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[Champion] Trundle Jungle - Page 2

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TangSC
Profile Blog Joined July 2011
Canada1866 Posts
May 11 2014 19:36 GMT
#21
Just to go back to clear times.

When Trundle goes Blue --> Wolves --> Red, he finishes Red at 3:00. Is that much slower than Eve or other "fast" clearers?
Coaching www.allin-academy.com | Team www.All-Inspiration.com
zer0das
Profile Blog Joined May 2007
United States8519 Posts
May 11 2014 19:43 GMT
#22
I agree with Scip, if you're going to use your marks and quints on offense, I wouldn't use flat or scaling AD. Attack speed quints are significantly better due to the bonus AD from his q, wriggles being applied more frequently, the animation of his q speeding up, etc. That being said, I usually use movement speed quints. I don't see why you're valuing damage done when attacking a moving target over clear speed.

I wouldn't be recommending mobility boots on Trundle. Especially given you recommend wriggles/BotRK as your first two items, and offensive masteries. I'm not clear on how you expect to survive against strong burst threats other than being cleanup.

I disagree with maxing W second, at least without thinking about it or putting extra points in pillar first. Pillar is one of the strongest slows in the game, but its cooldown is atrocious if you wait to max it last (23 seconds, but it goes down 3 per level). And it's slow isn't that strong at level one (20% vs 45% maxed). Frozen Domain is also 60 mana, and it's not like you're using it on cooldown in the jungle because you're going to run out of mana extremely fast if you do. From my perspective, if you're going to do that, you probably should be playing Warwick, because he does the whole attack speed/feral flare without much defense early thing better and you're essentially forgoing one of the strongest parts of Trundle's kit.

I feel like this guide with one very specific patch and playstyle and mind, and now that 4.5 is gone I really don't think it isn't that great. If people are really dumb and try to duel you 1v1 constantly as a melee, I guess it could work, but I'm not really seeing it. Going both wriggles and BotRK early seems so, so risky to me.

Other people also mentioned it, but l also going to disagree with his clear speed being "pretty standard." It's god awful and always will be, even if being able to get wriggles now helps him a lot. Kayle is clearing camps late game in like 3-4 seconds, and its not like early game is favorable to Trundle either (and that's when it matter most). There's no upside to Trundle's clear, you're always going to have to sit and auto for an obnoxiously long time.
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
May 11 2014 19:52 GMT
#23
On May 12 2014 04:36 TangSC wrote:
Just to go back to clear times.

When Trundle goes Blue --> Wolves --> Red, he finishes Red at 3:00. Is that much slower than Eve or other "fast" clearers?

yes, it's slower by about 15 seconds. Again, you can try that out yourself

more full response inc. in a few hours
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
Last Edited: 2014-05-11 20:15:07
May 11 2014 20:01 GMT
#24
On May 12 2014 04:43 zer0das wrote:
I agree with Scip, if you're going to use your marks and quints on offense, I wouldn't use flat or scaling AD. Attack speed quints are significantly better due to the bonus AD from his q, wriggles being applied more frequently, the animation of his q speeding up, etc. That being said, I usually use movement speed quints. I don't see why you're valuing damage done when attacking a moving target over clear speed.

I wouldn't be recommending mobility boots on Trundle. Especially given you recommend wriggles/BotRK as your first two items, and offensive masteries. I'm not clear on how you expect to survive against strong burst threats other than being cleanup.

I disagree with maxing W second, at least without thinking about it or putting extra points in pillar first. Pillar is one of the strongest slows in the game, but its cooldown is atrocious if you wait to max it last (23 seconds, but it goes down 3 per level). And it's slow isn't that strong at level one (20% vs 45% maxed). Frozen Domain is also 60 mana, and it's not like you're using it on cooldown in the jungle because you're going to run out of mana extremely fast if you do. From my perspective, if you're going to do that, you probably should be playing Warwick, because he does the whole attack speed/feral flare without much defense early thing better and you're essentially forgoing one of the strongest parts of Trundle's kit.

I feel like this guide with one very specific patch and playstyle and mind, and now that 4.5 is gone I really don't think it isn't that great. If people are really dumb and try to duel you 1v1 constantly as a melee, I guess it could work, but I'm not really seeing it. Going both wriggles and BotRK early seems so, so risky to me.

Other people also mentioned it, but l also going to disagree with his clear speed being "pretty standard." It's god awful and always will be, even if being able to get wriggles now helps him a lot. Kayle is clearing camps late game in like 3-4 seconds, and its not like early game is favorable to Trundle either (and that's when it matter most). There's no upside to Trundle's clear, you're always going to have to sit and auto for an obnoxiously long time.

Mobility boots were amazing when Feral Flare stacked/scaled better -- I still get it occasionally because I value the extra MS for ganks/farming, and can sell it for 560 then buy tabi for 1000. That being said, you can definitely go straight tabi or merc after BOTRK.

I feel your fear about being stuck with only BOTRK/Mobi/Feral Flare. Even though the R/W/Life steal help, it's true you're basically a melee glass cannon. It's one of the weaknesses of the style, for sure. I'm rushing like a mad man for some health Rubys after BOTRK. The tankier version of Golem into BOTRK into Tabi into Visage is definitely sturdier.

I highly disagree with upgrading E before W. There are very few situations where you're going to have an opportunity to get the second Pillar off in a gank situation. I think increasing the W's attack speed, move speed, and healing help in all possible scenarios (Jg/Gank/Teamfight/Objectives). One of the biggest advantages of Trundle in the middle stages is his ability to eat towers/dragons with Q/W.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
zer0das
Profile Blog Joined May 2007
United States8519 Posts
May 11 2014 20:39 GMT
#25
I never said "never max w first." I said you should strongly consider getting more points in e first at the very least and think about the situation. It's not strictly about ganking situations, it's about judging what your team needs. IE, Trundle is generally king of poke comps because pillar is such a strong engage/disengage, it's not like you're going to be brawling as part of a poke comp very often, so w isn't as useful. Having a way to disengage every 11 seconds vs 23 seconds is huge. There was a time when pretty much the only reason people really picked Trundle was for his pillar.

Pillar is rarely going to come up a 2nd or 3rd time in a teamfight/gank situation if you build super squishy- I suppose that is true. I guess that's my criticism of guide- you have a "style" and you stick to it, even though I would argue a lot of this is suboptimal/geared toward one specific patch.
miicah
Profile Joined February 2011
Australia2470 Posts
May 11 2014 23:33 GMT
#26
Not to add to the negativity in this thread but why would you pick Trundle jungle over Trundle top? I have been having a lot of success (even more so with the TP buffs) running Trundle top with Q->E max, the extra gold certainly gives you a greater impact on the game.
@miicah88
Ketara
Profile Blog Joined August 2010
United States15065 Posts
May 11 2014 23:42 GMT
#27
I feel like Trundles biggest advantage as a champion is his 1v1 duelling power.

Given that, I don't really understand why you'd run him in the jungle over Udyr, who is also a really strong duellist, but whose skillset seems more favorable to the jungle, while Trundles seems more favorable to laning.

Maybe I'm just nuts.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2014-05-11 23:50:22
May 11 2014 23:48 GMT
#28
On May 12 2014 04:24 TangSC wrote:
Show nested quote +
On May 12 2014 03:01 Scip wrote:
The plan of "take 3 camps and then pressure top" isn't a solid one ever since trinkets were introduced into the game. It's not impossible that the enemy top laner is so silly that he doesn't put down his ward, but it's not something you can even call a "way of playing x". Just going top to ward it is a waste of time, since your top laner will have a ward of their own to put down at that time. Top not being warded at 4-5 minutes isn't an issue big enough to waste about 15 seconds and your early trinket over.

Attack speed contributes to Trundle's Q quite a lot, since that gives you +AD. Contributes a lot more early game, when it matters anyway, as is perfectly well shown by the jungle tests.

here's a bit of mathcraft, my math-fu isn't 100% so feel free to double check.
Trundle lvl13 with Feral Flare+BotRK (and no masteries to simplify; shouldn't affect much) with lvl5 W and Q and scaling AD reds+flat AD quints

91AD+12+25+33 from Feral+40+ from Q+21,96 from runes=222,96
0.67AS+(34.8% from levels+80% from W+30%+40%)=1,90816AS
222,96*1,90816=425,4433536 DPS (without Blade of the Ruined King passive !)

Trundle lvl13 with Feral Flare+BotRK (and no masteries to simplify; shouldn't affect much) with lvl5 W and Q and atk spe runes reds+quint

91AD+12+25+33 from Feral+40 from Q=201
0.67AS+(34.8% from levels+80% from W+30%+40%+29% from runes)=2,10246AS
201*2,10246=422,59446 DPS (without Blade of the Ruined King passive !)

So if my math is correct, you get 26,352 more damage on your Q, in exchange for probably slightly worse autoattack dmg (those DPS values are without BotRK passive) and very significantly worse jungle clear at early levels. Not confident in my arithmetic, so review please, but them scaling AD (and flat AD) runes of yours don't seem particularly impressive

The 3camp --> top is absolutely still a solid plan. Trinket wards don't guarantee an escape, and if the opponent's top leaves lane to ward, you or your top laner should see it (in which case you can opt either to go the long way around, to continue farming, or to gank mid).

I say this as someone who prefers to spend all his time in the Jungle when possible: there are tons of reasons why going top after 3 camps is viable even if you're a farm-centric Jungler. In particular, there's a good chance the other Jungler will do the same, and Trundle loves early 1v1 or 2v2. If you don't go top by 3:30, then you risk their Jungler influencing the top lane. And yeah you could just say "well your top laner should ward and not die", and that's true, but I have no control over how top lane's going to play. At best, it's a situational thing that depends on the game. If their top is pushing, I'm going to go top 100% of the time at 3:15~. If our top is pushing, I'm either going 1) to run to the tribush area and put down a ward in their Jungle or top river, or (2) just keep farming.

To go back to why I prefer AD over (Runes): When you're auto attacking with Trundle, you usually get 3 autos off before your Q. All of those auto attacks and the Q scale with AD. Attack speed only increases how many auto attacks you get off in between Q (and usually not enough to make the difference of you actually getting +1 auto). With proper use of W/Q, Trundle's attack speed is pretty fast, and the way his Q functions you can't just do a straight up equation and conclude that attack speed is better.

One last bit of reasoning why I think AD > AS. In a gank situation with Trundle, you're often only going to get ~2 hits on the target (Auto/Q). The more running time there is, the more your opponent is trying to escape, the more Qs you'll be using as opposed to auto-attacking.

The 3camp --> top gank is a solid plan if they didn't trinket, which happens extremely rarely. If they did, while not completely impossible for it to succeed it's just not worth the time to even try. Going around the long way loses you so much time that even if you force your opponent to flash and get him to half hp you can't really call it worth. Ganking middle is unlikely to succeed for the same reason, although there you also have the added "bonus" of possibly getting counterganked when the enemy middle laner runs into the river. If you're worried about your top laner getting ganked, tell him to place a ward and ping back when you see enemy on the minimap. Not something you should reccomend wasting 15+ seconds over. Yes, you might be good in 2v2s, but I think you'll find that your enemies aren't going to give them to you.

Why can't I just use an equation to show that atk spe works better? Yeah, sometimes you might have to wait 0.4s or so to use your Q in order to get autoattack reset, but I wish you good luck showing that that's going to happen more often if you go attack speed runes than AD ones LOL. It's not just the equation, the tests show that early game the attack speed clearly does work better in combination with Q early. Note that attack speed is a lot better as well before lvl13, because your W won't be maxed then. Attack speed makes your attack animation faster, which means that in some cases it will give you more or less dmg than expected when chasing, but overall it's pretty much a wash.

"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2014-05-11 23:55:16
May 11 2014 23:54 GMT
#29
To be fair Scip, pre diamond the lvl3 top gank will almost always get you a kill if the enemy jungler doesn't also go top.

Well, if you have a strong ganking jungler. Dunno about Trundle.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
May 12 2014 02:17 GMT
#30
Double buffs into top gank is perfectly fine, but obviously depends on the situation. Which jungler are you? Who's their top laner? Who's your top laner? Where's the wave? Has he warded? How aggressively is he playing? What are his runes/masteries/starting items? Which jungler do they have, where did he start, and how fast does he clear compared to you? Who wins the 2v2?
http://na.op.gg/summoner/userName=FLABREZU
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
May 12 2014 02:30 GMT
#31
On May 12 2014 11:17 GolemMadness wrote:
Double buffs into top gank is perfectly fine, but obviously depends on the situation. Which jungler are you? Who's their top laner? Who's your top laner? Where's the wave? Has he warded? How aggressively is he playing? What are his runes/masteries/starting items? Which jungler do they have, where did he start, and how fast does he clear compared to you? Who wins the 2v2?

If you want to say something useful you might want to tell us in which of those scenarios it is a good idea to lvl3 top, in your opinion
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
May 12 2014 03:24 GMT
#32
On May 12 2014 11:30 Scip wrote:
Show nested quote +
On May 12 2014 11:17 GolemMadness wrote:
Double buffs into top gank is perfectly fine, but obviously depends on the situation. Which jungler are you? Who's their top laner? Who's your top laner? Where's the wave? Has he warded? How aggressively is he playing? What are his runes/masteries/starting items? Which jungler do they have, where did he start, and how fast does he clear compared to you? Who wins the 2v2?

If you want to say something useful you might want to tell us in which of those scenarios it is a good idea to lvl3 top, in your opinion


How is that not useful? It's a combination of things. Those are some of the factors you should take into account. The ideal situation would be something like if the enemy top laner is pushing hard, playing aggressively, has no escapes, is squishy, your top laner has good CC and burst, you are a strong early ganker, they haven't warded and their jungler has a slow clear and is weak early or will be on the other side of the map. Obviously it's an unlikely scenario, but again, you need to consider those sorts of things before deciding if ganking top at level 3 is a good idea. You can't just say "Ganking top at level 3 is good/bad".
http://na.op.gg/summoner/userName=FLABREZU
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
May 12 2014 08:03 GMT
#33
Your original post didn't say anything more than "it depends" which everyone knows and then listed a list of things it depends on which anyone can deduce, that is not useful in the slightest.

I never said lvl3 is bad, I said it's extremely unlikely to be good because almost everyone wards for it, in which case it's a waste of time/not worth trying.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
May 12 2014 09:01 GMT
#34
Giving variables to consider when making a decision is extremely useful advice. Most people clearly don't take most of that stuff into account. Incidentally, people neglect to ward for the level 3 gank all the time. What if they don't play top much? What if they're lower elo and don't know timings very well? What if they simply forgot?

The point is that making informed decisions and knowing why you're making them is how you improve. Simply saying, "It's probably warded, don't do it" clearly isn't ideal advice. Instead, "Look to see if they're warding or ask your top laner, then make your decision based on these variables" is more optimal.
http://na.op.gg/summoner/userName=FLABREZU
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
May 12 2014 09:59 GMT
#35
On May 12 2014 04:24 TangSC wrote:
If their top is pushing, I'm going to go top 100% of the time at 3:15~. If our top is pushing, I'm either going 1) to run to the tribush area and put down a ward in their Jungle or top river, or (2) just keep farming.

this is the part I was responding to
so I guess you agree with me ?
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
May 12 2014 10:05 GMT
#36
I agree that level 3 ganking top 100% of the time just because the other team's pushing isn't a good idea.
http://na.op.gg/summoner/userName=FLABREZU
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2014-05-12 12:09:52
May 12 2014 12:08 GMT
#37
you guys are just dick stick measuring at this point. how often level 3 ganks top works is a lot to do with skill level because the higher you get the more top laners expect it and junglers might be ready to counter gank

tangsc is smugly pointing out that he gets kills all the time with this tactic so it must be good and scip is smugly pointing out LOL IM PLAYING AT SUCH A HIGH LEVEL THAT COMMONER STUFF DOESNT WORK ANYMORE BROHAN
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2014-05-12 12:20:55
May 12 2014 12:19 GMT
#38
not worth, I've made my points
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
May 12 2014 13:46 GMT
#39
I've been thinking lately that given decent ward coverage, you should be smiting on your very first buff sooner. This started because I typically always invade red buff (since it is undefended 40% of the time), and realizing that if no one is there at 1:59 and all the laners are in lane, it's not likely that my opponent jungler did a 3-second blue clear and is TPing to red. This means that I can smite their red, then head to my blue and have smite ready just as I'm finishing it.
What fun is it being cool if you can’t wear a sombrero?
TangSC
Profile Blog Joined July 2011
Canada1866 Posts
May 12 2014 15:07 GMT
#40
On May 12 2014 21:08 Slayer91 wrote:
you guys are just dick stick measuring at this point. how often level 3 ganks top works is a lot to do with skill level because the higher you get the more top laners expect it and junglers might be ready to counter gank

tangsc is smugly pointing out that he gets kills all the time with this tactic so it must be good and scip is smugly pointing out LOL IM PLAYING AT SUCH A HIGH LEVEL THAT COMMONER STUFF DOESNT WORK ANYMORE BROHAN

Well I hope I'm not being smug lol I think it's a fair discussion anyway. I just feel like if you can go in and influence the top lane early (get kill/assist, burn flash, do damage), then it's often worth the few seconds it takes away from farming. It has worked fairly well in my own games, and I've seen it in the Jungler streams that I occasionally tune into. What I'm saying is: Of course it's situational, but it's generally a good idea to go top after clearing buffs, and I'm personally convinced it should be a general recommendation for Junglers. But then, others disagree, so obviously it's not as simple as "Just go top".

There have been a few questions about "why Trundle/Jungle? Why not play Trundle top or Udyr jg?" Trundle top is awesome against most melee champs and I play it, it's just not what this guide is. I'm not saying people should stop playing Trundle top, but Jungle/Trundle is a different animal. I main Trundle/Jungle, it's my best champion/role by far, and I think there's a lot of hidden potential in it. What he lacks in straight-up clear time he makes up for in sustain (you don't have to back as often or as early). Also, Trundle really is an absolute monster in the midgame, ultimate is unique and very effective, his q/w give monstrous stats, he can get in and out of most engagements, and his E Spell (Pillar) has so many practical uses from saving allies to trapping enemies to landing assists. Finally, Trundle synergizes so well with his core items (Botrk/Visage/Randuins) -- throughout the course of a team fight, Trundle can sustain as much HP as a "pure" tank while dealing more damage.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
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