• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:46
CET 17:46
KST 01:46
  • 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
SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2
Community News
BSL Season 2025 - Full Overview and Conclusion6Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)16Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 105
StarCraft 2
General
Stellar Fest "01" Jersey Charity Auction SC2 All-Star Invitational: Tournament Preview Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets When will we find out if there are more tournament SC2 Spotted on the EWC 2026 list?
Tourneys
SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion BSL Season 2025 - Full Overview and Conclusion Video Footage from 2005: The Birth of G2 in Spain [ASL21] Potential Map Candidates
Tourneys
[Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0 Azhi's Colosseum - Season 2
Strategy
Soma's 9 hatch build from ASL Game 2 Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026! Nintendo Switch Thread Mechabellum
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 Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
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
My 2025 Magic: The Gathering…
DARKING
Physical Exercise (HIIT) Bef…
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1944 users

Zerg tier 3 Improvements

Forum Index > Legacy of the Void
Post a Reply
Normal
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"
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 13 2015 19:50 GMT
#21
On August 14 2015 02:35 ZergLingShepherd1 wrote:
Show nested quote +
On August 13 2015 08:53 TimeSpiral wrote:
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.


*shrugs*
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 3h 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 553
IndyStarCraft 112
MindelVK 42
Vindicta 23
StarCraft: Brood War
Calm 5111
Shuttle 1631
Soma 795
Larva 720
EffOrt 658
Stork 576
Light 367
BeSt 352
ggaemo 321
Rush 186
[ Show more ]
Mini 132
NaDa 124
Sharp 106
Shine 92
JulyZerg 60
Movie 54
Nal_rA 53
Aegong 51
Hyun 51
GoRush 30
910 25
Sexy 21
HiyA 10
SilentControl 8
Terrorterran 7
ivOry 5
Dota 2
Gorgc11454
singsing3550
qojqva1873
syndereN442
LuMiX0
Counter-Strike
fl0m1936
byalli1576
Heroes of the Storm
Khaldor455
Other Games
Grubby2835
Liquid`RaSZi2068
crisheroes425
B2W.Neo397
Hui .327
DeMusliM238
Harstem171
KnowMe162
ArmadaUGS124
XaKoH 63
Mew2King23
Organizations
Other Games
gamesdonequick2450
StarCraft 2
ComeBackTV 1742
Other Games
EGCTV1014
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• HappyZerGling 110
• naamasc216
• IndyKCrew
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Laughngamez YouTube
StarCraft: Brood War
• Michael_bg 15
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3503
League of Legends
• Jankos3128
• TFBlade1052
Upcoming Events
BSL 21
3h 14m
Bonyth vs Sziky
Mihu vs QiaoGege
Sziky vs XuanXuan
eOnzErG vs QiaoGege
Mihu vs DuGu
Dewalt vs Bonyth
IPSL
3h 14m
Dewalt vs Sziky
Replay Cast
16h 14m
Wardi Open
19h 14m
Monday Night Weeklies
1d
The PondCast
2 days
Big Brain Bouts
5 days
Serral vs TBD
BSL 21
5 days
BSL 21
6 days
Liquipedia Results

Completed

Escore Tournament S1: W4
Big Gabe Cup #3
NA Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 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.