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4v4 Team Game Strategy

Forum Index > StarCraft 2 Strategy
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covetousrat
Profile Joined October 2010
2109 Posts
Last Edited: 2011-02-03 15:23:23
January 24 2011 09:06 GMT
#1
4v4 Team Game Strategy

A lot of you may be interested in this post. Finally, a strategy on 4v4 Team Game. First of all, I would define 4v4 whether an Arrange Team(AT) or Random Team(RT) game as a more active mindset as compared to solo 1v1 which is more towards a reactive playstyle. What I mean here is in solo, taking the Protoss v Terran matchup where a lot of Protoss players will start with a 1 Gateway 1 Robo Build. The advantage of this build is when your observer is out, you can send it to your opponents base to scout what the Terran player's unit composition and tech he has. This will determine your strategy from here on either of getting a Robotics Bay, more Gateways or setting up an expo. This is deemed a very safe build in PvT. Scouting information is one of the most important aspect of Starcraft. So basically you tailor your build to counter your opponents.

As compared to 4v4 which is a more active playstyle, where basically before you start or in the beginning of a game, you choose and determine a strategy path. This is due to the nature of team games where massing units is given a higher priority. A 400 food army will decimate a 200 food army anytime anyday. For instance, I will go stalkers or I will go zealots and Dark Templar tech or fast Void Ray strategy. You first determine a strategy you want to perform. During the game, perform the strategy. You will see a lot of players chooses the mass Blink Stalker build. This is a very strong strategy and probably my favorite one as well. The main advantages are the ability of constantly warp in units and the ease to transition into Dark Templars or High Templars. Blinking micro is very essential in this strategy. Blinking back a stalker or a few stalkers at a time when they are hit can win your countless battles. Stalker Blink micro is actually very easy to perform. When you see your front line Stalkers are being damage, just click on them and blink them back. Viola.

However, you do not stick to this strategy a 100%. Heres an example, I always build a Pylon at my main entrance at 9 and send this Probe out to scout. Upon reaching your opponents base, you see two Zerg opponents getting a very early Spawning Pool at 6 or 7 which is near completion or has already completed. This is a critical moment where you need to react against them either build Chrono Boost out Zealots and pulling out some Probes to defend or putting down another Gateway at your choke doing a full wall off. You may think this is overreact but let me tell you. You are not facing 6 Zergling like in 1v1 but double or triple the amount. 1 Zealot at a choke can only hold 5 Zerglings. Try your best to hold out as long as possible while waiting for your allies for reinforcement. If you are being taken down, do not worry, your allies will have better tech and a counter push can be done.

Here I'll outline some of the main Protoss strategy.

* 4 WarpGate Stalkers
* Zealot + Fast Dark Templar (Warp in 3 or 4 Dark Templars when your tech is done and send 1 to each of your opponents base and start killing workers. If they move their workers away, focus down the main. Most of the time your Protoss or Zerg opponent will have a detection unless a cannon or two. Only Terran can scan but can only save 1 or 2 of his allies)
* Zealot + Robotics Facility (Collosus)
* Void Ray (I personally thinks that Void Ray is bad in 4v4 due to the ease of countering them)
* Zealots + Phoenix (This is a very good strategy if there are two or more Zergs for your opponent. Hunting down Overlords and countering Mutalisks which is very common in 4v4)
* Zealot rush (This needs the help from everyone on your team for maximum damage either in the form of fast reapers, ling rush etc)

And remember to expo when you have the opportunity. Once your expo is up, make more Warpgates or any production buildings.

Finally remember do not engage a fight alone against two or more opponents unless you have a superior army. Just wait for your allies or you will be totally crushed leaving your allies to 3v4. Basically 4v4 is a teamwork game and only fight when most of your allies are together.

Cheers.

3v3, 4v4 Team Game Strategy - Part 1- Overview

Part 1 - Overview



This is the first series of post where I'll take on regarding Team Games for Starcraft 2, whether in the form of 2v2, 3v3 or 4v4. As all of you know team games are games where you play with your buddies often referred to as Arranged Team Game from Warcraft 3 or where you are playing with random players or Random Team. As stated in my previous article, I have posted on the topic regarding Arrange Team in Random Team. This is a new feature implemented on Starcraft 2, where you can have 2 players; you and your ally, and search using the 3v3 or 4v4 Search feature. This may be an advantage or disadvantage for you as the total MMR (Match Making Rating) which is hidden and not confused with your actual Rating Points where you see in your profile. The average of Team 1 will be close or equal to Team 2. Blizzard is trying to balance out the players of both side of the team. You can read more on this topic in my previous article.

Ok, so you and three of your buddies are ready to rock on the 4v4 Team Game League. What I'll focus on this article will the the general overview of strategy. Normally, a 4v4 game consists of 4 players each contributing 25% to the outcome of the game. This can be changed due to the strategies being used by each team.

If any of you are previous Warcraft 3 players, you should be very familiar with the 2 Night Elves and Undead team in 3v3; and or Orc, Undead and Night Elf combination. You may ask why are both of these two strategies so strong in the Warcraft 3 3v3 team strategy. The obvious answer is optimizing the strength of each races. Take the 2 NE + UD strategy for example. Both the NE players, will train a Keeper of the Growth and Priestess of the Moon and only mass Huntress for the rest of the game. What both of these players are doing is to train efficient and cheap units in the form of Huntress where Priestess of the Moon will synergize with the whole army giving the Range Aura for the whole army. Both the NE players will constantly feed the Undead ally with additional gold and lumber.

The Undead race is often considered a late game race. This race are strongest during the late game with high level heros for Death Knight, Lich and or Crypt Lord. With the additional income for the Night ELves allies, Undead can pretty much mass up Fiends, 2 or 3 Heros, Statues and Frost Wurms which is a fearsome army. Together with Huntress serving as a meat shield for the Fiends, while Fiends are used to focused down opposing units, a win can easily be achieved.

The whole point is Synergy being created. Lets come back to SC2. What we can translate from this to SC2, a combination of units such as Roach, Stalkers and Bioball can be really strong. The Zerg will constantly be pumping out roaches which only acts as a meat shield for ally units such as the Stalkers and Marines/Marauders. Trying to optimize the best strength of each races is the best strategy for every Real Time Strategy Game.

After you have played a 2v2, 3v3 and 4v4 team games, you will mostly likely notice a huge difference between them. The most obvious will be the map difference. This will heavily affects the overall game. For instance on smaller maps, players are more likely to engage each other earlier in the game. 2v2 team game is considered more closely related to a 1v1 solo game followed by 3v3 and 4v4. In a 4v4 game, very often one team decides to just mass a type of units and to push up at enemy bases together which results in total destruction of enemy forces. An easy example is a map where 2 allies are sharing the same base. The opponent can decide to kill these 2 players together with their 4 armies. This is very devastating.

So in conclusion, try to work together with your allies by deciding what units are you getting at the beginning of the game. For example, u'll just type out Roach indicating a ground based army which is often followed by Hydra; or Bio often related to Marines+Marauders; or Mass marines; Stalkers or 4 Gate. Try to synergize as much with your team. You would not want all three of your teammates teching real hard to late game units such as Colossus, Banshee or Mutas together where your opponent will just roll over you when they push.

General Checklist on this part:
- Work together with your allies
- Decide your strategy
- Know what your allies are doing
- Synergize your army and Push together
- Try to help each other out, when they are requesting for Minerals or Gas

Stay tuned for Part 2.

Just two sample articles from my blog. Come visit me at sc2tips.blogspot.com to explore more. I'm Top 20 Masters League 1v1 from SEA server and over 1k + Team games played.

Cheers.
uRv.CoveTous

EDIT:

http://www.sc2replayed.com/replays/131487-2v2-terran-protoss-zerg-scorched-haven My 2v2 Replay

Part 2 - Strategy

Part 3 - Maps

Part 4 - Protoss

Part 5- Terran

Part 6 - Zerg

Part 7 Conclusion and Replays

Series is complete!

Bonus Replays
4v4 Team Game Strategy - Part 7- Conclusion and Replays

[url blocked]

Perseverance
Profile Joined February 2010
Japan2800 Posts
January 24 2011 09:40 GMT
#2
There are too many blind counters in 4s for it to be possible for solid strategies but common sense usually trumps anything you can put on paper. I've got around 500 4v4 games played and I am around 85%, if you are ever on NA server and want to play hit me up

Perseverance.721



It's a very good post for new or mid/low level players though. Well thought out.
<3 Moonbattles
Durp
Profile Blog Joined September 2010
Canada3117 Posts
Last Edited: 2011-01-24 10:48:02
January 24 2011 10:46 GMT
#3
This is a well though out post. I agree with the poster before me, that this may not work in a game where all 8 players are decent, but then again, how often is that the case? I intend to send a link to this to some of my gold league friends I do 4s with.

When/if you intend to elaborate on this post, I'd suggest putting in some ideal unit compositions (for example off the top of my head, speedling/zealot harass while a T tech's cloaked banshees and protoss to DT - Detection is always undervalued by most people in multiplayer, and not only do you waste terran mules, but force protoss to robo tech (the ideal protoss late game tech when you went banshees vs HT tech).
SOOOOOooooOOOOooooOOOOoo Many BANELINGS!!
oNSarcasm
Profile Joined November 2010
104 Posts
Last Edited: 2011-01-24 14:44:46
January 24 2011 14:43 GMT
#4
I go terran and do quad nuke rushes and drop them on the main mineral line/nexus/hatch/CC

lol i actually won 2 games in a row with it. After that i couldn't really take 4s really seriously.

http://www.sc2replayed.com/replays/126919-4v4-terran-protoss-zerg-lava-flow
covetousrat
Profile Joined October 2010
2109 Posts
January 24 2011 15:12 GMT
#5
Durp, Im intending to write on Strategies often used in 4s (eg. 3 Mass Units, while 1 tech etc) , Unit composition options for each race etc in the coming series. I'm not too sure though.

Perserverance, your right its actually hard to pin point 4v4 due to too many variables eg your allies units and your opponents units. But I'm trying to outline the best options for players. For eg. when my team has 4 Protoss due to random, we may opt for 16 gates strategy, chrono boosting the hell out of warpgate etc. Or normal gates, with mix in robo and dts. etc

Sarcasm you reminded me of a game where I heard a Nuke warning and frantically search around the map. The nuke landed on my expo killing a billion units + workers and then my com crash lol.
Luckily Ive upgraded my comp now. High level of team games are actually tough. For eg both teams with Masters players.
sixzeros
Profile Joined December 2010
72 Posts
January 24 2011 15:58 GMT
#6
I think the most important thing you can do in a 4's game is immediately type..

"Hi, 6 minute attack?"

and get everyone on the same page.
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 24 2011 15:59 GMT
#7
I've had the most success in 4 v 4 random doing "counter all" builds like mass voids or blink stalkers...builds where regardless of what my opponents are doing, I'll at least be able to do alot of damage. Unlike a teamate of mine once who simply went mass(10 reactored rax) marines. He rolled right through two zergs, then hit a toss with mass colossi. Not so good.

"Normal builds" generally are the best when done properly.

Blink/mass voids are generally decent vs most army compositions as P.
Roach Hydra can compete vs most enemy army combinations as Z.
MMM/Tank will handle most enemy army combinations as T.

The key to these is to be hitting before the "specialist" units like BCs or Carriers can be massed. Most of the time i go build X, drop an expo, and instruct my teamates to move out as soon as my second is up and running. If we take one or two enemies out, I'll drop another expo, build up, and repeat.

But random team games are impossible to "do well" in consistently. I've had countless games where i was 1st in points by a large margin, eco, units, etc, and had the next 4 players in points be my opponents.
GAFF
Profile Joined January 2011
United States8 Posts
January 24 2011 17:54 GMT
#8
Rank #50ish world 4v4RT:

I agree that blink stalkers is a solid strategy in 4vs4. However, the biggest obstacle is getting to the 7 minute mark to where you can have a sizable amount. Unfortunately, you start playing these higher level games where people rush at the 5 minute mark. Zerglings and Hellions are the early game winners in 4v4 as nothing early can stop that combo. A good 4v4 push consists of these two units.

But like sixzeros said, getting everyone on the same page in RT is important and if we're playing some #1 diamond 4vs4AT that consist of players like protoss and garretx, we will lose if any one player goes an economic build or techs. You have to make them understand that.

With that said, most of my games I am favored, so as a terran player I typically get around 14 speed reapers at the 7:30 mark and obliterate everyone's economy. It is too surprising for low to mid diamond players and master's league players can't comprehend that type of attack upon their base since they mostly 1v1. The trick with reapers is not sending 2-3 at a player so that they expect more. The trick is to send a lot of reapers in which you will not have to send them again because of the destruction they have done. This strategy works 90% of the time vs. players at this skill level.




Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 24 2011 23:45 GMT
#9
On January 24 2011 23:43 oNSarcasm wrote:
I go terran and do quad nuke rushes and drop them on the main mineral line/nexus/hatch/CC

lol i actually won 2 games in a row with it. After that i couldn't really take 4s really seriously.

http://www.sc2replayed.com/replays/126919-4v4-terran-protoss-zerg-lava-flow

YOU didn't win crap with that lol. I watched the replay, and that about the worst possible use of nukes ever. :-( You could have wrecked entire bases, instead you spent 25 minutes to nuke down a single hatchery and single CC, killing almost no workers in either attack. The only lulz moment to be had in the entire game was the OL kills, and that was only about 6 of them. :-(

You can do much better.
Conrose
Profile Joined October 2010
437 Posts
Last Edited: 2011-01-25 01:47:28
January 25 2011 01:45 GMT
#10
I've found that in 3v3 at least, 4OC Openings on shared bases can be pretty strong (Especially if you expand to 5 Base Gas after defending the first push) if your other 2 partners go with a rush type of build to mass up a defense. Against a 6 Minute Push, the defenders advantage typically allows your allies to beat out your opponents 3 rush armies, especially if you have a few of your SCVs on auto repair at the door (SCVs can repair Protoss Mechanical Units when they start taking damage after the shields fail... not sure about buildings yet though). Once your OC Macro starts kicking in, sending minerals to your allies so they can afford to expand in spite of using economy killing rush builds should be no problem.

Oh, and I've found that in 3v3 and 4v4, Good Sensor Tower placement is a godsend.
covetousrat
Profile Joined October 2010
2109 Posts
Last Edited: 2011-01-25 07:58:29
January 25 2011 07:58 GMT
#11
Just to add I'm mostly taking about 4v4 Arrange Team. Random team 4v4 is purely trash and I wont bother to even play it due to me not trusting random players. Me and my friends sometimes use the timing mark to determine our attacks for eg 5.30/6 min mark where 4 gates are done. Sometimes it depends heavily on the maps as well. Maps like Megaton has strong defender advantage. Your main point is just to expo yourself and deny any expo from your opponent. You'll win from there. Ill take about more on these in the future.
Perseverance
Profile Joined February 2010
Japan2800 Posts
January 25 2011 08:32 GMT
#12
I went 10-0 with a team recently where two of my teammates build pylons/gateway/forge right next to our opponents main at the start of the game and my third teammate and I just play a macro game. 4s is srs bsns
<3 Moonbattles
covetousrat
Profile Joined October 2010
2109 Posts
Last Edited: 2011-01-25 08:37:36
January 25 2011 08:36 GMT
#13
Ok my clan has team with 78-0 stats in 4v4 Arrange team. Good enough? lol
Phillydilly
Profile Joined November 2010
United States73 Posts
January 25 2011 12:48 GMT
#14
arranged teams don't count, RT is the only way to go.

Just to briefly contribute content regarding synergy.
I play T and often go MMM in 4v4s. usually around midgame I end up with way too many medivacs. If you have a Z teammate going mutas, give him control and send him a handful of medivacs. He now has a continuously growing ball of healed mutas. OP imo.
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 25 2011 13:04 GMT
#15
On January 25 2011 16:58 covetousrat wrote:
Just to add I'm mostly taking about 4v4 Arrange Team. Random team 4v4 is purely trash and I wont bother to even play it due to me not trusting random players. Me and my friends sometimes use the timing mark to determine our attacks for eg 5.30/6 min mark where 4 gates are done. Sometimes it depends heavily on the maps as well. Maps like Megaton has strong defender advantage. Your main point is just to expo yourself and deny any expo from your opponent. You'll win from there. Ill take about more on these in the future.

You are taking 4 v 4 random WAAAAYYYYYY to seriously. 4 v 4 random is just a great place to screw around, take 5 bases, get 200/200 supply with void rays, carriers, and mothership, and just fark around. Sure, you'll lose half your games to 4 7 pools, but w/e, noone cares, just leave and go to the next one. Archon toilet builds, and 200/200 blink stalker builds off 12 gates are amazing. If you can manage the micro, splitting up your blink stalkers into two groups, and putting an observer in each group for vision is ultra fun. You can lose an entire group and with chrono off 3 or 4 bases, you can have it all back in 3 or 4 minutes. 3 base + robo + 12 wg +3 blink stalkers ftw. Split up your group, and have a obs and prism in each group. Mega lulz time, who the fark cares if you don't trust your teamates.
woowoo
Profile Joined May 2010
France164 Posts
January 25 2011 13:36 GMT
#16
I love to attack early, zealots, marines, probes and scv before 6 min, you can easily bunker and canon.

I see some terrans going mass reapers and attacking solo, it doesn't work in team game. Train marines and 3-5 reapers max, it's enough, attack with your allies, when the big battle begins, send reapers, don't try to harass before any major fight with them.

wooooo
Grubbegrabbn
Profile Joined November 2010
Sweden174 Posts
January 25 2011 14:05 GMT
#17
Well, 4v4 is fun. Quite nice maps, those 3v3 with dual ramps should be removed.

One good tactic in 3v3/4v4 is that if you spot a rush and you are not the target - send your army to the rally path. You can usually get a bunch of free kills (and hope that your allies can stomp the initial attackers). Some rushers rally their army to the attacking units, which can be --- dangerous.

Another common mistake is that if you succeed in breaking walls/defences you enter the enemy base with your entire army. Only to be hit in the back by the counterattack... Just run in, kill as many workers as possible, get the h*ck out of there before the defenders arrive. Be prepared for counter drops/harass.

GAFF
Profile Joined January 2011
United States8 Posts
January 25 2011 16:33 GMT
#18
On January 25 2011 22:36 woowoo wrote:
I love to attack early, zealots, marines, probes and scv before 6 min, you can easily bunker and canon.

I see some terrans going mass reapers and attacking solo, it doesn't work in team game. Train marines and 3-5 reapers max, it's enough, attack with your allies, when the big battle begins, send reapers, don't try to harass before any major fight with them.




It works fine if you make 12-15 and then start pumping MM. In random 4vs4, you must assume your partners are terrible and win the game on your own. Once in maybe 20 games will my partners be decent enough to hold their own.

I am not saying your zealot/marine with canons/bunks bush isn't effective --it is. The problem is that your teammates cannot get units before 6 minutes. Most will either macro up or tech to something stupid such as void rays. You gotta win the game on your own.
LSD
Profile Joined August 2010
Japan4 Posts
January 26 2011 14:21 GMT
#19
@covetousrat thanks for starting this threads.

@covetousrat and GAFF any chance you can post a mega replay pack of high level replays?

I am a gold-plat player, and we have a pretty good success rate lately by rushing at the 5 minutes mark. I usually play with 2 more guys, and most of the time the 4th random person would buy into the 5 min rush, even if he's not too dedicated to it. I usually go no gass builds until the first attack, but my buddies are a bit more conservative. Most of the time we manage to take out at least one guy with the first push, usually two (even on shared base mapps like Extinction), and from here on it's pretty easy to get a win. On the rare ocasions when the first push fails, we're pretty much screwed, as we are all behind in tech and macro. Sometimes we fail on shared bases mabe because it takes too long to merge armies and decide where to go, and we get to actually attack around 6mins, or later. We always go for the zerg, and the only serious threat is FF. Also a zerg that manages to tech to mutas can do pretty serious damage to more than one guy. There arent many other things that one enemy can tech to at ~7mins and do damage solo to more than one of us (which would make us even 3v3, or 3v2 in our favor). DTs once exposed are manageable. Same for fast banshee or VR. Collo and tanks need support but if somebody rushes any of them that means he doesnt have much ofanything else, so its tanks or collo + 2other armies vs 4 of our armies.
The problem lately is that some of the diamond players that we have been facing are pretty good at dying slowly, and their allies can get a pretty good idea what unit composition they are facing, and have time to get decent amount of hard counter units (hellions, banes, immortals, collo, bunkers). Overall i think our strat is pretty solid, and since our individual skills are probably below the rank we achieved in 4v4, this would benefit a lot from improved micro, better synchronization, better communication.

Do you think voice communucation is a must?

How about shared control? We had some success with one single person coordinating the initial attack. And couple of times, on extinction, we had only one guy focusing on base macro and micro, defending agains drops and banshees (there's nothing more annoying that 5 allied hidras sitting south of your nexus, while some banshees are going to town on it from the north), and only rallying his troops for us to attack with. This is probably not very usefull at top level, where enough APM can cover this problem easily. However in those games, the guy managing the base had by far the biggest army (as shown on the graphs). Unfortunately we don't have enough time to play together (just ~10 games a week) so we can't really explore all the options.

How about pooling resources at ~5 mins, to build some game ending army (like 10VRs)... anybody have a serious plan?
FTW
Comma20
Profile Blog Joined October 2010
Australia138 Posts
January 26 2011 14:33 GMT
#20
There are two ways to win a 4v4.

1) Synchronise timing windows put armies together and go for a ridiculous timing push
2) Cover each others timing windows into a constant pressure cascade.
GAFF
Profile Joined January 2011
United States8 Posts
January 26 2011 14:56 GMT
#21
Do you think voice communucation is a must?


It isn't required, but it beats typing as you can communicate quicker using voice. It is even better if you are in the same room. I play with my brother a lot in the same room and him yelling "DUDE DTS IN YOUR BASE" has saved me several times. It definitely allows for more time to focus on unit control because you can chat AND control at the same time.

How about shared control?


From a Random Team perspective, I think this is a matter of preference, but for me I hate when people give me control because it messes up my own unit control. In warcraft 3, I liked it, but for some reason in sc2 it really messes me up when my allies share control.

With that said, from an Arranged Team perspective, I have friends in real life who I play with who are bronze league and have really low APM. They share control and focus on their macro and I control their army since they cannot micro, but I have taught them enough to be able to macro really well so that we can compete at a high diamond level. I was able to help one of my friends get into 2vs2 Diamond AT, so I think it boils down to having a plan with the shared control, which it seems that you have some good plans such as have one player defend against drops, cloaks, while another controls the army, because even at high level that stuff can help.

How about pooling resources at ~5 mins, to build some game ending army (like 10VRs)... anybody have a serious plan?


I don't think that is viable. It would work vs. a mostly zerg team, but chances are the zerg will rush before you can even get them. As a Terran player, I like when people make or pool voids rather than stalkers.



I will see if I can find some replays with Protoss, garrettx, Raymaster, Bstallion, CraSh, sPit, etc.



covetousrat
Profile Joined October 2010
2109 Posts
January 26 2011 15:06 GMT
#22
LSD, lately I havnt been playing much team games, mostly with new players thus not highly ranked. Mostly just low diamond etc.

As for sharing control; I am a heavy no no person. I do expect every1 to micro their own units and its always irritating to drag your ally units into your group. For eg worker haressing a Terran. Sometimes we will just send 1 worker each to haress the terran. Some people prefer to just share control to one player, but I prefer microing it your own. Totally mess up my micro. But its totally fine to share control to open/close the supply depot wall. This is just my personal preference.

Regarding the 'dieing slowly' its really a great point. There games where maps with 2 and 2 sharing bases. One side got rushed down totally bad by lings marines etc. You can do your best to die as slow as possible buying time for your other 2 allies to mass up. If your opponent is rushing so badly, most likely they are not teching/having enough units. Just feed all/most of your resources to your allies and try to buy as much time. You can try to sneak an expo somewhere safe.

Heres a very important point. Say If you lose your base and have 15 workers left. DON't even bother trying to rebuild your raxes etc. Just get a main up and workers. Feed everything to your allies. Don't waste on rebuilding. There may be some occasions where you can rebuild slowly.
P0ckets
Profile Joined January 2011
United States430 Posts
January 26 2011 17:28 GMT
#23
Just have 1-2 players cheese and harass, while the others expand and tech up untouched. I mean 2 good 7-8 pools will delay them easily and cause them to stay inside their bases while your other 2 tech hard and finish the job.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 26 2011 17:36 GMT
#24
the best way to do it is to all do builds that get a significantly strong force at the same time ie some 4gates, some roach rushes and some 3raxes and just hurl everything at the same guy. he will die, and the allies that come by will not be strong enough to kill the push with at most 3 of them. then you can do w/e because once the other team stabilizes (if they didn't outright die) they won't be able to hit you before the econ advantage from your expos pays off
get rich or die mining
TL+ Member
covetousrat
Profile Joined October 2010
2109 Posts
January 27 2011 13:14 GMT
#25
Part 2 is already on my blog.
sc2tips.blogspot.com.
Post your comments here. I was just trying to write whatever I can think of without caring the general structure etc. My bad. Enjoy
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 27 2011 13:23 GMT
#26
On January 27 2011 02:28 P0ckets wrote:
Just have 1-2 players cheese and harass, while the others expand and tech up untouched. I mean 2 good 7-8 pools will delay them easily and cause them to stay inside their bases while your other 2 tech hard and finish the job.

Doesn't always work. Had this happen last night, but before the tech push was even close to ready, the 100 supply MMM/gateway ball the other side had built up to fend off the pressure just walked in and raped us with ease.
Conrose
Profile Joined October 2010
437 Posts
January 27 2011 16:38 GMT
#27
On January 26 2011 23:56 GAFF wrote:
Show nested quote +
How about pooling resources at ~5 mins, to build some game ending army (like 10VRs)... anybody have a serious plan?


I don't think that is viable. It would work vs. a mostly zerg team, but chances are the zerg will rush before you can even get them. As a Terran player, I like when people make or pool voids rather than stalkers.





This sort of Resource Pooling is exactly what makes Spire Tech so incredibly strong in team games. I've seen some matches where allies to a zerg will wall up and turtle down until the resource sharing timer ends. Next thing the other guys know, they have 30 Mutalisks diving down on them due to zerg larva mechanics. Even if nothing but Marines are on the field at that point, the Mutas can dance around them while sniping workers, key tech and supply. I've witnessed some games where all but the zerg player drop after saturating their geysers (Sometimes a second zerg player will fast expand and saturate the gas at an expansion before dropping... especially on shared bases maps). The best way to counter this is Infestor play though.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10317 Posts
January 27 2011 17:18 GMT
#28
Thanks for making these articles, and your credibility does look very appealing Will read this now, awesome!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
SCdinner
Profile Blog Joined September 2010
Canada516 Posts
January 27 2011 17:49 GMT
#29
On January 24 2011 18:40 Perseverance wrote:
There are too many blind counters in 4s for it to be possible for solid strategies but common sense usually trumps anything you can put on paper. I've got around 500 4v4 games played and I am around 85%, if you are ever on NA server and want to play hit me up

Perseverance.721



It's a very good post for new or mid/low level players though. Well thought out.

Looks like you took a 10% dive to your win rate in the last day but still 75% is a great win rate.
My other car is a battlecruiser.
Phillydilly
Profile Joined November 2010
United States73 Posts
January 27 2011 17:54 GMT
#30
I think one really important factor that isn't talked about as much is the maps.
I play 4v4 RT, and there are 3 types of maps

everyone has their own base, so each team has four bases
two players share one base, so each team has two bases
everyone shares one base, so each team has one base.

When everyone has their own base, early timing is stupid strong. Not like 6pool, but like 3 rax stim pushes, double medivac drops cloak banshee, stuff like that. You can severely cripple 25% of their team 8 minutes in, gives you a definite advantage. Also, if they are not prepared, and you get away with very light losses, you can move onto the next base almost immediately.

When everyone shares one base, you almost need total opposite strategy. Play for huge late game. Early harass is very weak. This is because its super easy for whoever is being harassed to be quickly reinforced. Since it is so hard to take out an individual player, you need to play for a big late game army.

When two players share a base, its kind of the hybrid of the two above strats. Early harass/early push is effective, but you are not going to be able to cause huge damage, because the other player in that base can reinforce. Really key here is if you are going to harass/early push, you have to be able to effectively transition to late game.
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
Last Edited: 2011-01-27 20:18:15
January 27 2011 18:01 GMT
#31
I think this thread might be better used to talk about strong combinations of units.

For instance Collossi+ immortal back by ling hydra =sick.
Siege tank + Muta ball =sick
Medivacs + Ultralisks = LOLOLOL

g2g in class bbl

In 4v4, (I mostlyplay 4v4 to offrace and do wierd stuff lol)
But i like to basically play Terran and do a fast expo into a super defensive play.

Including a wall of bunkers backed by siege tanks, with supply depots in front of the bunkers to block lings/lots/block the large gap where i wont put bunkers so my teammates can move thru by lowering the depots. Complete with a turret outline of pretty much every base, as well as a wall of observer towers across the map so we know where they are comin from always.

For instance i managed to play one game where i was basically able to keep all 4 enemies ground armys away from our bases due to a tank/bunker line and if all 4 tried to run through it they would just be annhilated for instance i killed 3 max supply armies and when my team couunterattacked it was over.

But just another lol combination = Siege Tanks + Mutalisks + Vikings.


Also for more on 4v4 IMO there are certain units than can change entire battles even if you are doing nothing but supporting your teammates.

For instance Medivac supporting yourZerg teammates army (whether it be roaches, hydras, mutas, ULTRAs)

Ghosts = very strong against toss
Phillydilly
Profile Joined November 2010
United States73 Posts
January 27 2011 18:15 GMT
#32
I'll throw a couple combos out there.
reaper + blink stalker gives stalkers an easy way to blink up to higher ground.
muta+medivac = sick harassment. mutas move in, take some damage, fly out of range, heal, and harass again
GAFF
Profile Joined January 2011
United States8 Posts
January 27 2011 18:24 GMT
#33
On January 28 2011 01:38 Conrose wrote:
Show nested quote +
On January 26 2011 23:56 GAFF wrote:
How about pooling resources at ~5 mins, to build some game ending army (like 10VRs)... anybody have a serious plan?


I don't think that is viable. It would work vs. a mostly zerg team, but chances are the zerg will rush before you can even get them. As a Terran player, I like when people make or pool voids rather than stalkers.





This sort of Resource Pooling is exactly what makes Spire Tech so incredibly strong in team games. I've seen some matches where allies to a zerg will wall up and turtle down until the resource sharing timer ends. Next thing the other guys know, they have 30 Mutalisks diving down on them due to zerg larva mechanics. Even if nothing but Marines are on the field at that point, the Mutas can dance around them while sniping workers, key tech and supply. I've witnessed some games where all but the zerg player drop after saturating their geysers (Sometimes a second zerg player will fast expand and saturate the gas at an expansion before dropping... especially on shared bases maps). The best way to counter this is Infestor play though.



It is strong if you let them do it. They will never pull this type of strategy off if you have a solid 5-min push, because the other players are using their resources to make gas for the other player, so they will have suboptimal armies against a decent push. I've only seen this work in 2vs2 shared base on large maps, where the other player can wall off well and share his gas.
Conrose
Profile Joined October 2010
437 Posts
Last Edited: 2011-01-27 19:25:42
January 27 2011 19:24 GMT
#34
On January 28 2011 03:24 GAFF wrote:
Show nested quote +
On January 28 2011 01:38 Conrose wrote:
On January 26 2011 23:56 GAFF wrote:
How about pooling resources at ~5 mins, to build some game ending army (like 10VRs)... anybody have a serious plan?


I don't think that is viable. It would work vs. a mostly zerg team, but chances are the zerg will rush before you can even get them. As a Terran player, I like when people make or pool voids rather than stalkers.





This sort of Resource Pooling is exactly what makes Spire Tech so incredibly strong in team games. I've seen some matches where allies to a zerg will wall up and turtle down until the resource sharing timer ends. Next thing the other guys know, they have 30 Mutalisks diving down on them due to zerg larva mechanics. Even if nothing but Marines are on the field at that point, the Mutas can dance around them while sniping workers, key tech and supply. I've witnessed some games where all but the zerg player drop after saturating their geysers (Sometimes a second zerg player will fast expand and saturate the gas at an expansion before dropping... especially on shared bases maps). The best way to counter this is Infestor play though.



It is strong if you let them do it. They will never pull this type of strategy off if you have a solid 5-min push, because the other players are using their resources to make gas for the other player, so they will have suboptimal armies against a decent push. I've only seen this work in 2vs2 shared base on large maps, where the other player can wall off well and share his gas.


Gas spent on a few key units (Siege Tanks and Sentries) can tip the scales in heavy favor of the defender on the shared bases type maps. Add to this that the 3 other players don't need so much as to destroy the initial push before the Mutas are out as it is that they need to defend the Zerg Hatches + Spire as well as gas production until the Mutas hatch. I've noted that a large Muta Ball can clean up a 5 minute push, even if it is full of stimmed marines, rather quickly and proceed with the Mass Muta Harass afterwards.
MaestroSC
Profile Blog Joined August 2009
United States2073 Posts
January 28 2011 00:01 GMT
#35
More strong unit Combinations

Medivac + ur Zerg allies army = amazing. Especially if they have the more sturdy units like roaches or ultralisks.

Colossi + immortals + hydras =amazing.

Siege tanks + Mutas = amazing.

Ghost + whatever ur teammates make vs a heavy protoss team = amazing.

Raven = GREAT support unit for big team battles. Drop as many point defense drones possible and lawl as ur team comes out with 3/4 still in tact. (especially strong against flyer/stalker heavy armys)

Baneling + Mothership can be AMAZING if you coordinate a vortex with 50 banelings going in after their army gets eaten = lawl we just killed 600 supply of units with 50 banelings and a mothership.

These are just my thoughts, I like to play Terran in 4v4 because i can D up my entire team on some maps, and have the best support units - medivacs, ghosts, ravens. Siege tanks + turrets + bunkers u can D ur entire team especially as ur zerg player goes straight to mutas.
Conrose
Profile Joined October 2010
437 Posts
January 28 2011 01:28 GMT
#36
On January 28 2011 09:01 mnofstl007 wrote:Colossi + immortals + hydras =amazing.
.


You should see Colossi/Blink Stalker/Reaper. The mobility of this setup is just ridiculous Lead with the Reapers to snipe some buildings. + A Proxy Pylon and Nitro Boost Upgrade. The 4th Player is really free to tech whatever the hell they want (3+ Thorships and Phoenix support are especially fun though, I imagine Mutalisks would do well to round out the 4th position if Zerg)

Morphing all your Zerglings into Banelings is always hilarious unless they have a siege line. Rolling over their wall, carving a path through their concave and still having enough Banes to destroy a town hall and all the workers around it is such a pleasure.
Rodregeus
Profile Joined August 2010
Australia126 Posts
January 28 2011 03:42 GMT
#37
Massing all T1 units at hitting the enemies most isolated member tends to work pretty well and is the simplest thing in the world.

That's all 4v4s ever seem to be really. :S
Fear the reaper. // lol never mind.
Simberto
Profile Blog Joined July 2010
Germany11405 Posts
January 28 2011 04:03 GMT
#38
For a 6-7 minute mark attack, as a zerg, i find something like going 2-hatch speedlings incredibly powerful. You can just produce insane amounts of them, and they are fast. You can tank for your allies ranged units, and you can surround anything that runs away, run into bases and kill workers fast, and generally be very cool. I think speedlings synergize far better with the armies of other races then roaches.
Jombozeus
Profile Blog Joined August 2010
China1014 Posts
Last Edited: 2011-01-28 04:08:13
January 28 2011 04:08 GMT
#39
I'm sorry if I don't have anything to contribute to the actual thread.
But I cant help chuckling at the random note of an instrument completely out of context :D

When you see your front line Stalkers are being damage, just click on them and blink them back. Viola.

/spelliangnazi





/obvious ironic troll
covetousrat
Profile Joined October 2010
2109 Posts
January 28 2011 07:23 GMT
#40
Lol Jombozeus, isn't that just normal Stalkers micro?

Heres a 2v2 game that I play yesterday with my friend who doesn't play much of SC2 against a good team. I chose random and gotten Protoss luckily which is my main race. So its a Protoss plus Terran for my team against Protoss and Zerg. Our opponents are nGenXeen from clan nGen a very top SEA clan. Xeen is in the Masters League with his friend Jaczie.

http://www.sc2replayed.com/replays/131487-2v2-terran-protoss-zerg-scorched-haven
Trang
Profile Joined October 2009
Australia324 Posts
January 28 2011 11:29 GMT
#41
On January 28 2011 16:23 covetousrat wrote:
Lol Jombozeus, isn't that just normal Stalkers micro?

Heres a 2v2 game that I play yesterday with my friend who doesn't play much of SC2 against a good team. I chose random and gotten Protoss luckily which is my main race. So its a Protoss plus Terran for my team against Protoss and Zerg. Our opponents are nGenXeen from clan nGen a very top SEA clan. Xeen is in the Masters League with his friend Jaczie.

http://www.sc2replayed.com/replays/131487-2v2-terran-protoss-zerg-scorched-haven


I think he's referring to 'Viola'.
covetousrat
Profile Joined October 2010
2109 Posts
January 31 2011 06:36 GMT
#42
Part 3 is up.
Has anyone seen my 2v2 replay? COmments
LSD
Profile Joined August 2010
Japan4 Posts
January 31 2011 14:51 GMT
#43
i think you mixed up the map names a little bit.
There is no High Flow map. And Extinction and Megaton are the ones with shared bases.

Keep it up.
FTW
covetousrat
Profile Joined October 2010
2109 Posts
January 31 2011 15:33 GMT
#44
Opps edited.
P0ckets
Profile Joined January 2011
United States430 Posts
January 31 2011 17:04 GMT
#45
I made it to 3v3 gold ranked # 3 from bronze ranked #34 in 12 wins using a cheese strat that is also applicable in 4v4s. The strat we use catches people off guard and puts the heat on early to contain them while the other teammate techs up or amasses a huge army. Typically we have 2 zerg players and 1 random when we use this strategy. The two zerglings do a combined 7pool zergling rush and 12+ drone rush at the earliest point we can. We use this to attack a protoss or terran to delay wall, kill drones, and potentially kill off a player. The 7 pool zerg continues to pump lings and builds a queen, few extra drones, & a reactor to get speed, while continuing to harass, poke, deny expansions, and contain. As the numbers of lings increase the 12 drone zerg pulls back to feed other ally, tech to roach, or contribute to lings. The third ally fast expands and builds a huge army or techs to harass with something mean that they are not prepared for. Then we use zerglings as tanking units, while 3rd destroys as he can. If they go to aid I pull zerglings away or send new batch of lings to the opponent assist to ruin econ.

Basically we screw 1 opponent and then attempt to delay/force unneeded stuff/contain/harass at the half sacrifice of 12 drone push and full sacrifice of 7 pool zergling push. The only time we have been defeated is by teams that build wall at the sacrifice of their early game economy and if we notice this we fall back immediately, drone up hard, and roach.
covetousrat
Profile Joined October 2010
2109 Posts
February 02 2011 16:31 GMT
#46
Part 4 and 5 is up btw. I think you guys should realize by now this series of 4v4 is mainly aimed towards the lower league players. Please continue to support me. I will post my 4v4 replay pack soon. I am currently top 10 of SEA 1v1. Hoho. Been on winning streak and hope this goes on.

Pockets, these type of cheese 7 pool rushes will always work if you caught your opponent off guard. From what you have described its a 3v3 game. But beware of this, good players always do good scouting. Normally when I see two Zergs with a random, the first thing that comes to mind is always cheese. A normal scouting probe/Overlord can scout what your doing on 3v3 maps. I will always play defensively against 2 or more Zergs, by getting a forge or a second gate/rax if we scouted an early pool. You can always argue that 2 groups of Zerglings will most likely kill off an opponent.

What me and my team normally do here is try to hold as long as possible (dieing as slow as possible) and get my allies to mass up an army to counter push. We have won countless of game if both Zergs did a 7 pool as they are sacrificing too much resources here. And feel free to utilize any strategy that fits your style and try a wider approaches to improve your team game play.

Cheers.

Conrose
Profile Joined October 2010
437 Posts
February 03 2011 01:17 GMT
#47
When I play on some 3v3 and 4v4 maps, I use a 2 Probe Cannon Rush. I even send them out before I get my first probe built to minimize the chance the second probe is spotted. here's how I do it, the first probe goes out after 2 mineral trips. The second probe is sent shortly thereafter. The first Probe will be used as a legitimate scout, first scouting the wall, then the mains with special emphasis on building placement. Something I've learned from 1 Probe Cannon Rushes is that they often send a worker to chase after it to prevent a cannon rush. They'll often not catch the second probe while they are busy focusing on the first probe. Now, I can go for cleaning up an opponent early with this, and on maps with no in-base expansions, I prefer this approach if I go with a cannon rush. However I two Probe cannon rush primarily on maps with in-base expansions since the expansions can be blocked off whilst also providing a spot from which to attack their front wall with a few cannons. This is particularly brutal when you have a zerg ally who went for a delayed speedling Rush or a grotesquely large number of banelings (Arakan Citadel is my favorite map for this since I can take out two walls worth of tech with this build). Additionally, on Typhon, regardless of map position, you can deny one opponent access to one of his geysers.

I generally follow up with either Phoenix/VR transition or fast tracking colossus tech to counter siege tech.

Investing in a Warp Prism that can't be sniped by a siege tank or colossus delays when they actually counter this build, and allow you a means to warp in blink stalkers that can further delay the expansions and wall-in.
MadChem
Profile Blog Joined January 2011
Germany218 Posts
February 03 2011 01:28 GMT
#48
I dont know the exact timing, but Terran/Toss can do a very nice Tank/Stalker timing push together and if the terran puts some scvs in the stalkers can get repaired aswell as the tanks. you dont even have get siege for this to work tanks have 7 range stalker 6. really works nice.
The protoss should build 1 pylon at the terran base to help out against any air harass with with stalkers...
"I am become death, the destroyer of worlds." - Oppenheimer
covetousrat
Profile Joined October 2010
2109 Posts
February 03 2011 15:23 GMT
#49
The series is done and heres the replay pack.

[url blocked]
P0ckets
Profile Joined January 2011
United States430 Posts
Last Edited: 2011-02-03 16:04:23
February 03 2011 16:04 GMT
#50
For your part 6, as an FYI you can build a 13 gas and 14 pool and get the 100 gas you need for ling speed upgrade.
Phantom_Sky
Profile Joined August 2010
Hong Kong512 Posts
Last Edited: 2011-02-03 17:23:37
February 03 2011 17:22 GMT
#51
very nice article, I got a lot of help from this thread and the blog, getting 10 win out of my 12 random 4v4 game at platinum

some quick comments

part 4 - I think mass carriers is a viable strategy as well, first get some zealots and apply some early pressure with your allies, delay enemy expo, and build up to at least 5/6 carriers of 2 bases, it sounds a noob strategy, but surprising effective, as carriers with air upgrade (very important) pretty much counter everything, you can even let one or two allies die and still win the game all by yourself, as known as feel like a boss mode

part 5 - Mass Marines part - i think you meant " gets my first GAS very late at around 30 food"?

part 6 - I think it's worth mentioning zerg's role is a bit different in 4v4, Terran/ Protoss can mass up units and fight enemy units face-to-face, Zerg's major advantage is more with mobility, mass up zerglings or mutalisk and kill enemy workers/ expo, never engage enemy alone, more harass-style so that your allies have more time to build up economy/ tech/ army

Conrose
Profile Joined October 2010
437 Posts
February 03 2011 20:21 GMT
#52
I think that you should dedicate one part to pointing out the effectiveness of massing specialist units in 3v3 and 4v4s... Sentries, Infestors and Ravens are particularly noteworthy.
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