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[G] TvZ defensive-macro style: thor/banshee/marine

Forum Index > StarCraft 2 Strategy
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Azzur
Profile Blog Joined July 2010
Australia6259 Posts
November 16 2010 11:13 GMT
#1
Greetings fellow terrans! The current belief in the terran vs zerg matchup is that the terran will have to execute some sort of timing push against the zerg or else they will lose the endgame. However, I believe I have found a way for a terran to play a macro-defensive style of game against the zerg. It is a thor/marine/banshee build which adds vikings in the endgame. It relies on PF/turrets to defend bases past the first expansion.

The banshee serves many purposes in this matchup:
1. In the early game, it is used as a scout and to fend off Zerg tier1 pushes. It can also be used for harassment (but this is not critical).
2. In the mid game, banshees perform better than tanks against roaches (and they are cheaper!). They can clump over thors (increasing dps) and don't have to siege/unsiege.
3. In the end game, the terran mech is very slow and immobile, rendering the terran base vulnerable to drops. The banshees can protect against this.


Opening
+ Show Spoiler +
I would say any opening is viable as long as it transitions well, e.g. reactored helions harass, 1/1/1, but not, for example 3-rax.

My own personal opening is the standard:
10-supply, 12-rax, 13-gas 15-OC.

If the zerg doesn't fast expand, I'll do a 1/1/1. I will then play fairly defensively (i.e. double wall my choke and put a bunker) while getting banshees up. Usually, if they go for some kind of roach/baneling all-in, I'll win.

If I scout the hatch first (which happens most of the time), I pull SCVs from gas and FE straight away (I may stop marine production a little to get the CC, but subsequently, it's constant marines). After that, I'll build a factory. I'll usually get my 2nd gas sometime around here. Once the expansion is done, I place a couple of bunkers there. I start my starport/armory once the factory is done. I'll get a tank with the factory because it is helpful for fending off early attacks. Once the starport is done, I build a banshee and scout/harass. I keep on building banshees/thors/marines.


Mid-game
+ Show Spoiler +
If the zerg goes for mutas, I transition to 3-fact, 1-port and play fairly defensively. Against ground, I'll go 2-fact, 2-port. I'll usually get cloak and my banshees will be roaming around (but not against mutas), trying to harass.

Now, the play from here diverges a from the "conventional terran". Most terrans will go for some kind of timing push after they hit a critical mass. Instead, I use my army to try and secure a third base. At this point, the zerg will probably have macro'ed like crazy and is close to 200/200. My army at this point is probably around the 150 mark. If they engage, you'll be amazed at the power of the banshee! Even if you win the battle, I won't advice you to push on since the zerg will quickly replenish their army and you can lose. Instead, secure your 3rd base.

Upgrades
I usually get +1 mech armor (to help my thors tank) and then get the air damage upgrades. If I have money, I'll start upgrading air armor and mech weapons.


End-game
+ Show Spoiler +
After securing the 3rd base, I'll quickly make a PF and turrets. At this point, I'll transition to air (pop down 3-4 more starports) and start to pump vikings. If I suspect heavy mutas still, I'll keep building thors. The 3rd PF base means that you're fairly protected from disaster. You can then start to poke a little bit and try and secure a fourth. If something happens to your army, you can always retreat to the PF and build up again (of course, fight prudently and don't suicide your army). The goal is to then play a defensive macro style and slowly wear down the zerg. If ever you win a major engagement, you can use your vikings/banshees and try and counter a base.


Possible questions
+ Show Spoiler +
This seems like the drewbie build on day9?
- Yep, that is the inspiration for this build. In fact, I recommend that you watch that cast because it contains one of the most important lesson that I learned (the engineering bay and turret timing).



- The difference is that drewbie's build goes into a 2-base timing push whilst I play a macro-defensive style.

Is this build suspectible to some sort of early all-in push?
- Yes, it is. I've lost to roach all-ins before and it is not easy to defend. If you suspect some kind of heavy pressure, build more bunkers. On blistering sands, it can be hard to defend because of the destructible rocks and you may not want to use this build there. Similarly, it is difficult to defend on scrap station because the bunker location (intersection of the expansion and main ramp), is far away from SCVs, making the repair difficult.
- You way want to refer to the day9's cast on drewbie's build and use that opening if it is more comfortable for you.

Is this build defensive and thus makes it difficult to put pressure on the zerg?
- Yes, it is. Especially in the end-game, your aim is to wear the zerg down slowly. Don't use this build if you don't like playing 30+ min games.

You don't use tanks?
- Apart from the early tank (for defence), I don't use them and won't get siege-mode. If, however, the zerg goes heavy hydras, I'll make some tanks and get siege.

What's the purpose of vikings late game?
- For mobility, to counter a possible brood-lord switch and furthermore, vikings are cost effective units. Their weakness is that if the terran builds too few, the vikings AND expensive banshees can get cleaned up by a zerg air force. However, with a solid 3rd base and thor support, I can fall back if needed. Just ensure you do not overcommit your army and disaster happens.

What are the strengths of this build/style?
- The element of surprise for most zergs would not have encountered this build and will be unsure how to respond.
- It is a defensive-macro build (which may be your playstyle).
- It also has a solid economy/defence, so that you can fall back if something goes wrong.
- It utilises the banshee which gives the terran mobility which helps against drops (a major weakness of pure mech).

What are the weaknesses of this build/style?
- You are going to be behind in economy and the zerg will have more bases than you. Thus, if they army trade really well, you can end up losing.
- And, as stated earlier, it also may be suspectible to early game all-ins.

Further work?
- I haven't fully developed this guide, and so I've explained concepts rather than concrete timings. I have not optimised the build (e.g. 2nd gas timing, armory timing, etc).
- In addition, I have not completely figured out early-game defence yet.
- I'm hoping that terrans who have a similar playstyle may want to try this out and provide feedback/improvements.

What is your rating?
- Diamond 1650 NA, Diamond 1800 SEA.

Replays?
- This one is an older replay, Shakuras Plateau: http://sc2.replayers.com/replays/view/5022
- Over-reaction to the banshee, Xel'naga Caverns: http://sc2.replayers.com/replays/view/5023
- Jungle Basin: http://sc2.replayers.com/replays/view/5024
- My opponent gg'ed too early, I was winning but the game was still there to be won, Metalopolis: http://sc2.replayers.com/replays/view/5025

MindTricks
Profile Joined November 2010
16 Posts
November 16 2010 11:31 GMT
#2
i used to use thor/hellions all the time and win, but now i find most of zergs go heavy roaches, so deffo ill be adding banshes to my build
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
November 16 2010 11:38 GMT
#3
Just a minor suggestion - why not do MMM first for early and mid game and add (not transition into) in vikings banshees Thors at start of late game (i.e. at 3 bases)?

IMHO, that will be more solid than building marine thor banshee from end of early game. Having MMM allows you to do the MMM drops especially with viking support, while you grab a third. After that, you can max out your TVB late game without worrying too much about economy and harassment.

Just have one question - is the T in TVB more suited to Thors OR Tanks?
I'm the King Of Nerds
tournamentnow
Profile Joined August 2010
Australia111 Posts
Last Edited: 2010-11-16 11:53:27
November 16 2010 11:49 GMT
#4
This doesn't work. You know why? There was a competition posted by a terran: which zerg can beat me. Hincram i believe bet his own money and masterasia owned the thor banshee build turtle.

its too gas intensive and zerg specialises in gas collection and mass overlord drop. Thing is you cannot prevent overlord drops with vikings because you don't have many of them and if you build turrets you need a lot. You have to choose. p.s you cannot have every unit because of resource limitation.
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
November 16 2010 12:31 GMT
#5
On November 16 2010 20:49 tournamentnow wrote:
This doesn't work. You know why? There was a competition posted by a terran: which zerg can beat me. Hincram i believe bet his own money and masterasia owned the thor banshee build turtle.

its too gas intensive and zerg specialises in gas collection and mass overlord drop. Thing is you cannot prevent overlord drops with vikings because you don't have many of them and if you build turrets you need a lot. You have to choose. p.s you cannot have every unit because of resource limitation.


Are you referring to OP or me? ~XD~
Anyway do you have a replay or link to a VOD/replay of that? I'd appreciate it. My guess is that guy simply went turtle and didn't do any pressure with terran drops or didn't bother to expand more than 2 bases. Of course he will get owned resource wise.

Btw, I stated clearly that the MMMTVB is late game composition, and you should have more than enough resources for it, if you do the MMM correctly (drop, expand, contain, etc) for the early and middle game. I shall refer to painuser vs nony recently, as it quite closely mirrors my thoughts.


I'm the King Of Nerds
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
Last Edited: 2010-11-16 13:42:19
November 16 2010 13:19 GMT
#6


Finally found it Hincram vs Masterasia. I think this is it, and we can see Hincram playing MMMV to their fullest potential.

All I can see is MMMV owning zerg... I really can't find any Masterasia zerg owning Hncram Thor Banshee anywhere else, though the Gosugamer website said that masterasia OWNED hincram. Pls reply if you have any info as I want to know the weakness of MMMTVB against zerg.
~XD~

EDIT:
Oh, its in another thread. Its all right, got what I needed. Thx!
I'm the King Of Nerds
ScrubS
Profile Joined September 2010
Netherlands436 Posts
Last Edited: 2010-11-16 13:38:49
November 16 2010 13:34 GMT
#7
I've been doing Drewbie's build for quite some time myself aswell now, and I noticed that it if you go banshee, it forces the zerg to make hydras. He cannot make mutas since marines/thors will kill them easy. Although, if you allow the zerg to drone up too much, the hydras will rape your banshees and the roaches will outnumber your groundarmy.
Deathfairy
Profile Joined August 2010
148 Posts
November 16 2010 16:53 GMT
#8
So far the bigest loss of this i saw was in Psy videos, dont rember which one. He used roach infestors 2 fungals + parasite. 5 banshies got 1 shoted by 3 thors. It was pretty ones side, given that i aam sure there could be improvements on T side in terms of micro and maybe macro 1 shoted 5 banshies was hurting.
StorkHwaiting
Profile Blog Joined October 2009
United States3465 Posts
November 16 2010 17:41 GMT
#9
On November 16 2010 22:19 Setev wrote:
http://www.youtube.com/watch?v=rN84o0hTgF4

Finally found it Hincram vs Masterasia. I think this is it, and we can see Hincram playing MMMV to their fullest potential.

All I can see is MMMV owning zerg... I really can't find any Masterasia zerg owning Hncram Thor Banshee anywhere else, though the Gosugamer website said that masterasia OWNED hincram. Pls reply if you have any info as I want to know the weakness of MMMTVB against zerg.
~XD~

EDIT:
Oh, its in another thread. Its all right, got what I needed. Thx!


Could you link the masterasia vs thorbanshee build for me? :D
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
November 16 2010 21:15 GMT
#10
http://www.teamliquid.net/forum/viewmessage.php?topic_id=156363

thread URL. Watching now.
I'm the King Of Nerds
h4xh4xh4x
Profile Joined May 2008
Canada90 Posts
November 16 2010 21:52 GMT
#11
Been using a build very similar to this @ ~2k diamond level. I decided my micro simply wasn't good enough to use MMM late-game, so started doing a mech/banshee build. I'm still working out a lot of kinks, but I have a massive TvZ winrate at the moment.

You have many chances to auto-win. The first hellions - the first banshees - the first engagement. Something neat i've been working on, on the really big 4 player maps, is 14CC into this type of transition. My catch is that I 14CC in my base, and pump out SCVs/mules while teching up to banshees. Generally I scout a lot, and whenever I feel I am -very- safe I float out my OC. This keeps me up in SCV count and allows me to fully saturate my natural ASAP. I seem to be able to beat 9 pools and 1 base baneling busts doing this, so I would say its fairly solid, and I have taken down a few ~2200+ zergs with it.

The banshees just give you so much bloody versatility. I auto-win if the zerg goes too heavy roach too early, and if they go mutas, I carry on with thor/marine production while popping out banshees and a raven here or there. The banshees are GREAT for denying/harassing additional expansions, and are also absolutely amazing in mid-game battles. Later on, I usually end up with 4 starports and can pump out vikings, banshees, and sometimes battlecruisers to go with my (now smaller) ground army. I seem to be able to absolutely own any broodlood builds like this. I have been caught with my pants down in a few situations with broodlords, but when you have 3-4 thors and are pumping vikings, if you auto-target the corruptors with thors, the splash damage actually is surprisingly effective. This plus kiting your vikings can get you out of many iffty situations. I've steamrolled MANY good zergs using this style of play, and i'm really loving it for TvZ right now.

If only I could find a good TvP late-game composition
lings
Sword_Acolyte
Profile Joined August 2010
United States25 Posts
November 16 2010 21:54 GMT
#12
I agree that ideally, you would prefer to grab a 3rd base and camp it, but often the game has gone such that you really do just have to roll that 2-base push and hope you overcome the zerg.

The one problem is, is you grab a 3rd, and the z either grabs a 4th/5th and can afford to trade armies as they can rebuild instantly. The 2 base is right around the time that z is grabbing a 3rd so that when it comes to army trading, you can keep rolling.

I'd also be hesitant to NOT get mard. as heavy roach is a fav of zergs lately and rocks hard without mard. to counter. Bio can go crazy on zerg, so I might not focus so much on raw thor/banshee as they are there for supplement more than anything else.
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
November 17 2010 04:38 GMT
#13
On November 16 2010 20:38 Setev wrote:
Just a minor suggestion - why not do MMM first for early and mid game and add (not transition into) in vikings banshees Thors at start of late game (i.e. at 3 bases)?

IMHO, that will be more solid than building marine thor banshee from end of early game. Having MMM allows you to do the MMM drops especially with viking support, while you grab a third. After that, you can max out your TVB late game without worrying too much about economy and harassment.

Just have one question - is the T in TVB more suited to Thors OR Tanks?

I agree that MMM and then adding TVB is viable. Game 2 of Foxer vs NesTea GSL finals showcased the MMMT combo's effectiveness and I feel that MMMTVB will be similarly viable. However, this style is difficult for me since my micro/multitask is poor and I'll have difficulty harassing/drops in the early mid-game. Also, I want to play a defensive style (and I feel that MMMTVB is more suited to an offensive one).

On November 17 2010 06:52 h4xh4xh4x wrote:
Been using a build very similar to this @ ~2k diamond level. I decided my micro simply wasn't good enough to use MMM late-game, so started doing a mech/banshee build. I'm still working out a lot of kinks, but I have a massive TvZ winrate at the moment.

You have many chances to auto-win. The first hellions - the first banshees - the first engagement. Something neat i've been working on, on the really big 4 player maps, is 14CC into this type of transition. My catch is that I 14CC in my base, and pump out SCVs/mules while teching up to banshees. Generally I scout a lot, and whenever I feel I am -very- safe I float out my OC. This keeps me up in SCV count and allows me to fully saturate my natural ASAP. I seem to be able to beat 9 pools and 1 base baneling busts doing this, so I would say its fairly solid, and I have taken down a few ~2200+ zergs with it.

The banshees just give you so much bloody versatility. I auto-win if the zerg goes too heavy roach too early, and if they go mutas, I carry on with thor/marine production while popping out banshees and a raven here or there. The banshees are GREAT for denying/harassing additional expansions, and are also absolutely amazing in mid-game battles. Later on, I usually end up with 4 starports and can pump out vikings, banshees, and sometimes battlecruisers to go with my (now smaller) ground army. I seem to be able to absolutely own any broodlood builds like this. I have been caught with my pants down in a few situations with broodlords, but when you have 3-4 thors and are pumping vikings, if you auto-target the corruptors with thors, the splash damage actually is surprisingly effective. This plus kiting your vikings can get you out of many iffty situations. I've steamrolled MANY good zergs using this style of play, and i'm really loving it for TvZ right now.

If only I could find a good TvP late-game composition

Great to see a fellow terran using this build. I like your ravens and BCs idea. I have a question: Do you play offensively or defensively with your build?

Against Protoss, have you tried something similar in the endgame? Viking/banshee/BCs/raven/marines.
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
November 17 2010 08:01 GMT
#14
Actually I play pretty defensive in early game. MMM in bunkers in all bases, and an MMM ball rallied at a rally point that has shortest distance to the bases. Dropping is my main form of offense for the early-mid game, and it doesn't take much APM/micro to pull off. 80 -100 is sufficient for early game IMO, key is the tactic and thinking behind the drop. (drop 2 bases to draw off attention, go for hatchery/nexus/OC instead of workers if you have >4 marauders)


I'm the King Of Nerds
Senorcuidado
Profile Joined May 2010
United States700 Posts
November 30 2010 21:35 GMT
#15
I've been doing mass marine for a while, but I started going back to Thor/banshee in some games since zergs have been getting better at handling the timings of mass marines. I've been having huge success with this again, mostly because they forgot how to fight against it I think. The reactor hellion FE still works, you don't do any damage but you force many lings. I don't see roach openings at all, presumably because it's a bad idea against the common bio play of today. What I like is how even you can stay on economy until they take a third and a very strong timing attack comes out shortly after. I also like how easy it is to spend ALL your money, it doesn't really stockpile and if it does you can always dump it quickly.

Actually what I like the most is that they generally give up on muta/baneling when they see all the thors, and that's just a more pleasant game for me to play . There are still a few mutas poking around but you can keep your workers defended with a Thor in each mineral line and turrets later on. The most common unit comp against this is mass mass roach, which is easier to play against because the aren't as mobile as lings and mutas. Plus they can't shoot banshees! As far as upgrades, I start with the early +1 mech weapons and if they commit to mutas I get +2 so thors 2-shot them. If I see mass roaches I get +1 armor after weapons just because it's cheap and I'm strapped for gas, but i'm not sure 1 more armor is that important against roaches. Maybe +1 air weapons would be better.

Despite very little harrassment opportunity, I almost always stay even on food until around 140-150. Then the Zerg will get to 200 before me but that's usually with mass roach. I actually think the shoe is on the other foot with this kind of build. Zerg has to harrass Terran to slow down the production of the death ball. The games I lose are the ones where I fail to defend harrass and lose too many workers. If I defend well, I keep up in supply and my army is very cost effective. The engagements tend to be pretty one sided, which feels good after running away from banelings for the past month.

I cannot stress enough how important the early game is though, you have to land the FE and defend baneling busts and mass ling counter-attacks with a pretty small number of units. From my experience this is a really common reaction to seeing reactor hellions. If they go all-in, the timing of the starport is early enough to get enough banshees out before they can get proper anti air so I'll just turtle, use the extra cc for mules and blocking busts and hit them with 2-3 banshees with or without cloak depending on their lair timing. I've even lost my whole base but floated off and killed him with three banshees.

I'm not exactly sure what the Zerg should do against this kind of build. It certainly isnt as easy as building X unit. There aren't really enough marines to warrant banelings but they are pretty necessary for blowing up the repairing scvs (run them away btw). Mass mutas can brute force turrets but they can't engage the +2 thors head on. Lings can't dps through the repair or even hit the thors if the scvs surround them. Roaches can focus fire through the repair but their shorter range causes problems and they aren't too great when both players are maxed. These are the battles where I lose 20 supply and they lose 100. I feel like infestors are needed, fungal can hit the scvs and NP can swing the battle but banshees focus fire them down fast so the micro will be intense. Ultras are good later on but you would have to rush to them before the 2 base timing attack comes and that's risky.

I don't use the word "counter". This is a good example, you won't beat thors, banshees, marines, and hellions by thinking about counters. You have to use positioning and surrounds, and I'm sure infestors in some capacity will help. Personally, I've been using sensor towers and scans a lot to make sure I don't get snuck up on. This is especially critical and easy to do on Steppes, but harder in cross positions on Metalopolis. The real downside to this build is that if you do lose your army it takes a while to rebuild. It's also difficult to land and keep your third, as usual with mech, but if you do have your third you feel pretty good even if Zerg has five bases. At this point I'll often add barracks if I still see lots of roaches or hive tech.

That's my experience. It is a very turtle macro style without (<3) tanks. My build is basically the drewbie style with a third around 14 minutes, a little later than what the OP would probably prefer but the timing attack is so strong for punishing mass expanders and muta baneling users. I dont like when people misuse the term "timing attack" so i should clarify. With the drewbie build you attack right when +2 mech weapons(or w/e you prefer) finishes, the fifth and sixth banshees are popping, and the zergs production capabilities from his additional expos hasn't kicked in enough to soar past you. Worker count and supply should be close (within ~10) at this point and the cost effectiveness of your army + repair should do well. It is lots of fun
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