• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:58
CET 14:58
KST 22:58
  • 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
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
$5,000+ WardiTV 2025 Championship2[BSL21] RO32 Group Stage1Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win82025 RSL Offline Finals Dates + Ticket Sales!10
StarCraft 2
General
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win RotterdaM "Serral is the GOAT, and it's not close" TL.net Map Contest #21: Voting RSL S3 Round of 16 [TLCH] Mission 7: Last Stand
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) $5,000+ WardiTV 2025 Championship $3,500 WardiTV Korean Royale S4 WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
Practice Partners (Official) SnOw's ASL S20 Finals Review [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/
Tourneys
BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION [ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Current Meta How to stay on top of macro? PvZ map balance Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Dawn of War IV Nintendo Switch Thread Stormgate/Frost Giant Megathread ZeroSpace Megathread General RTS Discussion Thread
Dota 2
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Dating: How's your luck? US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Why we need SC3
Hildegard
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1636 users

[D] PvZ super sentry heavy early composition?

Forum Index > StarCraft 2 Strategy
Post a Reply
Normal
Shadrak
Profile Joined August 2010
United States490 Posts
November 09 2010 13:56 GMT
#1
1600 P here

I've been watching a lot of pro replays in an attempt to take my play to the next level and noticed a strat that Nony often uses during PvZ. In the two games I have posted below he goes extremely sentry heavy early on and then slowly adds other gateway units during a 3gate->expo. At one point in the first game (~4:30) his army consists of 1 zealot and 6 sentries.

Nony vz Idra:

Nony vz Moonglade:


When I 3 gate I usually start with a mixture of all 3 units and this got me thinking about the pros and cons of early sentry making. I'm curious to see what some other think about it.

Pros:
More energy on the sentries in the long run
Less minerals spent on units enables faster expo
FF can be used to keep a fairly large Z force at bay

Cons:
Delays tech as every bit of gas is going to sentries
Low attacking power may make Z comfortable droning hard if he scouts the comp
Requires early double gas with all of it going to one unit type
Less able to do real damage to an early force of Z without supurb FF micro

I'm most surprised to see this build after the changes which were made to roaches as I'd expect more Stalkers earlier now. So is super sentry heavy a good idea for the average player, or does it work for Nony because he's Nony?
epicopter
Profile Joined May 2010
Canada177 Posts
November 09 2010 14:07 GMT
#2
I've seen a lot of pros openeing heavy sentry zealot but all the Zergs I am facing are just opening straight to roach and even with good forcefields roaches are hard to deal with.
VdH
Profile Joined May 2010
Romania78 Posts
Last Edited: 2010-11-09 14:29:55
November 09 2010 14:28 GMT
#3
I actually did this kind of sentry-heavy opening against a Zerg yesterday. He went ling/roach/muta and the backbone of my army consisted of about 15-17 sentries and 5 immortals. I added some stalkers and zealots for the kicks and I totally owned him...was really surprised how well sentries do against mutas when you constantly have guardian shields up. (Platinum level game)
PsykoMantis
Profile Joined June 2010
United States203 Posts
Last Edited: 2010-11-09 14:37:39
November 09 2010 14:36 GMT
#4
I have been thinking, (I play protoss btw) this composition can be so easily countered by baneling drops. A few reasons would be, one sentries are VERY weak against banelings, two since you can toss down force fields protoss generally leave all their sentries clumped up, and lastly if you are that heavily invested in sentries you wont have enough anti air to kill overlords with banelings.
edit: After killing all the sentries, all the zerg would have to do is just mass lings and win.
inFeZa
Profile Blog Joined June 2009
Australia556 Posts
November 09 2010 14:38 GMT
#5
i haven't watched these games yet but the reason why he gets so many sentries (imo) Is

-Early protection + energy (sentries deal some damage dont forget)
-Minerals to expand quickly and safely, rather than getting a bunch of mineral heavy zealots/stalkers. then he can get more probes, his expo up quicker and have 2x the gas and mineral income faster.
Starcraft 2 in-game Observer. Follow me twitter.com/infeza
sleepingdog
Profile Joined August 2008
Austria6145 Posts
November 09 2010 14:45 GMT
#6
I'm still waiting for my new internet-connection, so I'm stuck in low-diamond, maybe my advice is still helpful:

I found the 3 gate sentry-expand to be extremely viable depending on scouting.

Your scouting-probe (pylon-scout) should determine your opening, if you DO NOT open with 15 nexus, which is definitely viable btw:
a) You scout EARLY GAS: open with 3 gate zealot/sentry-expansion. There's a 99% chance zerg goes speedlings, the remaining 1% is some weird stuff like delayed roach rush with hidden expo, there's never 100% certainty obviously. Goal is to get enough zealots to deal with any amount of speedling-pushs and to get lots of sentries which will enable you to put down an expansion quite early. I also like to research hallucination quite early because normally I will have excess on gas if zerg doesn't commit (few do). 2 Gate stalker is bad because early speedlings will just prevent any kind of stalker-aggression.
b) You scout early expo or early pool into expo with later gas: open with 2 gate core double chrono stalker (nexgenius vs luffy on blizzcon, if you need a BO). The later ling-speed will enable you to be VERY annoying with two stalkers, you should be able to force lots of lings and should be able to pull back safely. 3 Gate sentry isn't perfect because zerg wants to produce just drones - 3 Gate sentry allows them to do just that.

I've never had problems with roach-openings (~1.4-1.6k zerg opponents) because I can normally get my first 3-stalker-warp in time. Together with non-crappy force-fields you can kill some roaches and force zerg to retreat. Notice that zerg at this point can NOT have roach-speed, their roaches will be super-slow off creep, really easy to force-field - also you'll have tons of sentry-energy to do just that. You can't screw up force-fields "that" bad, even mediocre platinum-players should be able to do that. You basicly have enough energy to cast a whole circle all around you at this point.
"You see....YOU SEE..." © 2010 Sen
Skyro
Profile Joined May 2010
United States1823 Posts
November 09 2010 17:47 GMT
#7
Zealot + heavy sentry play easily transitions into a fairly early expo in PvZ, with multiple timings (you can do 1, 2, or 3-gate expand). With good sim-city your expo is easily defended vs speedlings, though you will need cannons and/or stalkers vs most roach aggression. Zealot + sentry armies can also be effective in putting a lot of pressure on zerg players early on if they are relying on only lings as defense.

Zealot + heavy sentry comps in PvZ has been around since beta so it's not some pro-only unit comp or something ridiculous like that. It's just not seen as much nowadays due to the popularity of roaches lately. Good sentry/FF micro is something every protoss player should learn because of how incredibly versatile it is, in all match-ups.
Shlowpoke
Profile Joined August 2010
United States102 Posts
November 09 2010 17:55 GMT
#8
Aside from the force fields and ability to use all the minerals on more gateways/expo, 6 sentries is a good number to get to because 6 damage x 6 sentries = 36 damage which one-shots a zergling. The 6 sentries + zealots push seems like a very solid way to get your natural up. It's not so good against roaches, but you can just FF them back and retreat.

I've seen Huk do a similar 3 gate sentry push with a forge for +1 attack, which should decrease the sentry critical mass to 5 and lets him throw down cannons if he needs to.
KuBa
Profile Blog Joined October 2010
Poland98 Posts
November 09 2010 18:06 GMT
#9
On November 10 2010 02:55 Shlowpoke wrote:
Aside from the force fields and ability to use all the minerals on more gateways/expo, 6 sentries is a good number to get to because 6 damage x 6 sentries = 36 damage which one-shots a zergling. The 6 sentries + zealots push seems like a very solid way to get your natural up. It's not so good against roaches, but you can just FF them back and retreat.

I've seen Huk do a similar 3 gate sentry push with a forge for +1 attack, which should decrease the sentry critical mass to 5 and lets him throw down cannons if he needs to.


I really like that style by HuK's, just because it feels more safe against a Roach attack, but still it's tough to defend vs many Roaches on close positions. I really like to play like that on maps like LT and Shakuras with that strategy, as you can FF the whole entrance and be safe for quite a while, while building cannons or stalkers against Roaches.
Check out my stream: http://www.justin.tv/kubathebear
Roaming
Profile Joined May 2010
United States239 Posts
November 09 2010 18:09 GMT
#10
Im pretty sure those games are before the sentry nerf. At any rate, if you're good enough to micro them, they're pretty stellar. I think hallucinate is vastly underused, if you have a large number of stalkers and sentries, hullucinate a bunch of zealots and a-move for the gg. The zealots were going to die anyway.
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.
Khaladas
Profile Joined May 2010
United States223 Posts
November 09 2010 18:09 GMT
#11
I'm trying to incorporate more sentries in early game, I think initially the benefit is it frees up more minerals to expand and gives you a relatively easy get out jail free card to forcefield early aggression out of your base. Sure it delays T3 a little, but then again you really can't get a decent T3 army going without a second base anyway and early sentries allow you to take that 30-35 food expansion safely.

time flies like an arrow, fruit flies like a bananna
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
November 09 2010 18:15 GMT
#12
5 sentries means an infinite rampblock, it's a useful talent toi have versus Zerg
I think esports is pretty nice.
ShamTao
Profile Joined September 2010
United States419 Posts
November 09 2010 18:22 GMT
#13
Since the patch, i've had good success with 2/3 gate robo pushes into expand. I get an obs but then immediately get an immortal. Since almost every zerg player i've encountered just gets ridiculous amounts of roaches, incorporating more immortals into my play has punished them pretty hard. Because of this, i find a good mix of zealots, sentries, with only a few stalkers with an immortal or two can really control the pace of an attack, and expanding behind the push usually sets up a strong economy, although half of my games end from my attack.
In the game of drones, you win or you die!
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
November 09 2010 20:05 GMT
#14
I get 6sentries as fast as i can and no more after, its enough if u dont waste ff and very safe.
Valor is a poor substitute for numbers.
Shadrak
Profile Joined August 2010
United States490 Posts
November 09 2010 21:31 GMT
#15
Thanks for all of the feedback on this. I hadn't realized heavy sentry was as common as it is. I'm probably one of the few protos who often forgets to even include them units in their composition ><

Will try using this build to make me practice with them if nothing else.
Ziggitz
Profile Joined September 2010
United States340 Posts
November 09 2010 21:58 GMT
#16
I have been thinking, (I play protoss btw) this composition can be so easily countered by baneling drops. A few reasons would be, one sentries are VERY weak against banelings, two since you can toss down force fields protoss generally leave all their sentries clumped up, and lastly if you are that heavily invested in sentries you wont have enough anti air to kill overlords with banelings.
edit: After killing all the sentries, all the zerg would have to do is just mass lings and win.


There is not a chance in a million years of having baneling drops ready in time for early sentry pressure. The sentry heavy play is something you transition out of or change the composition by adding stalkers and a higher tech unit or as your economy picks up. By the time banelings could be ready your army will be mostly armored units.
Polatrite
Profile Joined August 2010
United States135 Posts
November 09 2010 22:11 GMT
#17
On November 10 2010 02:55 Shlowpoke wrote:
Aside from the force fields and ability to use all the minerals on more gateways/expo, 6 sentries is a good number to get to because 6 damage x 6 sentries = 36 damage which one-shots a zergling.


How valid IS data like this, though? Unless you're manually targeting every individual Zergling through an entire engagement, there's a high probability the sentries will fire on separate targets by locking on to the closest unit. It seems like this kind of data is potentially "good to know" but not necessarily that useful all the time.
I'm not going to cut my hair any time soon. I'm gonna let it grow out - I'm gonna become a shag monster. Shaggy monster, I guess, is what I should have said. I will ALSO be a shag monster. day[9] the shag monster, who plays both games and girls *snap*
Shadrak
Profile Joined August 2010
United States490 Posts
November 10 2010 03:10 GMT
#18
On November 10 2010 07:11 Polatrite wrote:
Show nested quote +
On November 10 2010 02:55 Shlowpoke wrote:
Aside from the force fields and ability to use all the minerals on more gateways/expo, 6 sentries is a good number to get to because 6 damage x 6 sentries = 36 damage which one-shots a zergling.


How valid IS data like this, though? Unless you're manually targeting every individual Zergling through an entire engagement, there's a high probability the sentries will fire on separate targets by locking on to the closest unit. It seems like this kind of data is potentially "good to know" but not necessarily that useful all the time.


In a small scale engagement I imagine it would make an impact. Just leave your zealots to do their thing while you focus fire lings down one at a time w/ the sentries. Course it would be made more difficult by the fact that you also need to force field with those same units.
Proto_Protoss
Profile Joined September 2010
United States495 Posts
November 10 2010 05:01 GMT
#19
Its become really difficult to go sentry heavy many zergs favor getting the roach warren and not everyone can throw down FF like huk and make zealots work against roaches
"Our greatest glory is not in never falling, but in getting up everytime we do." - Confucius
douglashv
Profile Blog Joined April 2007
Venezuela73 Posts
November 10 2010 07:38 GMT
#20
It's not about gettting a shit load of sentrys, just enough of them to make the expo, then you should build stalkers or immortals if you see the zerg going mass roaches. After 2-3 warp cycles you should make 3 more gateways and push.
Just Be!
sleepingdog
Profile Joined August 2008
Austria6145 Posts
November 10 2010 09:31 GMT
#21
On November 10 2010 16:38 douglashv wrote:
It's not about gettting a shit load of sentrys, just enough of them to make the expo, then you should build stalkers or immortals if you see the zerg going mass roaches. After 2-3 warp cycles you should make 3 more gateways and push.


Exactly this, about 6 sentries (good number!), few zealots and go heavily for stalkers afterwards. The sentries are really to be able to get early two gas for tech later while allowing a pretty safe expansion early.
I'd say 3 gate zealot/sentry-expand is pretty much the safest opening right now vs zerg. If you one-base too long you are "doomed" to do damage with some sort of immortal+gateway-push otherwise zerg will be way too far ahead economicly. 3 gate expand allows you to keep up pretty nicely if zerg didn't do 15 hatch and produced "just" drones (but this you should scout anyways and punish him by moving out and infinitely force-fielding his own ramp while killing natural-expo-drones).
"You see....YOU SEE..." © 2010 Sen
cameronkrazie86
Profile Blog Joined September 2010
United States296 Posts
Last Edited: 2010-12-09 21:02:42
December 09 2010 21:02 GMT
#22
I'm just a crappy gold player (rank 3) so take this for what it's worth:

I love going 2gate robo into 4gate robo, pushing out with 2-3 immortals, several zealots, stalkers and a few sentries and attacking around 60 food. I get +1 weapon and move out when I've got +1 armor halfway done. As long as I attack before Mutas are out, I have around an 80% win rate.

The immortals just demolish queens, roaches, and spine crawlers so I think they're necessary regardless of the opposition's army composition. If I can worst case kill off his expo, I feel like I'm in terrific shape because I'm setting up my expo while attacking and I've got 4 gates and a robo to regroup if my push fails. Depending on the map (especially like shakuras plateau), I like to expand around 40 food but if it's a map that I don't feel I can protect my expo then I'll wait to expand while attacking.

Like I said, I'm just a crappy gold player so take it for what it's worth.
"You come at the King, you best not miss." - Omar Little
LazyMacro
Profile Blog Joined August 2010
976 Posts
December 09 2010 21:04 GMT
#23
You get so many sentries so quickly so that they have more energy by the time you need to use them for their abilities.

I get about a half dozen sentries while expanding, and then add in other units, usually stalkers. It works well because if the Z pushes, I can cut their army in half and kill off some of it with my sentry/stalker mix.
yeti
Profile Blog Joined January 2010
United States258 Posts
December 09 2010 21:26 GMT
#24
1800 diamond here:
I always use the 3 gate sentry opening, esp. after patch 1.1.2
You worry about roaches but really this build is a great way to counter early roaches.
When you make you're first push after warp gates have finished, the zerg will likely be doing one of two things:
FE with Speedlings with Roach den mutating
7 Roach Rush.
If he 7 RR then you can FF your ramp, wait for warpgate -> stalkers. You'll should be able to counter pressure + expo into -> gg.
If he FEs, then a 3 gate: 1 zealot, 5 sentry, 2 stalker push should hit him right before his roaches spawn. You should be able to FF his main ramp and at the very least snipe a Queen / workers even without "without supurb FF micro". Of course you'll be expanding, so don't commit. The early pressure will make the Zerg cautious allowing you to even up economy and dedicate all you gas toward tech. (1+ colossi is my personal standard).
Just to clarify, this strat turned PvZ from my worst to best matchup, and I have always considered myself more of a micro player who lacks "supurb FF micro."
the absurd is sin without god
Jayrod
Profile Joined August 2010
1820 Posts
December 09 2010 22:25 GMT
#25
Allow me to pimp this build out a bit.

The framework of this build is viable against every zerg opener out there. The delay in tech that you describe is not necessarily a bad thing because in addition to the safety this build brings, it also brings more options to be aggressive than most of the other protoss openings. Sentries are the key to safe aggression against the zerg because you can always just retreat with force fields. The unit combination is safe against roaches, forcefields pending, and can rape lings. The excess minerals you get from building all zeals and sentries (both cheaper minerals than stalkers, duh) leads to a fast +1 and cannons as well, which can deter muta harass for quite a long time while you choose the best response.

Zeals are one of the highest DPS units in the game so with proper forcefielding you can really do some heavy damage... even if you dont, you wont lose your army unless you blew all your forcefields in bad places or overlapped them alot.

Artosis, annoying as he may be at times, said for a zerg player, the best build you can learn is in a ZvZ baneling opener. He claims mastering that build will make you a better zerg player. PvZ 3 gate sentry expanding really allows you to improve upon your entire game while you practice it. You can pressure in any timing window you want and learn from it, you can transition and respond or even use forcing methods like adding double stargate when youve got enough sentries. The framework of this basic build will make you a better play and will do just fine against any zerg player of any style... it takes some mastery, but its easier than it looks. Building layout is important, but if you dont make the same mistakes twice you'll get it down in no time. Its very powerful and versatile. If you are super far positions you can 15 nexus safely if they get a pool after 14, but even then 3 gate sentry expand is fine and wont put you much behind the 15 nexus build in econmy.
ryc
Profile Joined November 2010
Canada29 Posts
December 09 2010 22:33 GMT
#26
mass sentry/zealot is extremely hard for zerg to counter. The obvious mid game counter is mass burrow move roach, and late game counter is ultras. The problem, however, is in the early game when you have to rely on zerglings.

Fighting in the choke is a bad idea, so always engage in OPEN ground for best surrounds. I would say morph a roach warren anyway, because roaches are simply too valuable to discard vs. protoss. If you see he is going heavy zealot, throw in a dash of roaches, but not too many since they can be easily cut off using force fields.

Make sure your creep spread is good because you cannot afford to fight close to your hatchery, where there are usually narrow chokes. Also, they can block off your ramp.
7 pooled my way into masters
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 4h 3m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 151
Codebar 31
StarCraft: Brood War
Sea 19460
Bisu 3181
Pusan 374
Hyuk 302
Stork 298
Barracks 227
Leta 140
Last 125
ToSsGirL 114
Aegong 46
[ Show more ]
Sharp 39
sas.Sziky 38
JulyZerg 28
zelot 24
Free 18
Terrorterran 8
Shine 7
Dota 2
qojqva2276
Dendi709
XcaliburYe435
420jenkins238
BananaSlamJamma169
Counter-Strike
x6flipin330
oskar75
edward40
Other Games
singsing1741
hiko381
B2W.Neo336
crisheroes332
DeMusliM275
Happy241
Pyrionflax232
Hui .189
Fuzer 182
XaKoH 128
SortOf76
QueenE29
ArmadaUGS20
OptimusSC23
Organizations
Counter-Strike
PGL132
StarCraft: Brood War
lovetv 16
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 84
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2671
Other Games
• Shiphtur141
Upcoming Events
LAN Event
4h 3m
OSC
9h 3m
The PondCast
20h 3m
LAN Event
1d 1h
Replay Cast
1d 9h
OSC
1d 22h
LAN Event
2 days
Korean StarCraft League
2 days
CranKy Ducklings
2 days
WardiTV Korean Royale
2 days
[ Show More ]
LAN Event
3 days
IPSL
3 days
dxtr13 vs OldBoy
Napoleon vs Doodle
Replay Cast
3 days
Sparkling Tuna Cup
3 days
WardiTV Korean Royale
3 days
LAN Event
4 days
IPSL
4 days
JDConan vs WIZARD
WolFix vs Cross
Replay Cast
4 days
Wardi Open
4 days
WardiTV Korean Royale
5 days
Replay Cast
6 days
Kung Fu Cup
6 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
LHT Stage 1
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.