• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:41
CET 05:41
KST 13:41
  • 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
ByuL: The Forgotten Master of ZvT28Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2
StarCraft 2
General
Terran AddOns placement How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker ByuL: The Forgotten Master of ZvT Oliveira Would Have Returned If EWC Continued
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10 RSL Season 4 announced for March-April The Dave Testa Open #11
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
Mutation # 514 Ulnar New Year The PondCast: SC2 News & Results Mutation # 513 Attrition Warfare Mutation # 512 Overclocked
Brood War
General
TvZ is the most complete match up BGH Auto Balance -> http://bghmmr.eu/ Soma Explains: JD's Unrelenting Aggro vs FlaSh ACS replaced by "ASL Season Open" - Starts 21/02 BW General Discussion
Tourneys
[Megathread] Daily Proleagues [LIVE] [S:21] ASL Season Open Day 1 ASL Season 21 Qualifiers March 7-8 Small VOD Thread 2.0
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Path of Exile Beyond All Reason New broswer game : STG-World
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread YouTube Thread Mexico's Drug War
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
YOUTUBE VIDEO
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Inside the Communication of …
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2613 users

[D] [G] Zerg FAQ - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 6 7 8 Next All
HydroXy
Profile Joined May 2010
United States513 Posts
November 23 2010 18:47 GMT
#21
Awesome thread, Sheth. Glad to see you're back and active (and owning up the ladder with the other ROOT Zergs). Also thanks to CatZ and Slush for chiming in with your opinions (CatZ, your stream is awesome, btw).
I don't have any question at the moment, just saying thanks
Liquid`Sheth
Profile Blog Joined March 2010
United States2095 Posts
November 23 2010 18:49 GMT
#22
On November 24 2010 03:14 Wire wrote:
vs. 4gate warpgate:

do you sit in your base and prepare to defend that initial attack or is there a way to engage them outside your base?

if engaging outside your base, do you focus down the pylon first to stop reinforcing units or focus on the existing units first?


First Part : In a perfect world your going to be able to bring in 1/2 of your zerglings and 1/2 of your roaches from behind the protoss army quick enough that he can't completely block out that half of your army, and you'll use the other 1/2 of your force along with your queen and however many drones you need to help attack on that side. Once you have destroyed his army, his four gate build will be very very weak.

Second Part: If you engage outside, you simply try and do a well timed flank attempting to use all 4 directions. If you can kill the pylon with zerglings only, without revealing the size of your army outside of your base, then by all means you should do that. Sniping the probe, and preventing more probes from coming along can also help if you can do it without losing that many units. Mainly its getting enough drones, but not too many!!
Team LiquidUnderneath it all they were really quite nice. They just got screwed up. Mostly by stuff that wasn't entirely their fault.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
November 23 2010 18:51 GMT
#23
Here's some questions:

On November 24 2010 02:29 Sheth wrote:
7. How do I stop Banshees?

+ Show Spoiler [Answer 7] +
Very Good question young zerg. The best way to do this is with proper scouting. By sending in an overlord at a critical time you can detect these banshees and defend properly. There are two different types of banshee attacks. (2 starport or 1 starport cloak) The best way to defend 2 starport is with 3 queens (at least, depending on your drone situation) and then getting several spine crawlers and watching the terran and reacting. To defend 1 starport cloak it is best to have 3 queens, and an overlord. If you keep the 3rd queen in the center of your main and natural you can move it in to help infuse your one queen with health while bringing it and your 3rd queen to help.



1. What is the 'critical time' that you send your overlord in?

2. When do you get lair vs 2 starport banshees?

3. In ZvP, how do you usually respond to 15 nex, gate nex, or forge nex (basically any protoss FE build)?

4. In ZvZ, do you have a 'standard' BO? If not, what about a set of standard BOs? How does the map affect your opening? How do you decide whether to pool-first, hatch-first, or gas-first?
next week on Everybody Loves HypnoToad:
Dragon768
Profile Joined November 2010
Malaysia4 Posts
Last Edited: 2010-11-23 18:56:03
November 23 2010 18:52 GMT
#24
@Sheth,
I'm going to try get get burrow and tunneling claws before the 4gate attack comes. Hope it'll work.

**Edit: Thanks for the guide on the multi directonal attack. I normally have this difficulty when my protoss opponent spawn in the nearest location (metalopolis, lost temple) so there's on proxy pylon. Your answer made me more confident that 4 gate can be handled well without stress.
Thx.

@sleepingdog,
Thanks for the info from stealth protos.
Rise and rise again till the lambs become lions.
Antithesis
Profile Joined August 2010
Germany1232 Posts
November 23 2010 18:53 GMT
#25
Great thread, thank you guys!

I've got one question for now, ZvP: Toss opens with phoenix. You have to scout it at ~5:00-6:00 with an overlord. Correct? Then: What do you do? More queens? Spores? Hydras?

I often lose 2 queens and 2-3 overs with their first push and hate investing heavily in AA, since you will never know how much P invests into air. You won't be able to overscout because of the phoenix and sporecrawler are expensive and often useless. Usually, when I eventually defend my two bases, I'm feeling behind and got no idea what to build and how to scout.

Going hyds: Yes, if you get some hyds you can defend against phoenix, but 1. P will just relax, build colossi and roflstomp you or 2. if you decide to attack, P will harrass your main to death when your hyds leave. This is especially true on big maps, since hyds are so sluggish and his phoenix will maintain map control and snipe whatever they see. And usually P gets some cannons + WG units so that if your hyds finally arrive they won't do great damage anyway.

How do you deal with this?
Mutation complete.
Novachi
Profile Joined November 2010
Denmark44 Posts
November 23 2010 19:03 GMT
#26
Hi, i find myself getting all-in'd all day everyday, is there any build that is effective against most all-ins while still being able to pull itself into a macro game? How do you deal with all-ins?
Oh these mutas man
Cambam
Profile Blog Joined September 2010
United States360 Posts
November 23 2010 19:08 GMT
#27
What do you do about a sentry heavy (6-8) 4 gate push? A lot people say make zerglings and feint him to make him waste force fields, but I feel like a good protoss will either not use any, or make sure he traps a lot of lings if he does. I feel like I have to mass roaches, because any zergling made is wasted against a sentry army.

Also, how do I keep the 4 gate push from waltzing behind my natural's mineral line and force fielding himself in. I'd need 5-9 spine crawlers to block the whole natural well, is that what I need?

Finally, getting your ramp forcefielded seems to be an instant-gg, how do you prevent it? Especially on maps like delta quadrant where it takes a while to get creep and thus spine crawlers over there?

Thanks!
mathemagician1986
Profile Joined February 2010
Germany549 Posts
November 23 2010 19:11 GMT
#28
Going hatch first seems to be all the rage but I find it is very weak against rushes.

Interestingly going hatch first doesn't give you such a great boost compared to a 14gas 14 pool 21 expand build, as you only gain extra larvae during the time your fast expansion is up (especially as people tend to place a creep tumour with one of their queens; if you vomit larvae on both hatcheries ASAP it's different). So, are hatch first build overrated or am I missing something?
Jtn
Profile Blog Joined October 2010
444 Posts
November 23 2010 19:14 GMT
#29
Hey guys, I'm just wondering what your preferences for hotkeys are, more specifically army control (as I know people have their own queen/hatchery preferences).

I'm having trouble keeping consistent groupings game per game. Like I'll have lings as 1 and blings as 2 early game, but later on if I switch to roaches, I'll have them on 3, but when I transition, I'll have them back on 1 or some crazy shit and have mutas on 3. I DUNNO HELP
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
Last Edited: 2010-11-23 19:24:05
November 23 2010 19:14 GMT
#30
lol goddamn, my question should be the next one answered (after WiRed) and now i'm sitting here pressing f5 like an idiot for the last 30minutes T_T

Btw Sheth, Just so you know, Saracen attempted a similiar undertaking a while back and created a thread too with DarKforCe helping out. However it filled up VERY fast, but mostly with just ppls asking the same question over and over and over and over again. Perhaps updating the op with subgroups will help reduce the numbers of repeated questions? It'll reduce your load and makes it easier for TL'ers to search for questions. Just a thought =]

(damnit answer my question already, i need to make breakfast and go to my exam T_T)

Shit 4got to say thanks in advance. So THANKS HEAPS. Wiill check back after exam.
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
November 23 2010 19:19 GMT
#31
What is the best way to counter a cannon rush after going hatch first?

http://grooveshark.com/#/deltrus/music
.MadHaT
Profile Joined November 2010
Canada76 Posts
November 23 2010 19:20 GMT
#32
Hey ROOT Zerg's, I would like to express my appreciation for Sheth's Zerg guide from awhile back, I found it very helpful when I first started Starcraft 2 a few months back, and for CatZ's great stream.

My question concerns the Protoss mid game push. I've adjusted to learning how to properly defend the 4gate, and a majority of the time I can handle standard zealots/stalkers with or without sentry 4gate pushes unless I'm caught off guard by a sneaky sneaky pylon or something. However, after fending off the initial early 4gate push, and saturating my main and natural I seem to fall a lot to the mid game ~5/6 gate with colossus push. Was wondering when I should scout out for colossus, when to get the spire for corrupters, and generally how to manage my army to handle the big midgame push from toss (generally as they expand while they're pushing)?

Thanks!
"That's just the man trying to get you to buy Bananas" - Artosis
dreamend
Profile Blog Joined September 2010
64 Posts
November 23 2010 19:23 GMT
#33
Do you feel Ultralisks are worthwhile in ZvP? I made a thread on this but basically I find that Protoss will easily switch to an Immortal-orientated army as you head to UltraLing and so you're better off just massing HydraLing
Urth
Profile Blog Joined November 2007
United States1252 Posts
November 23 2010 19:37 GMT
#34
Do you guys feel that hatch first ZvZ is viable? On what maps? What openers do you guys usually do for ZvZ.

If the ops open roaches, and you open hatch first, how do you respond?
BY.HERO FIGHTING!!!!
Liquid`Sheth
Profile Blog Joined March 2010
United States2095 Posts
November 23 2010 20:09 GMT
#35
On November 24 2010 03:38 jAck_sc2 wrote:
I've read already 100 thread about ZvZ, but I still dont get to the breakthrough. ZvT and ZvP seems so simple to me and I usually understand where I fucked up after watching the replay of a lost match. But for ZvZ it seems that I simply don't understand what I have to pay attention for.

Do you got some general tips on what to focus in ZvZ? What are the most important aspects about ZvZ?

It was mentioned before, that it is important to be ahead in economy. But how the hell can I know if I'm leading or not? How do I judge when it's a good moment to produce drones? And are we talking about squeezing out 1-2 drones or like a few injections worth of drones?


ZvZ is all about stages. The first stage of the game, is scouting. You have to find out what your opponent is building. In order to do this, sending your first 2 overlords to check for an expansion and then to continue your build in regards to his. If he fast expands you can fast expand back, or you can try and do 1 hatch aggression play. Its always a good idea to get 6-8+ zerglings as well to scout and defend early zerglings from your opponent. After you've done that you have to choose whether to get zergling speed and more lings, banelings with lings, or roaches. Its kind of like rock paper scissors. Pure lings > Roaches > Banelings > Pure lings. You just have to scout,and be smart about it.

2nd part. It'll come with time when you know your ahead or not. Generally if you don't stop any of his attacks, and he doenst stop any of yours, your about even. If one of you loses units for nothing your behind. Gotta use common sence, and scouting. Have overlords around to see his army and his production units. If he has alot of gates or barracks then perhaps hes all-in and your already ahead in drones. If hes expo'ed 3 times, then your probably behind, but you probably have enough of an army to pressure him.


@ Hammurabi
Most matchups favor Ultralisks for late game. However it can be a good idea, to get a few broodlords to make your opponent get vikings or void rays, and then to go ultralisks and say hydralisks. Ultralisks are very good end game vs. mech, and very good end game vs. protoss. Broodlords can be a great harass unit vs. t, but they've lost some of their luster in games vs. protoss!
Team LiquidUnderneath it all they were really quite nice. They just got screwed up. Mostly by stuff that wasn't entirely their fault.
Liquid`Sheth
Profile Blog Joined March 2010
United States2095 Posts
November 23 2010 20:11 GMT
#36
On November 24 2010 03:44 sleepingdog wrote:
Stealth protoss here trying to reap some intel:

What's in your opinion the best response to the nowadays very common 5/6 gate timing attack (~10 minutes ingame), mostly with +1 off two base (be it after a stalker-harass, be it after a sentry-expand, the timings are very similar). Because I found that for a classic ling/muta-play you'd probably have to go crazy on spines....for roach-openings I think early burrow? Don't let yourselves limit by my guesses. Although I'm protoss I hope it's ok to ask what's the best response to this timing-push is, because I'm curious to learn about the biggest weaknesses this heavy gateway push with delayed tech has from the perspective of a zerg-player.


I find the best way to deal with this is roaches with speed, zerglings and perhaps a quick move into hydralisks to help. Using your zerglings to harass the protoss's natural whenever he moves out can also delay and help. You can't attack in a choke point, you have to find open ground, be it near your main or out in the open. If you have burrow you can micro roach burrow, or just simply wait for the protoss to be above your army before attacking. That's the best way I've found in order to defeat protoss who do that build order!
Team LiquidUnderneath it all they were really quite nice. They just got screwed up. Mostly by stuff that wasn't entirely their fault.
Liquid`Sheth
Profile Blog Joined March 2010
United States2095 Posts
November 23 2010 20:15 GMT
#37
On November 24 2010 03:51 BlasiuS wrote:
Here's some questions:

Show nested quote +
On November 24 2010 02:29 Sheth wrote:
7. How do I stop Banshees?

+ Show Spoiler [Answer 7] +
Very Good question young zerg. The best way to do this is with proper scouting. By sending in an overlord at a critical time you can detect these banshees and defend properly. There are two different types of banshee attacks. (2 starport or 1 starport cloak) The best way to defend 2 starport is with 3 queens (at least, depending on your drone situation) and then getting several spine crawlers and watching the terran and reacting. To defend 1 starport cloak it is best to have 3 queens, and an overlord. If you keep the 3rd queen in the center of your main and natural you can move it in to help infuse your one queen with health while bringing it and your 3rd queen to help.



1. What is the 'critical time' that you send your overlord in?

2. When do you get lair vs 2 starport banshees?

3. In ZvP, how do you usually respond to 15 nex, gate nex, or forge nex (basically any protoss FE build)?

4. In ZvZ, do you have a 'standard' BO? If not, what about a set of standard BOs? How does the map affect your opening? How do you decide whether to pool-first, hatch-first, or gas-first?



Heya Blas,

1. Once you've seen the factory completed, and you can see that hes going either reactor or techlab hellions, its imperitive that you learn more. You should run your overlord in from the side to check a little after hes started pumping hellions. If there is no factory out front, then you want to just check along the edges and suicide at around the same timing as you would for an imaginary factory finishing.

2. Depending on how quickly you see the starports I'll get it once I've gotten 3 queens and spore crawlers up. 1-2 spore's per base is very helpful vs. this. You can start it earlier though if you didn't get ling speed.

3. I generally do a 13 pool build order vs. protoss, so I just straight up kill 15 nexus, I put pressure if they gate nexus. If they do Forge Nexus, I realize they can't put pressure on me so I'll take 3 bases and macro roaches and scout with an overseer and base my tech on what I see.

4. I have two standards. I put them both in the FAQ part of this thread. You just have to change it up depending on what you think your opponent will do and the map. Scrap station for instance you can't 14 hatch and hold it where as Metal its alot easier.
Team LiquidUnderneath it all they were really quite nice. They just got screwed up. Mostly by stuff that wasn't entirely their fault.
Liquid`Sheth
Profile Blog Joined March 2010
United States2095 Posts
November 23 2010 20:20 GMT
#38
On November 24 2010 03:53 Antithesis wrote:
Great thread, thank you guys!

I've got one question for now, ZvP: Toss opens with phoenix. You have to scout it at ~5:00-6:00 with an overlord. Correct? Then: What do you do? More queens? Spores? Hydras?

I often lose 2 queens and 2-3 overs with their first push and hate investing heavily in AA, since you will never know how much P invests into air. You won't be able to overscout because of the phoenix and sporecrawler are expensive and often useless. Usually, when I eventually defend my two bases, I'm feeling behind and got no idea what to build and how to scout.

Going hyds: Yes, if you get some hyds you can defend against phoenix, but 1. P will just relax, build colossi and roflstomp you or 2. if you decide to attack, P will harrass your main to death when your hyds leave. This is especially true on big maps, since hyds are so sluggish and his phoenix will maintain map control and snipe whatever they see. And usually P gets some cannons + WG units so that if your hyds finally arrive they won't do great damage anyway.

How do you deal with this?



This question is actually fairly simple for me to answer. I'll generally get 3 queens fairly early. This has the added benefit that I can protect my queens if I see phoenix. If they have a large enough ammount I might even get a fourth queen. If I go pure hydras to counter this then I'll simply attack and if they harass my main use my queens to defend the best they can and try and kill the P before the collosus are out or at least do major damage. (It helps ALOT to get overlords speed and have a creep highway to their base) You don't always have to sacrifice a overlord vs. protoss. Alot of the time you can tell what a protoss is going to do based on their choice of warp gate unit and how many you see. If they have 3 warpgates and their not expanding you know something tricky is going on and you can prepare by getting an overseer and perhaps a 4th queen.

Try blindly going hydralisks sometimes before you even see pheonix and then you can kill the protoss right after you defend the first wave of pheonix. Its a blind counter, but sometimes it works like a charm!


@Novachi

There is no such thing as a standard safe build against all ins. Its very all-in specific. The build that protects against Banshees will let you die against marine pressure. You have to figure out which all-in their doing and counter it apppropriatly.
Team LiquidUnderneath it all they were really quite nice. They just got screwed up. Mostly by stuff that wasn't entirely their fault.
Liquid`Sheth
Profile Blog Joined March 2010
United States2095 Posts
November 23 2010 20:23 GMT
#39
On November 24 2010 04:08 Cambam wrote:
What do you do about a sentry heavy (6-8) 4 gate push? A lot people say make zerglings and feint him to make him waste force fields, but I feel like a good protoss will either not use any, or make sure he traps a lot of lings if he does. I feel like I have to mass roaches, because any zergling made is wasted against a sentry army.

Also, how do I keep the 4 gate push from waltzing behind my natural's mineral line and force fielding himself in. I'd need 5-9 spine crawlers to block the whole natural well, is that what I need?

Finally, getting your ramp forcefielded seems to be an instant-gg, how do you prevent it? Especially on maps like delta quadrant where it takes a while to get creep and thus spine crawlers over there?

Thanks!


This question is not easy to answer in text. Basically what you have to do is mix roaches + zerglings. You also can't let him get to your ramp with that many sentries. You have to use roaches and lings with minimum ammount of spine crawlers and try and surround and flank him. The answer I gave in the FAQ pretty much works for this question, so check it out if you havn't already. Zergling feint's are a bad idea because you let the protoss know where your zerglings are. IF you show zerglings you better be prepared to flank and attack the protoss, letting them regain shields after your attack dies is a certain path to you GG'ing at the end of the game!

@MatheMagician

Yea your missing a lot! If you don't think there's a huge difference in economy between a 14 hatch and a 14 gas pool 21 expand build try them both out on a build order tester. You'll have a lot more of every resource with 14 hatch. Yes it is risky, I don't recommend doing this vs. Protoss, however vs. Terran I find it my favorite starting build.
Team LiquidUnderneath it all they were really quite nice. They just got screwed up. Mostly by stuff that wasn't entirely their fault.
resilve
Profile Blog Joined August 2010
United Kingdom678 Posts
November 23 2010 20:26 GMT
#40
Thanks for the thread, great reading.

My question is: how do you view a 5/7 roach push into ~34 supply expand in close positions against protoss? I cant seem to hold a 14hatch against extremely early zealots or zealot/stalkers.


Socke Fighting!!!!
Prev 1 2 3 4 5 6 7 8 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
LiuLi Cup Grand Finals Group B
LiquipediaDiscussion
AI Arena Tournament
20:00
RO8
DaveTesta Events
18:15
The Dave Testa Open #11
davetesta47
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 145
Ketroc 62
StarCraft: Brood War
GuemChi 2739
ggaemo 271
Shine 63
Icarus 8
Noble 6
Dota 2
monkeys_forever345
LuMiX1
League of Legends
Reynor54
Counter-Strike
Stewie2K55
Super Smash Bros
Mew2King216
Heroes of the Storm
Khaldor124
Other Games
summit1g10202
JimRising 576
ViBE78
Livibee38
Organizations
Other Games
gamesdonequick761
Counter-Strike
PGL213
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 412
• practicex 26
• Sammyuel 22
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• HerbMon 43
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift5764
• Lourlo932
• Rush880
Upcoming Events
PiG Sty Festival
4h 19m
Clem vs Serral
Maru vs ShoWTimE
Sparkling Tuna Cup
5h 19m
uThermal 2v2 Circuit
10h 19m
Replay Cast
1d 4h
Wardi Open
1d 7h
Monday Night Weeklies
1d 12h
Replay Cast
1d 19h
Replay Cast
3 days
Replay Cast
3 days
The PondCast
4 days
[ Show More ]
KCM Race Survival
4 days
Replay Cast
4 days
Replay Cast
5 days
CranKy Ducklings
6 days
Replay Cast
6 days
Liquipedia Results

Completed

[S:21] ASL SEASON OPEN 2nd Round
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.