here´s the replay:
http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html
i´m about 1100 diamond and he was 600 diamond.
Forum Index > StarCraft 2 Strategy |
Effect010
Germany89 Posts
here´s the replay: http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html i´m about 1100 diamond and he was 600 diamond. | ||
Effect010
Germany89 Posts
On November 17 2010 02:36 Effect010 wrote: I recently played a 1on1 on Xel´naga caverns... I played the five roach rush and some lings while he went for a 4 gate...i went up the ramp got forcefielded and lost everything..what could i have done better? where were my mistakes? my opponent siad i should have retreated after kicking his gate but i don´t think that i had done enough damage and would simply be counterattacked. here´s the replay: http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html i´m about 1100 diamond and he was 600 diamond. btw should be an [H] up there ![]() | ||
Akill_
United Kingdom80 Posts
my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it. Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches. | ||
pwnasaurus
Canada190 Posts
| ||
Effect010
Germany89 Posts
On November 17 2010 02:41 Akill_ wrote: tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss. my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it. Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches. i thought the roach rush works out against a 4 gating protoss...i have never had good experiences with expanding against that build... but tbh i think without the forcefield i would have won... edit: seems like this only works out against low level players^^ | ||
Akill_
United Kingdom80 Posts
On November 17 2010 02:47 Effect010 wrote: Show nested quote + On November 17 2010 02:41 Akill_ wrote: tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss. my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it. Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches. i thought the roach rush works out against a 4 gating protoss...i have never had good experiences with expanding against that build... but tbh i think without the forcefield i would have won... edit: thinks like this only works out against low level players^^ this is my point. protoss is bound to have some early defence mechanism versus zerg. against melee/range 4 units and a single tile ramp its bound to be a decent forcefield. the theme is common throughout early game p v z. protoss use their buildings and forcefields to stop the early zerg threat from having potential by denying alot of combat manuevers. Protoss who have learnt the hard way will always get out the sentry for the forcefields and back it up with some decent dps from the stalker or a cannon. I would probably look towards exploring an economy build for zerg that encompassed an expansion and lings/spines for defence. 1 base z v 1 base p is very likely to allow p the macro victory if he has weathered z storms before | ||
Effect010
Germany89 Posts
On November 17 2010 02:52 Akill_ wrote: Show nested quote + On November 17 2010 02:47 Effect010 wrote: On November 17 2010 02:41 Akill_ wrote: tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss. my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it. Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches. i thought the roach rush works out against a 4 gating protoss...i have never had good experiences with expanding against that build... but tbh i think without the forcefield i would have won... edit: thinks like this only works out against low level players^^ this is my point. protoss is bound to have some early defence mechanism versus zerg. against melee/range 4 units and a single tile ramp its bound to be a decent forcefield. the theme is common throughout early game p v z. protoss use their buildings and forcefields to stop the early zerg threat from having potential by denying alot of combat manuevers. Protoss who have learnt the hard way will always get out the sentry for the forcefields and back it up with some decent dps from the stalker or a cannon. I would probably look towards exploring an economy build for zerg that encompassed an expansion and lings/spines for defence. 1 base z v 1 base p is very likely to allow p the macro victory if he has weathered z storms before thank you! this helped me a lot...i used to do this build a lot but might not have noticed that it was getting more and mor useless...-.- | ||
Jayrod
1820 Posts
On November 17 2010 02:36 Effect010 wrote: I recently played a 1on1 on Xel´naga caverns... I played the five roach rush and some lings while he went for a 4 gate...i went up the ramp got forcefielded and lost everything..what could i have done better? where were my mistakes? my opponent siad i should have retreated after kicking his gate but i don´t think that i had done enough damage and would simply be counterattacked. here´s the replay: http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html i´m about 1100 diamond and he was 600 diamond. 5RR and 7RR are both very weak openers in my opinion that dont play towards the strengths of the race. Some ~2000 zerg 7 RR'd me and i had 2 stalkers out, 2 more about to pop and warp gates nearing completion and I held it off, losing quite a few workers but more importantly still realizing i had a huge advantage. Putting 14 supply into an army that early as zerg is pretty counterintuitive and it really tips your opponent off to counter attack once theyve dealt with the push. When I cleaned up his army i pushed out immediately and was met half way to his base by about 16-20 lings. Well lings without speed just plain suck so once I saw that he wasted even MORE larva on things other than drones i knew i had already won. I picked lings off, waited for blink to finish and promptly crushed him. When you're forced to choose between drones and units it makes early aggression feel very all in. As your opponents get better and as they have more solid builds, builds like 5rr and 7rr will just completely stop working for you. Roaches without speed are easy to micro against as are lings without speed. Lings WITH speed on the other hand, will make your opponent think twice about pressuring you as much without fast blink. | ||
MilesTeg
France1271 Posts
Sorry if it's noobish! | ||
DarKFoRcE
Germany1215 Posts
| ||
tetramaster
Canada253 Posts
On November 17 2010 03:09 MilesTeg wrote: Hm total theory crafting here but couldn't you use an overlord for vision on some maps? And at least pick off some buildings to let the lings do the work. Sorry if it's noobish! Yes, but only if the opponent will wall off at their ramp (which is iffy; some maps it's suicide NOT to do so (steppes in case of a 6-10 pool) and other maps you can get away with just doing simcity and, if worried about ling run bys, stick a cannon somewhere surrounded by buildings so lings can't take it out. | ||
liano
20 Posts
You arrived at his base just when his warpgates were done, so he just had to buy some time and warp some units to ruin your push. you could have had an overlord for vision and pick off that pylon on the edge to supplyblock him and also don't kill the gateways lol XD, enter past them and kill units + pilons or probes, but gateways got too much health, it's a waste of time. | ||
Effect010
Germany89 Posts
On November 17 2010 04:09 liano wrote: IMO 7RR > at your 5RR + metaboost build : simply because it's done like 30sec sooner. You arrived at his base just when his warpgates were done, so he just had to buy some time and warp some units to ruin your push. you could have had an overlord for vision and pick off that pylon on the edge to supplyblock him and also don't kill the gateways lol XD, enter past them and kill units + pilons or probes, but gateways got too much health, it's a waste of time. yeah thats what i thought watching the replay :D i´m far too late and my micro and decision making was crappy -.- | ||
nodq
Germany123 Posts
On November 17 2010 02:41 Akill_ wrote: tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss. my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it. Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches. But its very good vs any kind of early expand of protoss or tech builds (rays phoenix DTs bla) and vs. 4 gate you just have to go back and pump drones (as you already have some units to defend for the upcoming 4 gate push) so you dont send the lings after the roaches if you see blocked ramp with 3 gate robo/4gate whatever and a sentry. you pump drones instead. and send your roaches back. The 5RR means you expand just after the roaches went out. So against 4 gate you wont fuck up your eco that much, because protoss eco wont be good, too. You can hold if in my experience a normal 4 gate push with a normal executed 5RR BO. Ofc don't let the Protoss scout your roachwarren at the beginning. if he scouts it, you better do not 5RR then. You just are not allowed to lose your roaches to a stupid push when the Protoss is blocking the ramp. | ||
![]()
GHOSTCLAW
United States17042 Posts
On November 17 2010 03:09 MilesTeg wrote: Hm total theory crafting here but couldn't you use an overlord for vision on some maps? And at least pick off some buildings to let the lings do the work. Sorry if it's noobish! on some maps, but the distance tends to be super far >.> so a lot of the time your overlord won't be there by the time your attack hits (thinking of xel'naga caverns) | ||
nodq
Germany123 Posts
On November 17 2010 03:05 Jayrod wrote: Show nested quote + On November 17 2010 02:36 Effect010 wrote: I recently played a 1on1 on Xel´naga caverns... I played the five roach rush and some lings while he went for a 4 gate...i went up the ramp got forcefielded and lost everything..what could i have done better? where were my mistakes? my opponent siad i should have retreated after kicking his gate but i don´t think that i had done enough damage and would simply be counterattacked. here´s the replay: http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html i´m about 1100 diamond and he was 600 diamond. 5RR and 7RR are both very weak openers in my opinion that dont play towards the strengths of the race. Some ~2000 zerg 7 RR'd me and i had 2 stalkers out, 2 more about to pop and warp gates nearing completion and I held it off, losing quite a few workers but more importantly still realizing i had a huge advantage. Putting 14 supply into an army that early as zerg is pretty counterintuitive and it really tips your opponent off to counter attack once theyve dealt with the push. When I cleaned up his army i pushed out immediately and was met half way to his base by about 16-20 lings. Well lings without speed just plain suck so once I saw that he wasted even MORE larva on things other than drones i knew i had already won. I picked lings off, waited for blink to finish and promptly crushed him. When you're forced to choose between drones and units it makes early aggression feel very all in. As your opponents get better and as they have more solid builds, builds like 5rr and 7rr will just completely stop working for you. Roaches without speed are easy to micro against as are lings without speed. Lings WITH speed on the other hand, will make your opponent think twice about pressuring you as much without fast blink. 7RR sucks imho. But 5RR is okay opening in 1v1 Maps. Problem is 90% of the Zerg Players doing this BO, doint it wrong. Thinking that is is a actual rush and has always to be played like rush, example: always rush the ramp doesnt matter what the protoss has there. Thats stupid, really stupid, ofc the protoss will go out to your base after he crushed your roaches(maybe the lings too) and put on massive pressure the next minutes. Zergs who can not see the Situation and walk back with their roaches and NOT making these reinforcement speedlings and making drones instead, are just not understandig the BO. You build the speedlings if you see that you can break the wall at the ramp because hes teching or whatever (no 4gate 3 gate robo stuff etc.) Then its really hard for the Protoss to hold it off actually. Only 4 Gate mass blink Stalkers i find the BO crap against. Pretty hard to defend the Push. But its also hard to defend with FE, so. ![]() | ||
serverdown
19 Posts
| ||
JudgementxMyuu
Australia53 Posts
| ||
Markwerf
Netherlands3728 Posts
Aggresive play against 1 base toss is overall quite stupid, forcefield on the ramp easily stops ANY zerg aggression. | ||
Blu3
United States126 Posts
Remember, while we attack, we should expand. Roaches take down the wall and zlots, and then the Slings run in and kill stalkers/sentries (who no longer have any energy. The key is to get speed and expand. This is a lot of macro. I'm only a top platinum player, so take it for what it's worth. BluE | ||
DarKFoRcE
Germany1215 Posts
On November 17 2010 20:13 Blu3 wrote: The whole point of the 7 RR (or variations of such) is that while your roaches reach your opponents base, you can both get speed for your lings (which I usually just have sit behind roaches until the walloff is taken out, and speed is finished) and THEN, get an expansion. Remember, while we attack, we should expand. Roaches take down the wall and zlots, and then the Slings run in and kill stalkers/sentries (who no longer have any energy. The key is to get speed and expand. This is a lot of macro. I'm only a top platinum player, so take it for what it's worth. BluE If you manage to get up the ramp into the Ps base, it is very likely that he will just die. But any good Protoss player is able to identify that youre going roaches and will just quickly get a sentry to forcefield the ramp while chronoboosting another sentry. This delays the attack long enough for him to get enough units. Then you are behind in eco and will get owned by either some kind of immortal+gateway push or simply by him taking an expansion and going into a macrogame and killing you with some kind of 2 base timingpush. whatever roach rush you are going for, it is pretty much an allin and it definitely does not have "a lot of macro"... | ||
DaemonX
545 Posts
And I learned that good, fast 4-gate (ie first warp cycle before 6 mins) is a hard counter to 5RR. You will beat a lot of slower 4-gates or 4-gates at lower skill levels. But a perfect excution will have 2 full warp cycles complete before you bust open the ramp between 5:55 and 6:15. This means either your lings will get FFd out, or a large ball of stalkers will just exchange your men in his base, - and off one hatch you can't replenish without eco loss; he can,. and you will die 3-4 mins later (your relatively late expo will be denied before it finishes by his counterpush, and you will lose, in my experience). 5RR *crushes* things like 2 gate, 2 gate robo, proxy harass, void ray rush, DT rush. Even if you don't kill, you will do damage or prevent their intended harass while expanding and be well ahead. The roach wave can kill an enourmous number of zeals, and once the speedlings mix in you can take out a decent number of stalkers. Without warp tech you can sit at his production and gg him, or take out masses of probes. But a lot of these builds have fallen out of popularity recently, and the 5RR is less powerful as a result. Any build that puts a lot of firepower down before 5:30 mins hard counters the 5RR. Forge-FE, 3-gate wall-in, 3-gate (delayed) robo, 4WG all rape you. The build that deals with 4-gate consistently is the 7RR-all-in. This hard-counters 4WG, as you arrive almost a minute before his warp completes, and he has too few gas units to hold off. The problem is the super-fast 7RR is a blind all-in on most maps, unless you are close air positions or steppes of war, and therefore considered pretty cheesy. So wait till then, or know your man, or make a metagame play - the 7RR can beat some other builds too. But if it's scouted and he's not committed all-in, a forge-wall will go up and you are ggd, so don't risk it foolishly. | ||
Novachi
Denmark44 Posts
| ||
Novachi
Denmark44 Posts
| ||
CookieMaker
Canada880 Posts
This completely wouldnt have worked though if he had been smart in his ff's and thrown one down ont eh ramp right away so his sentries could gang up on the lone roach with vision. | ||
HardCorey
United States709 Posts
http://hardcorey.blip.tv/file/4451278/ My Main Thread Hope this helps, -HardCorey | ||
shmoo
United States139 Posts
7RR lets you expand as your roaches move out, start ling speed, and drone hard. Having an overlord to grant vision is very useful, often you can snipe some units or buildings then backoff without losing anything. Grats you now have an expo and have caught up in worker count. 7RR is not an all in, its just a safe way to apply early pressure, force them to be defensive, and get an expo out of it. If they are greedy, it will punish them. Even if all you can do is kill 300 minerals worth of stuff then back off, you have 7 roaches to defend with. 7 roaches, some lings, and two crawlers can defend against a 4 gate quite easily while you drone a little to pass the toss then just keep making units. | ||
GreatestThreat
United States631 Posts
On December 01 2010 11:03 shmoo wrote: 5RR is too aggressive and has no follow up. 7RR lets you expand as your roaches move out, start ling speed, and drone hard. Having an overlord to grant vision is very useful, often you can snipe some units or buildings then backoff without losing anything. Grats you now have an expo and have caught up in worker count. 7RR is not an all in, its just a safe way to apply early pressure, force them to be defensive, and get an expo out of it. If they are greedy, it will punish them. Even if all you can do is kill 300 minerals worth of stuff then back off, you have 7 roaches to defend with. 7 roaches, some lings, and two crawlers can defend against a 4 gate quite easily while you drone a little to pass the toss then just keep making units. You have it backwards. The REAL 5RR build has an expansion started when the roaches are a third of the way across the map, and ling speed done before they hit. It's a pressure-expand build, far from an all-in, and if the opponent doesn't respond correctly or overcommits to stalker/marauder what have you the speedlings will kill him outright. A correctly done 7RR is an all-in, but a more powerful attack that hits earlier than the 5RR. | ||
emc
United States3088 Posts
| ||
MorsCerta
United States234 Posts
On December 01 2010 11:03 shmoo wrote: 5RR is too aggressive and has no follow up. 7RR lets you expand as your roaches move out, start ling speed, and drone hard. Having an overlord to grant vision is very useful, often you can snipe some units or buildings then backoff without losing anything. Grats you now have an expo and have caught up in worker count. 7RR is not an all in, its just a safe way to apply early pressure, force them to be defensive, and get an expo out of it. If they are greedy, it will punish them. Even if all you can do is kill 300 minerals worth of stuff then back off, you have 7 roaches to defend with. 7 roaches, some lings, and two crawlers can defend against a 4 gate quite easily while you drone a little to pass the toss then just keep making units. Umm thats the opposite of the truth. The 5RR is the only roach rush that has any real chance of a transition. And it is the strongest roach rush. Why people do the 7RR is beyond me. 5 Roaches +8-12 speedlings is > then 7 roaches. People probably just cant micro roaches and speedlings at the same time. And if you decide hey, I don't think I can break this, you are not as far behind in ECO as the 7RR and you already have ling speed. However the 7RR is almost entirely all in, no ling speed and in order to get an expo up you have to cut even more drones leaving you further behind. Not to mention both of these are crappy ways to play zerg and once they stop being effective you actually have to learn how to play. In general both of the rushes are very crappy and should only be part of your repertoire if you see protoss going for a forge FE or nexus first (ie. canceling your expo and going roach all in.) TL;DR Roach Rushes are a good way to get into diamond, and then not know how to play zerg. Don't roach rush. | ||
Abstinence
United States328 Posts
On November 17 2010 22:06 DaemonX wrote: The build that deals with 4-gate consistently is the 7RR-all-in. This hard-counters 4WG, as you arrive almost a minute before his warp completes, and he has too few gas units to hold off. The problem is the super-fast 7RR is a blind all-in on most maps, unless you are close air positions or steppes of war, and therefore considered pretty cheesy. No. If any toss worth his points scouts a 7RR he WILL make sentries and hold it off while going double gas. Trust me on this. If you go sentry after zealot, it will come out before the 7 roaches arrive, and two more can be chrono'd out before WGs finish, at which point you can just keep the FF up and continue to warp in units until you roll out and stomp the econ-deprived zerg. | ||
SteveNick
United States304 Posts
If Protoss has a zealot and 2 stalkers when you arrive with 5 roaches, all he has to do is pull off 8 or so probes and he will hold your rush easily, and will be ahead of you. I almost never get a sentry even if I scout the roach rush. I just chrono out stalkers. With good micro, the stalkers hold off the rush just fine, and put you in a better position than if they had just decided not to attack due to spotting a sentry. Sentry is a waste of production cycle because it moves slow and has a low attack range/damage, thus can't be used very well on the offensive in small numbers. I try to get by with the bare minimum of sentries that I need to avoid wasting cycles/gas that can be used on tech, and you just don't need a sentry to hold off this rush. | ||
f0rgiv3n
United States112 Posts
Not a great build for a map that you spawned cross-position. roaches are slow! | ||
DragonDefonce
United States790 Posts
| ||
necroticah
South Africa233 Posts
| ||
Lobotomist
United States1541 Posts
That said, I've found this build useful when I want to all-in or in 2v2 games. Knowing the general timings is nice if you want to transition into this after after seeing an opportunity develop during the game. | ||
pwncakery
Canada131 Posts
Here's a game I 7rr'd about an hour ago on blistering. Villain's ~2k protoss. | ||
BrTarolg
United Kingdom3574 Posts
a> use your lings and your overlord to at least scout his ramp and build b> drone up like crazy afterwards c> drone BEFORE you expand and tech up at the same time after you expand | ||
MorsCerta
United States234 Posts
On December 01 2010 18:08 pwncakery wrote: I don't get all the shit dumped on 5 and 7 roach rushes. I don't use 5rr's, but I open 7rr pretty frequently on close spawn metal, blistering and steppes. I've found it to be highly effective against T and P. For some reason even though I'm not 14 hatching terrans still love to 2rax+scv rush. Even if they don't, not many are opening marauders so I still have a fairly easy time causing damage. Against protoss this build is a little more hit or miss. I find if villain is chronoboosting warpgates like a fiend I'm in trouble, but anything else is pretty easy to disrupt. Bringing an overlord along to spot highground in case of forcefields is easy due to the short distances. The followup to this rush is pretty simple: ling speed and a hatchery as you're moving out and determine your larva use based on the result of your attack. Here's a game I 7rr'd about an hour ago on blistering. Villain's ~2k protoss. If terran is opening marauders and you are finding it easy to case damage with roaches the terrans you face suck. Period. | ||
Weken
United Kingdom580 Posts
| ||
Allred
United States352 Posts
| ||
pwncakery
Canada131 Posts
On December 02 2010 00:35 MorsCerta wrote: If terran is opening marauders and you are finding it easy to case damage with roaches the terrans you face suck. Period. I said it's rare to find a terran opening with marauders, thus it's easy to inflict damage...because terrans will rarely have marauders. | ||
Ksyper
Bulgaria665 Posts
I would suggest playing standart dough, 5rr won't teach you anything. | ||
jdseemoreglass
United States3773 Posts
If you want a build that is both extremely economical and flexible, try the 11Pool 18Hatch being perfected on my thread. It is especially good for players who fear early aggression like 4gates, 6pools, or 2rax marines. Here is a replay of it in action. ![]() This felt like the easiest 4gate I have ever held off because I had so many units out quickly. At first I assumed my opponent was making a mistake, or was possibly going 3gate-expand, but the replay shows he did fairly well in keeping his resources low and drone count high. After holding off two attacks I prepare for a mid-game timing attack before his late expansion can reap dividends. | ||
MorsCerta
United States234 Posts
On December 02 2010 03:10 pwncakery wrote: Show nested quote + On December 02 2010 00:35 MorsCerta wrote: If terran is opening marauders and you are finding it easy to case damage with roaches the terrans you face suck. Period. I said it's rare to find a terran opening with marauders, thus it's easy to inflict damage...because terrans will rarely have marauders. Ah I misread. | ||
CookieMaker
Canada880 Posts
On December 02 2010 03:36 jdseemoreglass wrote: Zerg's advantage is in macro. 5RR and 7RR are simply cheese imo, and any solid opponent in high diamond will scout and defend nearly 100% of the time. Play defensively as zerg until you can exploit a macro advantage. If you want a build that is both extremely economical and flexible, try the 11Pool 18Hatch being perfected on my thread. It is especially good for players who fear early aggression like 4gates, 6pools, or 2rax marines. Here is a replay of it in action. ![]() This felt like the easiest 4gate I have ever held off because I had so many units out quickly. At first I assumed my opponent was making a mistake, or was possibly going 3gate-expand, but the replay shows he did fairly well in keeping his resources low and drone count high. After holding off two attacks I prepare for a mid-game timing attack before his late expansion can reap dividends. just checking out your replay... I dont mean to belittle your opening (i love overpool) but his 4gate rush was faily poorly composed and microd. You mentioned how he kept his money down, but he basically did that because he only had 18guy mining 8 patches while he stockpiled gas. Eventually he came at you with SEVEN sentrys and a handful of stalkers, yet he threw down a grand total of zero forcefields. Be careful, should the 4gate rusher acutally have decent army composition that includes zealots to tear lings to pieces. Your mechanics looked quite solid tho. | ||
A.J.
United States209 Posts
| ||
zyglrox
United States1168 Posts
| ||
Tsabo
Russian Federation266 Posts
Sure 5RR and 7RR can work, but only if your opponent is bad or makes micro mistakes. | ||
Babyschwein
Germany33 Posts
| ||
| ||
![]() StarCraft 2 StarCraft: Brood War Britney Dota 2![]() ![]() Mong ![]() Mini ![]() actioN ![]() Zeus ![]() Sharp ![]() Leta ![]() JulyZerg ![]() EffOrt ![]() Killer ![]() [ Show more ] Counter-Strike Super Smash Bros Heroes of the Storm Other Games Organizations Dota 2 Other Games StarCraft 2 StarCraft: Brood War
StarCraft 2 • LUISG StarCraft: Brood War![]() • AfreecaTV YouTube • intothetv ![]() • Kozan • IndyKCrew ![]() • LaughNgamezSOOP • Migwel ![]() • sooper7s Dota 2 |
Wardi Open
Replay Cast
Replay Cast
RSL Revival
Cure vs Percival
ByuN vs Spirit
PiGosaur Monday
RSL Revival
herO vs sOs
Zoun vs Clem
Replay Cast
The PondCast
RSL Revival
Serral vs SHIN
Solar vs Cham
RSL Revival
Reynor vs Scarlett
ShoWTimE vs Classic
[ Show More ] uThermal 2v2 Circuit
SC Evo League
Circuito Brasileiro de…
Sparkling Tuna Cup
|
|