• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:02
CEST 04:02
KST 11:02
  • 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
Code S Season 2 (2026): RO4 and Finals Preview0TL.net Map Contest #22 - Voting & Ladder Map Selection5Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2
Community News
[BSL22] Non-Korean Championship from 13 to 28 June0Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
Code S Season 2 (2026): RO4 and Finals Preview Oliveira Would Have Returned If EWC Continued TL.net Map Contest #22 - Voting & Ladder Map Selection My starcraft 2 changes SCFusion - WoL, HotS & LotV Build Order Optimizer
Tourneys
GSL Code S Season 2 (2026) Maestros of The Game 2 announcement and schedule ! Crank Gathers Season 4: BW vs SC2 Team League Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 528 Infection Detected Welcome to the External Content forum Mutation # 527 Hell Train
Brood War
General
FlaShFTW vs A.Alm Grudge Match Event BW animated web series: seeking contributors The Korean Terminology Thread 14k games analyzed: Cross Spawn Nexus first good? Data needed
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Any training maps people recommend? Why doesn't anyone use restoration? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Warcraft III: The Frozen Throne ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Dating: How's your luck? Trading/Investing Thread Russo-Ukrainian War Thread How cold is too cold to be outdoors?
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4765 users

[D] Stalker weapons upgrades: +1 or +1(+1)?

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 4 5 Next All
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2010-10-18 18:50:29
October 18 2010 18:16 GMT
#1
Stalkers deal 10(+4 armored) base damage. While their 14 damage to armored units isn't great for cost, with micro, stalkers are intended to be a big part of Protoss's response to armored units. The obvious example is the roach where stalkers are THE early game Protoss response, and as the game continues, continue to be an important core of the army since you can't go mass immortal. Against marauders, stalkers are the primary damage dealers in the early game. And as the game continues, stalkers are intended to comprise a portion of the solution to the bigger armored units like siege tanks, battlecruisers, brood lords, collosi, carriers, and even for focus firing units like thors and ultralisks.

The problem is that stalkers are arguably unit that benefits least from upgrades in the entire game. Armor upgrades are of little use since half of their health is in shields, but the bigger problem is that their weapon upgrade only offers +1 damage to their base damage of 14 vs armored.

Consider the stalker vs roach match-up. The stalker deals 14 base damage and has 1 armor that applies to 80 of its 160 health (effectively 0.5 armor). The roach deals 16 base damage and has 1 armor that applies to the entirety of its 145 health. In the early game, the stalker is slightly weaker for cost in combat, but its greater speed and range makes it reasonably effective against the roach. In the later game, however, roaches will be fully upgraded giving them 22 damage and 4 armor while stalkers might be 3/3/0 or 3/2/1 giving them 17 damage and effectively 2 armor (since either armor upgrade applies only to half of their health). The early game matchup between the stalker's 14/0.5/160 (attack/armor/health) vs the roach's 16/1/145 is now 17/2/160 vs 22/4/145. In the early game, stalkers cede 2 points of damage and a half a point of armor to roaches. In the late game, however, stalkers cede a massive 5 points of damage and roughly 2 points of armor (depending how diligent you are with shield upgrades) to roaches. Late game roaches CRUSH stalkers regardless of micro because roach upgrades are so much more effective than stalker upgrades.

You might want be inclined to say that stalkers don't get matched up against roaches in the late game because immortals, collosi, forcefields, storms etc supplement the Protoss army, but Zerg of course has tech options open up as well. And more importantly, the stalker-vs-roach example is just one example. A similar pattern emerges with every armored unit the stalker would match up against. Before upgrades, stalkers do reasonably against every armored unit (including marauders with zealot meatshields), but as upgrades get factored in, the stalker falls far behind its counterparts.

Shouldn't weapons upgrades give stalkers +1(+1 armored) to keep them reasonably useful in the late game? It's not like Protoss has too easy of a time already against upgraded armored units like roaches, ultras, brood lords, battlecrusers, thors and tanks. They're all really freaking hard to beat in the late game....
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
October 18 2010 18:19 GMT
#2
They're AA units, it's a little too much to make them too good against ground units lategame, their tier 1.5, I'd prefer giving them an upgrade other than blink to make them more viable than do the +1(+1). In PvZ stalkers are very viable lategame so I think it's strange to suggest they're not.
I always try to shield slam face, just to make sure it doesnt work
da_head
Profile Blog Joined November 2008
Canada3350 Posts
Last Edited: 2010-10-18 18:27:16
October 18 2010 18:26 GMT
#3
for this very reason, i honestly cut stalkers from my mid-late game army. chargelots and immortals get HUGE boosts from upgrades (+2 and +5 respectively), with hts for support. against T for instance, i never make more than 10 stalkers the whole game (unless he goes air heavy of course). though i have been incorporating blink stalkers in my pvz play, but the roach range buff doesn't help the issue..
When they see MC Probe, all the ladies disrobe.
Tarrusin
Profile Joined August 2010
United States26 Posts
October 18 2010 18:30 GMT
#4
Well, I agree adding just base damage to units may be a little off balance, but really upgrades are ment to add small amounts. Maybe a +0.5(+0.5) could be possible on units with bonuses, for an effective +1 against armor'd units, but then people would complain about it having just +0.5 normal damage.

But look at the units you're comparing, a roach +16 base damage, vs a stalkers +10(+4) base damage, very different. Blink and additional range is the only redeeming quality in the matchup. Individually yes, the roach will always be better than stalker if the units are standing right next to each other and not being microed. Simply adding forcefields to reduce range (or guardian shield to add an effective +2 armor to your own units can offset this greatly, without even having to micro anything). On top of that stalkers are faster, and can teleport away, or behind the enemy.

Another thing to keep in mind, roaches are ground only units, stalkers can attack air. Simply having a single void ray, or carriers or whatever you prefer will turn the tide. If someone is going with a large ground force of roaches, it would make sense to counter with air.

Zerg is the king of late game though, their entire race is macro focused in general, it's obviously going to be a challenge to take out a large zerg army late in the game, for any race.

in terms of armor, we have immortals for a reason.
Roaming
Profile Joined May 2010
United States239 Posts
October 18 2010 18:38 GMT
#5
I'd agree. But i try to remind myself in game stalkers have the lowest dps in the game for a reason. And that reason is blink.
Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
October 18 2010 18:43 GMT
#6
Literally every unit in the game benefits more from upgrades than the stalker. Armor upgrades benefit only archons and DTs less, but both of these units benefit much more from their weapons upgrades. Stalker's attack upgrades scale very poorly. They receive only a 7% increase in damage vs armored with their level 1 upgrade. For comparison, an attack upgrade increases a zergling's damage by 20%, a marine's damage by 17%, a zealot's damage by 12.5%, a roach's damage by 12.5%, a marauder's damage by 10%, and so on. There's no reason to make upgrades scale worse with the stalker than every other comparable unit. Protoss could certainly use a little more damage from their stalkers against late game armored units like ultras, roaches, marauders and battlecruisers.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
October 18 2010 18:46 GMT
#7
On October 19 2010 03:38 Roaming wrote:
I'd agree. But i try to remind myself in game stalkers have the lowest dps in the game for a reason. And that reason is blink.


That's true, but changing their upgrades from +1(+0) to +1(+1) wouldn't change the fact that stalkers have low dps. They'd just be slightly less awful vs ultras, battlecruisers, and 3/3 masses of marauders or roaches.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
October 18 2010 18:51 GMT
#8
Stalkers already had +1(+1) in the early beta, it was deemed too powerful and was nerfed in beta patch 6.

They're probably not going to revert that change.
next week on Everybody Loves HypnoToad:
MalVortex
Profile Joined May 2010
United States119 Posts
Last Edited: 2010-10-18 18:57:49
October 18 2010 18:53 GMT
#9
Theres not much I can say except /agree here. The switch from 8/+6 to 10/+4 in beta was a big boost to the stalker, but the loss of their +1/+1 from weapon upgrades was a big blow to their scaling. Sadly, the stalker is the only viable AA unit capable of threatneing armored air, which is really the problem. Phoenix don't do any meaningful damage, voidrays do less dps than stalkers as it stands until fully charged (and still suffer the same scaling issue), carriers take way too long and suffer massive penalties to armored targets due to their number of attacks.

Giving the stalker back their +1 armored scaling would be nice and help shore up protoss's stupidly weak AA. Why it even got removed in the first place is a mystery to me, given how bad stalkers were early on in the beta.

edit:


Stalkers already had +1(+1) in the early beta, it was deemed too powerful and was nerfed in beta patch 6.

They're probably not going to revert that change.


They weren't deemed to powerful, beta patch 6 buffed the stalker, by changing it from 8(+1)/+6(+1) to 10(+1)/+4(+0) as it is now. Before that change, stalkers took way too long to kill anything light on the ground - your talking about *5* hits to kill a zergling and an astounding 22 hits to kill a zealot! The small tweak significnatly improved the efficacy of the stalker on the ground, but it came at the cost of the unit scaling, which is frankly a problem. Keep in mind, many things have changed sense beta patch 6, including repeated nerfs to other viable AA armored units like the voidray.
People are like the stars - There are bright ones and those that are dim
rsvp
Profile Blog Joined January 2006
United States2266 Posts
October 18 2010 18:53 GMT
#10
On October 19 2010 03:26 da_head wrote:
for this very reason, i honestly cut stalkers from my mid-late game army. chargelots and immortals get HUGE boosts from upgrades (+2 and +5 respectively), with hts for support. against T for instance, i never make more than 10 stalkers the whole game (unless he goes air heavy of course). though i have been incorporating blink stalkers in my pvz play, but the roach range buff doesn't help the issue..


Although I agree with you that I also like to incorporate more chargelots and immortals in my army than stalkers in the mid-late game army, I would like to point out that a zealot's +2 attack bonus is effectively only +1 because a zealot's attack is actually 2 attacks - 8 (+1) (x2).
kcdc
Profile Blog Joined April 2010
United States2311 Posts
October 18 2010 19:09 GMT
#11
On October 19 2010 03:51 BlasiuS wrote:
Stalkers already had +1(+1) in the early beta, it was deemed too powerful and was nerfed in beta patch 6.

They're probably not going to revert that change.


MalVortex nailed this. Patch 6 was a stalker buff. And more to the point, can anyone name a unit that +1(+1) would be too powerful against? Late-game stalkers seem underpowered vs roaches, marauders, ultras, upgraded broodlords, upgraded battlecruisers, upgraded tanks, thors, collosi....pretty much every armored unit in the game. Maybe a case could be made for vikings or carriers. Maybe. On the whole tho, late game stalkers suck because their upgrades scale terribly.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
October 18 2010 19:12 GMT
#12
Stalkers have 1 armor and 1 shield armor...

Stalkers were too strong in beta late game, thereby discouraging any higher tech units in favor of blink tech/stalker play. Their upgrade is good because although they did too much to armored units, they still needed the +1s for the unarmored units, both on the ground and in the air
Knowing is half the battle... the other half is lasers.
Celadan
Profile Joined September 2010
Norway471 Posts
Last Edited: 2010-10-18 19:17:33
October 18 2010 19:15 GMT
#13
Well stalkers are the weakest tier 1 unit, but its fast to make up for it.
But is that really a good, solid unit you can rely on in big battles? if you ask me no.
its the only viable AA toss has but its still a very weak unit and that is what worries me a bit gameplay wise.

What is really dumb about the stalker is that they are an early game unit and is really not the ideal lategame unit.


I think toss should get their dragoon back because they are more of a support fire unit rather than a harrass unit.(if you ask me stalkers does three things: early game dps, dealing with mutas and blink harras, which is great if you going for a harras ur enemy to death strat)
but the main reason is probably because dragoons are cooler
спеціальна Тактика
Mystgun
Profile Joined September 2010
Hong Kong311 Posts
October 18 2010 19:16 GMT
#14
On October 19 2010 03:53 MalVortex wrote:
Theres not much I can say except /agree here. The switch from 8/+6 to 10/+4 in beta was a big boost to the stalker, but the loss of their +1/+1 from weapon upgrades was a big blow to their scaling. Sadly, the stalker is the only viable AA unit capable of threatneing armored air, which is really the problem. Phoenix don't do any meaningful damage, voidrays do less dps than stalkers as it stands until fully charged (and still suffer the same scaling issue), carriers take way too long and suffer massive penalties to armored targets due to their number of attacks.

Giving the stalker back their +1 armored scaling would be nice and help shore up protoss's stupidly weak AA. Why it even got removed in the first place is a mystery to me, given how bad stalkers were early on in the beta.


Protoss AA mainly has problems with battlecruisers, which has already been slightly offset by reduction to BC damage in the 1.1 patch. I don't think Protoss requiring stronger AA vs armored justifies increasing their upgrade damage to +1 (+1), but I do think that stalkers get weaker and weaker late game vs. armored and you are basically forced to incorporate Immortal to fight off ultras/thors. The problem is that +1 (+1) does seem a bit imba though given the mobility and versatility of stalkers, and you will just end up seeing mass stalkers rolling through a lot of match-ups. I think 10 (+5 armored) / +1 is good buff to stalkers for mid-late game, but has a high risk of making them too good very early game.
MalVortex
Profile Joined May 2010
United States119 Posts
October 18 2010 19:16 GMT
#15
On October 19 2010 04:12 tehemperorer wrote:
Stalkers have 1 armor and 1 shield armor...

Stalkers were too strong in beta late game, thereby discouraging any higher tech units in favor of blink tech/stalker play. Their upgrade is good because although they did too much to armored units, they still needed the +1s for the unarmored units, both on the ground and in the air


Except no unit in the game has any base shield defense value (shield armor), sooo you know, your wrong. Mass stalker was not a viable strategy by patch 6 in the beta, and instead you had far more abusive strategies, such as 40s build time immortal drops, and the old school 3 charge, 7 range voidrays. Or how about the colossus with 23x2 base damage?

Beta 6 buffed the stalker, the loss of scaling was random and inexplicable.
People are like the stars - There are bright ones and those that are dim
Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2010-10-18 19:20:30
October 18 2010 19:18 GMT
#16
I really dont like to discuss what should be changed, because players have no (concrete) influcence on these things anyways.

But from the current state I really dislike Stalkers. Low(est) dps, fragile (due to armored), expensive, scales horrible with Upgrades (as you mentioned).
Their Main Strength is their Mobility but due to the fact that I dont have the APM to micro them properly while doing other stuff and be not a fan of Blink-Play I take it as da_head and build as much as necessary and as little as posssible.
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-10-18 19:24:03
October 18 2010 19:21 GMT
#17
On October 19 2010 03:53 MalVortex wrote:

Show nested quote +

Stalkers already had +1(+1) in the early beta, it was deemed too powerful and was nerfed in beta patch 6.

They're probably not going to revert that change.


They weren't deemed to powerful, beta patch 6 buffed the stalker, by changing it from 8(+1)/+6(+1) to 10(+1)/+4(+0) as it is now. Before that change, stalkers took way too long to kill anything light on the ground - your talking about *5* hits to kill a zergling and an astounding 22 hits to kill a zealot! The small tweak significnatly improved the efficacy of the stalker on the ground, but it came at the cost of the unit scaling, which is frankly a problem. Keep in mind, many things have changed sense beta patch 6, including repeated nerfs to other viable AA armored units like the voidray.


If it wasn't deemed too powerful, then why did they remove the + damage from upgrades? Why didn't they just change it to 10(+1)/+4(+1)?

Because it would be too strong that's why. Blizzard doesn't make random balance changes for no reason, so statements like this:

On October 19 2010 04:16 MalVortex wrote:
Beta 6 buffed the stalker, the loss of scaling was random and inexplicable.


don't really make sense. It wasn't random, and it wasn't inexplicable. I just gave you the explanation.
next week on Everybody Loves HypnoToad:
MalVortex
Profile Joined May 2010
United States119 Posts
October 18 2010 19:23 GMT
#18
On October 19 2010 04:21 BlasiuS wrote:
Show nested quote +
On October 19 2010 03:53 MalVortex wrote:


Stalkers already had +1(+1) in the early beta, it was deemed too powerful and was nerfed in beta patch 6.

They're probably not going to revert that change.


They weren't deemed to powerful, beta patch 6 buffed the stalker, by changing it from 8(+1)/+6(+1) to 10(+1)/+4(+0) as it is now. Before that change, stalkers took way too long to kill anything light on the ground - your talking about *5* hits to kill a zergling and an astounding 22 hits to kill a zealot! The small tweak significnatly improved the efficacy of the stalker on the ground, but it came at the cost of the unit scaling, which is frankly a problem. Keep in mind, many things have changed sense beta patch 6, including repeated nerfs to other viable AA armored units like the voidray.


If it wasn't deemed too powerful, then why did they remove the + damage from upgrades? Why didn't they just change it to 10(+1)/+4(+1)?

Because it would be too strong that's why.


You do realize that 10(+1)/+4(+1) is the same vs. armored as the old 8(+1)/+6(+1), right? And that stalkers were really pretty bad around that time? As I recall, blizzard basically said something like "stalkers are now a bit better vs. light, but in exchange they now scale poorly against armored" as justification for the change. Was it the right decision for the time? Who knows, thats like 8 months ago. Whether that decision is still an appropriate one is the question, and I'm having a hard time imagining a whole +1 extra damage per stalker/upgrade destroying any strategies out there.
People are like the stars - There are bright ones and those that are dim
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
October 18 2010 19:25 GMT
#19
On October 19 2010 04:23 MalVortex wrote:
Show nested quote +
On October 19 2010 04:21 BlasiuS wrote:
On October 19 2010 03:53 MalVortex wrote:


Stalkers already had +1(+1) in the early beta, it was deemed too powerful and was nerfed in beta patch 6.

They're probably not going to revert that change.


They weren't deemed to powerful, beta patch 6 buffed the stalker, by changing it from 8(+1)/+6(+1) to 10(+1)/+4(+0) as it is now. Before that change, stalkers took way too long to kill anything light on the ground - your talking about *5* hits to kill a zergling and an astounding 22 hits to kill a zealot! The small tweak significnatly improved the efficacy of the stalker on the ground, but it came at the cost of the unit scaling, which is frankly a problem. Keep in mind, many things have changed sense beta patch 6, including repeated nerfs to other viable AA armored units like the voidray.


If it wasn't deemed too powerful, then why did they remove the + damage from upgrades? Why didn't they just change it to 10(+1)/+4(+1)?

Because it would be too strong that's why.


Was it the right decision for the time? Who knows, thats like 8 months ago. Whether that decision is still an appropriate one is the question, and I'm having a hard time imagining a whole +1 extra damage per stalker/upgrade destroying any strategies out there.


yes it was the right decision for the time, and it's still an appropriate one, for reasons already explained.
next week on Everybody Loves HypnoToad:
Lobotomist
Profile Joined May 2010
United States1541 Posts
October 18 2010 19:27 GMT
#20
Wow, really? I had no idea stalkers got so bad late-game. I shall have to explain this to my Protoss buddy, who plays a pretty stalker-heavy style.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
OSC
21:00
Mid Season Playoffs
GgMaChine vs Creature
LetaleX vs MiniZergUA
ReBellioN vs TBD
ArT vs HiGhDrA
Nicoract vs Azura
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech86
StarCraft: Brood War
Calm 1620
NaDa 77
Mind 7
Dota 2
LuMiX1
League of Legends
Doublelift5707
Super Smash Bros
C9.Mang0809
Mew2King113
Heroes of the Storm
Khaldor134
Other Games
summit1g10260
JimRising 570
PiGStarcraft484
ViBE102
Temp022
fpsfer 1
Organizations
Other Games
gamesdonequick1277
BasetradeTV172
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21582
Upcoming Events
GSL
5h 58m
herO vs Rogue
Maru vs Cure
Patches Events
10h 58m
uThermal 2v2 Circuit
12h 58m
BSL
16h 58m
Bonyth vs Dewalt
OSC
21h 58m
Monday Night Weeklies
1d 13h
Replay Cast
1d 21h
Sparkling Tuna Cup
2 days
Replay Cast
3 days
Kung Fu Cup
3 days
[ Show More ]
Maestros of the Game
3 days
Classic vs Lambo
Clem vs Maru
Replay Cast
3 days
The PondCast
4 days
Maestros of the Game
4 days
Serral vs Rogue
herO vs SHIN
Replay Cast
4 days
Maestros of the Game
5 days
Replay Cast
5 days
CranKy Ducklings
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

KK 2v2 League Season 1
RSL Revival: Season 5
Heroes Pulsing #1

Ongoing

BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
2026 GSL S2
Murky Cup 2026
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
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.