• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:59
CEST 18:59
KST 01:59
  • 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
TL.net Map Contest #22 - Voting & Ladder Map Selection3Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
[BSL22] Non-Korean Championship from 13 to 28 June0Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
My starcraft 2 changes StarCraft II 5.0.16 PTR Patch Notes may 26th The Death of Cheese: From a Professional Cheeser TL.net Map Contest #22 - Voting & Ladder Map Selection Oliveira Would Have Returned If EWC Continued
Tourneys
Maestros of The Game 2 announcement and schedule ! Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 528 Infection Detected Welcome to the External Content forum Mutation # 527 Hell Train
Brood War
General
14k games analyzed: Cross Spawn Nexus first good? Tesagi Viewer - A new era of replay watching FlaSh's ASL S21 Finals Review BGH Auto Balance -> http://bghmmr.eu/ VPN experiences
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug 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 Trading/Investing Thread Russo-Ukrainian War Thread How cold is too cold to be outdoors? Dating: How's your luck?
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5005 users

[G] 2 WarpGate Rush [Fake 4 Gate] - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 Next All
Jaeger
Profile Joined December 2009
United States1150 Posts
June 18 2011 03:25 GMT
#41
On June 18 2011 03:38 Alsn wrote:
Show nested quote +
On June 18 2011 03:26 CecilSunkure wrote:
On June 18 2011 02:52 Nostrada wrote:
Seems like a good build. I beat an opponent who did 3 stalker rush.

After the 26 proxy pylon I get 2nd gas, extra pylon and queue a worker in nexus.
Still I can warp in the 2 stalkers when warp gates finish.

Yep that's what I believe Tails did. I left the second assim out of the bo because you can spend the money on other things as well.

Also if someone has some documented proof 10 pylon is better, I'd be happy to change the starting bo.
Spoilered my pre-edit2 ramblings+ Show Spoiler +
I tested it and if you are doing near-nexus pylon a 10p10g would have the pylon finish when you have around 170 minerals(meaning, you would have to wait for about 1-2 seconds to start the gate even though you can afford it). At the ramp I would reckon that even though the probe has to travel slightly longer, it wouldn't mine 20 minerals in the time it takes to go near the ramp and back. On the other hand, you only really gain about 2-3 seconds of cut probemaking for a single probe(which is like, what, 3 minerals?) which wouldn't make you hit the 150 minerals required for the gate faster than with a 9p.

TLDR: 10p10g slightly delays the gateway for maybe a second because the pylon doesn't finish in time to place the gate, the only advantage is about half a worker round of minerals(2-3 minerals). Also, 10p10g is extremely unforgiving if you place the pylon even a second too late(since you're waiting for the pylon, not for the minerals).

Edit: I guess it depends on if you want to scout after pylon, but with a 10gate I don't really see the point in scouting after pylon as opposed to gate, but meh, I'm not a protoss player.


Edit2: Made a proper test at the ramp with good probe-pull timing and perfect pylon timing. I had to wait about half a second for the pylon to finish. At this point I think it's a toss up, you don't really lose much by going 10p10g but you have 2 chances to mess up as opposed to 1. Placing a 9 pylon slightly late makes no difference but placing a 10pylon requires perfect timing as every millisecond you are late is a millisecond that you delay your gate.



Interesting, there was a lot of discussion about this back in the early days of the beta and the conclusions were that 10pylon 10gate were better and so I've just stuck to it as gospel truth since then but it seems pretty incorrect for pylon near your nexus.

Came up with pretty much the exact same results as you when i tested it myself.

9 pylon 10 gate
0:46 pylon
10th probe cut from 0:51 to 0:55 (1:12 finish)
1:18 gateway
1:25 start 11th probe

10 pylon 10 gate
0:55 pylon
10th 1:08 finish
1:20 gateway
1:24 start 11th probe

5 seconds of mining time for 2 seconds on a gateway seems like a reasonable trade given that you aren't going for an economy advantage with a 10gate.

I am converted.

I think 11gate might but slightly different but that's for a different topic.
https://www.dotabuff.com/players/8137911
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-06-20 17:09:45
June 20 2011 17:08 GMT
#42
On June 18 2011 09:29 PJA wrote:
I tried this build out a lot around the time of MLG Dallas, and KiWiKaKi used this type of build back during MLG Raleigh and MLG DC last year.

I think it's amazing in BoX series, and is really good for punishing people who tech too quickly, as you can often force them to cut/pull probes and come out ahead on econ and tech. It's very weak against 4 gate, though, as you will almost certainly lose a unit or at least a probe pressuring them early. Between that and cutting a few probes, they'll easily have 2-3 more units when they counter.

I also asked KiWiKaKi at Dallas why he stopped using this build, and he said that you do not have enough units against 4 gate (this is more or less verbatim).

So, not a good standard build, but good for punishing greedy builds as well as throwing people off their game.

Against a 4 gate you'd have about a 30 second timing window where you have more units, although if they have a sentry as you go up the ramp you should lose a unit like you said. Maybe two if you have worse micro than your opponent.

Also after the engagement you won't be able to have 4 gates like they have, although you can tech quicker. Kiwikaki's pvp situation is a lot different than most peoples', so I don't think his personal preference would apply to everyone. Thanks a lot for the valuable information though.

Also someone was asking why you'd ever fake a 4 gate? If your opponent is expecting a lot of gateway units they won't be prepared for whatever you actually do, and it gives you a lot of freedom not usually given to a player.

Edit: For the record I agree it's not a build you want to run if someone knows it's coming.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
June 20 2011 19:22 GMT
#43
On June 21 2011 02:08 CecilSunkure wrote:
Show nested quote +
On June 18 2011 09:29 PJA wrote:
I tried this build out a lot around the time of MLG Dallas, and KiWiKaKi used this type of build back during MLG Raleigh and MLG DC last year.

I think it's amazing in BoX series, and is really good for punishing people who tech too quickly, as you can often force them to cut/pull probes and come out ahead on econ and tech. It's very weak against 4 gate, though, as you will almost certainly lose a unit or at least a probe pressuring them early. Between that and cutting a few probes, they'll easily have 2-3 more units when they counter.

I also asked KiWiKaKi at Dallas why he stopped using this build, and he said that you do not have enough units against 4 gate (this is more or less verbatim).

So, not a good standard build, but good for punishing greedy builds as well as throwing people off their game.

Against a 4 gate you'd have about a 30 second timing window where you have more units, although if they have a sentry as you go up the ramp you should lose a unit like you said. Maybe two if you have worse micro than your opponent.

Also after the engagement you won't be able to have 4 gates like they have, although you can tech quicker. Kiwikaki's pvp situation is a lot different than most peoples', so I don't think his personal preference would apply to everyone. Thanks a lot for the valuable information though.

Also someone was asking why you'd ever fake a 4 gate? If your opponent is expecting a lot of gateway units they won't be prepared for whatever you actually do, and it gives you a lot of freedom not usually given to a player.

Edit: For the record I agree it's not a build you want to run if someone knows it's coming.


Time is correct - 4 gate beats this build. The strength in this build is that it looks like a really aggressive build so people who do defensive 4 gate followed by tech will actually end up being behind. If they see through this and 4 gate anyway, it can be difficult to hold off the counter attack.

Also the window where you have more units is definitely much less than 30 seconds - at most it's about 15 seconds (anything more than that and your opponent is just doing a dumb build), and usually less if you are unable to set up your proxy pylon very close to their ramp.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-06-20 19:38:16
June 20 2011 19:36 GMT
#44
On June 21 2011 04:22 Anihc wrote:
Show nested quote +
On June 21 2011 02:08 CecilSunkure wrote:
On June 18 2011 09:29 PJA wrote:
I tried this build out a lot around the time of MLG Dallas, and KiWiKaKi used this type of build back during MLG Raleigh and MLG DC last year.

I think it's amazing in BoX series, and is really good for punishing people who tech too quickly, as you can often force them to cut/pull probes and come out ahead on econ and tech. It's very weak against 4 gate, though, as you will almost certainly lose a unit or at least a probe pressuring them early. Between that and cutting a few probes, they'll easily have 2-3 more units when they counter.

I also asked KiWiKaKi at Dallas why he stopped using this build, and he said that you do not have enough units against 4 gate (this is more or less verbatim).

So, not a good standard build, but good for punishing greedy builds as well as throwing people off their game.

Against a 4 gate you'd have about a 30 second timing window where you have more units, although if they have a sentry as you go up the ramp you should lose a unit like you said. Maybe two if you have worse micro than your opponent.

Also after the engagement you won't be able to have 4 gates like they have, although you can tech quicker. Kiwikaki's pvp situation is a lot different than most peoples', so I don't think his personal preference would apply to everyone. Thanks a lot for the valuable information though.

Also someone was asking why you'd ever fake a 4 gate? If your opponent is expecting a lot of gateway units they won't be prepared for whatever you actually do, and it gives you a lot of freedom not usually given to a player.

Edit: For the record I agree it's not a build you want to run if someone knows it's coming.


Time is correct - 4 gate beats this build. The strength in this build is that it looks like a really aggressive build so people who do defensive 4 gate followed by tech will actually end up being behind. If they see through this and 4 gate anyway, it can be difficult to hold off the counter attack.

Also the window where you have more units is definitely much less than 30 seconds - at most it's about 15 seconds (anything more than that and your opponent is just doing a dumb build), and usually less if you are unable to set up your proxy pylon very close to their ramp.

I was considering the 30 seconds the difference in warpgate times, but that would translate to less time if you were counting actual time up their ramp. I didn't say Time was incorrect, I agreed with him and with you. It's just most of the time when I throw a build like this at someone, it's with in mind that they won't know the perfect reactions, or if they lack experience (which most people do, which is why Kiwikaki's situation is different) they'll likely react with poor execution.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
June 20 2011 19:44 GMT
#45
On June 21 2011 04:36 CecilSunkure wrote:
Show nested quote +
On June 21 2011 04:22 Anihc wrote:
On June 21 2011 02:08 CecilSunkure wrote:
On June 18 2011 09:29 PJA wrote:
I tried this build out a lot around the time of MLG Dallas, and KiWiKaKi used this type of build back during MLG Raleigh and MLG DC last year.

I think it's amazing in BoX series, and is really good for punishing people who tech too quickly, as you can often force them to cut/pull probes and come out ahead on econ and tech. It's very weak against 4 gate, though, as you will almost certainly lose a unit or at least a probe pressuring them early. Between that and cutting a few probes, they'll easily have 2-3 more units when they counter.

I also asked KiWiKaKi at Dallas why he stopped using this build, and he said that you do not have enough units against 4 gate (this is more or less verbatim).

So, not a good standard build, but good for punishing greedy builds as well as throwing people off their game.

Against a 4 gate you'd have about a 30 second timing window where you have more units, although if they have a sentry as you go up the ramp you should lose a unit like you said. Maybe two if you have worse micro than your opponent.

Also after the engagement you won't be able to have 4 gates like they have, although you can tech quicker. Kiwikaki's pvp situation is a lot different than most peoples', so I don't think his personal preference would apply to everyone. Thanks a lot for the valuable information though.

Also someone was asking why you'd ever fake a 4 gate? If your opponent is expecting a lot of gateway units they won't be prepared for whatever you actually do, and it gives you a lot of freedom not usually given to a player.

Edit: For the record I agree it's not a build you want to run if someone knows it's coming.


Time is correct - 4 gate beats this build. The strength in this build is that it looks like a really aggressive build so people who do defensive 4 gate followed by tech will actually end up being behind. If they see through this and 4 gate anyway, it can be difficult to hold off the counter attack.

Also the window where you have more units is definitely much less than 30 seconds - at most it's about 15 seconds (anything more than that and your opponent is just doing a dumb build), and usually less if you are unable to set up your proxy pylon very close to their ramp.

I was considering the 30 seconds the difference in warpgate times, but that would translate to less time if you were counting actual time up their ramp. I didn't say Time was incorrect, I agreed with him and with you. It's just most of the time when I throw a build like this at someone, it's with in mind that they won't know the perfect reactions, or if they lack experience (which most people do, which is why Kiwikaki's situation is different) they'll likely react with poor execution.


Oh I wasn't trying to disagree with you either :p I just wanted to emphasize a weakness of this build. I still use this build all the time. And you can always play mind games with your opponent and do a defensive 3 gate against your opponent if you think they will 4 gate you.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 20 2011 19:52 GMT
#46
On June 21 2011 04:44 Anihc wrote:
Show nested quote +
On June 21 2011 04:36 CecilSunkure wrote:
On June 21 2011 04:22 Anihc wrote:
On June 21 2011 02:08 CecilSunkure wrote:
On June 18 2011 09:29 PJA wrote:
I tried this build out a lot around the time of MLG Dallas, and KiWiKaKi used this type of build back during MLG Raleigh and MLG DC last year.

I think it's amazing in BoX series, and is really good for punishing people who tech too quickly, as you can often force them to cut/pull probes and come out ahead on econ and tech. It's very weak against 4 gate, though, as you will almost certainly lose a unit or at least a probe pressuring them early. Between that and cutting a few probes, they'll easily have 2-3 more units when they counter.

I also asked KiWiKaKi at Dallas why he stopped using this build, and he said that you do not have enough units against 4 gate (this is more or less verbatim).

So, not a good standard build, but good for punishing greedy builds as well as throwing people off their game.

Against a 4 gate you'd have about a 30 second timing window where you have more units, although if they have a sentry as you go up the ramp you should lose a unit like you said. Maybe two if you have worse micro than your opponent.

Also after the engagement you won't be able to have 4 gates like they have, although you can tech quicker. Kiwikaki's pvp situation is a lot different than most peoples', so I don't think his personal preference would apply to everyone. Thanks a lot for the valuable information though.

Also someone was asking why you'd ever fake a 4 gate? If your opponent is expecting a lot of gateway units they won't be prepared for whatever you actually do, and it gives you a lot of freedom not usually given to a player.

Edit: For the record I agree it's not a build you want to run if someone knows it's coming.


Time is correct - 4 gate beats this build. The strength in this build is that it looks like a really aggressive build so people who do defensive 4 gate followed by tech will actually end up being behind. If they see through this and 4 gate anyway, it can be difficult to hold off the counter attack.

Also the window where you have more units is definitely much less than 30 seconds - at most it's about 15 seconds (anything more than that and your opponent is just doing a dumb build), and usually less if you are unable to set up your proxy pylon very close to their ramp.

I was considering the 30 seconds the difference in warpgate times, but that would translate to less time if you were counting actual time up their ramp. I didn't say Time was incorrect, I agreed with him and with you. It's just most of the time when I throw a build like this at someone, it's with in mind that they won't know the perfect reactions, or if they lack experience (which most people do, which is why Kiwikaki's situation is different) they'll likely react with poor execution.


Oh I wasn't trying to disagree with you either :p I just wanted to emphasize a weakness of this build. I still use this build all the time. And you can always play mind games with your opponent and do a defensive 3 gate against your opponent if you think they will 4 gate you.

Or better yet in a bo-series, use this build one game. Then in another game you can early gate and bait an offensive 4 gate from the opponent. A lot can go on if you show the opponent you can do this opening
damahammer
Profile Joined May 2010
Germany111 Posts
June 21 2011 07:15 GMT
#47
bookmarked this, sounds great
Sated
Profile Blog Joined March 2011
England4983 Posts
June 21 2011 15:21 GMT
#48
--- Nuked ---
Strykerz
Profile Joined June 2011
United States85 Posts
June 21 2011 16:20 GMT
#49
I want to try this v a FE zerg... My main downfall...
#MKPHwaiting #xOGaming
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 21 2011 16:27 GMT
#50
On June 22 2011 01:20 Strykerz wrote:
I want to try this v a FE zerg... My main downfall...

Hey I really want to see the replay of you trying!
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
June 21 2011 16:39 GMT
#51
cool - will try later
"Trash Micro but Win. Its Marin." - Min Chul
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
June 21 2011 16:50 GMT
#52
To confirm. This build is more of a very aggressive opening that is used to punish fast tech builds / force a defensive 4 gate but should not be able to outright kill an opponent - correct?

In other words, if I get in the base, snipe a few probes and "throw an opponent off their game" it's fulfilled its purpose?

Thanks Cecil
"Trash Micro but Win. Its Marin." - Min Chul
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2011-06-21 16:59:58
June 21 2011 16:59 GMT
#53
On June 22 2011 01:50 QTIP. wrote:
To confirm. This build is more of a very aggressive opening that is used to punish fast tech builds / force a defensive 4 gate but should not be able to outright kill an opponent - correct?

In other words, if I get in the base, snipe a few probes and "throw an opponent off their game" it's fulfilled its purpose?

Thanks Cecil

If the opponent is reacting poorly you can at times just kill them. I do this all the time. But if they are a decent player and react more along the appropriate lines you shouldn't be able to just kill them.
giuocob
Profile Joined July 2010
United States149 Posts
June 21 2011 17:08 GMT
#54
Perhaps I'm making some mistake I'm not seeing here, but I believe I'm following your BO exactly, and everytime I send my zealot over, it get picked off by a stalker even if I scout a 13 gate. Are there only a small number of maps that you can actually get aggressive with the zealot?
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
June 21 2011 17:17 GMT
#55
On June 22 2011 02:08 giuocob wrote:
Perhaps I'm making some mistake I'm not seeing here, but I believe I'm following your BO exactly, and everytime I send my zealot over, it get picked off by a stalker even if I scout a 13 gate. Are there only a small number of maps that you can actually get aggressive with the zealot?

Shouldn't you be able to tell when the enemy core finishes with a scout probe? If your Zealot is going to get there when a Stalker could be finished, then don't passed the Xel'Naga Towers. You should be able to run a Zealot from the Tower back to your base in the event you see a Stalker coming.
jcroisdale
Profile Blog Joined October 2010
United States1543 Posts
June 21 2011 17:22 GMT
#56
Okay i've been using this build, and as you did say it gets semi countered by 3 stalker opening, basically u have to have better micro and outplay your opponent when u have two stalkers and a zealot. Is there a transition where if i see them putting down that second gateway?
"I think bringing a toddler to a movie theater is a terrible idea. They are too young to understand what is happening it would be like giving your toddler acid. Bad idea." - Sinensis
Complete
Profile Joined October 2009
United States1864 Posts
June 22 2011 06:50 GMT
#57
On June 22 2011 02:22 jcroisdale wrote:
Okay i've been using this build, and as you did say it gets semi countered by 3 stalker opening, basically u have to have better micro and outplay your opponent when u have two stalkers and a zealot. Is there a transition where if i see them putting down that second gateway?


Add a 3rd/4th gateway after your 3rd pylon, put your 3rd pylon on your half of the map so it doesn't get shut down, use your 1z/4s to push to his side of the map and add proxy pylons and 4 gate.

Or add a 2nd gas after you start your 2nd stalker and tech whatever you want while using your 1z/4s to have map control and potentially hunt down his 3 stalkers (if you're lucky).

As for how to counter the build - I'd think a gate robo gate build might do the trick. Zealot - stalker - sentry, use the sentry to force field for 15 seconds while chronoing out an immortal, warp in more sentries once warpgate is done. Sadly I can't quite comment on the timing. I know a 10gate robo gate stops it but im not sure if a 12 gate would.

I'd probably just go for the triple stalker build in to a 3gate robo. It should delay his proxy pylon from being close to you - add a 3rd gate and a sentry after the 3 stalkers. You can add a robo as soon as you know you aren't getting 4 gated, otherwise you should be able to defend with your 3 gates if he 4 gates.
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
June 22 2011 10:39 GMT
#58
I have tried it out on ladder (@3750 master). It can work but it is a little cheesy.
Against four gate, it doesn't work from my experience, because you can't stop the counter. I also defeated someone going this build by going 4 gate myself.
It might be a good build in a boX tough.
TwentyOneJN
Profile Joined October 2010
United States56 Posts
Last Edited: 2011-06-22 15:38:49
June 22 2011 15:26 GMT
#59
I have been using this build ever since I saw the match, I couldn't believe no thread was posted about this build as it is not only deadly, but has fun early micro aspect to it once you get the your first warp in. I have gotten a lot of ladder opponents ask me about the build after games. I am actually glad to see a thread about it now because I think it can evolve into other new PvP builds, and to have someone like Cecil create the thread is a blessing in its own right. Thanks Cecil and keep up the amazing work :D

Edit: Also just one tweak I do on Xel'naga(should work with any other 2 player map as well) that I have found very helpful is to not scout with probe but instead scout with zealot since you know where your opponent is. Leaving the probe at home mining has allowed me to put my robo down after my first stalker warp in and get my ob/first immortal out quicker. This could also be from not-perfect macro since I am only a mid-diamond, but something I think that should be noted and tried. You must put your building placement like Tails does to spot cannon rushes since you are later scouting. If anyone tries it please let me know your thoughts, thank you
Complete
Profile Joined October 2009
United States1864 Posts
June 22 2011 17:18 GMT
#60
On a map like Xel Naga where proxy gates and cannon rushes etc. are popular/viable (2 player map..) it's a bit silly to just not scout.. plus you may be in danger of losing your zealot if he went an early gate and no early zealot (quick stalker hunts it down)
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Maestros of the Game
15:30
Group D
Clem vs Lambo
Zoun vs SKillous
ComeBackTV 1317
IntoTheiNu 1179
RotterdaM855
TaKeTV 459
Rex128
LiquipediaDiscussion
uThermal 2v2 Circuit
15:00
Season Finals: Group Stage 1
Serral1664
uThermal954
mouzHeroMarine249
IndyStarCraft 155
SteadfastSC127
Classic80
LamboSC263
trigger39
SKillous28
elazer16
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 1664
uThermal 954
RotterdaM 855
mouzHeroMarine 249
IndyStarCraft 155
Rex 128
SteadfastSC 127
ProTech96
BRAT_OK 83
Classic 80
LamboSC2 63
UpATreeSC 56
trigger 39
SKillous 28
elazer 16
JuggernautJason16
RushiSC 16
MindelVK 10
StarCraft: Brood War
Britney 42620
Calm 7581
EffOrt 741
Shuttle 736
ggaemo 295
firebathero 215
Mong 80
Dewaltoss 44
Rock 20
HiyA 17
[ Show more ]
Sacsri 16
Shine 16
GoRush 14
NaDa 14
Dota 2
Gorgc6223
qojqva1270
Counter-Strike
fl0m7199
byalli393
zeus352
Heroes of the Storm
Khaldor176
Other Games
Grubby3079
FrodaN2033
B2W.Neo824
Beastyqt482
Hui .177
crisheroes154
KnowMe140
Livibee97
C9.Mang089
QueenE52
Mew2King44
OptimusSC23
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• EnkiAlexander 76
• 3DClanTV 75
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 20
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota255
League of Legends
• TFBlade811
Other Games
• Shiphtur228
Upcoming Events
Replay Cast
7h 1m
Replay Cast
16h 1m
Solar vs Classic
uThermal 2v2 Circuit
22h 1m
Grudge Match
23h 1m
FlaShFTW vs A.Alm
OSC
1d 4h
MaxPax vs YoungYakov
Krystianer vs Shameless
GgMaChine vs Creature
LetaleX vs MiniZergUA
ReBellioN vs TBD
ArT vs HiGhDrA
Nicoract vs Azura
GSL
1d 15h
herO vs Rogue
Maru vs Cure
Patches Events
1d 20h
uThermal 2v2 Circuit
1d 22h
BSL
2 days
OSC
2 days
[ Show More ]
Monday Night Weeklies
2 days
Replay Cast
3 days
Sparkling Tuna Cup
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Maestros of the Game
4 days
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

KK 2v2 League Season 1
RSL Revival: Season 5
Heroes Pulsing #1

Ongoing

BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
2026 GSL S2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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