• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:12
CEST 19:12
KST 02:12
  • 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 Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy17ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2) Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Pros React To: JaeDong vs Queen [ASL21] Ro24 Preview Pt2: News Flash Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group E [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
China Uses Video Games to Sh…
TrAiDoS
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1481 users

Zerg Observations - Page 7

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 5 6 7 8 9 17 Next All
Laggy
Profile Blog Joined May 2010
United States385 Posts
August 04 2010 02:12 GMT
#121
A lot of people keep saying, exploit immobility, Baneling, worms, drops, bust etc. etc.. All those points have been nullified. In my opinion we have to find practice partners and create the atmosphere and try something it works. I am going to theory craft right now I think this might be viable but I'm not sure. Okay so this is the setting you are on 4 bases he is on one or two walled off. You've reached 200 supply, at this point the Zerg should get every tech building and get a unit composition that has a hard counter. Make a few more hatches and a few more queens, power all your hatches to their max number of larva which is 20 I believe, around 8 hatcheries 8 x 20 = 160 larva, Now you attack with your unit composition be it mass Roach, Muta Ling bling, mass ling bling etc. etc. with all your extra tech structures you can quickly remake your army but remake it with a completely different composition and they should be moving out since you wasted your army, if not your primary army should have done some damage and your second also. Now just keep spawning larva at all times with your queens and remaking your army. With your attacks you could attack all their vikings with hydras, all their turrets with a drop busted their wall, now you just adapt to the damage you've done. With 3 bases fully saturated you have about 120 drones, so you might have to send them to their death and actually get a 200/200 army.

As for the people saying, the Zerg has to out macro their opponent or that's their game style. It might be but it shouldn't be the only thing that is viable, and the enemy shouldn't be able to make us play a certain style because it's the only one that works. In reality I'm in between feelings, because it's like any game if you give a game 5 years to evolve with no changes in balance it will become a different game, most likely 10 times harder for the person who hasn't played for 5 years. So I don't want to say it's balanced bad so much as I want to say it's ahead of it's time or Zerg is lagging behind.

Now I've been thinking about skill that may make the zerg more swarmy, some may be OP some might be UP but it's just off the top of my head.

A Hive tech research that makes Drones cost 0 food,

A Hive tech research that gives the Infestor or Overseer able to infest large amounts of units under 15-20% hp into inferior versions that:

a) On death turn into broodlings

b) get moved to your main cluster to heal, and you are able to extract primitive more dumbed downed units of that type at your hive. In theory you're larva will be able to -morph into changelings that can morph into the primitive version of the captured units, Overseers can still drop changelings that can scout or become the primitive units.

c) infest other units to become slower, or infested like them or a variety of other things.

d) move 20-50 infested units into a building such as a barracks, essentially making it a ticking time bomb once it hit's the right amount of infested units.

A Hive tech research that make Hydras and roaches become 1 food and a lot weaker but, on death they become 1-3 broodlings, or on death their blood forms a small pool of regeneration that slowly becomes creep, also heals your units standing over it, or a form of moon well.

A Hive tech that enables all units to move while burrowed.

-Laggy

p.s sorry about the long post , trying to pass time while the 2 hour game daily finishes buffering

D on iccup stands for diamond in SC2
gREIFOCs
Profile Joined April 2010
Argentina208 Posts
August 04 2010 03:04 GMT
#122
On August 04 2010 07:46 Pokedude1013 wrote:
Come again? They cost 100/100


My bad.

On August 04 2010 07:46 Pokedude1013 wrote:300/300 to transform all my supply depots into dropships, I don't really mind


I think you are really used to being walled of with a few tanks defending. Zerg doesn't have that sense of security.
Don't work hard. You die at the end anyway, dummy.
Sixes
Profile Joined July 2010
Canada1123 Posts
August 04 2010 03:31 GMT
#123
Just a comment on the Day9 daily 157.

The zerg player should have busted earlier, he really didn't gain anything by waiting. Also, there is no good reason to use corruptors against vikings rather than mutas that I can see. The 20-25 corruptors he had could have been mutas and would have destroyed the vikings but then been able to kill siege tanks as well.

In that game the zerg player just needed to be more aggressive I think, I did notice a few supply depots off on the edges of the base (for LOS) that could have been picked off. Also, having a bunch of mutas means you can split them in half and, usually, a Terran will move most of his marines as a bunch so he will only be in 1 place (and you retreat from that place while doing damage in another). Turrets become less of an issue if you are running bunches of 15+ mutas (just kill them off in a hit or two). If you force thors that usually means less expanding, thors have big problems with surrounds and the Terran player can't spread out the tanks like he did in that game while using thors for anti air (because unlike vikings the thors can't respond to protect the other end of a tank like like the vikings do).

Note that mutas limiting line of sight (by killing off anything isolated and forcing the Terran to stack everything on his Thors/vikings) should theoretically make nydus more viable, but I have yet to make that work, so it's really just theory for now.
Sixes
Profile Joined July 2010
Canada1123 Posts
August 04 2010 03:42 GMT
#124
On August 04 2010 10:19 crucial99 wrote:
The problem is that Zerg's advantage just doesn't exist. This idea of "quick reinforcement" is just null except for in 40 minute games.

In the rest of the games, that take 10-20 minutes, my units cost money just like yours. Being able to make more of them at once isn't an advantage when you're bottlenecked by resources, not larva.


Actually I have found that in base hatch(es) and spamming zerglings does allow this reinforcement to work to our advantage. The one thing I found over beta was that speedlings will kill almost anything cost for cost, especially with a couple banelings to break walls. I also found that constant pressure drives Terran and Toss players nuts because they aren't used to being reactive.

This doesn't solve the problem but might be something to explore a little more (I have seen very little to do with in base hatcheries or mass zerglings in pro games). Notably given the 2 pop cost of roaches, those 20 early roaches could be 80 zerglings ready to run in which leaves way more gas for tech and gas heavy units (mutas, ultras, broodlords, infestors).
Izzachar
Profile Joined February 2010
Sweden285 Posts
Last Edited: 2010-08-04 10:13:48
August 04 2010 10:12 GMT
#125
On August 04 2010 12:42 Sixes wrote:

Actually I have found that in base hatch(es) and spamming zerglings does allow this reinforcement to work to our advantage. The one thing I found over beta was that speedlings will kill almost anything cost for cost, especially with a couple banelings to break walls. I also found that constant pressure drives Terran and Toss players nuts because they aren't used to being reactive.

This doesn't solve the problem but might be something to explore a little more (I have seen very little to do with in base hatcheries or mass zerglings in pro games). Notably given the 2 pop cost of roaches, those 20 early roaches could be 80 zerglings ready to run in which leaves way more gas for tech and gas heavy units (mutas, ultras, broodlords, infestors).


This is something I thought of last night after a loosing streak of like 10 games.

But why do we want/need to make a in base hatch when going mass zerglings?

For your zerglings to be the most effective they need a surround and if opponent pushes to your choke then its less then ideal circumstance to attack his army. Even with a few spines there both P and T can drop them quickly and you can't engage him in the choke cause a surround there is impossible. If they then get into your base its very easy to hug a wall and go for the mineral line again surround is not gonna happen.

His army having a perfect concave killing off your 1-2 spines at nat is on the other hand exactly what you want when attacking with zerglings, he is perfectly spread out at that point.

So getting that hatch at your natural simply seems to be a better solution.

Sixes
Profile Joined July 2010
Canada1123 Posts
Last Edited: 2010-08-04 12:20:47
August 04 2010 12:07 GMT
#126
On August 04 2010 19:12 Izzachar wrote:
Show nested quote +
On August 04 2010 12:42 Sixes wrote:

Actually I have found that in base hatch(es) and spamming zerglings does allow this reinforcement to work to our advantage. The one thing I found over beta was that speedlings will kill almost anything cost for cost, especially with a couple banelings to break walls. I also found that constant pressure drives Terran and Toss players nuts because they aren't used to being reactive.

This doesn't solve the problem but might be something to explore a little more (I have seen very little to do with in base hatcheries or mass zerglings in pro games). Notably given the 2 pop cost of roaches, those 20 early roaches could be 80 zerglings ready to run in which leaves way more gas for tech and gas heavy units (mutas, ultras, broodlords, infestors).


This is something I thought of last night after a loosing streak of like 10 games.

But why do we want/need to make a in base hatch when going mass zerglings?

For your zerglings to be the most effective they need a surround and if opponent pushes to your choke then its less then ideal circumstance to attack his army. Even with a few spines there both P and T can drop them quickly and you can't engage him in the choke cause a surround there is impossible. If they then get into your base its very easy to hug a wall and go for the mineral line again surround is not gonna happen.

His army having a perfect concave killing off your 1-2 spines at nat is on the other hand exactly what you want when attacking with zerglings, he is perfectly spread out at that point.

So getting that hatch at your natural simply seems to be a better solution.



Actually I meant in base hatch(es) as well as expands.

It could be my macro (I do occasionally miss a spawn larva timing) but I find when going for mass ling, 2-3 hatches for 2-3 expands just isn't enough. So I throw down a hatch or two extra. If you already run an extra couple queens (generally a good idea) you can start spamming larvae on the new hatch as well.

The main reason why I do this though is not because of my macro but because if I see thors/tank coming, I can choose to make my next 1000 minerals either 10 mutas or 40 lings (and keep the gas for later) to fix my composition on the fly.

Being able to build and rebuild mass ling on short notice just requires more larvae per resources than any other unit so I add one or two in base hatches on top of my normal expanding pattern. The timing of the in base hatch is usually just when I make mass muta and can't seem to get rid of minerals fast enough. I often end up dropping a third and an in base hatch in the main (while building up a ton of mutas).

Mass mutas take care of vikings very nicely, speedlings do take care of thors for cost (the thing is people rarely have the 120 zerglings for 6 thors) and banelings are the lovely rolly pollies of death against marines. In sufficient numbers zerglings also do decently against almost anything Terran has on the ground. Look at some pro replays (the most shocking example being the day9 daily 157) and just think "how many lings banelings and mutas could that be?". In that daily the player has 20 ish corruptors (that's 20 mutas and 40 zerglings), 6 ultras (12 more mutas and 24 more zerglings) 30 roaches (that's 30 banelings and 30 zerglings) 4 infestors (another 6 mutas) and some lings.

Now imagine for a second a spread out Terran (because he has 4 bases) and you sitting on 38 mutas. The guy's infrastructure and econ would just get ended. He needs 4 thors or 30 marines to stop your mutas, and you move massively faster than he does. The clever part is that pushing the zerg base, while generally a good idea, means running into the 94 lings and 30 banelings (with mutas in support quite quickly).

My point being that defending the counter can be done in the middle of the map rather than the home choke and lings are amazingly cost effective against anything Terran that isn't entrenched.
Izzachar
Profile Joined February 2010
Sweden285 Posts
August 04 2010 12:17 GMT
#127
Thats a fair point but investing in another hatchery and queen is 500minerals. Having 2 extra is 1k minerals you cant spend on army.

I do love speedlings and when you upgrade melee attack they melt things like crazy.

I'm loosing all games lately anyway so might as well experiment with this
Sixes
Profile Joined July 2010
Canada1123 Posts
Last Edited: 2010-08-04 12:26:24
August 04 2010 12:25 GMT
#128
On August 04 2010 21:17 Izzachar wrote:
Thats a fair point but investing in another hatchery and queen is 500minerals. Having 2 extra is 1k minerals you cant spend on army.

I do love speedlings and when you upgrade melee attack they melt things like crazy.

I'm loosing all games lately anyway so might as well experiment with this


Actually just 300, I usually have an extra queen or two around for anti air and creep, by this point they can go back to spawning.

Test it at some point if you like, very few things survive a giant swarm of lings (and the few things that do, like well positioned staggered siege tanks and mass hellions get destroyed by mutas). The other nice thing about mass muta is that you can break wall ins with them, when you hit 20-30 mutas they will eat through any front door in seconds letting the lings swarm in (and while you are there get any siege tanks present). The Terran player usually reacts to muta by putting up turrets and mass marines and the like so probably does not have 2-3 bunkers on the front door.

edit:edited previous post in a big way.
Izzachar
Profile Joined February 2010
Sweden285 Posts
August 04 2010 12:34 GMT
#129
Ah I see what you mean now.

Lets see if I can manage through the early game to actually test this out in full =)

Trainrunnef
Profile Blog Joined July 2010
United States601 Posts
August 04 2010 12:52 GMT
#130
As an option to break the 200/200 issues, has anyone ever tried using spine crawlers as supplementary late game army... zero food. 200 hp... sounds like a cheap decent tank to me
I am, therefore I pee
uberdeluxe
Profile Joined June 2009
Canada306 Posts
August 04 2010 13:00 GMT
#131
this is very true. I play X all the time in SC2, and I never EVER attack a fully defended terran base. I just scout macro and expand the creep. I always wait for a terran to unseige, or a protoss to take his collosi off of the high ground, before doing any aggressive move. However, with superior flanks, nice positioning, and some nice neural parasites, I can take down an enemies force in seconds with extremely minimal losses. While zerg can't push late game, they can counter any push.

...Until planetary fortresses can be lifted off.(never? I certainly hope so...)
No mules, no collosi, no PFs, just LOVE!
Batch
Profile Joined May 2010
Sweden692 Posts
August 04 2010 13:06 GMT
#132
On August 04 2010 21:52 Trainrunnef wrote:
As an option to break the 200/200 issues, has anyone ever tried using spine crawlers as supplementary late game army... zero food. 200 hp... sounds like a cheap decent tank to me

It worked good untill they nerfed the time they need to bury.
JinNJuice
Profile Joined June 2010
United States255 Posts
August 04 2010 13:09 GMT
#133
On August 04 2010 22:06 Batch wrote:
Show nested quote +
On August 04 2010 21:52 Trainrunnef wrote:
As an option to break the 200/200 issues, has anyone ever tried using spine crawlers as supplementary late game army... zero food. 200 hp... sounds like a cheap decent tank to me

It worked good untill they nerfed the time they need to bury.


Yeah ^^this. The spine crawlers will die before they can get buried, or they'll get buried and won't be in range of anything. Plus you're sacrificing economy to build spine crawlers from drones, so it's more than just 100 minerals.
Trainrunnef
Profile Blog Joined July 2010
United States601 Posts
August 04 2010 13:14 GMT
#134
well if you can do a few 5-6 spine crawlers they really take the attention away from the rest of your army yeah they will probably die quickly but they will also give you maybe 5 to 10 secs of free damage. I haven't tested it at all, went from toss to random and havent gotten zerg yet.
I am, therefore I pee
Batch
Profile Joined May 2010
Sweden692 Posts
Last Edited: 2010-08-04 13:21:27
August 04 2010 13:20 GMT
#135
On August 04 2010 22:14 Trainrunnef wrote:
well if you can do a few 5-6 spine crawlers they really take the attention away from the rest of your army yeah they will probably die quickly but they will also give you maybe 5 to 10 secs of free damage. I haven't tested it at all, went from toss to random and havent gotten zerg yet.

Instead of those 5-6 spine crawlers you could have 30-36 zerglings to make some damage. If at 200 then I still believe that suiciding 30 zerglings into an enemy expansion and then quickly rebuild them does more damage than the free damage recieved when the 5-6 spine crawlers are taking some damage. If resourced where unlimited then it might be a good idea to go offensive with mass spine crawlers.
Trainrunnef
Profile Blog Joined July 2010
United States601 Posts
August 04 2010 13:24 GMT
#136
On August 04 2010 22:14 Trainrunnef wrote:
well if you can do a few 5-6 spine crawlers they really take the attention away from the rest of your army yeah they will probably die quickly but they will also give you maybe 5 to 10 secs of free damage. I haven't tested it at all, went from toss to random and havent gotten zerg yet.

Instead of those 5-6 spine crawlers you could have 30-36 zerglings to make some damage. If at 200 then I still believe that suiciding 30 zerglings into an enemy expansion and then quickly rebuild them does more damage than the free damage recieved when the 5-6 spine crawlers are taking some damage. If resourced where unlimited then it might be a good idea to go offensive with mass spine crawlers.


your forgetting that this is happening at 200 food so 30 more zerglings are impossible
I am, therefore I pee
okrane
Profile Joined April 2010
France265 Posts
August 04 2010 13:27 GMT
#137
Spine Crawlers work only on creep and take 12 seconds to burrow. Now before coming up with weird strats, take a moment and imagine how much damage those 6+ Collosi would be able to do in 12 seconds...
Really disappointed with Starcraft II Zerg! :(
Trainrunnef
Profile Blog Joined July 2010
United States601 Posts
August 04 2010 13:36 GMT
#138
Spine Crawlers work only on creep and take 12 seconds to burrow. Now before coming up with weird strats, take a moment and imagine how much damage those 6+ Collosi would be able to do in 12 seconds...


again its not about the crawlers doing damage its about them forcing the enemy to pay attention to something other than your broodlords and hydras while they take down your spine crawlers you can at the very least take down one of those collosi at no damage to your real army. cause lets face it. that spine crawler you built 3 mins into the game to fend off a rush really isn't doing anything useful 20 mins later... might as well make it work.
I am, therefore I pee
EnderCN
Profile Joined May 2010
United States499 Posts
Last Edited: 2010-08-04 13:56:04
August 04 2010 13:55 GMT
#139
If Terran turtles and I'm Protoss my only option is to harass or expand as well(or eventually go carriers). In fact I think it is harder to bust a 200/200 turtle with Protoss than with Zerg. At least Zerg has ultralisks and can do some tricky things with infestors. Colossus can't do much if vikings are around and HT melt to tank fire before they can do much in a choke battle.
Kronologic
Profile Joined April 2010
Great Britain45 Posts
August 04 2010 14:07 GMT
#140
I find it a bit odd that in the "Massable, Swarm army" only 1 unit costs exactly 1 supply. The Drone.

Lings/blings = 0.5 supply
Everything else 2+ supply.

I too am struggling as zerg.

I honestly don't know how IdrA does it to be honest. Props to him doing so well so consistently.
Prev 1 5 6 7 8 9 17 Next All
Please log in or register to reply.
Live Events Refresh
uThermal 2v2 Circuit
14:00
uThermal 2v2 Circuit April
uThermal383
SteadfastSC312
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 484
uThermal 383
Hui .323
SteadfastSC 312
Railgan 8
StarCraft: Brood War
Britney 24440
Mini 1624
Soma 826
Larva 659
Shuttle 386
hero 339
firebathero 234
ggaemo 212
Sharp 185
Soulkey 149
[ Show more ]
Last 105
Dewaltoss 95
PianO 55
Hm[arnc] 54
sSak 53
sorry 40
Movie 36
Free 36
Shinee 26
HiyA 20
Rock 19
Shine 17
Sexy 17
IntoTheRainbow 14
soO 10
Sacsri 10
Dota 2
qojqva3741
Counter-Strike
olofmeister6834
fl0m1905
byalli895
Heroes of the Storm
Khaldor276
MindelVK21
Other Games
Grubby2629
FrodaN1039
Beastyqt614
B2W.Neo286
QueenE67
Trikslyr25
Organizations
Other Games
gamesdonequick559
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• iHatsuTV 8
• Kozan
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki15
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos2380
• Nemesis1762
Other Games
• imaqtpie325
• Shiphtur165
• tFFMrPink 15
Upcoming Events
BSL
1h 48m
Afreeca Starleague
16h 48m
Wardi Open
16h 48m
Replay Cast
1d 6h
Sparkling Tuna Cup
1d 16h
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
4 days
Replay Cast
5 days
CranKy Ducklings
5 days
[ Show More ]
BSL
6 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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

Upcoming

CSL 2026 SPRING (S20)
Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 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.