• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:47
CEST 02:47
KST 09:47
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun8[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists20[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
2026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid Maestros of the Game 2 announced
Tourneys
SEL Masters #6 - Solar vs Classic (SC: Evo) $5,000 WardiTV TLMC tournament - Presented by Monster Energy GSL Code S Season 1 (2026) FSL Season 10 Individual Championship WardiTV Spring Cup
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
BW General Discussion JaeDong's ASL S21 Ro16 Post-Review ASL21 General Discussion Leta's ASL S21 Ro.16 review [ASL21] Ro8 Preview Pt1: Inheritors
Tourneys
[ASL21] Ro8 Day 1 [BSL22] RO16 Group Stage - 02 - 10 May Korean KCM Race Survival 2026 Season 2 [ASL21] Ro8 Day 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Daigo vs Menard Best of 10 Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2655 users

[D] Prae.ThorZaIN vs. TLAF Liquid'Tyler (Analysis) - Page 5

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 All
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-04-12 14:57:25
April 12 2011 14:56 GMT
#81
On April 12 2011 12:24 Jayrod wrote:
Show nested quote +
On April 12 2011 08:26 statikg wrote:
If tyler had sprinkled a few carriers into his composition it would have been perfect IMO.

Mass zealots for blocking strike cannon range.
Mass collosus to kill everything.
Carriers to waste thor/viking damage on interceptors.
I believe thors always prioritize air targets but I am not positive about that.


Just some theorycrafting...
Maybe zealots, blink stalkers and void rays. Void rays can take thors if spread, blink stalkers to deal with the vikings, zealots to absorb thor ground damage. Might not work amazingly if terran target fires the stalkers with thors before they can take the vikings out becuase the void rays can't really attack vikings because they can just kite back.

Further theorcrafting.

IMO an even stronger composition is marines with thors rather then hellions as long as you keep them BEHIND the thors. Any composition with mass marines, FORCES either colossus or HT. HT definitely would not be a good tech path against heavy thor so that leaves colossus. By adding in vikings to the composition to help deal with collosus kiting thors this composition is just so deadly. Marines as the mineral dump rather then hellions would also totally screw over any attempt at an air composition, and it would allow for a safer bio based opening. (obviously this is kind of what I have been doing in TvP lately.

This is pretty much the perfect example of how NOT to post on the strategy forums post-purge. Sprinkling in carriers? You can't just sprinkle in a unit that takes 2.5 minutes to build each and load up with interceptors. You also cant keep said interceptors alive through thor splash. He was 2 tech tiers away from carriers to begin with. Those comments are kind of an indication that you either didn't watch the games or didn't fully understand what was going on in them. Your advice would be great if Thorzain and Tyler played on fastest map ever though...

A big part about this style from thorzain that helped him roll Tyler so bad with it is the simple fact that its new. Protoss need time to figure it out, which is why i've been running tests ad nauseum to find unit comps that not only work, but are accessible. Carriers aren't one of them unless you already have an advantage of some kind. That has always been the issue with them. From Tyler's position in that game with no stargate down. It takes 272 game seconds to get 1 carrier with 8 interceptors built. Thats over 4.5 minutes to get 1 6 food unit out. It wasn't an option for him and its not an option for toss in MOST games (not all). You start getting into cost as well. Name a unit that comes close besides a motherhip? The carrier is 350/250 to begin with AND you have to put another 100 in right up front to load it up AND the units enabling it to do any damage can all be killed (particularly well by stimm'd non-focus firing marines). Carriers are sick and powerful if you can surprise your opponent with them somehow or do some clever build that doesnt somehow outright die early game (1 base carrier builds were fun and effective until people got better at the game). If you can't surprise your opponent or don't already have a lead, any tech switch needed to start countering them will be faster and less expensive.

Things I've learned so far from testing:
-Void rays are very good against thors if well-controlled and well supported with chargelots/stalkers
-Immortals even with strike cannons on the field are very good vs . this unit comp if supplemented by alot of chargelots with attack upgrades to nullify the thor armor upgrades.
-Hallucinates do make a big difference but you should hallucinate chargelots and not stalkers, even if PDD concerns you. Ideally you wont want more than a couple of sentries and you should probably stop making them altogether if they are committed to mech. They really don't help other than hallucinate and guardian shield is negligible vs. mech style
-Heavy chargelot/blink stalker with no sentry performs surprisingly well... but again in most games you will have some food tied up in those early sentries.

Overall, no matter what method you choose to try to combat this style, you will need chargelots. Blue flame performs well against them, but not as well as you would think. Hellion DPS is very finicky and charge exploits that the same way a good surround exploits them with speedlings.


If you're saying carriers are not viable against Thorzain's composition, that's not true at all. In fact carrier is the only unit that can win a head on 200/200 battle with terran mech. Yes getting to carriers and not dying is difficult but I think it can be worked out and isn't impossible. Start with gateway/immortal, and get a relatively fast 3rd. Once you can confirm that the Terran is not doing some sort of 2 base attack (like if you see him setting up his 3rd), immediately throw up stargates and switch all out to carriers. The gateway/immortal beginning helps also because the Terran will not have made a lot of vikings yet. If the Terran attacks before your carrier fleet is ready, do everything you can to stall including countering into his expos or main with your ground army (which is pretty much disposable at this point). Note that this isn't pure theorycraft, I have done this in real games with some success. I would love more practice against this though (avilo and sadist, where are you guys :p)

Also about void rays - yes they work well against thors and are much more accessible than carriers, but I find that they're much weaker against marines and vikings than carriers are, which can be easily incorporated into the Terran army. Void rays are great early-mid game, but not so great mid-late game, which is what the real problem is when facing terran mech.
Kiarip
Profile Joined August 2008
United States1835 Posts
Last Edited: 2011-04-12 15:34:37
April 12 2011 15:31 GMT
#82
When I look at a game like this, to me it seems like the only/one of the only solutions is to somehow get enough air (carriers, or even voidrays,) but void rays get trashed by vikings and Carriers are really bad against armor upgrades on the thors...

I feel like Zealot/templar/voidray would be the absolutely perfect composition to use in this case given how relatively early in the game it is for carriers and the amount of bases that it's reasonable to have at that point in the game. But templars are really hard to use get to/use nowadays I feel since you can't warpin-storm. Maybe some kind of super fast forge into mass gateway play, like Adelscott does wouldn't be terrible either.

edit:

as for game 3, it looked to me like Tyler's timings were mostly messed up because he kept getting his obs sniped which cut deep into his gas.
statikg
Profile Joined May 2010
Canada930 Posts
Last Edited: 2011-04-12 20:52:28
April 12 2011 20:05 GMT
#83
On April 12 2011 12:24 Jayrod wrote:
Show nested quote +
On April 12 2011 08:26 statikg wrote:
If tyler had sprinkled a few carriers into his composition it would have been perfect IMO.

Mass zealots for blocking strike cannon range.
Mass collosus to kill everything.
Carriers to waste thor/viking damage on interceptors.
I believe thors always prioritize air targets but I am not positive about that.


Just some theorycrafting...
Maybe zealots, blink stalkers and void rays. Void rays can take thors if spread, blink stalkers to deal with the vikings, zealots to absorb thor ground damage. Might not work amazingly if terran target fires the stalkers with thors before they can take the vikings out becuase the void rays can't really attack vikings because they can just kite back.

Further theorcrafting.

IMO an even stronger composition is marines with thors rather then hellions as long as you keep them BEHIND the thors. Any composition with mass marines, FORCES either colossus or HT. HT definitely would not be a good tech path against heavy thor so that leaves colossus. By adding in vikings to the composition to help deal with collosus kiting thors this composition is just so deadly. Marines as the mineral dump rather then hellions would also totally screw over any attempt at an air composition, and it would allow for a safer bio based opening. (obviously this is kind of what I have been doing in TvP lately.



This is pretty much the perfect example of how NOT to post on the strategy forums post-purge. Sprinkling in carriers? You can't just sprinkle in a unit that takes 2.5 minutes to build each and load up with interceptors. You also cant keep said interceptors alive through thor splash. He was 2 tech tiers away from carriers to begin with. Those comments are kind of an indication that you either didn't watch the games or didn't fully understand what was going on in them. Your advice would be great if Thorzain and Tyler played on fastest map ever though...

A big part about this style from thorzain that helped him roll Tyler so bad with it is the simple fact that its new. Protoss need time to figure it out, which is why i've been running tests ad nauseum to find unit comps that not only work, but are accessible. Carriers aren't one of them unless you already have an advantage of some kind. That has always been the issue with them. From Tyler's position in that game with no stargate down. It takes 272 game seconds to get 1 carrier with 8 interceptors built. Thats over 4.5 minutes to get 1 6 food unit out. It wasn't an option for him and its not an option for toss in MOST games (not all). You start getting into cost as well. Name a unit that comes close besides a motherhip? The carrier is 350/250 to begin with AND you have to put another 100 in right up front to load it up AND the units enabling it to do any damage can all be killed (particularly well by stimm'd non-focus firing marines). Carriers are sick and powerful if you can surprise your opponent with them somehow or do some clever build that doesnt somehow outright die early game (1 base carrier builds were fun and effective until people got better at the game). If you can't surprise your opponent or don't already have a lead, any tech switch needed to start countering them will be faster and less expensive.

Things I've learned so far from testing:
-Void rays are very good against thors if well-controlled and well supported with chargelots/stalkers
-Immortals even with strike cannons on the field are very good vs . this unit comp if supplemented by alot of chargelots with attack upgrades to nullify the thor armor upgrades.
-Hallucinates do make a big difference but you should hallucinate chargelots and not stalkers, even if PDD concerns you. Ideally you wont want more than a couple of sentries and you should probably stop making them altogether if they are committed to mech. They really don't help other than hallucinate and guardian shield is negligible vs. mech style
-Heavy chargelot/blink stalker with no sentry performs surprisingly well... but again in most games you will have some food tied up in those early sentries.

Overall, no matter what method you choose to try to combat this style, you will need chargelots. Blue flame performs well against them, but not as well as you would think. Hellion DPS is very finicky and charge exploits that the same way a good surround exploits them with speedlings.


Lmao, your post is so hypocritical, you say my post is a poor contribution then you go on a rant about why its wrong followed up by some obvious and very general "test" results, proving yourself to be a total nub without a grasp on the matchup.

I wasn't suggesting that the game would of gone differently if he just went carriers, simply that if he had somehow effectively added a couple of carriers it would have been an excellent counter to thorzains composition.

Even one carrier can absorb a significant amount of thor fire with its interceptors, adding one or two carriers to your force will allow you to avoid signifcant damage from thors without the carriers suffering much from splash, carriers don't deal that much damage against upgraded mech to begin with so thats not really their purpose in such a composition. Its really not that expensive to add a fleet becon and a carrier or two when you are going to need starport units to fight this composition anyway. Microing thors when carriers are in the mix is a nightmare and they would also help shield your collosus from vikings while they kite back the ground forces.

Basically every composition that you come up with against thors would benefit from adding carriers, much like every TvP composition can benefit from adding ghosts, its just a question of if your particular choice of build has good synergy with them. If, as I suspect the standard counter to thors beomes to add void rays, then adding in a carrier or two would be easy and make your army considerably better. BC's are starting to be seen in all matchups except perhaps TvZ rather effectively, I don't see why carriers couldn't be just as easily employed where it makes sense.
Baeff
Profile Joined October 2010
Norway8 Posts
April 23 2011 05:20 GMT
#84
Thor is arguably the strongest unit in the game. Letting your opponent sit back and make 10 of them might not be the best thing to do, and is something that really doesn't have a counter. Just like 10 Carriers will usually sweep anything but pure viking/corruptor. Just like 10 Ultras will counter anything but mass air.




User was warned for this post
Its time to face the music
fadestep
Profile Blog Joined October 2008
United States605 Posts
April 23 2011 05:21 GMT
#85
Thor pretty much rapes Robo, and Tyler was relying on Robo armies. Stargate armies or even mass gateway with upgrades and blink/charge could have won it.
not a hero
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-04-24 06:06:51
April 24 2011 03:27 GMT
#86
Thor did mass thor again today and just rolled over best Protoss like he was not there. I've been doing more testing and nothing even comes close to beating this build.

One game I had 20 VR (thinking how weak thor are vs armored air), 15 Zealots, 12 stalkers and 6 immortals which total cost is a ton more compared to his 8 thor, 10 SCVs, 20 rines, 6 maraders, 8 vikings, 8 BF hellions, and Raven and he rolled me without losing but 3 thor and some support units.

Anyone found anything yet?

Edit: Just played another custom vs my friend (i'm not sure how realistic it is since we both know the game plan) and it seem carriers does the trick. I basically threw down 4 star gates on three base and had about 10 phoenix and stalkers targeting his vikings and 8 carriers doing whatever it is they do and took down 10 thors, 8 vikings about 20 marines etc. I never thought carriers are worth anything since they are taken down so quick by anti air units but their mass preventing splash and thors low damage to armored air seemed to work a heck of a lot better than the unit Blizz says is counter (the immortal) who just gets wrecked by the 250mm cannons.
MC for president
babysimba
Profile Joined November 2010
10466 Posts
Last Edited: 2011-04-24 08:34:01
April 24 2011 08:23 GMT
#87
I just finished watching MC vs Thorzain so...
+ Show Spoiler +
MC totally reacted wrongly in game 5. I believe he was reacting to the most common marine tank composition on that map, little did he expect thor play. He spent so much gas on phoenixes, sentries, ht tech which did nothing much in the last engagement.


I offraced toss and played marine thor once. I believe this is one of the correct ways to react. All your gas on double forge upgrades with double robo, getting chargelot upgrade. You would want more immortals than thors. Continously chrono out those upgrades, only chrono out immortals if they are showing signs to attack. You will be so gas starved that you will only warp in zealots for gateways. Use minimal stalkers or cannons to defend against banshee. Use your remaining gas for some stalkers for anti-air just before engagements. You will only need around 2 sentries just for the guardian shields. Upgraded zealots shred un-upgraded marines so easily, while any remaining immortals that are not being 250mm cannoned focus fire on thors. If possible split up your zealot army with 1 sentry each to flank the opponent. If flanked well, not even blue flame hellions can do much.

Edit: Part of the reason why this was so effective in my game was because i went for zealots stalkers pressure in the early game, then scouted he was going for mech play. I did not waste any gas in building sentries.

Side Note: I was playing this with my zerg mentality up til the point i was using chargelots like zerglings To those passive macro zergs out there, if you like defensive reactive play, try out protoss instead. Using observers like invisible overlords to scout and negate drop plays. Protoss units are also much more cost effective. Tech switches are better due to chronoboosts and upgrades being shared across so many units. Zerg is so much more than just defending and macroing to a 300/200 push.
AzureD
Profile Joined September 2010
United States320 Posts
Last Edited: 2011-04-26 00:31:26
April 26 2011 00:28 GMT
#88
On April 24 2011 17:23 babysimba wrote:
I just finished watching MC vs Thorzain so...
+ Show Spoiler +
MC totally reacted wrongly in game 5. I believe he was reacting to the most common marine tank composition on that map, little did he expect thor play. He spent so much gas on phoenixes, sentries, ht tech which did nothing much in the last engagement.


I offraced toss and played marine thor once. I believe this is one of the correct ways to react. All your gas on double forge upgrades with double robo, getting chargelot upgrade. You would want more immortals than thors. Continously chrono out those upgrades, only chrono out immortals if they are showing signs to attack. You will be so gas starved that you will only warp in zealots for gateways. Use minimal stalkers or cannons to defend against banshee. Use your remaining gas for some stalkers for anti-air just before engagements. You will only need around 2 sentries just for the guardian shields. Upgraded zealots shred un-upgraded marines so easily, while any remaining immortals that are not being 250mm cannoned focus fire on thors. If possible split up your zealot army with 1 sentry each to flank the opponent. If flanked well, not even blue flame hellions can do much.

Edit: Part of the reason why this was so effective in my game was because i went for zealots stalkers pressure in the early game, then scouted he was going for mech play. I did not waste any gas in building sentries.

Side Note: I was playing this with my zerg mentality up til the point i was using chargelots like zerglings To those passive macro zergs out there, if you like defensive reactive play, try out protoss instead. Using observers like invisible overlords to scout and negate drop plays. Protoss units are also much more cost effective. Tech switches are better due to chronoboosts and upgrades being shared across so many units. Zerg is so much more than just defending and macroing to a 300/200 push.


When Thorzain did it he did not have that many Marines. The only thing Sentries would be good for would be against the Marines and maybe to protect the Immortals from standard fire. Another possible problem is if there are really a ton of Immortals and Zealots then if I was the Terran player I would put my +2 armor Hellions in the front forcing you to micro with the Immortals to target the Thor while Thor can much more easily target Immortals with 250mm as they have 7 range compared to Immortal's 5.

I think part of the strength of the build is having a limited time frame to get what you need to counter it and not much of anything else. Mass producing Immortals kinda locks you into that tech path as they are slow to make and hard to replace.

I can just imagine the stuff I would go with after taking my third. Taking a third could open up bio + mech play by getting attack ups on bio to get some Marine or Marauder support in there. Since the mech units only need armor ups the bio could focus on attack ups. The transition to bio could punish the lack of early Sentries as any new Sentries will be low on energy.

The other danger is that if you have mostly Immortal and Zealot then BF Hellions can hit and run to kill off large parts of your army before the main engagement even occurs. A stack of a dozen BF Hellions can wipe out large numbers of Zealots in a single strike and then retreat to some SCV near the Thor for repairs.
lilky
Profile Joined January 2011
United States131 Posts
April 26 2011 00:47 GMT
#89
Hop off of Thorzain's dick.

User was temp banned for this post.
Keilah
Profile Joined May 2010
731 Posts
May 08 2011 04:49 GMT
#90
I know it's fairly ridiculous, but would a mothership vortex be useful? Nobody ever mentions it, but as long as we're talking carriers anyways, a mothership is on the table.
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2011-05-08 05:21:54
May 08 2011 05:19 GMT
#91
Hey guys, I've been using this build quite a bit lately. Personally I think Protoss can win the first battle (when +2 armour for thor finishes) with standard 2/3 gate robo mixes by forcing the Terran to throw down the PDD and then running away and engaging elsewhere. Also, don't make very many sentries, and get attack upgrades. After that, get Carriers, seriously. Not even joking. Get Carriers and I'll get Battlecruisers and we both will win.
Hell, its awesome to LOSE to nukes!
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
May 08 2011 06:50 GMT
#92
can u put video links of the matches as well? It be easier to understand
Prev 1 2 3 4 5 All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
StarCraft Evolution League #21
CranKy Ducklings69
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 113
ROOTCatZ 5
StarCraft: Brood War
GuemChi 5962
Artosis 604
910 35
NaDa 14
League of Legends
Doublelift4139
Counter-Strike
fl0m3691
Other Games
summit1g10436
tarik_tv7657
Day[9].tv654
C9.Mang0513
JimRising 336
WinterStarcraft119
Maynarde86
Organizations
Other Games
gamesdonequick1070
BasetradeTV152
Dota 2
PGL Dota 2 - Main Stream58
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 95
• davetesta28
• musti20045 23
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1447
• Day9tv654
Upcoming Events
GSL
8h 43m
Cure vs TriGGeR
ByuN vs Bunny
KCM Race Survival
9h 13m
Big Gabe
11h 13m
Replay Cast
23h 13m
Replay Cast
1d 8h
Escore
1d 9h
OSC
1d 12h
Replay Cast
1d 23h
Replay Cast
2 days
RSL Revival
2 days
[ Show More ]
IPSL
2 days
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
2 days
Replay Cast
2 days
RSL Revival
3 days
uThermal 2v2 Circuit
3 days
BSL
3 days
IPSL
3 days
eOnzErG vs TBD
G5 vs Nesh
Replay Cast
4 days
Wardi Open
4 days
Afreeca Starleague
4 days
Jaedong vs Light
Monday Night Weeklies
4 days
Replay Cast
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Snow vs Flash
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-04-28
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
KK 2v2 League Season 1
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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