• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:16
CEST 23:16
KST 06:16
  • 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
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16)
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
Syncronization issues and can't find games BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Why Protoss Struggles on ASL (Ft. Shuttle, Tulbo) ASL22 General Discussion
Tourneys
[ASL22] Ro16 Group D KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues [ASL22] Ro16 Group C
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
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
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6172 users

[G] A Comprehensive Guide to Zerg Macro Efficiency - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 Next All
-Xios
Profile Joined October 2010
England79 Posts
October 27 2010 04:14 GMT
#21
@ azn_dude1

Of course its down to preference, but i find it better, and in regards to techniques being taught in the guide, to be able to physically 'see' your bases as you inject, mainly as you can see the state of your drone saturation as an aid in assessing what sort of drone/unit/OV ratio you need to be producing soon.

Of course once people are more comfortable with certain timing and mechanics, they can devise and settle for a play style they find more comfortable, but i personally believe this set up allows for the fastest root in developing said good timing as being able to 'see' the input needed to make a decision every time you inject really helps in developing an ability to asses the amount of drones u need to pump into ur economy.
Heart of the Swarm
denzelz
Profile Blog Joined November 2009
United States604 Posts
October 27 2010 05:54 GMT
#22
I found the hotkey section to be the most helpful. The rest you can get better on as you play, but learning good hotkey habits is pretty critical.
JasperGrimm
Profile Joined October 2010
Canada100 Posts
October 27 2010 06:21 GMT
#23
this is excellent. Macro is easily the worst part of my game, thanks so much
Malhavoc
Profile Joined October 2010
Italy308 Posts
October 27 2010 08:37 GMT
#24
Excellent guide! I'll just get the chance to ask a question regarding unit creation (and drone in particular) from larva: you suggest to rally all the drone production to the same base, but as you notice too, this isn't always feasible (hidden expansion, unsafe path, etc), so you actually need to create some workers on each of the hatcheries to keep on saturating all of them.

As protoss, this is easy since when you have a control group with X Nexus, X clicks will just add a single probe production on each of the bases. As terran, this is somewhat tricky since morphed bases don't work exactly this way and aren't considered "same building", so you may end up queueing X SCVs on the same single Planetary Fortress.

As Zerg, this is even more tricky, as it seems the default behaviour is consuming ALL larva on one hatchery before using larva of a different one. So for instance if you make X drones, you get X drones on the same base. ... actually, now that I think about it, this may really be the same issue I have with different terran bases, since my first hatchery is probably a lair at least.

If that was the case, I would really like a patch which fixes this, as it really messes things up!
anathema
Profile Joined September 2010
Poland20 Posts
Last Edited: 2010-10-27 13:32:37
October 27 2010 08:43 GMT
#25
This is by far the best macro related guide I've seen.
Gotta write myself a note with things to check: Supply/Injection/Scout/Tech/Drone/Upgrades/Tumors xD
and keep doing all this at all times.

On October 27 2010 15:21 JasperGrimm wrote:
this is excellent. Macro is easily the worst part of my game, thanks so much

it was for me as well but recently I got obliterated in PvZ while having 4 Expo's, 10k minerals and average of 3k gas. It only took few Colossi and a shitload of Stalkers supported by by a handfull of DT's... T
Crackensan
Profile Joined August 2010
United States479 Posts
October 27 2010 12:21 GMT
#26
I quickly scanned over it, and will look at it deeper later, but it's really well written! Great Guide!
Tasteless: "Well this strategy is made of balls"--Concerning Fruitdealer Vs. BoXeR
thesideshow
Profile Blog Joined May 2010
930 Posts
October 27 2010 12:31 GMT
#27
wow. I'm going to have to set aside a block of time to read this. Thanks OP!
OGS:levelchange
ddog22
Profile Joined September 2010
11 Posts
October 27 2010 14:45 GMT
#28
Good stuff, OP.
I have a suggestion: it would be helpful if you could make some kind of step by step plan to help people implement this stuff. It's a ton of info to try to take in at once. My main problem(and maybe others?) is that I find myself constrained by my sloppy mechanics, so a lot of the 'higher levels' of gameplay/thinking suffer because I have to consciously focus on the mechanics.

So I'm curious if you have any techniques regarding efficiency of movement or training your hands to respond without so much conscious effort. Did you do anything specific besides just focus to get your mechanics down?
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
October 27 2010 15:57 GMT
#29
Well written and lots of new stuff for me, thanks! The idea to have an "all-hatchery" control group never came up to me, but it seems like an awesome idea to improve multitasking which is one of my main issues atm.
ziggurat
Profile Joined October 2010
Canada847 Posts
Last Edited: 2010-10-27 16:39:04
October 27 2010 16:27 GMT
#30
Edit: never mind, you answered my question in your guide, I just missed it.

Here is another question though. If you have all your hatches in one control group, aren't you worried that your units won't be made where you want them?

Say for example I want to make drones at my expansion and zerglings at my main. Isn't that a bit harder to do with your proposed setup?

Or say a big force is on its way to my natural and I want to scramble to build some units to defend. I want the units to come from the main and the natural, not from other hatches that are further away. Can you do this if you build your units using one control group for all hatches?
shuurajou
Profile Joined August 2010
United Kingdom6 Posts
Last Edited: 2010-10-27 17:12:17
October 27 2010 17:10 GMT
#31
Minor suggestion to include in the guide around rallying new units to your army (not for everyone it's quite fiddly). Let's say I have a group of lings in group 1, already in the field. If I click my hatch hot key, and build some more lings (s, zzz) (let's say leaving 3 unused larva) I will CTRL+click the now morphing egg wireframes, then shift-1 it, so the 'in production' lings are now already in the correct control group before they have hatched. Advantage to this is as I move my lings around the map, the morphing eggs are following the same move instructions so will go to their 'brothers' in the field when they hatch. This avoids the issue of random secondary rally points which you've already rightly highlighted.

Also, thanks for the top on hotkeying creep tumors! Never thought of that before - I think it'll be really useful.

Question - why hotkey queen + hatch together, and not just solo queens in each group? This means you can utilise queens individually where necessary without breaking established rally points.
Talkerst
Profile Joined October 2010
124 Posts
October 27 2010 17:42 GMT
#32
A very excellent guide. I keep floating between silver and gold and advice like this will hopefully help me continue in a more positive direction.

There is one mental techinque that I use that I think could possibly fit in well with yours. You can add evolving larva to a control group. As an example, when I make new zerglings at a base I CTRL+click the morphing larva then do a SHFT+1 to add them to my first group. I do this pretty much every time I create something. This way I don't loose track of them and they are already bound to the group when they pop. This does require you to be at the hatchery when creating them but this often will be the case, at least for me. It also requires you to start all the units in one control group > assign to group before you start the next ones. It may sound complicated but like a lot of your control group advice a little practice and it becomes second nature.
-Xios
Profile Joined October 2010
England79 Posts
October 27 2010 18:16 GMT
#33
On October 27 2010 17:37 Malhavoc wrote:
Excellent guide! I'll just get the chance to ask a question regarding unit creation (and drone in particular) from larva: you suggest to rally all the drone production to the same base, but as you notice too, this isn't always feasible (hidden expansion, unsafe path, etc), so you actually need to create some workers on each of the hatcheries to keep on saturating all of them.

As protoss, this is easy since when you have a control group with X Nexus, X clicks will just add a single probe production on each of the bases. As terran, this is somewhat tricky since morphed bases don't work exactly this way and aren't considered "same building", so you may end up queueing X SCVs on the same single Planetary Fortress.

As Zerg, this is even more tricky, as it seems the default behaviour is consuming ALL larva on one hatchery before using larva of a different one. So for instance if you make X drones, you get X drones on the same base. ... actually, now that I think about it, this may really be the same issue I have with different terran bases, since my first hatchery is probably a lair at least.

If that was the case, I would really like a patch which fixes this, as it really messes things up!



A patch to address that issue would be nice.

In regards to your comment about my suggestion you set your drone rally points from all hatcheries to the new expansion. I should have highlighted allot more that this is always very situational and depends on how saturated your other bases are. I personally only set the 'all drone rally' to my new expo if i am 'sure' all of my other hatcheries have at least more than 16 workers on each (and also as close to saturation as possible).

keeping tabs on each individual base, you should keep looking at the state of saturation of each. You do keep the individual drone rally points on each of their respective bases while keeping a close eye on the state of saturation of each. At the point any one of the bases becomes saturated (which usually follows the general trend of the order in which you created the bases), As my POV is generally over the base when i'm looking for saturation, i click that hatch then use the mini map to send my POV to my newest expo (or expo with least drones) and click the mins there. This keeps the individual rally for say expo 2 at itself while the saturated base will then begin sending drones to the base needing the most.

The state of drone saturation is always dependent on how well balanced you have maynarded to expansions, though. So if you intelligently maynarded to each base (so you keep roughly the same amount of drones on each base), keeping each of the individual drone rally points at each one is much more viable, as your state of drone saturation will raise much more balanced for each base.

It is in this scenario that then, once you have noticed all of your bases have roughly reached a state of saturation (for example 1st, 2nd, 3rd) as you create your 4th, it is 'then' possibly a good idea to rally all your 'all drones' rally point to the 4th.

To address the issue of larva the engines choice in how to use larva, you can also use the individual hotkey for each hatch (5/6/7/8 e.t.c.) and then TAB > S > DDD e.t.c. which will use larva from that individual base.
Heart of the Swarm
-Xios
Profile Joined October 2010
England79 Posts
October 27 2010 18:25 GMT
#34
On October 28 2010 01:27 ziggurat wrote:
Edit: never mind, you answered my question in your guide, I just missed it.

Here is another question though. If you have all your hatches in one control group, aren't you worried that your units won't be made where you want them?

Say for example I want to make drones at my expansion and zerglings at my main. Isn't that a bit harder to do with your proposed setup?

Or say a big force is on its way to my natural and I want to scramble to build some units to defend. I want the units to come from the main and the natural, not from other hatches that are further away. Can you do this if you build your units using one control group for all hatches?


you can simply address this issue by pressing the individual hotkey for a hatchery then TAB > S > [unit hotkey]

Hitting tab moves the selected object from the Queen to the Hatchery., in which you can then use the larva from 'that' hatchery to make units. Remember though that the units will be issued a 'move to' move command and once hatched begin moving to the rally you have set for all hatcheries anyway,

I generally find it easier to use the 4 hotkey and build units from all hatcheries and set the rally to next to the base in question, that way you will have a defense hatch from that base, while also having the other units you made running 'to' that base as backup for the defensive force that has just hatched there. As you will be wanting to defend that base anyway, i would imagine you'd want as many units there as possible. So using this technique to me seems the easiest and least fiddly way of doing this.
Heart of the Swarm
-Xios
Profile Joined October 2010
England79 Posts
October 27 2010 18:40 GMT
#35
On October 28 2010 02:42 Talkerst wrote:
A very excellent guide. I keep floating between silver and gold and advice like this will hopefully help me continue in a more positive direction.

There is one mental techinque that I use that I think could possibly fit in well with yours. You can add evolving larva to a control group. As an example, when I make new zerglings at a base I CTRL+click the morphing larva then do a SHFT+1 to add them to my first group. I do this pretty much every time I create something. This way I don't loose track of them and they are already bound to the group when they pop. This does require you to be at the hatchery when creating them but this often will be the case, at least for me. It also requires you to start all the units in one control group > assign to group before you start the next ones. It may sound complicated but like a lot of your control group advice a little practice and it becomes second nature.


You are referring to the E2A technique. I had a bit of a debate with myself about adding this into the guide.

There are some fiddly problems with doing this you see, which has been a constant problem with using this technique since early on in the beta. Blizzard decided to change the command issued to units that hatch from a hatchery with a rally set from it, from an 'attack move' command to a simple 'move' command.

This means that by using this technique can only be effective in very situational circumstances. For example it is easy to in early game rally some lings to your lings control group. But problems arise later in game when, for example you E2A rally some mutas to your harass group, if you are at the same time harassing the enemies mineral line, and by the time you have gone back to ur mutas and had to micro away from the base slightly, the mutas being rallied will often simply fly across the base and get shot down in the process.

A similar situation happens in situational circumstances when u are E2A rallying units to a force quite a way away from your base, especially if you have multiple bases spawning said units, as they are only issued a 'move to' command, it is often the case that they will inadvertently run into an enemy force or harass group and simply get shot to pieces as you are elsewhere, and due to the move to command, they will not take care of themselves.

Due to all of this, i find it only really a very situational thing to use the E2A technique, and eventually decided to leave it out of the guide due to the possible complications using this technique could cause for the people trying it out in games. I class that technique you see, a slightly more advanced one, as essentially, once people are more comfortable with meta-gaming, it can be a very powerful bit of controlling mechanic.

I may have to add a section about E2a as it happens, as it has been raised by you and a few other people.

Thanks everyone for your input so far, the guide is due to be updated, revised and altered in many little ways as new content is provided e.t.c.

I will say again, if any of you reading this feel there is anything worth going in there or gone into in more depth, please feel free to state it in a reply and it will be worked into the guide proper in due time.

Peace out,

- Xios
Heart of the Swarm
-Xios
Profile Joined October 2010
England79 Posts
October 27 2010 19:26 GMT
#36
On October 27 2010 23:45 ddog22 wrote:
Good stuff, OP.
I have a suggestion: it would be helpful if you could make some kind of step by step plan to help people implement this stuff. It's a ton of info to try to take in at once. My main problem(and maybe others?) is that I find myself constrained by my sloppy mechanics, so a lot of the 'higher levels' of gameplay/thinking suffer because I have to consciously focus on the mechanics.

So I'm curious if you have any techniques regarding efficiency of movement or training your hands to respond without so much conscious effort. Did you do anything specific besides just focus to get your mechanics down?


I have been really thinking about adding a 'tie-ing it all together' section at the bottom of the guide explaining the overall thought processes and how they relate to physical button presses and clicks e.t.c., also providing certain example situations and explaining the thought processes going on in them.

As the guide is essentially a modulated guide, going into each of the elements in turn while building on the previous, what it still lacks is a clear explanation (or as clear as it could be) of 'tie-ing it all up' as it were. Part of that section will definitely be some form of 'to do' lists with step by step guides/things to practice in the map editor e.t.c. to help people develop the techniques on a more robust level. The guide 'does' have these elements within it already, but they are disparate at best, i have it in mind to create a section (as stated) with this information existing in a much more condensed and referable state. This will probably take time for me to do though, so patience is a virtue in that respect

In regards to your request for any tips on tightening your meta-game mechanics. The only thing that comes to mind is repetitive practice, at first it does take allot of conscious thought and physically looking at the keyboard and stuff like that.

But think about your ability at typing, it exists as a state of subconscious muscle reflex, typing the word 'concussion' for example happens very quickly and you shouldn't actually have to look at the keyboard when typing most of the word, as your hand 'knows' the minute and very specific differences in relative muscle contraction in relation to the distances between individual keys.

This is because through repetitive muscle use, you are developing the neurological connections, and by that i mean literally growing a part of your brain, specifically designed to carry out that sole task, which in this case is the tiny differences in distance between keys. To a point you do not have to think about it consciously, or look at where you fingers are falling.

This same concept works for you learning the key presses when playing Starcraft. Repetitive practice and sticking to the same system will help you eventually ingrain the muscle reflex of hitting the right keys at the right time accurately.

It may help you to really try and think about the shapes your hand makes and parts of your hand you are flexing when pressing certain buttons, as when you are making a conscious effort to be aware of the feelings, with an intent of developing it into your memory, your subconscious will act on this directive and it should speed up your development of muscle reflex somewhat.

Beyond that i would advise a few more things, firstly, go into the map editor, download a practice map or build order tester or something and simply practice hitting different hotkeys in relevant combinations, build things, practice certain elements of your mechanics, over and over and over again, untill you have that single thing really tight and acurate.

By this i mean literally build 100/200 hydralisk dens untill your hand 'knows' the pattern without you having to think about it.

Get 200 roaches on the map and practice adding and removing then from groups in the many different ways, stick to one way until you can do it without fail acurately every time, then try a different style leading to a different outcome (appending, removing - via the wireframe, by on screen, shift click, ctrl click e.t.c.)

Do there one at a time untill you are comfortable with 'that one' then move onto another, gradually do this through all of them, each time adding 'that' aspect, once practiced to perfection (or to a state you are happy with) into your collection of meta-game techniques.

Also do the same with adding hatcheries to hotkeys, changing rally points, issuing shift click commands in the various scenarios applicable, so on and so forth, basically do it with every element of your meta-game mechanics until it is muscle reflex.

You won't do this over night, but this is the best way for you to develop your control mechanics.

This is why using the same system of control groups is so important, as it is only this way you can truly develop muscle reflex, imagine a keyboard where the letters constantly changed keys, how long would it take you to type even 1 word?

Tis all about muscle reflex my friend, in regards to using the keyboard at least, and also with using the mouse, which is why it is important to find a sensitivity that is good for you and sticking to that.

Hope this helped.
Heart of the Swarm
Crackensan
Profile Joined August 2010
United States479 Posts
October 27 2010 21:32 GMT
#37
ya know, because Teamliquid doesn;t have stickies, this should be on liquidpedia2..... just sayin'. :D

Very helpful, and can be an eternal reference for Zerg players new and old.
Tasteless: "Well this strategy is made of balls"--Concerning Fruitdealer Vs. BoXeR
Morik
Profile Joined August 2010
65 Posts
October 27 2010 22:33 GMT
#38
A few other tricks:

You can add eggs to a control group. (I usually do this with mutas, my scouting drone, etc.)

for scouting drone:
4sd shift-1 or control-1 (the OP is incorrect--you can shift-# into an empty control group and it works fine), and rally to first scout point (or shift rally to multiple). When it hatches it will run off, and already be in a control group.


4bstttttttttttttt shift-3 for mutas

Control your already-hatched mutas as normal. Your new ones will come join the group (assuming you are issuing move commands/attack commands) as soon as they hatch.

One thing to be careful of is if your newly hatched mutas try to fly over your opponents army, or over their base. You may not want to add newly morphing mutas to a group right away if you are harassing in a situation like that, or think you may be once they hatch.
mDuo13
Profile Blog Joined October 2010
United States307 Posts
October 27 2010 22:40 GMT
#39
Predominantly Terran player here, but I like this guide quite a bit. I especially appreciate what seems to be your core message, that the key to good macro is developing habits and mental connections ("I hear the sound of larvae popping, so I make units, so I check my supply count, so I make overlords as necessary"). In future revisions, consider emphasizing even more that, unlike the other races, Larvae are essentially another resource that Z players need to manage and optimize.

One little nitpick that I can't help but point out, as an English major - you're using "allot" wrong here. That's a verb meaning "to divvy up" -- you want to use the phrase "a lot" (2 words) meaning "many" instead. (It's distracting from your otherwise very clear writing.)
SkyDiDeLY
Profile Joined August 2010
Netherlands51 Posts
October 27 2010 23:25 GMT
#40
On October 28 2010 04:26 -Xios wrote:
I have been really thinking about adding a 'tie-ing it all together' section at the bottom of the guide explaining the overall thought processes and how they relate to physical button presses and clicks e.t.c., also providing certain example situations and explaining the thought processes going on in them.

It would be even more awesome if you could do this. I already have this thread bookmarked Excellent quality. This should be an article on the frontpage or liquipedia or something.

Thanks.
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 44m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 575
UpATreeSC 83
JuggernautJason64
StarCraft: Brood War
MaD[AoV]31
Dota 2
NeuroSwarm103
League of Legends
Doublelift1702
Counter-Strike
fl0m1363
pashabiceps895
shoxiejesuss800
Super Smash Bros
Mew2King115
Heroes of the Storm
Grubby3616
Liquid`Hasu483
Other Games
FrodaN531
shahzam451
C9.Mang0290
XaKoH 137
ZombieGrub105
Livibee97
Railgan25
Organizations
Other Games
gamesdonequick1512
BasetradeTV30
[ Show 14 non-featured ]
StarCraft 2
• RyuSc2 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21803
• WagamamaTV398
League of Legends
• TFBlade1371
Other Games
• imaqtpie792
• Shiphtur139
Upcoming Events
Replay Cast
2h 44m
IntoTheTV X SOOP
13h 44m
Cure vs SHIN
herO vs Solar
Percival vs Classic
ByuN vs Rogue
OSC
1d
Replay Cast
1d 2h
IntoTheTV X SOOP
1d 13h
Replay Cast
2 days
GSL
2 days
Replay Cast
3 days
GSL
3 days
Shopify Rebellion Sundays
3 days
Spirit vs Mixu
[ Show More ]
Replay Cast
4 days
Afreeca Starleague
4 days
Shine vs Rush
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Light vs EffOrt
PiGosaur Cup
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
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
Copium Cup
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.