• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:27
CEST 22:27
KST 05:27
  • 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] Ro16 Preview Pt1: Fresh Flow7[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21ByuL: The Forgotten Master of ZvT30
Community News
MaNa leaves Team Liquid16$5,000 WardiTV TLMC tournament - Presented by Monster Energy5GSL CK: More events planned pending crowdfunding7Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage5
StarCraft 2
General
MaNa leaves Team Liquid Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Team Liquid Map Contest #22 - Presented by Monster Energy Quebec Clan still alive ? BGE Stara Zagora 2026 cancelled
Tourneys
SEL Doubles (SC Evo Bimonthly) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV TLMC tournament - Presented by Monster Energy RSL Revival: Season 5 - Qualifiers and Main Event GSL CK: More events planned pending crowdfunding
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
Leta's ASL Ro24 Review [ASL21] Ro16 Preview Pt1: Fresh Flow The Korean Terminology Thread ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro16 Group A Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro24 Group F
Strategy
Any training maps people recommend? Fighting Spirit mining rates Muta micro map competition What's the deal with APM & what's its true value
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Battle Aces/David Kim RTS Megathread General RTS Discussion Thread Starcraft Tabletop Miniature Game
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread The China Politics Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
lurker extra damage testi…
StaticNine
How Streamers Inspire Gamers…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2111 users

TvP 3-1-2 build. - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 14 15 16 Next All
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
Last Edited: 2010-09-01 08:30:49
September 01 2010 08:24 GMT
#21
On September 01 2010 17:20 Piy wrote:
Show nested quote +
On September 01 2010 17:15 superbabosheki wrote:
On September 01 2010 17:02 whiteguycash wrote:
I'll watch the replays, but I think a 12gate cyber with another gate constantly pumping should be enough to stop the initial poke, and depending on the timing of the initial push, for a defending protoss, a FE might be feasable with constant zealot/stalker production to defend. It just comes down to being able to keep the raven from getting off PDD. If the protoss player could hold off your push, he would be way ahead in terms of economy. although, your banshees might prove trouble with cloak.

You do realize the poke is a POKE not a way to win the game. If the protoss holds it off it doesn't matter, the whole purpose is really just a "technical" scouting force with the possibility to do some good damage. If its defended by only gateway units terran will know that toss went 2 gate before robo or stargate. if its defended by a fast immortal terran will know toss went 1 gate robo, etc.

You can't FE vs this with only zealots on stalkers. A PDD on your natural will be an automatic gg, while marine/hellions kite your zels. Unit count will be too low to defend first raven push.



That'd not his point. If you push towards protoss and force them to either back off or use a pdd the major threat of this build is nullified.

Not saying it's a bad build or anything, but that's something to bear in mind with your execution.


The only weakness to this first push is that you want to engage protoss at his base to make the pdd really strong, an open field will just allow toss to retreat.

I was already aware of that if you read the OP. His post was about FEing before mentioning pdd. I just told him that FEing will probably give terran an autowin(on two player or close positions of course).

A lot of people seem to be missing the point that T has a buttload of units. PDD doesn't make or break this build, even using it in an open field means that you are getting quite a few hits on his retreating army(banshees have insane range and attack speed/power).
Kinmaul
Profile Joined March 2010
United States104 Posts
September 01 2010 08:38 GMT
#22
Seems like a solid build, could you put up a few more replays when you get a chance?
"Dimaga getting just the right amount of banelings to kill 100% of everything!" - Day[9]
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
September 01 2010 08:47 GMT
#23
On September 01 2010 17:38 Kinmaul wrote:
Seems like a solid build, could you put up a few more replays when you get a chance?

Added two more with varying protoss styles, I think the xel naga cavern games is pretty hilarious =]
Red Alert
Profile Joined June 2009
United States119 Posts
September 01 2010 09:08 GMT
#24
I've been trying to wane myself off tanks tvp to deal with patch 1.1, maybe this build will be what I need! Thanks.
Sub40APM
Profile Joined August 2010
6336 Posts
September 01 2010 09:15 GMT
#25
how about a quick vr? I just played a game where a toss got one out at ~5 mins in, seems like at this time on your replies you only have 1 marine so unless u burn a scan'/he lets you keep an scv in his base?
ensis
Profile Joined May 2010
Germany340 Posts
September 01 2010 09:22 GMT
#26
nah, thats why i never build stalkers or phoenices, fu pdd.
yeah, sentries are weak, but an army consisting of heavy zealots-sentry, could just kill of your rines with guardian shield and forcefield and mass sentry can kill 2 banshees. perhaps i´m mistaken, but those 1,1 k points of you scare me a bit off, though i´m not quite much behind, but that would mean, that you beat me like 80%^^, which also scares me.
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
Red Alert
Profile Joined June 2009
United States119 Posts
Last Edited: 2010-09-01 09:36:02
September 01 2010 09:31 GMT
#27
On September 01 2010 18:15 Sub40APM wrote:
how about a quick vr? I just played a game where a toss got one out at ~5 mins in, seems like at this time on your replies you only have 1 marine so unless u burn a scan'/he lets you keep an scv in his base?

I've been doing a build very similar to this and it pretty much hard counters vrs. First of all, the initial attack will cripple him. He won't have enough stuff to deal with the push, and if you keep hellions rallied to his base you can kill a bunch of probes. The startport which you put up after pushing pumps out a viking, as it should become pretty obvious that he is going VR once you're in his base. 1 viking + 2 marines wins vs a vr pretty easily, the viking prevents him from charging on anything w/ micro. (~1.3k terran here)

I would like to make a couple notes about the opener, though. I feel like 1 marine + 3 marauders + 1 hellions is too slow. The 3rd marauder and hellion will finish at about the same time, which does not take advantage of the hellion's speed. If you do 2 rine 2 marauder + 1 hellion, you can push out w/ your bio, and the hellion will get to the front in time for the ramp push.
TheFinalWord
Profile Joined May 2010
Australia790 Posts
September 01 2010 10:46 GMT
#28
Seems like banshee play is the new tvp. Between this and that other hellion drop build.
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
Last Edited: 2010-09-01 10:51:11
September 01 2010 10:50 GMT
#29
On September 01 2010 18:31 Red Alert wrote:
Show nested quote +
On September 01 2010 18:15 Sub40APM wrote:
how about a quick vr? I just played a game where a toss got one out at ~5 mins in, seems like at this time on your replies you only have 1 marine so unless u burn a scan'/he lets you keep an scv in his base?

I've been doing a build very similar to this and it pretty much hard counters vrs. First of all, the initial attack will cripple him. He won't have enough stuff to deal with the push, and if you keep hellions rallied to his base you can kill a bunch of probes. The startport which you put up after pushing pumps out a viking, as it should become pretty obvious that he is going VR once you're in his base. 1 viking + 2 marines wins vs a vr pretty easily, the viking prevents him from charging on anything w/ micro. (~1.3k terran here)

I would like to make a couple notes about the opener, though. I feel like 1 marine + 3 marauders + 1 hellions is too slow. The 3rd marauder and hellion will finish at about the same time, which does not take advantage of the hellion's speed. If you do 2 rine 2 marauder + 1 hellion, you can push out w/ your bio, and the hellion will get to the front in time for the ramp push.

Good points, yeah it does hard counter voids pretty hard.

The 3rd marauder pops out when the hellion is 50% done if timed correctly(I do marine, tech lab/marauder, factory, maruader, concussive, marauder, hellion, with a second gas somewhere in there).

As long as you don't get sup capped at 27/27 the timing actually works pretty well depending on the rush distance.
Hatsu
Profile Joined March 2010
United Kingdom474 Posts
September 01 2010 11:20 GMT
#30
How does this compare to the iEchoic's hellion drop? Any thoughts from people who tried both builds perhaps? Cheers
Sedit qui timuit ne non succederet
ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2010-09-01 11:42:15
September 01 2010 11:38 GMT
#31
Mods please change the title to 3/1/2 since this look like a 3 rax 2 factory 1 starport build.

Looks cool, will try at home.

I've meant to include ravens in my 1/1/2 but this looks like a very refined timing. Can't wait to crush my Protoss training buddies ^_^
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
September 01 2010 11:48 GMT
#32
Any Terrans want to practice this build?

I'm 600-700ish diamond toss. Jon.1889 or pm here.
Deleted User 47542
Profile Blog Joined May 2009
1484 Posts
Last Edited: 2010-09-01 11:52:32
September 01 2010 11:50 GMT
#33
On September 01 2010 20:38 ChickenLips wrote:
Mods please change the title to 3/1/2 since this look like a 3 rax 2 factory 1 starport build.

edit: nvm, I'm just going to give you the benefit of the doubt.
MasterFischer
Profile Joined August 2009
Denmark836 Posts
September 01 2010 11:57 GMT
#34
This build is quite similar to iEchoic's 1/1/2 build with 2 more rax + fast exp after second starport goes down.

instead of poking at the protoss, you could drop 3 hellions into the protoss main and fry all his probes in one go... then mass marines from 3-4 rax.. + bainshees and a raven..

even for next patch this build will be EVEN better... why? Because zealots gets a warp-in and build time nerf

WHO is this who speaks to me as though I needed his advice?
ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2010-09-01 12:16:27
September 01 2010 12:04 GMT
#35
On September 01 2010 20:57 MasterFischer wrote:
This build is quite similar to iEchoic's 1/1/2 build with 2 more rax + fast exp after second starport goes down.

instead of poking at the protoss, you could drop 3 hellions into the protoss main and fry all his probes in one go... then mass marines from 3-4 rax.. + bainshees and a raven..

even for next patch this build will be EVEN better... why? Because zealots gets a warp-in and build time nerf




I think (without having tried it though) this build is better than iEchoic's. His build pumps marines from 1 rax (which for me is then around 10 marines) and pushes with 4 banshees while this build relies on a much more ground heavy force with the banshees providing nice added DPS. What often happens with the 1/1/2 (and even more so if you delay it with the hellion drop) is that a Toss with good macro (talking 1000+ diamond) will have enough stuff to just rip apart your marines and then focus on your banshees. Microing marines against zealots works for about 2 shots, then you have to either split them up (while you are doing only damage from your banshees that are getting killed) or run away...

Getting all my production facilities up and then macroing seems better since from the 1/1/2 pumping units while building workers / depots / a CC / 2 more rax i just dont get enough units to really put a dent in my toss opponent. Also Day9 said in his last daily that you can stop unit production to get more unit-producing facilites.

I'm glad the OP posted this thread since I don't have to find my own raven timings etc. now

Also @ superbabosheki:

I think you can really make your OP more appealing to the eye by maybe posting a picture of what your first and / or second push is composed off (every1 loves pics), posting your replays by using the star2.org replay graphic and by first off telling us your rating (and not somewhere in the wall of text) since, while I hate people flashing their rating like an e-peen (and i really dont care about mine), it gives me a good idea of how well you play the game. Great OP keep up the good work!
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Red Alert
Profile Joined June 2009
United States119 Posts
Last Edited: 2010-09-01 12:24:35
September 01 2010 12:20 GMT
#36
On September 01 2010 19:50 superbabosheki wrote:
Show nested quote +
On September 01 2010 18:31 Red Alert wrote:
On September 01 2010 18:15 Sub40APM wrote:
how about a quick vr? I just played a game where a toss got one out at ~5 mins in, seems like at this time on your replies you only have 1 marine so unless u burn a scan'/he lets you keep an scv in his base?

I've been doing a build very similar to this and it pretty much hard counters vrs. First of all, the initial attack will cripple him. He won't have enough stuff to deal with the push, and if you keep hellions rallied to his base you can kill a bunch of probes. The startport which you put up after pushing pumps out a viking, as it should become pretty obvious that he is going VR once you're in his base. 1 viking + 2 marines wins vs a vr pretty easily, the viking prevents him from charging on anything w/ micro. (~1.3k terran here)

I would like to make a couple notes about the opener, though. I feel like 1 marine + 3 marauders + 1 hellions is too slow. The 3rd marauder and hellion will finish at about the same time, which does not take advantage of the hellion's speed. If you do 2 rine 2 marauder + 1 hellion, you can push out w/ your bio, and the hellion will get to the front in time for the ramp push.

Good points, yeah it does hard counter voids pretty hard.

The 3rd marauder pops out when the hellion is 50% done if timed correctly(I do marine, tech lab/marauder, factory, maruader, concussive, marauder, hellion, with a second gas somewhere in there).

As long as you don't get sup capped at 27/27 the timing actually works pretty well depending on the rush distance.


It really depends how specific with the build you get, I guess. I like to go fact before tech lab to do the push that much earlier (albeit weaker w/ the marine instead of the marauder).
ChickenLips
Profile Blog Joined May 2010
2912 Posts
September 01 2010 12:26 GMT
#37
On September 01 2010 21:20 Red Alert wrote:
Show nested quote +
On September 01 2010 19:50 superbabosheki wrote:
On September 01 2010 18:31 Red Alert wrote:
On September 01 2010 18:15 Sub40APM wrote:
how about a quick vr? I just played a game where a toss got one out at ~5 mins in, seems like at this time on your replies you only have 1 marine so unless u burn a scan'/he lets you keep an scv in his base?

I've been doing a build very similar to this and it pretty much hard counters vrs. First of all, the initial attack will cripple him. He won't have enough stuff to deal with the push, and if you keep hellions rallied to his base you can kill a bunch of probes. The startport which you put up after pushing pumps out a viking, as it should become pretty obvious that he is going VR once you're in his base. 1 viking + 2 marines wins vs a vr pretty easily, the viking prevents him from charging on anything w/ micro. (~1.3k terran here)

I would like to make a couple notes about the opener, though. I feel like 1 marine + 3 marauders + 1 hellions is too slow. The 3rd marauder and hellion will finish at about the same time, which does not take advantage of the hellion's speed. If you do 2 rine 2 marauder + 1 hellion, you can push out w/ your bio, and the hellion will get to the front in time for the ramp push.

Good points, yeah it does hard counter voids pretty hard.

The 3rd marauder pops out when the hellion is 50% done if timed correctly(I do marine, tech lab/marauder, factory, maruader, concussive, marauder, hellion, with a second gas somewhere in there).

As long as you don't get sup capped at 27/27 the timing actually works pretty well depending on the rush distance.


It really depends how specific with the build you get, I guess. I like to go fact before tech lab to do the push that much earlier (albeit weaker w/ the marine instead of the marauder).


I think its more logical to get the slower units out first so they have more time to get to the opponents base, even if it delays the fast units by a bit. (pure theorycraft though)
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Red Alert
Profile Joined June 2009
United States119 Posts
Last Edited: 2010-09-01 12:46:47
September 01 2010 12:45 GMT
#38
On September 01 2010 21:26 ChickenLips wrote:
Show nested quote +
On September 01 2010 21:20 Red Alert wrote:
On September 01 2010 19:50 superbabosheki wrote:
On September 01 2010 18:31 Red Alert wrote:
On September 01 2010 18:15 Sub40APM wrote:
how about a quick vr? I just played a game where a toss got one out at ~5 mins in, seems like at this time on your replies you only have 1 marine so unless u burn a scan'/he lets you keep an scv in his base?

I've been doing a build very similar to this and it pretty much hard counters vrs. First of all, the initial attack will cripple him. He won't have enough stuff to deal with the push, and if you keep hellions rallied to his base you can kill a bunch of probes. The startport which you put up after pushing pumps out a viking, as it should become pretty obvious that he is going VR once you're in his base. 1 viking + 2 marines wins vs a vr pretty easily, the viking prevents him from charging on anything w/ micro. (~1.3k terran here)

I would like to make a couple notes about the opener, though. I feel like 1 marine + 3 marauders + 1 hellions is too slow. The 3rd marauder and hellion will finish at about the same time, which does not take advantage of the hellion's speed. If you do 2 rine 2 marauder + 1 hellion, you can push out w/ your bio, and the hellion will get to the front in time for the ramp push.

Good points, yeah it does hard counter voids pretty hard.

The 3rd marauder pops out when the hellion is 50% done if timed correctly(I do marine, tech lab/marauder, factory, maruader, concussive, marauder, hellion, with a second gas somewhere in there).

As long as you don't get sup capped at 27/27 the timing actually works pretty well depending on the rush distance.


It really depends how specific with the build you get, I guess. I like to go fact before tech lab to do the push that much earlier (albeit weaker w/ the marine instead of the marauder).


I think its more logical to get the slower units out first so they have more time to get to the opponents base, even if it delays the fast units by a bit. (pure theorycraft though)


it's not quite that simple, the question is - by how much? By your logic it would be better to throw down a second rax before the factory to get more slow units before the fast one.

btw, my version does not have less units, it just has a marine instead of a marauder. While it is a bit weaker, marine dps vs light units helps make up for that.
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
September 01 2010 12:48 GMT
#39
This sounds similar to the iEchoic's 1-1-2 build except this one seems way more allin. Doesn't even seem stronger. No harass opportunities either.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
Red Alert
Profile Joined June 2009
United States119 Posts
September 01 2010 12:51 GMT
#40
On September 01 2010 21:48 gillon wrote:
This sounds similar to the iEchoic's 1-1-2 build except this one seems way more allin. Doesn't even seem stronger. No harass opportunities either.

the first attack IS the harass, dude. It's not all in at all.
Prev 1 2 3 4 5 14 15 16 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#47
RotterdaM999
TKL 368
IndyStarCraft 276
SteadfastSC195
BRAT_OK 121
ZombieGrub103
EnkiAlexander 40
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 999
TKL 368
IndyStarCraft 276
SteadfastSC 195
ProTech140
BRAT_OK 121
UpATreeSC 115
ZombieGrub103
StarCraft: Brood War
Sea 4657
Calm 3211
ggaemo 130
Dota 2
420jenkins500
capcasts117
canceldota57
febbydoto7
Counter-Strike
fl0m4880
Heroes of the Storm
Liquid`Hasu442
Other Games
summit1g6800
Grubby3838
FrodaN1768
Beastyqt797
Mlord488
C9.Mang0176
Trikslyr53
Mew2King19
MindelVK8
Organizations
Counter-Strike
PGL125
StarCraft 2
angryscii 28
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• kabyraGe 182
• Adnapsc2 2
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• blackmanpl 30
• Eskiya23 17
• Michael_bg 8
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• TFBlade2739
Other Games
• Scarra1305
• imaqtpie920
• Shiphtur270
Upcoming Events
OSC
3h 33m
Afreeca Starleague
13h 33m
Snow vs PianO
hero vs Rain
WardiTV Map Contest Tou…
13h 33m
GSL
15h 33m
PiGosaur Cup
1d 3h
CranKy Ducklings
1d 12h
Kung Fu Cup
1d 15h
Replay Cast
2 days
The PondCast
2 days
WardiTV Map Contest Tou…
2 days
[ Show More ]
Replay Cast
3 days
Escore
3 days
WardiTV Map Contest Tou…
3 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
WardiTV Map Contest Tou…
4 days
IPSL
4 days
WolFix vs nOmaD
dxtr13 vs Razz
BSL
4 days
Sparkling Tuna Cup
5 days
WardiTV Map Contest Tou…
5 days
Ladder Legends
5 days
BSL
5 days
IPSL
5 days
JDConan vs TBD
Aegong vs rasowy
Replay Cast
6 days
Replay Cast
6 days
Wardi Open
6 days
Afreeca Starleague
6 days
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
6 days
Liquipedia Results

Completed

Escore Tournament S2: W2
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
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

Upcoming

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
WardiTV TLMC #16
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.