• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:43
CEST 16:43
KST 23:43
  • 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
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
StarCraft open world shooter announced at BlizzCon90Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?175Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? [D] Brainstorming a balance patch for Brood war Making an Online Broodwar Manager Game [ASL22] Ro16 Preview: Holy Diver BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro16 Group C [ASL22] Ro16 Group B [ASL22] Ro16 Group A Escore Tournament - Season 3
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Stormgate/Frost Giant Megathread Diablo IV Nintendo Switch Thread EVE Corporation [Maplestory Hardcore] Let's Play~!!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7349 users

[H] TvP - The Immortal Problem. - Page 6

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 4 5 6 7 8 24 Next All
Khadgars
Profile Joined March 2010
United States38 Posts
April 12 2010 19:22 GMT
#101
On April 12 2010 22:28 Toolshed wrote:
Show nested quote +
On April 12 2010 21:39 QibingZero wrote:
On April 12 2010 21:11 ooni wrote:
On April 12 2010 20:59 Osmoses wrote:
On April 12 2010 18:25 -orb- wrote:
I don't see what the problem is, it's not like EMPing immortals is hard and then when you target fire them they drop like flies.

Agreed. My problem with the immortal isn't their shields, its the ridiculous damage they deal to armored units.

=__= I have both problem both shields and damage. It stops any mech build from Terran making the game MMM or mass BCs. Yeah because we see a lot of mass BC games ^__^ (sarcasm)
But srz TvP is going to be boring forever until Terran can mech properly. Either meta game dramatically evolves and Terran makes a proper mech build against P or Blizzard changes the immortals.

I've been doing mass banshee build lately, it worked fine with proper micro I can own bunch of stalkers which are meant to be counters, but this build can be countered so easily with the blink research.

Early immortals push well... If I see a cybernatics core going up I get my 2nd ref up and then Ghost Ac up asap. Remember you need 3-4 Ghosts because of the EMP radius but other than that it's not hard to fend off such attack. The problem I have it is nearly impossible to FE against Protoss player doing a immortal push. However, if you think about it, it's same vice versa. When I see a protoss player FE I see free win with 3-4 Rax MM or quick banshees $_$


There is no inherent Terran 'need' to mech, and it's ridiculous that people say the matchup will only be fun if mech is viable. There's absolutely no argument here other than preference.

And to take that one step further, if you're building tanks in TvP you probably deserve to lose. It's not just Immortals, either. You're gimping yourself from the start by choosing units that are less effective overall against the protoss army, and more resource heavy to boot.

Hint: The only significant change to Marauders was the idea in many Terran players' heads that they got nerfed.


I disagree.
Basicly your advice is to not go mech at all? Your suggestion is to build Rax T1-T1,5 Units all game long? Sounds good.

Immortals force T to use low tier units (Marines and Marauders) which than get absolutly demolished by any mid-late game Protoss army.

The options a Terran right now has are:
a) Go Mech and get killed early by Immortals.
b) go MMM and get killed mid game by Sentries, Stalker, Speedlots and Colossus/HTs.
c) go Air until Stalker Blink and get killed.

The argument why Mech should be a valid option is that it absolutly makes no sense that a single unit (Immortal) can lock down a whole tech tree and forces a race to stay on their T1-T1,5 units (which are countered easily) from early to late game, right?

Just imagine for a secound that a single T unit would deny Ps Robotic Units (Colussus, Warp Prism and Immortals). Sounds fun, eh? Though you still would have strong Gateway Units and some good Tech Options (Speedlots, Storm, Blink etc.). A Terran on the other hand has just stimmed low tier Units and ghosts. Yay ...




Completely agree, a single unit locking out an entire building worth of units is pretty ridiculous. The Shields need to be researched for a hefty cost at the Robotics bay and their +damage needs to be reduced to 25+10
Louder
Profile Blog Joined September 2002
United States2276 Posts
April 12 2010 19:31 GMT
#102
On April 13 2010 04:22 Khadgars wrote:
Show nested quote +
On April 12 2010 22:28 Toolshed wrote:
On April 12 2010 21:39 QibingZero wrote:
On April 12 2010 21:11 ooni wrote:
On April 12 2010 20:59 Osmoses wrote:
On April 12 2010 18:25 -orb- wrote:
I don't see what the problem is, it's not like EMPing immortals is hard and then when you target fire them they drop like flies.

Agreed. My problem with the immortal isn't their shields, its the ridiculous damage they deal to armored units.

=__= I have both problem both shields and damage. It stops any mech build from Terran making the game MMM or mass BCs. Yeah because we see a lot of mass BC games ^__^ (sarcasm)
But srz TvP is going to be boring forever until Terran can mech properly. Either meta game dramatically evolves and Terran makes a proper mech build against P or Blizzard changes the immortals.

I've been doing mass banshee build lately, it worked fine with proper micro I can own bunch of stalkers which are meant to be counters, but this build can be countered so easily with the blink research.

Early immortals push well... If I see a cybernatics core going up I get my 2nd ref up and then Ghost Ac up asap. Remember you need 3-4 Ghosts because of the EMP radius but other than that it's not hard to fend off such attack. The problem I have it is nearly impossible to FE against Protoss player doing a immortal push. However, if you think about it, it's same vice versa. When I see a protoss player FE I see free win with 3-4 Rax MM or quick banshees $_$


There is no inherent Terran 'need' to mech, and it's ridiculous that people say the matchup will only be fun if mech is viable. There's absolutely no argument here other than preference.

And to take that one step further, if you're building tanks in TvP you probably deserve to lose. It's not just Immortals, either. You're gimping yourself from the start by choosing units that are less effective overall against the protoss army, and more resource heavy to boot.

Hint: The only significant change to Marauders was the idea in many Terran players' heads that they got nerfed.


I disagree.
Basicly your advice is to not go mech at all? Your suggestion is to build Rax T1-T1,5 Units all game long? Sounds good.

Immortals force T to use low tier units (Marines and Marauders) which than get absolutly demolished by any mid-late game Protoss army.

The options a Terran right now has are:
a) Go Mech and get killed early by Immortals.
b) go MMM and get killed mid game by Sentries, Stalker, Speedlots and Colossus/HTs.
c) go Air until Stalker Blink and get killed.

The argument why Mech should be a valid option is that it absolutly makes no sense that a single unit (Immortal) can lock down a whole tech tree and forces a race to stay on their T1-T1,5 units (which are countered easily) from early to late game, right?

Just imagine for a secound that a single T unit would deny Ps Robotic Units (Colussus, Warp Prism and Immortals). Sounds fun, eh? Though you still would have strong Gateway Units and some good Tech Options (Speedlots, Storm, Blink etc.). A Terran on the other hand has just stimmed low tier Units and ghosts. Yay ...




Completely agree, a single unit locking out an entire building worth of units is pretty ridiculous. The Shields need to be researched for a hefty cost at the Robotics bay and their +damage needs to be reduced to 25+10


They should NOT get +damage to armored from upgrades, either. I think it's silly that immortals come with hardened shields and sentry come with force field (which breaks the game COMPLETELY used in mass quantities) and guardian shield, but Z and T have to pay for every ability individually with hefty costs and build times.
AncienTs
Profile Joined March 2010
Japan227 Posts
April 12 2010 19:34 GMT
#103
div 8 plat terran user here:
imo... generally building 2~3 ghosts early before expansion is a safe start against the immortal push timing...

however protoss robo -> drop transition -> mid-game DT is troublesome

is that what the main gripe is about?

imo 1 rax FE should not be an option for terran, because bioball vikings off 4 gas pretty much shuts down protoss mid-game (now that is an imbalance)
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
L0thar
Profile Blog Joined September 2007
987 Posts
April 12 2010 19:38 GMT
#104
Hey, Floophead_III made a reasonable OP, presented a problem and posted replays to support his cause.

So why someone of you who disagree doesn't post some replays to counter it? It couldn't be that hard, right? Yet I didn't see any...
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 12 2010 19:38 GMT
#105
So immortal hardened shields on robo bay anyone?

I'm actually ok with the damage because tanks also hit ridiculously hard from much farther away with splash. I'm just not happy about having to rush ghosts before I can peek out from behind my wall. It'd also make it clear when someone is just going robo for obs/prism. Right now it could be just for obs or also immortals and there's no indication of which. Immortals require a very specific game plan and army composition to fight right now, and if you do that and they go obs for blink stalkers you'll lose, or if they see you turtle and just expo away, you'll lose.

In addition losing hardened shields early will help zerg defend with crawlers better, and roaches/hydra will do slightly better vs immortals.
Half man, half bear, half pig.
Fallen
Profile Joined October 2005
Canada192 Posts
April 12 2010 19:38 GMT
#106
Get 5-6 nitro boosted reapers, harass and dont lose them to nothing.

Proceed to make the barrack units that counter his army the best. Win the game, rinse and repeat.

Stalkers heavy? make moar marauders

Immortal heavy? make one or two ghosts along with marauders and marines with extra minerals/barrack time.

Zealots/sentries/stalker/immortal mix? some more reapers, get a good ratio of marauder to reapers and probably a ghost.

All you theorycrafter needs to start playing the game some. That will help.

and oh yea, it has probably been said before but opening mech in a immortal heavy metagame is retarded.

Also 12 rax "economical" builds really blows. Get those reapers out earlier and get that orbital command faster. Dont block your choke if you open reapers.

[url blocked]
oh hay
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 12 2010 19:51 GMT
#107
He makes 1 stalker and stops your harass. He makes 2 colossi while expanding for free because reapers can't do anything with stalkers out. You just lost the game.

When players like Louder and Antimage and Mesmerize are saying TvP is broken, it's broken.

You're basically saying cheese reapers and hope that toss screws up which is not a viable way to play this game.
Half man, half bear, half pig.
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
Last Edited: 2010-04-12 20:07:13
April 12 2010 20:05 GMT
#108
once again, the ONLY people who disagree are NOT terran players, dont play beta, OR are not high ranked terran players.

no one has yet given any ANSWER as to how we are to handle immortal push. the #1 strat that most ppl will agree with is 2 rax tech lab 1 rax reactor, mm +ghost+stim. we have already discussed the problems with that, and even when perfectly executed and with superior micro, you may break even with the toss.

our only answer currently is to outplay the toss. i like the hellion idea but most of the time i dont get a factory (think 3 rax build) so u wouldnt have hellions anyways. so if u do a less superior build say fighting marines/tank vs toss means u cannot siege. zealots get to your marine line and if you arent constantly microing your siege tanks your marines will get blow up along with the zealots. you cant run cuz ur in siege mode, include forcefields and its a do or die situation. sure we could play without siege but then why the hell would get siege tanks. we wouldnt.

what we are asking is WHAT beats immortal push. what is the HARD counter to it, everything in this game should have a hard counter. answer that. a hard counter should have a advantage over what its countering. imo, terran doesnt have that vs toss immortal push. neither does zerg. therefore the problem is protoss.

and protoss is not even forced to go robo, its just cheaper/requires less teching. toss is still effective with 4 gate or twilight tech/templar tech.

reapers, they are a joke. every decent toss goes stalker first and u can only kill 2-3 probes. you cannot harass toss at all basically due to warp gates. its nearly impossible. any decent toss has observers scouting what your doing, if ur dumb enough to try and go for medivacs ur gonna get steam rolled.
shinosai
Profile Blog Joined April 2010
United States1577 Posts
Last Edited: 2010-04-12 20:14:33
April 12 2010 20:12 GMT
#109
I agree that there really is no answer to the immortal push. If you pump marauder ghost to defend against it, you screw yourself in the late game. If you go banshees to counter it, you screw yourself in the early game.

I usually just go for the marine/banshee and hope they don't push early.

The real problem here is obvious: Terran has no tier 2 vs toss. It's either tier 1 or tier 3, because the immortal completely eliminates the factory.
Be versatile, know when to retreat, and carry a big gun.
Prozen
Profile Blog Joined May 2007
United States338 Posts
April 12 2010 20:15 GMT
#110
People, try the Thor build. I barely managed to live against a 1 base Immo push with it but I still survived and managed to get my expansion up. You have to make sure you use the Thor's ability against the Immos. Then after you survive, mass up, and push out with EMP.
To transcend beyond greatness, you must become greatness itself.
Feefee
Profile Joined November 2009
Canada556 Posts
April 12 2010 20:19 GMT
#111
On April 13 2010 00:39 Floophead_III wrote:
Show nested quote +
On April 13 2010 00:36 sysrpl wrote:
How about this, get marines, medivacs and helions. The helions (with the pre-igniter upgrade) should melt the zealots. The marines will obliterate the immortals and you can then mop up the stalkers.


How about this, protoss gets a colossus.

Seriously, do you even think through what you post before you post it?

If anyone has a standard, noncheese opening which puts you in an even or better position midgame, please let me hear it.


I think this post highlights the exact problem in this thread^^;. I don't think anyone's arguing that an immortal push is unstoppable by the terran. Or at least I hope nobody is, because it's seriously not that hard to stop.

But when I hear stuff like "I can't go marines because toss will get colossus!" or "a zealot/sentry/immortal midgame ball will kill marauders"! all I can say is "right...and?".

If the protoss tech switches on you or starts to mix up units to specifically counter what the terran has, then why on earth SHOULDN'T that be effective? This stuff is working as intended!
If he techs to colossus you can tech to viking. or heck you can actually try siege tanks now since you have a sizeable marine army in that above scenario. Or you can switch to heavy marauder/ghost since he stopped immortal production. And marauder/ghost/medivac also completely rolls over a zealot/sentry/immortal ball unless you can't figure out how to EMP sentries and immortals. and EMP'ed sentry is an expensive paperweight against mgm.

Seriously^^; First it's "we can't fight off immortaaals", then people tell you to try unit comps and you come back with "but if he builds something else, our army can't fight thaaaat". It's a strategy game... start using strategy. I hear scouting helps with decision making
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 12 2010 20:19 GMT
#112
Thors don't spawn with the ability and that thor is not going to be out in time for that push i don't think. I will try it later though and if it's successful I'll post replays. Another big issue with the thor is mobility. Defending drops with that thing is a nightmare, so you'd really have to play amazing vs drops.
Half man, half bear, half pig.
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
April 12 2010 20:22 GMT
#113
On April 13 2010 05:15 Prozen wrote:
People, try the Thor build. I barely managed to live against a 1 base Immo push with it but I still survived and managed to get my expansion up. You have to make sure you use the Thor's ability against the Immos. Then after you survive, mass up, and push out with EMP.


A smart toss wouldn't push out versus a quick thor...

and you can't push out with 2-3 thors though, you will need much more as toss will be getting sentry/zeal/stalker/immortals en masse, and you'll be sacrificing map control as you have no mobility.

so by the time you have 5,6 or more thors and you have EMP, I'll be at 200/200 supply. Grats, you still lose. Granted, only Gretorp has gone thor against me and done decently, but the answer can't be to just blindly rush thor every game.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 12 2010 20:25 GMT
#114
On April 13 2010 05:22 Antimage wrote:
Show nested quote +
On April 13 2010 05:15 Prozen wrote:
People, try the Thor build. I barely managed to live against a 1 base Immo push with it but I still survived and managed to get my expansion up. You have to make sure you use the Thor's ability against the Immos. Then after you survive, mass up, and push out with EMP.


A smart toss wouldn't push out versus a quick thor...

and you can't push out with 2-3 thors though, you will need much more as toss will be getting sentry/zeal/stalker/immortals en masse, and you'll be sacrificing map control as you have no mobility.

so by the time you have 5,6 or more thors and you have EMP, I'll be at 200/200 supply. Grats, you still lose. Granted, only Gretorp has gone thor against me and done decently, but the answer can't be to just blindly rush thor every game.


Hey get your butt on bnet/vent and lets try some freaking thor builds lol
Half man, half bear, half pig.
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
April 12 2010 20:25 GMT
#115
On April 13 2010 05:25 Floophead_III wrote:
Show nested quote +
On April 13 2010 05:22 Antimage wrote:
On April 13 2010 05:15 Prozen wrote:
People, try the Thor build. I barely managed to live against a 1 base Immo push with it but I still survived and managed to get my expansion up. You have to make sure you use the Thor's ability against the Immos. Then after you survive, mass up, and push out with EMP.


A smart toss wouldn't push out versus a quick thor...

and you can't push out with 2-3 thors though, you will need much more as toss will be getting sentry/zeal/stalker/immortals en masse, and you'll be sacrificing map control as you have no mobility.

so by the time you have 5,6 or more thors and you have EMP, I'll be at 200/200 supply. Grats, you still lose. Granted, only Gretorp has gone thor against me and done decently, but the answer can't be to just blindly rush thor every game.


Hey get your butt on bnet/vent and lets try some freaking thor builds lol


I am at work ^^
L
Profile Blog Joined January 2008
Canada4732 Posts
April 12 2010 20:26 GMT
#116
so by the time you have 5,6 or more thors and you have EMP, I'll be at 200/200 supply.
Uh. Do you have any reps showing this? I'd love to see how a one base timing push which is repelled outmacros a defensive expansion.
The number you have dialed is out of porkchops.
shinosai
Profile Blog Joined April 2010
United States1577 Posts
Last Edited: 2010-04-12 20:29:06
April 12 2010 20:28 GMT
#117
On April 13 2010 05:19 Feefee wrote:
Show nested quote +
On April 13 2010 00:39 Floophead_III wrote:
On April 13 2010 00:36 sysrpl wrote:
How about this, get marines, medivacs and helions. The helions (with the pre-igniter upgrade) should melt the zealots. The marines will obliterate the immortals and you can then mop up the stalkers.


How about this, protoss gets a colossus.

Seriously, do you even think through what you post before you post it?

If anyone has a standard, noncheese opening which puts you in an even or better position midgame, please let me hear it.


I think this post highlights the exact problem in this thread^^;. I don't think anyone's arguing that an immortal push is unstoppable by the terran. Or at least I hope nobody is, because it's seriously not that hard to stop.

But when I hear stuff like "I can't go marines because toss will get colossus!" or "a zealot/sentry/immortal midgame ball will kill marauders"! all I can say is "right...and?".

If the protoss tech switches on you or starts to mix up units to specifically counter what the terran has, then why on earth SHOULDN'T that be effective? This stuff is working as intended!
If he techs to colossus you can tech to viking. or heck you can actually try siege tanks now since you have a sizeable marine army in that above scenario. Or you can switch to heavy marauder/ghost since he stopped immortal production. And marauder/ghost/medivac also completely rolls over a zealot/sentry/immortal ball unless you can't figure out how to EMP sentries and immortals. and EMP'ed sentry is an expensive paperweight against mgm.

Seriously^^; First it's "we can't fight off immortaaals", then people tell you to try unit comps and you come back with "but if he builds something else, our army can't fight thaaaat". It's a strategy game... start using strategy. I hear scouting helps with decision making


Because, Feefee, tech switches are not cheap for terran. If we go marauder ghost to counter an early immortal push, we are committed to marauder ghost for a while because it's gas heavy. We can't easily switch to vikings. We have to build a factory and a starport. Now if we go marines early we can get to vikings by the time you have colossi, but then we die to an early immortal push.

Our buildings also require addons. I can't just switch midgame from marauders // ghosts to marines because I'll need reactors to produce a sizeable amount of marines.
Be versatile, know when to retreat, and carry a big gun.
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
April 12 2010 20:28 GMT
#118
On April 13 2010 05:26 L wrote:
Show nested quote +
so by the time you have 5,6 or more thors and you have EMP, I'll be at 200/200 supply.
Uh. Do you have any reps showing this? I'd love to see how a one base timing push which is repelled outmacros a defensive expansion.


the only way for terr to expo is defensively. a one base timing push can easily transition into out expanding a turtle terran. we've already agreed that fast expanding isnt really an option anymore.

i just want to see some tourny games from luci/demuslim fighting off an immortal push.
ApolloSC2
Profile Blog Joined July 2009
United Kingdom804 Posts
April 12 2010 20:28 GMT
#119
dApollo says tvp is broken!

The thor build that demuslim used vs whitera, even though in lag, looked horrible? Game on Stepples, white-ra just got his natural and got like 7-8immortals out theres no way that demuslims 3-4thors were gunna do anything vs that...
www.twitter.com/apollosc2
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
April 12 2010 20:29 GMT
#120
On April 13 2010 05:26 L wrote:
Show nested quote +
so by the time you have 5,6 or more thors and you have EMP, I'll be at 200/200 supply.
Uh. Do you have any reps showing this? I'd love to see how a one base timing push which is repelled outmacros a defensive expansion.


I don't dedicate myself to a one base timing push. I use the advantage of the immortal rush to gain map control, and (hopefully) do sufficient damage - like I said in one of my above posts.

I would see the thor, and just not engage the terran player. Since he teched up quickly and sac'ed some economy, I pull ahead, get a 2nd robo and get stalkers/zealots/sentries/immortals, while getting my 1st and 2nd expo (while he's stuck defending his one b/c of lack of mobility).
Prev 1 4 5 6 7 8 24 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
#104
IntoTheiNu 1277
WardiTV912
OGKoka 277
Rex140
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 277
Rex 140
StarCraft: Brood War
Britney 78215
Calm 6685
Bisu 2410
Jaedong 1581
Shuttle 1404
Horang2 797
Soulkey 481
Leta 393
Soma 312
actioN 297
[ Show more ]
Mini 274
Rush 266
Stork 222
Larva 181
ZerO 163
Pusan 127
Light 112
Hyun 84
Sea.KH 69
Sharp 64
910 55
Aegong 42
sorry 38
Mong 37
ToSsGirL 36
Bale 36
Barracks 36
soO 24
Terrorterran 21
HiyA 18
Sacsri 17
ajuk12(nOOB) 11
zelot 10
Noble 9
NotJumperer 6
Dota 2
qojqva3248
Dendi1179
syndereN443
KheZu103
Counter-Strike
byalli1182
Other Games
Grubby11190
singsing1938
hiko1007
Lowko515
Liquid`VortiX217
Sick144
XaKoH 126
KnowMe114
QueenE113
ArmadaUGS81
ZerO(Twitch)8
Organizations
Other Games
gamesdonequick967
StarCraft: Brood War
lovetv 14
Kim Chul Min (afreeca) 12
[ Show 13 non-featured ]
StarCraft 2
• mYiSmile117
• iHatsuTV 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV579
League of Legends
• Nemesis1905
• TFBlade851
Upcoming Events
Monday Night Weeklies
1h 17m
Afreeca Starleague
19h 17m
Snow vs Shinee
Shine vs EffOrt
GSL
20h 17m
PiGosaur Cup
1d 9h
The PondCast
1d 19h
Kung Fu Cup
1d 20h
Replay Cast
2 days
KCM Race Survival
2 days
IntoTheTV X SOOP
2 days
Replay Cast
3 days
[ Show More ]
IntoTheTV X SOOP
3 days
Replay Cast
4 days
GSL
4 days
Replay Cast
5 days
GSL
5 days
Shopify Rebellion Sundays
6 days
Spirit vs Mixu
Replay Cast
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Blizzard Classic Cup 2026
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 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.