• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:40
CEST 19:40
KST 02:40
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? Updates to The Core/Core Lite for v5.0.16? RSL: S6 Finals played at BlizzCon 2026 Weekly Cups (June 8-14): Clem and Solar double, PTR tested Team Liquid Map Contest #22: Results and Winners
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
Where is EffOrt? BW General Discussion vespene.gg — BW replays in browser BGH Auto Balance -> http://bghmmr.eu/ Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Relatively freeroll strategies Creating a full chart of Zerg builds Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread ZeroSpace Megathread Total War: Warhammer 40K Path of Exile Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor 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
TL Mafia
Vanilla Mini Mafia
Community
General
UK Politics Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks Trading/Investing Thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT] NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8209 users

Pushing The Limits of Zerg Economy Builds - Page 7

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 5 6 7 8 9 21 Next All
Franchise
Profile Joined December 2010
United States10 Posts
Last Edited: 2010-12-10 23:16:37
December 10 2010 23:15 GMT
#121
jacobman,

Thanks for all your hard work along with everyone else that has contributed. Naturally, when trying to find a best-fit solution, how the problem is originally framed is most important. What is our goal? I've heard economy, early rush defense, larvae, etc. The 13P/15H looks solid in numbers, however, when an opponent sees an 11 pool, this can have an immeasurable dynamic effect.

Zerg is a bend, don't break strategy. Therefore, the criterion that puts the Zerg in the best position to win the game is one that allows them to fend off a rush without taking a single drone off the line and where all units produced to fend off the attack die (including crawlers). This fact, when executed perfectly, is why it's best to expand immediately after an attack (economy permitting) since you maximize the time between which the last and next aggression will occur and you maximize your macro potential in a game, best enabling the Zerg to reach the late game and overwhelm the opponent.

I have not tried the feel of the 13P/15H yet, I will tonight. But, please note the psychological impact of the 11 pool which unfortunately, cannot be measured.
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
December 10 2010 23:59 GMT
#122
Lol this thread is funny...

I've already shown with empirical evidence that 13P/15H is inferior economically to 11Pool, and the debate continues...

I know you guys are using some program or something for all your results... When you can post results than can beat this, then let me know.
[image loading]
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
Skrag
Profile Joined May 2010
United States643 Posts
Last Edited: 2010-12-11 01:02:07
December 11 2010 00:52 GMT
#123
On December 11 2010 08:59 jdseemoreglass wrote:
Lol this thread is funny...

I've already shown with empirical evidence that 13P/15H is inferior economically to 11Pool, and the debate continues...

I know you guys are using some program or something for all your results... When you can post results than can beat this, then let me know.
[image loading]


Weird.

Cause we've both shown that with superior (and consistent) testing, 13P/15H is superior economically to 11Pool, and generates more larvae as well.

These results are straight from the game, having the AI play.

Oh yeah, and I *totally* believe that you gave it your absolute best when recording the 13p15h game that you're using for comparison.

Sorry, but you crossed the line from somebody providing potentially useful ideas to complete trollbait a long time ago.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Natt
Profile Joined August 2010
France253 Posts
December 11 2010 01:13 GMT
#124
On December 11 2010 09:52 Skrag wrote:
Show nested quote +
On December 11 2010 08:59 jdseemoreglass wrote:
Lol this thread is funny...

I've already shown with empirical evidence that 13P/15H is inferior economically to 11Pool, and the debate continues...

I know you guys are using some program or something for all your results... When you can post results than can beat this, then let me know.
[image loading]


Weird.

Cause we've both shown that with superior (and consistent) testing, 13P/15H is superior economically to 11Pool, and generates more larvae as well.

These results are straight from the game, having the AI play.

Oh yeah, and I *totally* believe that you gave it your absolute best when recording the 13p15h game that you're using for comparison.

Sorry, but you crossed the line from somebody providing potentially useful ideas to complete trollbait a long time ago.


I must say i totally agree here. I was really enthousiast when i saw the first thread, got disgusted when it became something ego-related and lost any neutrality. This thread is far more objective imho.

My 2 cents.
Skrag
Profile Joined May 2010
United States643 Posts
Last Edited: 2010-12-11 01:16:29
December 11 2010 01:14 GMT
#125
In fact, just cause you seem to like pretty pictures so much, and that a graph showing one build is superior is 100% incontrovertible:

Resource graph comparing 14h15p, 14h14p, 13p15h, and 11p18h, using the AI to execute the build order in a way that is completely consistent and repeatable, and recording data every 10 seconds.

[image loading]

See that blue line below all the others? Yeah, that's you.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Chinesewonder
Profile Joined November 2010
Canada354 Posts
December 11 2010 01:18 GMT
#126
I do 11 pool and 18 hatch. Works wonders. You get the pool up fast, just incase they do an all in rush your covered. Also sets you up very strong economically. Only drawback is that when you go to 16 and get your queen your 18/18 which is the point where u throw down your hatch. Between this time you cant produce many fighters just incase a rush comes in at that time. but I find this build great either way.
Skrag
Profile Joined May 2010
United States643 Posts
Last Edited: 2010-12-11 01:32:15
December 11 2010 01:21 GMT
#127
On December 11 2010 10:18 Chinesewonder wrote:
I do 11 pool and 18 hatch. Works wonders. You get the pool up fast, just incase they do an all in rush your covered. Also sets you up very strong economically. Only drawback is that when you go to 16 and get your queen your 18/18 which is the point where u throw down your hatch. Between this time you cant produce many fighters just incase a rush comes in at that time. but I find this build great either way.


Take this back to the other thread please. We're not debating the merits of one build vs another here, only comparing potential economy. Nobody here is trying to argue that 11pool can't be a solid build. The psychological implications alone can be huge imo.

But since you posted here: 13pool gets the pool up almost as fast, gets the hatch up faster, and also appears to set you up even more strongly economically, both resource and larvae-wise.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
ChickenLips
Profile Blog Joined May 2010
2912 Posts
December 11 2010 01:42 GMT
#128
I originally only read the OP and thought 'meh' just another Zerg BO circle-jerk.

After reading the last page I decided to read the entire thread though and it's just amazing what can happen if 2 guys with somewhat different opinions get together and do something productive without all the ego bs that can be found in other threads.

This is the only thread that deserves attention and the incredible amount of rationality and work the two main-poster Skrag and jacobman have put into it put it above all other threads created in the SC2 section in the past month alone. A big thank you from me

I've watched the 11 18, 13 15 and 14h 15 replays and they all seem to be executed perfectly! Really nice work.

also


See that blue line below all the others? Yeah, that's you.


O SNAP hahahaha
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Skrag
Profile Joined May 2010
United States643 Posts
December 11 2010 01:54 GMT
#129
Huh? You've watched the replays? We don't have those. Unless Jacob gave you the map.

Or, rather, we do have them, but you'd also have to have the custom map containing the AI.

But if you could see a replay of my trigger-based AI, you'd see that it executes as damn near perfectly as possible, and it does so consistently, every single game.

I haven't added other pool-first builds to my AI yet, but based on jacob's results, I'd guess that mine will also show that 14p and 15p are both superior *economically* to the 11pool, with smaller differences than the 13p.

That's not to say that I think the 11pool is a piece of junk. I think the fact that it's even viable is absolutely incredible, and even if I don't use it every game, it's something I will definitely use occasionally.

As soon as I get a few more build orders added, and try to stick with some of the same consistencies that jacob has (only building up to 48 drones, which is still actually way too many for xelnaga, the absolute maximum number of drones that can be effectively mining on the main is 20, not 24), I'll host the map somewhere so you can check the results yourselves.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
ChickenLips
Profile Blog Joined May 2010
2912 Posts
December 11 2010 02:10 GMT
#130
On December 11 2010 10:54 Skrag wrote:
Huh? You've watched the replays? We don't have those. Unless Jacob gave you the map.

Or, rather, we do have them, but you'd also have to have the custom map containing the AI.

But if you could see a replay of my trigger-based AI, you'd see that it executes as damn near perfectly as possible, and it does so consistently, every single game.

I haven't added other pool-first builds to my AI yet, but based on jacob's results, I'd guess that mine will also show that 14p and 15p are both superior *economically* to the 11pool, with smaller differences than the 13p.

That's not to say that I think the 11pool is a piece of junk. I think the fact that it's even viable is absolutely incredible, and even if I don't use it every game, it's something I will definitely use occasionally.

As soon as I get a few more build orders added, and try to stick with some of the same consistencies that jacob has (only building up to 48 drones, which is still actually way too many for xelnaga, the absolute maximum number of drones that can be effectively mining on the main is 20, not 24), I'll host the map somewhere so you can check the results yourselves.


My SC2 automatically downloaded the maps needed for the replays provided in the OP.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
Skrag
Profile Joined May 2010
United States643 Posts
December 11 2010 02:23 GMT
#131
Ohh! I didn't actually see that he had added replays.

Jacob, how did he automatically download the map? lol
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Dragar
Profile Joined October 2010
United Kingdom971 Posts
December 11 2010 02:31 GMT
#132
Skrag, what effect does delaying the hatch have in the 13+ pool first builds?

I don't see a reason to pool first vs Terran at all, but against Protoss an 11 pool can be nice at shutting down cheese or forge expands, especially on small maps. The sacrifice is economy, but given that a late pool leads to a pylon at the expansion, I'm wondering how badly a 13 pool 15(or whatever it turns out to be) hatch is affected by having to remove a pylon at the expansion. By contrast an 11 pool can usually get lings out in time to remove the pylon a lot sooner.

I've also played a few games with the 11 pool, and sadly I don't even think it's early enough to stop a cannon wall in. The timings just don't seem to work out unless you get super early lings - ruining any hope of keeping up with a 13 pool.
Rb6v King
Profile Joined December 2010
Australia54 Posts
December 11 2010 03:07 GMT
#133
You didn't list 15 hatch, 14 pool? That's my favourite opening and I use it almost exclusively in each match up, just make sure to send out a scout as you send your drone to expo. I've found it can hold off pretty much any cheese imo. Except for steppes. But that's thumbed down.
Hard work pays off over time, laziness pays off now.
Skrag
Profile Joined May 2010
United States643 Posts
December 11 2010 03:12 GMT
#134
On December 11 2010 12:07 Rb6v King wrote:
You didn't list 15 hatch, 14 pool? That's my favourite opening and I use it almost exclusively in each match up, just make sure to send out a scout as you send your drone to expo. I've found it can hold off pretty much any cheese imo. Except for steppes. But that's thumbed down.


The other thread showed that 14 hatch 15pool was superior economically to everything else, but given the obvious testing flaws, it's probably worth testing 15 hatch. If I have some time this weekend, I plan on adding the whole range of builds, but since it turned out that specific drone micro was necessary to make the testing completely consistent, and that drone micro is *incredibly* difficult and time-consuming to get right (requiring lots of trial and error and restarting as the drone counts get higher), don't hold your breath please. You might turn blue or die or something.

The fact that an 11overpool can even compete at all with the more economic builds at all would indicate that the queen timing is very important, so it wouldn't surprise me that much if 14h15p was in fact economically superior to 15h14p
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Jaeger
Profile Joined December 2009
United States1150 Posts
December 11 2010 03:33 GMT
#135
I think the impact drone micro has had on this discussion is almost more interesting than the build orders themselves. Skrag have you noticed any patterns that can be employed by a human with less than than the 4000 APM your AI has to help improve improve the mining in the early game. I see many top players trading a small amount of mining time early to pair up workers on close patches asap, and I've seen other replays simply preferring to get a worker on each patch quickly without worrying about which patches are close.
https://www.dotabuff.com/players/8137911
jacobman
Profile Joined December 2010
217 Posts
Last Edited: 2010-12-11 03:55:32
December 11 2010 03:43 GMT
#136
On December 11 2010 11:23 Skrag wrote:
Ohh! I didn't actually see that he had added replays.

Jacob, how did he automatically download the map? lol


Oh, I guess SCII does it automatically. The maps are loaded online, so I'm sure it finds them before the replay.
jacobman
Profile Joined December 2010
217 Posts
December 11 2010 03:49 GMT
#137
On December 11 2010 10:21 Skrag wrote:
Show nested quote +
On December 11 2010 10:18 Chinesewonder wrote:
I do 11 pool and 18 hatch. Works wonders. You get the pool up fast, just incase they do an all in rush your covered. Also sets you up very strong economically. Only drawback is that when you go to 16 and get your queen your 18/18 which is the point where u throw down your hatch. Between this time you cant produce many fighters just incase a rush comes in at that time. but I find this build great either way.


Take this back to the other thread please. We're not debating the merits of one build vs another here, only comparing potential economy. Nobody here is trying to argue that 11pool can't be a solid build. The psychological implications alone can be huge imo.

But since you posted here: 13pool gets the pool up almost as fast, gets the hatch up faster, and also appears to set you up even more strongly economically, both resource and larvae-wise.


Okay, even though we really don't need this (I provided replays and a link to the 11 Pool thread for people to make their own decision), this thread isn't just for comparing potential economy. I do hope people can post some ladder replays of builds they like eventually so that we can get an idea of the problems and bonuses of each build. 11 pool is the only one I don't care about because it's already well documented with replays, so new ones are not needed.
jacobman
Profile Joined December 2010
217 Posts
December 11 2010 03:53 GMT
#138
On December 11 2010 10:54 Skrag wrote:
Huh? You've watched the replays? We don't have those. Unless Jacob gave you the map.

Or, rather, we do have them, but you'd also have to have the custom map containing the AI.

But if you could see a replay of my trigger-based AI, you'd see that it executes as damn near perfectly as possible, and it does so consistently, every single game.

I haven't added other pool-first builds to my AI yet, but based on jacob's results, I'd guess that mine will also show that 14p and 15p are both superior *economically* to the 11pool, with smaller differences than the 13p.

That's not to say that I think the 11pool is a piece of junk. I think the fact that it's even viable is absolutely incredible, and even if I don't use it every game, it's something I will definitely use occasionally.

As soon as I get a few more build orders added, and try to stick with some of the same consistencies that jacob has (only building up to 48 drones, which is still actually way too many for xelnaga, the absolute maximum number of drones that can be effectively mining on the main is 20, not 24), I'll host the map somewhere so you can check the results yourselves.


I'm pretty sure that 24 drones can actually mine effectively on 8 patches. Each patch can support 3 drones as far as I know. The issue is that it takes them a really long time to reach equilibrium.

I never actually tested this though. It's possible some patches are close enough that they can't support 3 drones? It's also possible that the line doesn't reach equilibrium before it's mined out. I don't really know, but I've always thought that 24 drones can mine on a line.
jacobman
Profile Joined December 2010
217 Posts
December 11 2010 03:58 GMT
#139
On December 11 2010 12:07 Rb6v King wrote:
You didn't list 15 hatch, 14 pool? That's my favourite opening and I use it almost exclusively in each match up, just make sure to send out a scout as you send your drone to expo. I've found it can hold off pretty much any cheese imo. Except for steppes. But that's thumbed down.


Do you know the build order? I would really love to test it, but it's quite tedious getting good ovie timings to 52 supply.
Skrag
Profile Joined May 2010
United States643 Posts
December 11 2010 04:06 GMT
#140
On December 11 2010 12:53 jacobman wrote:
I'm pretty sure that 24 drones can actually mine effectively on 8 patches. Each patch can support 3 drones as far as I know. The issue is that it takes them a really long time to reach equilibrium.

I never actually tested this though. It's possible some patches are close enough that they can't support 3 drones? It's also possible that the line doesn't reach equilibrium before it's mined out. I don't really know, but I've always thought that 24 drones can mine on a line.


I'm absolutely positive they can't, and did *extensive* testing during the beta on it.

Mineral patches that are "close" to the hatchery can only be mined by 2 workers at a time. Patches that are further away can be mined by 3. If you ever see any workers bouncing around from patch to patch, those workers are not contributing to your economy at all.

Xel'Naga has 4 close patches, where most maps only have 2, so the maximum number of workers in the mains is 20. (4 patches that can support 2 workers, 4 that can support 3)

In that base, 24 workers will mine at almost exactly the same rate as 20. I didn't test this on XelNaga specifically (because it didn't actually exist at the time), I tested on Lost Temple, which has two "close" patches in the main, and 30 workers mined at almost the exact same rate as 22. There is a *very* small improvement, because the timing on the close patches is not 100% perfect, and there's a very small gap that can be improved upon if there are enough extra workers bouncing around, but the benefit is really really really small, and definitely not worth the extra worker.

Also, even though the base *can* support 20 miners, the last worker or two that the patches can support will often take so long to settle in that they're not worth building unless you're intentionally oversaturating to expand, and even then, it's going to be better to have them distance mine at the expansion than to interfere with the routines at the main.

I haven't figured out which patches on the expansions are too close to support 3 workers, so I don't know what the max number of drones at the expansion is, but more than 20 at the main is definitely too many.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
Prev 1 5 6 7 8 9 21 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 20m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 325
ProTech151
Livibee 119
SHIN 42
MindelVK 26
RushiSC 22
StarCraft: Brood War
Calm 3964
Sea 1053
Shuttle 879
EffOrt 612
Mini 392
Soulkey 308
firebathero 173
ggaemo 160
Mong 75
Free 50
[ Show more ]
scan(afreeca) 42
Pusan 41
Hyun 29
sorry 25
Sacsri 25
Rock 17
IntoTheRainbow 16
GoRush 13
Shine 13
Bale 13
Dota 2
qojqva4133
Dendi1457
420jenkins453
monkeys_forever147
Counter-Strike
edward114
Super Smash Bros
Mew2King73
Other Games
gofns32111
tarik_tv10929
pashabiceps1945
FrodaN1183
Grubby883
B2W.Neo708
Beastyqt530
ceh9381
Hui .173
C9.Mang0165
ArmadaUGS156
XaKoH 103
BRAT_OK 91
Trikslyr74
Dewaltoss36
OptimusSC21
Organizations
Dota 2
PGL Dota 2 - Main Stream2789
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
StarCraft: Brood War
• HerbMon 38
• FirePhoenix10
• blackmanpl 4
• Michael_bg 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota266
League of Legends
• TFBlade734
Other Games
• imaqtpie488
• Shiphtur219
Upcoming Events
PiGosaur Cup
6h 20m
Replay Cast
15h 20m
The PondCast
1d 16h
OSC
2 days
CranKy Ducklings
2 days
GSL
3 days
Maru vs ShoWTimE
Classic vs Reynor
herO vs Lambo
Solar vs Clem
BSL22 NKC (BSL vs China)
4 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Replay Cast
4 days
GSL
4 days
Patches Events
4 days
[ Show More ]
BSL22 NKC (BSL vs China)
5 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
5 days
WardiTV Weekly
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-06-15
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.