• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:44
CEST 16:44
KST 23:44
  • 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
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
RSL Revival: Season 5 - Qualifiers and Main Event7Code S Season 1 (2026) - RO12 Results02026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15
StarCraft 2
General
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Code S Season 1 (2026) - RO12 Results Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid
Tourneys
RSL Revival: Season 5 - Qualifiers and Main Event GSL Code S Season 1 (2026) SC2 INu's Battles#15 <BO.9 2Matches> WardiTV Spring Cup SEL Masters #6 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
Pros React To: Leta vs Tulbo (ASL S21, Ro.8) Missed out on ASL tickets - what are my options? ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ [BSL22] RO16 Group A - Sunday 21:00 CEST
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [BSL22] RO16 Group Stage - 02 - 10 May [ASL21] Ro8 Day 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Daigo vs Menard Best of 10 Nintendo Switch Thread Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 Five o'clock TL Mafia
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1791 users

[D/H] The end of Supply Depots? - Page 22

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 20 21 22 23 24 Next All
30to1
Profile Joined November 2010
105 Posts
December 05 2010 20:45 GMT
#421
On December 05 2010 23:03 Cyber_Cheese wrote:
Don't let the negative viewpoints get to you, the updating you've done to it is beautiful, and its a masterwork of theory crafting that i'd love to see become standard and possibly even result in a mule nerf


Thanks! Nice to hear positive feedback, especially after all the work in rewriting the top post.


On December 05 2010 23:03 Cyber_Cheese wrote:
Just a quick note: minerals tied up in mineral patches are worse than unspent minerals in the bank; why? because you 'have them' but you can't use them. Also, if you mine out a base faster and bank it, you can move on to the next one faster, the more minerals you mine, the less your opponent can potential usurp from you; After all, there are a limited amount of minerals shared between you and the enemy, the more you get, the less he gets, and the better off you are.
I would build said Super SCV any day.


That's true. Minerals tied in patches are much worse than minerals in the bank. The points you raise are all true. Another major point is that you need to defend minerals tied up in a patch, you don't have to defend minerals in the bank. That idea is really one of the key points in the whole value of OC Farming.


On December 06 2010 04:35 Silmakuoppaanikinko wrote:
Killing a mule I'd say is always a bad decision in favour of killing an SCV. Killing a mule costs the opponent a bounded and fixed price, nothing more. An SCV will keep generating income for the remainder of the game if not killed, assuming here for sake of simplicity that you don't ever mine out the map.


This is actually a really interesting point. I might edit this into top. The decision between killing a mule or killing an SCV depends on the following:

The more workers you think you can kill at once, the more valuable killing SCVs is. The fewer workers you can kill at once, the more valuable killing mules is.

The reason comes down to the amount of time required to replace the workers. Let's imagine the 4 mules vs 24 workers scenario. Both have a similar income. But killing the 4 mules results in (like you said) a fixed mineral cost - exactly how much depends on how much energy they have left. Killing the workers is not really infinite (because of saturation) - the real value in killing SCVs depends on how long it takes to replace them. The more SCVs you can kill in a single burst, the longer it will take to replace that lost income.

Let's imagine you are on two base, and both are saturated. Someone kills a single SCV. It will take them 20 seconds to replace that SCV and return to full income. On the other hand, if someone kills 10 SCVs, it will take 200 seconds (divided by the number of cc's building) in order to replace all that income (plus the cost of the individual SCVs). That 200 seconds of lost income is huge.

There is a formula to determine the exact point where killing MULES is better than SCVs. But the rough rule of thumb is probably: if you can kill 1 or 2 workers, kill mules. If you think you can kill 4+ workers kill SCVs.

On December 06 2010 04:35 Silmakuoppaanikinko wrote:
However, I would like to point some thing out to the OP here if we're looking at that, a single mule mines as fast as 4.5 SCV's in an ideal case, an oribtal can continuously calldown mules as it happens to regen 50 energy every 90 seconds. So basically the cost / return ratio of an orbital is significantly lower than an SCV. The return is 4.5 times as high, but an orbital command costs 11 SCV's.

Of course, this is minus the supply depot so let's say 8.5 SCV"s, that's still a lot higher.

Another poibnt that comes into factor is that it has more hp than that many SCV's, and thus is less easily lost, and is less exposed in the field, and can oversaturate.


What you say here is half true. Building SCVs is always better than building OCs - IF - you are not close to saturation. The key idea being that oversaturation more so than raw mining income is the actual value of the OC.
Sek-Kuar
Profile Joined November 2010
Czech Republic593 Posts
Last Edited: 2010-12-06 03:33:50
December 06 2010 03:21 GMT
#422
Timeline of this build:

0:00 Start buildings CC (400 minerals invested)
1:40 CC finished, start upgrading to OC (550 minerals invested)
2:15 OC finished, calldown first MULE
3:45 first MULE runs out of energy, calldown second (270 minerals gathered)
4:35 Start buildings second CC (950 minerals invested)
5:15 second MULE runs out of energy, calldown third (540 minerals gathered)
6:15 second CC finished, start upgrading to OC (1100 minerals invested)
6:45 third MULE runs out of energy, calldown fourth (810 minerals gathered)
6:50 second OC finished, calldown fifth MULE
7:40 Start buildings third CC (1500 minerals invested)
8:15 fourth MULE runs out of energy, calldown sixth
8:20 fifht MULE runs out of energy, calldown seventh (1350 minerals gathered)
8:50 Start buildings fourth CC (1900 minerals invested)
9:20 third CC finished, start upgrading to OC (2050 minerals invested)
9:45 third OC finished, calldown eighth MULE
9:45 sixth MULE runs out of energy, calldown nineth
9:50 seventh MULE runs out of energy, calldown tenth (1890 minerals gathered)

10:20 MULES gathered 2160 minerals! You get back initial investment!

Now profit!


10:30 fourth CC finished, start upgrading to OC (2100 minerals invested)



So with this build, after you invest initial 400 minerals, you get them back after 10 minutes and 20 seconds. After that you gain 4 MULES (640-720 minerals/min income) and 44 extra supply. Enjoy!


I really dont see this build viable at any level, its huge (8 marines) investment that pays for it in more than 10 minutes... After that you get some eco boost but 10 min is way too long.

Its kinda same theory like saying that Protoss whos not using Chrono boost for anything besides Probes can have around 67 Probes at the time when Terran has 50. And this Chrono Boost effect would result into 720 minerals income compareable or higher than what 4 MULEs give.
Scientists finally discovered what's wrong with the female brain: On the left side, there is nothing right, and on the right side, there's nothing left. [http://eu.battle.net/sc2/en/profile/213948/1/DJVibrejtr/]
yoplate
Profile Joined August 2010
United States332 Posts
Last Edited: 2010-12-07 00:08:30
December 06 2010 03:43 GMT
#423
This is crazy enough it just might work...

I feel like if you are doing this strategy, you should play standard for a while (about 10 minutes), before beginning to mass OC. If you start with the massing, you are left very vulnerable to a timing attack. It seems like it has great potential, and I would love to see a pro player use it.
Conrose
Profile Joined October 2010
437 Posts
December 06 2010 06:41 GMT
#424
On December 06 2010 12:21 Sek-Kuar wrote:
Timeline of this build:

0:00 Start buildings CC (400 minerals invested)
1:40 CC finished, start upgrading to OC (550 minerals invested)
2:15 OC finished, calldown first MULE
3:45 first MULE runs out of energy, calldown second (270 minerals gathered)
4:35 Start buildings second CC (950 minerals invested)
5:15 second MULE runs out of energy, calldown third (540 minerals gathered)
6:15 second CC finished, start upgrading to OC (1100 minerals invested)
6:45 third MULE runs out of energy, calldown fourth (810 minerals gathered)
6:50 second OC finished, calldown fifth MULE
7:40 Start buildings third CC (1500 minerals invested)
8:15 fourth MULE runs out of energy, calldown sixth
8:20 fifht MULE runs out of energy, calldown seventh (1350 minerals gathered)
8:50 Start buildings fourth CC (1900 minerals invested)
9:20 third CC finished, start upgrading to OC (2050 minerals invested)
9:45 third OC finished, calldown eighth MULE
9:45 sixth MULE runs out of energy, calldown nineth
9:50 seventh MULE runs out of energy, calldown tenth (1890 minerals gathered)

10:20 MULES gathered 2160 minerals! You get back initial investment!

Now profit!


10:30 fourth CC finished, start upgrading to OC (2100 minerals invested)



So with this build, after you invest initial 400 minerals, you get them back after 10 minutes and 20 seconds. After that you gain 4 MULES (640-720 minerals/min income) and 44 extra supply. Enjoy!


I really dont see this build viable at any level, its huge (8 marines) investment that pays for it in more than 10 minutes... After that you get some eco boost but 10 min is way too long.

Its kinda same theory like saying that Protoss whos not using Chrono boost for anything besides Probes can have around 67 Probes at the time when Terran has 50. And this Chrono Boost effect would result into 720 minerals income compareable or higher than what 4 MULEs give.


Actually, you don't build a "4th" OC, you start out with one CC, so that's 400 Minerals less invested into this build, you only pay 150 for the OC Upgrade. Secondly, the 2nd OC is used for the Expansion fairly early so it pays for itself fairly quickly from saturating the Natural to alleviate diminishing returns resulting from SCV Oversaturation at the main. Then consider that each OC is worth 1.375 Supply depots or, a 137.5 Mineral savings on Depots... they pay for themselves a lot quicker than 10:20. Also, if you aren't so afraid of it being scouted, you can place one or both of your extra OC's in a slightly more efficient position for some mineral deposits to quicken your gathering of some mineral patches in your main or natural (You'll know this is the case if the SCV's decide to go to the extra OC rather than your main OC)... though this particular benefit is map dependent.

And who doesn't love watching a baneling bust on your first Supply Depot only for the zerg to find that a big ass OC is beyond that?
ledarsi
Profile Joined September 2010
United States475 Posts
December 06 2010 09:25 GMT
#425
Dude I love the idea but you still haven't updated your caption on the OP. Your entire argument is that you are getting 5 orbital commands to be able to constantly earn from 5 mules which equals 1 saturated expansion, but you say in the OP that a saturated expansion's worth of SCV's can be replaced by one orbital command that costs 550 minerals and 0 supply, and have a picture of 4 mules which is not quite enough. This is incorrect. You are getting 5 of them which costs 2550 minerals.
"First decide who you would be, then do what you must do."
ABXG
Profile Joined October 2010
Canada16 Posts
December 06 2010 11:53 GMT
#426
Here is an interesting replay using the OC Farming technique. At one point I lose all my SCV's while still managing to pull out a win.

http://www.sc2replayed.com/replays/112858-1v1-terran-protoss-metalopolis
Phillydilly
Profile Joined November 2010
United States73 Posts
December 06 2010 12:11 GMT
#427
Trump was trying this strat on this stream last night.
I haven't read the entire thread, so I don't know the intricacies, but he appeared to do ok with it.
Basically he opened 1-1-1 marine-tank-viking, then expand.
He'd build an additional OC in his main and natural.
He'd kind of play a normal game from their on out, but each time he'd take an expansion, he would build two OC's instead of one. Eventually, he'd get a third up so he was at 6 OCs. This is where things would get a little nuts and he'd start dropping like 4 CCs or 6 rax at a time. He lost several games, but I think every game he lost, he was floating 3k in some cases 4k minerals.
I think this strat could really work, its just figuring out the correct execution, which could be really tricky.
Afterstar
Profile Joined November 2010
67 Posts
Last Edited: 2010-12-06 14:14:58
December 06 2010 14:14 GMT
#428
I think it's an interesting strategy but not very feasible at the early stage of the game.
Because you are investing so much in CC/OC, you have very few units,if your opponent is as passive as you,he will take over the map with expansions as well, if he is aggresive you will get Jinrolled!!!

The more logical approach to me, would be to make 1 extra OC at your main after 2 barracks,then when you expand to your natural lift off and use it while building a 3rd OC in your base and so on,so you always have 1 OC ahead that can be used to immediatly MULE up the current or the next expansion.It will give you a good boost with a smaller risk of failure.
Don't cry because it's over,smile because it happened.
Shamaya
Profile Joined April 2010
Japan65 Posts
December 06 2010 14:32 GMT
#429
So far 4/5 with this on the ladder, 2 wins being versus terran, one vs zerg, and one vs protoss.

Depending on the situation, I've made the the first CC quite early (under 20 supply).

If unscouted or not dealt with correctly, this seems quite powerful at this moment in the metagame, at least until their opponent realizes what's going on.
Chickety China; Chinese Chicken
Andre112
Profile Joined September 2010
Canada52 Posts
December 06 2010 20:23 GMT
#430
Marine, scv, bunker rush followed by this mule abuse is rediculously strong

Ekko
Profile Joined September 2010
United States72 Posts
December 07 2010 00:49 GMT
#431
This works ridiclously well in multiplayer games (3v3, 4v4)
Don't try to jump a cliff in two leaps.
Conrose
Profile Joined October 2010
437 Posts
December 07 2010 01:18 GMT
#432
On December 07 2010 09:49 Ekko wrote:
This works ridiclously well in multiplayer games (3v3, 4v4)


Okay... you have peaked my curiosity... you got a replay :-)
RudrA
Profile Joined December 2010
Canada67 Posts
December 07 2010 06:49 GMT
#433
This seems interesting in LATE GAME TvZ.

We all know how difficult it is to beat Z late game. Also, how common banelings will pull down any supply depots you had used to wall-in near start.

So, let's say your army is maxed late game vs max late game Z army. You send 1 bases SCVs into the enemies, possibly killing a few banelings. Then you have about ~20 supply more units onto the zerg if you have 4 extra OC's. Then let's say and zerg are one 3 bases. Send in 2 base worth of SCVs. That's ~40 extra food. If you have ~8 OCs late game.... thats 80 Food and 8 mules. You can have 2 bases minned with JUST Mules?

You will have 40 supply vers the zerg late game. I'm sure that you will beat the Z late game army. Even if he re-macros army before you can beat him, the extra fighting he has to do should be enough for you to also remacro.

This is all theory and based on extremely good play which I don't think any1 can pull of right now or maybe ever. However seeing OptimumsPrimes Play makes me believe it is possible.
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
December 07 2010 06:59 GMT
#434
Whenever I watch Jinro play I feel like he is doing the funday monday where you have to expand every 4 minutes. He's like clockwork. My favorite Terran to watch. Not exactly what you are doing but similar. Nada should try this heh.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
SizzFlair
Profile Joined September 2010
18 Posts
December 07 2010 16:43 GMT
#435
Tried this today against a 1600 zerg (i'm 1k ish terran). Granted, the guy I was playing wasn't that great (looking at the replays) but the build is promising. Not used to a macro build on the terran, but I was able to pump out so many units in a short period of time with 6+ rax in 10 min mark.

The first 5 rines are pretty crucial. I was able to take out zerg's queen and a few drones. You think that building CC's early will make you not produce units... but I just kept pumping out of the 2 raxes until my 3rd OC finished and added on 4 more rax after.

I'll try experimenting more with this.
TSM
Profile Blog Joined June 2010
Great Britain584 Posts
December 07 2010 16:50 GMT
#436
wow proves mules are IMBA
The person to smile when everything goes wrong has found someone to blame it on - arthur bloch **** tl:dr *user was banned for this post*
SizzFlair
Profile Joined September 2010
18 Posts
December 07 2010 20:20 GMT
#437
This build is damn good if the game stretches out to later game. Tried it on a few 4v4s today. Unless your team is retarded and gets taken out early, this build replenishes your army so fast that the enemy can't catch up. Also, this build alone made it possible for me to repel 2 or 3 pronged attacks as I was pumping units like no other.

Another advantage was the fact that you can expo much easier. once your main and/or expo runs out, I was able to simply float my OC anywhere and mine FAST. Mule mining gold was amazing.
Chance55
Profile Joined October 2010
United States55 Posts
Last Edited: 2010-12-07 21:21:43
December 07 2010 21:19 GMT
#438
On December 06 2010 04:35 Silmakuoppaanikinko wrote:
Show nested quote +
On December 05 2010 23:18 RRjr wrote:
While there is less risk attached to your expos per se, mules are pretty easy to kill. So basically, if your opponent realises what you're doing and starts sniping your mules constantly, you'll be at a huge disadvantage. Killing 4 mules is way easier and faster than killing an equivalent set of SCVs.
No, this is a wrong idea, the point is that the mule was going to die on itself, and the SCV wasn't. Assuming that you for instance keep expanding and never over-saturate, one SCV will give you a set mineral income ad in-finitum. By killing that SCV you have permanently taken that away until the end off time, you don't 'replace' SCV's or probes, because you always produce them non-stop anyway. An SCV killed is an irreperairable loss, I mean, protoss can perhaps decide to chrono them then, but for terran, it is gone forever.

Killing a mule I'd say is always a bad decision in favour of killing an SCV. Killing a mule costs the opponent a bounded and fixed price, nothing more. An SCV will keep generating income for the remainder of the game if not killed, assuming here for sake of simplicity that you don't ever mine out the map.
...


In a normal game, that may be true. But against somebody making lots of extra OCs, unless it's very early in the game, they are presumably not going to be producing SCVs out of ALL of their CCs non stop. When you have 5 or 6 CCs fairly early in the game, I have to imagine that you arn't going to have all of them churning out SCVs constantly, or you would end up with no supply for an army before long.

If you are going to have CCs not always producing, then the cost of a dead SCV really is 50 minerals plus the loss of mining before it was replaced. The whole "well you are still an SCV short because the new worker could have been "additional" rather than "replacement" doesn't apply if you have spare SCV production capacity.
Conrose
Profile Joined October 2010
437 Posts
December 07 2010 23:47 GMT
#439
On December 08 2010 06:19 Chance55 wrote:
Show nested quote +
On December 06 2010 04:35 Silmakuoppaanikinko wrote:
On December 05 2010 23:18 RRjr wrote:
While there is less risk attached to your expos per se, mules are pretty easy to kill. So basically, if your opponent realises what you're doing and starts sniping your mules constantly, you'll be at a huge disadvantage. Killing 4 mules is way easier and faster than killing an equivalent set of SCVs.
No, this is a wrong idea, the point is that the mule was going to die on itself, and the SCV wasn't. Assuming that you for instance keep expanding and never over-saturate, one SCV will give you a set mineral income ad in-finitum. By killing that SCV you have permanently taken that away until the end off time, you don't 'replace' SCV's or probes, because you always produce them non-stop anyway. An SCV killed is an irreperairable loss, I mean, protoss can perhaps decide to chrono them then, but for terran, it is gone forever.

Killing a mule I'd say is always a bad decision in favour of killing an SCV. Killing a mule costs the opponent a bounded and fixed price, nothing more. An SCV will keep generating income for the remainder of the game if not killed, assuming here for sake of simplicity that you don't ever mine out the map.
...


In a normal game, that may be true. But against somebody making lots of extra OCs, unless it's very early in the game, they are presumably not going to be producing SCVs out of ALL of their CCs non stop. When you have 5 or 6 CCs fairly early in the game, I have to imagine that you arn't going to have all of them churning out SCVs constantly, or you would end up with no supply for an army before long.

If you are going to have CCs not always producing, then the cost of a dead SCV really is 50 minerals plus the loss of mining before it was replaced. The whole "well you are still an SCV short because the new worker could have been "additional" rather than "replacement" doesn't apply if you have spare SCV production capacity.


Nonsense, 194 SCVs + 1BC All-In is the true goal of this build, but everyone loses to its Marine Harassment before we can actually achieve it!
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
December 08 2010 03:46 GMT
#440
I love this build concept. I feel like this good be the answer to letting Terran keep up in the lategame, especially once we get bigger maps.
He drone drone drone. Me win. - ogsMC
Prev 1 20 21 22 23 24 Next All
Please log in or register to reply.
Live Events Refresh
SC Evo League
14:00
SEL Masters #6 - Solar/Classic
SteadfastSC92
EnkiAlexander 33
LiquipediaDiscussion
WardiTV Invitational
11:00
Wardi Spring Cup
Percival vs Shameless
ByuN vs YoungYakov
WardiTV939
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 944
LamboSC2 131
Railgan 96
SteadfastSC 92
BRAT_OK 76
trigger 43
StarCraft: Brood War
Britney 36733
Calm 7877
Sea 2844
Horang2 2244
Shuttle 2115
firebathero 543
EffOrt 537
ggaemo 454
Soma 426
Hyuk 408
[ Show more ]
Rush 282
Nal_rA 151
hero 137
Bonyth 117
actioN 105
Hyun 50
ToSsGirL 49
Killer 43
Movie 39
[sc1f]eonzerg 38
Barracks 37
sorry 35
Sharp 29
910 29
Hm[arnc] 28
GoRush 20
Rock 19
JulyZerg 15
IntoTheRainbow 15
Terrorterran 12
SilentControl 7
Dota 2
Gorgc3625
qojqva1299
monkeys_forever186
syndereN162
ODPixel123
420jenkins91
Counter-Strike
zeus549
Heroes of the Storm
Khaldor354
MindelVK5
Other Games
singsing2626
B2W.Neo1666
Beastyqt436
Lowko340
crisheroes276
DeMusliM270
Hui .195
KnowMe130
ArmadaUGS79
Rex39
Organizations
Dota 2
PGL Dota 2 - Main Stream65
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Dystopia_ 4
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• Michael_bg 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV164
League of Legends
• Jankos2161
• Nemesis1452
Other Games
• Shiphtur98
Upcoming Events
IPSL
1h 16m
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
4h 16m
Replay Cast
9h 16m
RSL Revival
19h 16m
herO vs TriGGeR
NightMare vs Solar
uThermal 2v2 Circuit
23h 16m
BSL
1d 4h
IPSL
1d 4h
eOnzErG vs TBD
G5 vs Nesh
Patches Events
1d 9h
Replay Cast
1d 18h
Wardi Open
1d 19h
[ Show More ]
Afreeca Starleague
1d 19h
Jaedong vs Light
Monday Night Weeklies
2 days
Replay Cast
2 days
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Snow vs Flash
WardiTV Invitational
2 days
GSL
3 days
Classic vs Cure
Maru vs Rogue
GSL
4 days
SHIN vs Zoun
ByuN vs herO
OSC
4 days
Replay Cast
5 days
Escore
5 days
The PondCast
5 days
WardiTV Invitational
5 days
Replay Cast
6 days
CranKy Ducklings
6 days
RSL Revival
6 days
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
6 days
Liquipedia Results

Completed

Escore Tournament S2: W5
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.