard counter to Ultralisk" <-- It's because that is funny.


I dont know what is funny in a unit with 15 range that does 140 Dmg per shot with upgrades... that is also reactored and comes out at the 5 min mark.

Unless you consider BL/Infestor funny in WoL cuz i sure didnt.
"The Fractured but Whole"
1 2 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#74
PiGStarcraft498
CranKy Ducklings81
davetesta29
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft498
RuFF_SC2 169
Vindicta 26
StarCraft: Brood War
GuemChi 5418
LancerX 18
Dota 2
monkeys_forever636
canceldota301
Counter-Strike
Coldzera 1981
taco 442
Super Smash Bros
hungrybox481
C9.Mang0473
Other Games
summit1g8104
Maynarde109
ViBE65
minikerr3
Organizations
Other Games
gamesdonequick1781
Dota 2
PGL Dota 2 - Main Stream56
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• musti20045 23
• EnkiAlexander 12
• CranKy Ducklings SOOP4
• sooper7s
• Migwel
• LaughNgamezSOOP
• IndyKCrew
• Kozan
• intothetv
• AfreecaTV YouTube
StarCraft: Brood War
• Azhi_Dahaki14
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV884
League of Legends
• Doublelift4077
Other Games
• Scarra1172
Upcoming Events
Replay Cast
7h 20m
Afreeca Starleague
8h 20m
hero vs YSC
Larva vs Shine
Kung Fu Cup
9h 20m
Replay Cast
22h 20m
KCM Race Survival
1d 7h
The PondCast
1d 8h
WardiTV Team League
1d 10h
OSC
1d 10h
Replay Cast
1d 22h
WardiTV Team League
2 days
[ Show More ]
RSL Revival
3 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
3 days
Platinum Heroes Events
3 days
BSL
3 days
RSL Revival
4 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
5 days
Afreeca Starleague
5 days
Light vs Calm
Royal vs Mind
Wardi Open
5 days
Monday Night Weeklies
5 days
OSC
5 days
Sparkling Tuna Cup
6 days
Afreeca Starleague
6 days
Rush vs PianO
Flash vs Speed
Liquipedia Results

Completed

Proleague 2026-03-23
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.