• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:14
CEST 15:14
KST 22:14
  • 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 (2026) - RO4 & Finals Preview1[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13
Community News
Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Code S Season 1 (2026) - RO4 & Finals Preview Code S Season 1 (2026) - RO8 Results Code S Season 1 (2026) - RO12 Results Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament KSL Week 89 2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
vespene.gg — BW replays in browser Pros React to: TvT Masterclass in FlaSh vs Light BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion ASL21 General Discussion
Tourneys
[ASL21] Semifinals B Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Semifinals A
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
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
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1525 users

Simple Questions Simple Answers - Page 284

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 282 283 284 285 286 900 Next
bankai
Profile Joined November 2010
362 Posts
July 22 2011 06:39 GMT
#5661
On July 22 2011 15:25 Anihc wrote:
Show nested quote +
On July 22 2011 15:22 bankai wrote:
On July 22 2011 14:48 Anihc wrote:
On July 22 2011 09:13 bankai wrote:
So on choke maps, if I use your suggested build, does that work against 14 pool or 15 hatch? If its 15 hatch, do I skip the 13 Forge you suggest, and go straight for 17 Nexus, then 17 Forge/Gate/Cannon?? Also when do you get your gas??


15 nexus 15 forge works against 14 pool. On large 4 player maps go 13 forge in case of early pool. Against 15 hatch cannon rush ^^ But if you don't want to, you can go 17 nexus 17 pylon 18 gate 18/19 forge.


Cool thanks! Can I ask as well when do you get your 2 assimilators for 15 nexus/15 forge (14pool) and 17nexus (hatch first)? Sorry, Im a bit of a numbers freak


I don't remember numbers. After gateway (assuming forge pylon cannon cannon gate), I keep up non stop probe production from both nexus, and my next 150 extra minerals goes to 2 gas. If I get suspicious of 1 base all in I only get 1 gas.


OK no problems, that sounds like a more flexible approach to remember. Do you just defend 1 base all-ins with just cannons/zealots on 1 gas?? What if they use banelings? Wont you need more gas for sentries or is it gonna be too late?
tainted muffin
Profile Joined August 2010
United States158 Posts
July 22 2011 06:39 GMT
#5662
In TvZ as terran what is the best way to engage infester ling when going marine tank.
Soluhwin
Profile Joined October 2010
United States1287 Posts
July 22 2011 07:25 GMT
#5663
On July 22 2011 15:39 tainted muffin wrote:
In TvZ as terran what is the best way to engage infester ling when going marine tank.

Keep your marines close to your tanks. Effectively, the tanks are going to claim territory against infestors, while the infestors are there to punish mistakes and hasty play. When your opponent has infestors out, your slow pushes must be even slower because you must keep marines in about a range of 2-6 to nearby tanks, this will cause infestors to get shelled before the fungal goes off. This is a very defensive style that you need to take, never make a huge move to begin the battle, just leap-frog closer and close to the hatch (or whatever your target is). When the zerg player finally engages, you want to control your tanks and focus infestors with them, while, if at all possible, running stimmed marines to keep them out of infestor fungal range (fungal has a range of 7, so it's much more difficult then running against banes).
I put the sexy in dyslexia.
Soluhwin
Profile Joined October 2010
United States1287 Posts
July 22 2011 07:30 GMT
#5664
On July 22 2011 15:07 bankai wrote:
Show nested quote +
On July 22 2011 15:06 Soluhwin wrote:
On July 22 2011 13:59 bankai wrote:
Also, who is a good pro player that has a solid/safe/macro-oriented play in PvZ? Nothing too funky, just shows similar styles every game and wins with it

The most solid PvZ I've ever seen (as a zerg player) is HuK's. Past that, San has shown some good play in the past but lacks consistency (in the GSL, at least), Kiwikaki also shows some late game prowess. Naniwa would also be an excellent player to learn from.


Thanks, will check them out! Are there streams or websites I can go to to find replays for specific players?

Umm, I honestly don't know. I know HuK is a very frequent streamer on TL, and I think (but don't know for sure) I remember Kiwi doing it at some point but not frequently. Various replay sights should yield some results, which I've honestly never used because I mostly analyze my own games, and the few times I didn't I used replays from MLG, so I don't know what to tell you. Naturally, as a zerg, I'm going to keep track of zerg players more than protoss so sorry I couldn't help.
I put the sexy in dyslexia.
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
July 22 2011 13:16 GMT
#5665
HI i just seen the post about how fast Dt's can take down a hive and lair etc, and that was one of my questions my other question is for maps like shattered temple where if u cant get a pylon close and you are at cross positions does a cloaked DT when running through the middle and they have a unit on the watchtower will they lose vision slightly when ur cloaked unit runs through or will the unit keep vision need to know wether to run my DT around the watchtower??

Live and Let Die!
galtdunn
Profile Joined March 2011
United States977 Posts
July 22 2011 14:31 GMT
#5666
On July 22 2011 22:16 Tommylew wrote:
HI i just seen the post about how fast Dt's can take down a hive and lair etc, and that was one of my questions my other question is for maps like shattered temple where if u cant get a pylon close and you are at cross positions does a cloaked DT when running through the middle and they have a unit on the watchtower will they lose vision slightly when ur cloaked unit runs through or will the unit keep vision need to know wether to run my DT around the watchtower??



Their unit will only lose vision if you kill it or make it move. Just running your DT next to the unit there won't do anything. If you want to be extra safe though, just don't walk right next to it.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
StoRm_res
Profile Joined March 2011
Switzerland891 Posts
July 22 2011 14:35 GMT
#5667
On July 22 2011 23:31 galtdunn wrote:
Show nested quote +
On July 22 2011 22:16 Tommylew wrote:
HI i just seen the post about how fast Dt's can take down a hive and lair etc, and that was one of my questions my other question is for maps like shattered temple where if u cant get a pylon close and you are at cross positions does a cloaked DT when running through the middle and they have a unit on the watchtower will they lose vision slightly when ur cloaked unit runs through or will the unit keep vision need to know wether to run my DT around the watchtower??



Their unit will only lose vision if you kill it or make it move. Just running your DT next to the unit there won't do anything. If you want to be extra safe though, just don't walk right next to it.


I'm actually pretty sure their unit will lose vision. First of all I think I saw that myself in a game, and second of all, if you wouldnt lose vision, then the dt wouldnt be able to hold the watch tower, which is obviouly not true
galtdunn
Profile Joined March 2011
United States977 Posts
July 22 2011 14:37 GMT
#5668
On July 22 2011 23:35 StoRm_res wrote:
Show nested quote +
On July 22 2011 23:31 galtdunn wrote:
On July 22 2011 22:16 Tommylew wrote:
HI i just seen the post about how fast Dt's can take down a hive and lair etc, and that was one of my questions my other question is for maps like shattered temple where if u cant get a pylon close and you are at cross positions does a cloaked DT when running through the middle and they have a unit on the watchtower will they lose vision slightly when ur cloaked unit runs through or will the unit keep vision need to know wether to run my DT around the watchtower??



Their unit will only lose vision if you kill it or make it move. Just running your DT next to the unit there won't do anything. If you want to be extra safe though, just don't walk right next to it.


I'm actually pretty sure their unit will lose vision. First of all I think I saw that myself in a game, and second of all, if you wouldnt lose vision, then the dt wouldnt be able to hold the watch tower, which is obviouly not true


But i think the way watchtowers work is that whatever unit that was originaly holding it keeps it powered until it dies or moves. DTs can obviously power them also, but not while an enemy unit is powering it, not without killing it. There aren't any units with priority on watchtower control.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
Ninja_Bread
Profile Blog Joined August 2010
United States113 Posts
July 22 2011 14:40 GMT
#5669
The tower would become contested and nobody would have vision until only one player's units are in its range.
Mang
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
July 22 2011 15:50 GMT
#5670
On July 22 2011 23:40 Ninja_Bread wrote:
The tower would become contested and nobody would have vision until only one team's units are in its range.

I'd rather write 'team', which goes for both 1v1 and XvX.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2011-07-22 16:14:49
July 22 2011 16:14 GMT
#5671
As zerg, is there an 'optimum' fast pool to go for?

What I mean is, between 6pool, 7pool, 8pool, and 9pool (I guess 10pool might count too), is there one of these that's universally better than the others?

My intuition tells me 8pool is the best against protoss or terran, since it allows 2 drones + an overlord before the pool finishes, and still lets you make 6 zerglings when the pool is done. The few games I've seen a zerg rush, 8 pool is used (here's a ZvP where Nerchio 8pools White-Ra on Shakuras).

For ZvZ getting your zerglings out as fast as possible is the most important thing for a zergling rush so maybe 6pool or 7pool is better here?
next week on Everybody Loves HypnoToad:
galtdunn
Profile Joined March 2011
United States977 Posts
July 22 2011 16:22 GMT
#5672
On July 23 2011 01:14 BlasiuS wrote:
As zerg, is there an 'optimum' fast pool to go for?

What I mean is, between 6pool, 7pool, 8pool, and 9pool (I guess 10pool might count too), is there one of these that's universally better than the others?

My intuition tells me 8pool is the best against protoss or terran, since it allows 2 drones + an overlord before the pool finishes, and still lets you make 6 zerglings when the pool is done. The few games I've seen a zerg rush, 8 pool is used (here's a ZvP where Nerchio 8pools White-Ra on Shakuras).

For ZvZ getting your zerglings out as fast as possible is the most important thing for a zergling rush so maybe 6pool or 7pool is better here?


It pretty much just depends on how "all in" you want the attack to be, or whether you want to possibly transition out of it. All the builds can finish with pool building+enough supply for 6 lings. So it's just a matter of wanting to put it all on the line - 6 or 7 pool; or trying for some early cheese with a transition - 8, 9 or 10 pool. Anything over that is really just normal/defended easily.

Also, you might want to consider some fast speedling builds, I'm not sure what the exact Build Orders are, but there are some 11 gas/10 pool builds i think.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
Last Edited: 2011-07-22 16:28:37
July 22 2011 16:28 GMT
#5673
I'm here to clear things up! I even brought evidence

Contested towers do not display any extra vision, and units by a tower from opponents contests it.

On July 22 2011 23:37 galtdunn wrote:
Show nested quote +
On July 22 2011 23:35 StoRm_res wrote:
On July 22 2011 23:31 galtdunn wrote:
On July 22 2011 22:16 Tommylew wrote:
HI i just seen the post about how fast Dt's can take down a hive and lair etc, and that was one of my questions my other question is for maps like shattered temple where if u cant get a pylon close and you are at cross positions does a cloaked DT when running through the middle and they have a unit on the watchtower will they lose vision slightly when ur cloaked unit runs through or will the unit keep vision need to know wether to run my DT around the watchtower??



Their unit will only lose vision if you kill it or make it move. Just running your DT next to the unit there won't do anything. If you want to be extra safe though, just don't walk right next to it.


I'm actually pretty sure their unit will lose vision. First of all I think I saw that myself in a game, and second of all, if you wouldnt lose vision, then the dt wouldnt be able to hold the watch tower, which is obviouly not true


But i think the way watchtowers work is that whatever unit that was originaly holding it keeps it powered until it dies or moves. DTs can obviously power them also, but not while an enemy unit is powering it, not without killing it. There aren't any units with priority on watchtower control.


I disagree. I'm 100% sure that if there are two ground units in range, the tower remains unpowered for both teams, regardless as to which team got there first. I remember this from every game where you're having little worker fights on XNC near the towers, if you move your worker up to the tower, the tower becomes depowered


On July 22 2011 23:40 Ninja_Bread wrote:
The tower would become contested and nobody would have vision until only one player's units are in its range.


This is correct.

From the Liquipedia article on (Wiki)Xel&s
Xel Naga Tower Article wrote:
When two enemy units are within activation range of a Xel'Naga Tower, it will deactivate.

When you stare into the iCCup, the iCCup stares back.
TL+ Member
galtdunn
Profile Joined March 2011
United States977 Posts
July 22 2011 16:45 GMT
#5674
On July 23 2011 01:28 Blazinghand wrote:
I'm here to clear things up! I even brought evidence

Contested towers do not display any extra vision, and units by a tower from opponents contests it.

Show nested quote +
On July 22 2011 23:37 galtdunn wrote:
On July 22 2011 23:35 StoRm_res wrote:
On July 22 2011 23:31 galtdunn wrote:
On July 22 2011 22:16 Tommylew wrote:
HI i just seen the post about how fast Dt's can take down a hive and lair etc, and that was one of my questions my other question is for maps like shattered temple where if u cant get a pylon close and you are at cross positions does a cloaked DT when running through the middle and they have a unit on the watchtower will they lose vision slightly when ur cloaked unit runs through or will the unit keep vision need to know wether to run my DT around the watchtower??



Their unit will only lose vision if you kill it or make it move. Just running your DT next to the unit there won't do anything. If you want to be extra safe though, just don't walk right next to it.


I'm actually pretty sure their unit will lose vision. First of all I think I saw that myself in a game, and second of all, if you wouldnt lose vision, then the dt wouldnt be able to hold the watch tower, which is obviouly not true


But i think the way watchtowers work is that whatever unit that was originaly holding it keeps it powered until it dies or moves. DTs can obviously power them also, but not while an enemy unit is powering it, not without killing it. There aren't any units with priority on watchtower control.


I disagree. I'm 100% sure that if there are two ground units in range, the tower remains unpowered for both teams, regardless as to which team got there first. I remember this from every game where you're having little worker fights on XNC near the towers, if you move your worker up to the tower, the tower becomes depowered


Show nested quote +
On July 22 2011 23:40 Ninja_Bread wrote:
The tower would become contested and nobody would have vision until only one player's units are in its range.


This is correct.

From the Liquipedia article on (Wiki)Xel&s
Show nested quote +
Xel Naga Tower Article wrote:
When two enemy units are within activation range of a Xel'Naga Tower, it will deactivate.


Haha wan't even my post but thatnk you for clearing this up.

I searched liquidpedia by there was no article specifically on watchtowers
someone should get on that.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
lazydino
Profile Joined October 2010
Canada331 Posts
July 22 2011 16:52 GMT
#5675
Does the korean 7 gate blink stalker plus 2 attack off of two base stand up to infestor ling?
"I have this moron thing that I do, it's called thinking" - George Carlin
Roblin
Profile Joined April 2010
Sweden948 Posts
July 22 2011 17:02 GMT
#5676
On July 23 2011 01:52 lazydino wrote:
Does the korean 7 gate blink stalker plus 2 attack off of two base stand up to infestor ling?

if you take the time to get the second attack upgrade, your opponent will inevitable have infestors, given that the match is even and his strategy was infestor/ling.

their unit composition is a hardcounter to yours, so no, unless you outplay your opponent heavily you will most certainly lose.

the question is very much like "is it possible to beat mass blue-flame hellion with mass zergling?"

yes, but it's ridicoulusly hard.
I'm better today than I was yesterday!
taldarimAltar
Profile Blog Joined April 2011
973 Posts
July 22 2011 17:06 GMT
#5677
Watching TLO stream, TvT and TLO uses unsieged tanks vs hellions, why is that? Wouldn't splash be better, and it's like around 8 hellion not just 3-4
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
July 22 2011 17:20 GMT
#5678
On July 23 2011 01:22 galtdunn wrote:
Show nested quote +
On July 23 2011 01:14 BlasiuS wrote:
As zerg, is there an 'optimum' fast pool to go for?

What I mean is, between 6pool, 7pool, 8pool, and 9pool (I guess 10pool might count too), is there one of these that's universally better than the others?

My intuition tells me 8pool is the best against protoss or terran, since it allows 2 drones + an overlord before the pool finishes, and still lets you make 6 zerglings when the pool is done. The few games I've seen a zerg rush, 8 pool is used (here's a ZvP where Nerchio 8pools White-Ra on Shakuras).

For ZvZ getting your zerglings out as fast as possible is the most important thing for a zergling rush so maybe 6pool or 7pool is better here?


It pretty much just depends on how "all in" you want the attack to be, or whether you want to possibly transition out of it. All the builds can finish with pool building+enough supply for 6 lings. So it's just a matter of wanting to put it all on the line - 6 or 7 pool; or trying for some early cheese with a transition - 8, 9 or 10 pool. Anything over that is really just normal/defended easily.

Also, you might want to consider some fast speedling builds, I'm not sure what the exact Build Orders are, but there are some 11 gas/10 pool builds i think.


Top players who go for a fast pool almost never go completely allin. The best rush hits early enough to beat an opponent's timing (e.g. zerglings getting inside a Protoss players base before the first zealot finishes, or the first cannon finishes) while being as economic as possible.

I could test this, but I had just assumed there was already a consensus on it, and I just may have missed what it was.
next week on Everybody Loves HypnoToad:
MaximusMInd
Profile Joined April 2011
23 Posts
July 22 2011 17:53 GMT
#5679
What is the standard transition after the 2 Rax Pressure FE (reactor on first rax construct another, push out with 1 marauder 5marines) if you know your opponent is not going a 4 gate/void ray build and are going the normal expand and building up a robo army or high templar such as
1. 3/4 Barracks Timing
2. Second Gas Timing
3. Factory Timing
4. Engineering Bay timing
(a link to a transition build would be fine)
What is the best way to scout to see if your opponent is going high templar or collusus. Is it a scan and if it is what time?

How many barracks + Starports are advised on 2 base vs a Protoss on two base with the standard colluses gateway army.

How many barracks + Starports (with ghosts) are advised on 3 base vs a Protoss on two base with the standard colluses high templar gateway army.
Ninja_Bread
Profile Blog Joined August 2010
United States113 Posts
Last Edited: 2011-07-22 18:13:49
July 22 2011 18:13 GMT
#5680
On July 23 2011 02:06 taldarimAltar wrote:
Watching TLO stream, TvT and TLO uses unsieged tanks vs hellions, why is that? Wouldn't splash be better, and it's like around 8 hellion not just 3-4


Unsieged tanks have a faster attack, so they deal more single target damage than when sieged. I am trying to visualize this game and I imagine his rationale behind his decision is that the hellions could make sieged tanks splash eachother, and the splash would make little to no difference as they would still get cleaned up nicely. The fact that the tanks were unsieged could also be that he was planning to move out right after.

So without knowing the full situation it is hard to give an answer as we can't tell you why he does things, just somewhat informed guesses.
Mang
Prev 1 282 283 284 285 286 900 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Qualifier
13:00
Spring Champs Qualifier
WardiTV323
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech143
MindelVK 37
SKillous 7
StarCraft: Brood War
Britney 39509
Sea 5896
Mini 897
ggaemo 301
firebathero 233
Soulkey 225
Last 214
Rush 163
Zeus 141
Mind 109
[ Show more ]
Bonyth 109
Sea.KH 82
hero 76
Pusan 66
Barracks 42
Hm[arnc] 33
soO 32
ToSsGirL 26
Backho 26
Aegong 25
Sacsri 24
Sexy 19
Nal_rA 14
Terrorterran 11
Rock 8
Icarus 5
Dota 2
Gorgc6038
qojqva329
League of Legends
Reynor92
Heroes of the Storm
Trikslyr35
Other Games
Grubby14361
singsing2081
B2W.Neo692
DeMusliM372
byalli334
crisheroes312
Lowko272
Sick247
monkeys_forever93
KnowMe92
ArmadaUGS47
Organizations
Counter-Strike
PGL40713
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• Gemini_19 251
• StrangeGG 58
• Adnapsc2 22
• Response 4
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• iopq 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis1658
• Jankos1410
Other Games
• WagamamaTV133
Upcoming Events
IPSL
2h 46m
Dewalt vs nOmaD
Ret vs Cross
BSL
2h 46m
Artosis vs Sterling
eOnzErG vs TBD
BSL
5h 46m
Bonyth vs Doodle
Dewalt vs TerrOr
Patches Events
9h 31m
GSL
18h 46m
Cure vs herO
SHIN vs Maru
IPSL
1d 2h
Bonyth vs Napoleon
G5 vs JDConan
BSL
1d 5h
OyAji vs JDConan
DragOn vs TBD
Replay Cast
1d 19h
Monday Night Weeklies
2 days
Replay Cast
2 days
[ Show More ]
The PondCast
2 days
GSL
3 days
Replay Cast
4 days
GSL
4 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
Replay Cast
6 days
RSL Revival
6 days
Classic vs SHIN
Rogue vs Bunny
Liquipedia Results

Completed

Escore Tournament S2: W7
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
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

Upcoming

YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 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.