• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:02
CET 16:02
KST 00:02
  • 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
ByuL: The Forgotten Master of ZvT25Behind the Blue - Team Liquid History Book17Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0241LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker16
StarCraft 2
General
Behind the Blue - Team Liquid History Book ByuL: The Forgotten Master of ZvT Liquipedia WCS Portal Launched Kaelaris on the futue of SC2 and much more... How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) StarCraft Evolution League (SC Evo Biweekly) How do the "codes" work in GSL? LiuLi Cup: 2025 Grand Finals (Feb 10-16)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 513 Attrition Warfare The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth
Brood War
General
Do you consider PvZ imbalanced? Recent recommended BW games BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion CasterMuse Youtube
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Simple Questions, Simple Answers Zealot bombing is no longer popular? Fighting Spirit mining rates Current Meta
Other Games
General Games
Battle Aces/David Kim RTS Megathread Diablo 2 thread Nintendo Switch Thread ZeroSpace Megathread Path of Exile
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 TL Mafia Community Thread Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Ask and answer stupid questions here! Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
ASL S21 English Commentary…
namkraft
Inside the Communication of …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1598 users

The Protoss Help Me Thread - Page 153

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 151 152 153 154 155 432 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
January 04 2012 10:57 GMT
#3041
On January 04 2012 09:17 TNK wrote:
Hello once again team liquid. I just got my early game pvt down with the MC 1 gate FE and now I need to work on my mid game. I have been facing mostly MMM and I am mainly losing due to the fact that they push before my colossus comes out. So my question is what is the best time to get my robo bay out vs MMM? Also Is it worth it to get a warp prism out after my observer if the Terran is macroing to harass him? Thank you for taking your time to read this.


It depends on safe you want to be. Some players get it right when the robo finishes but I'd suggest you make it when your observer reach their base. That way you can count their raxes and choose for yourself. You can normally tech colossus if he's going the standard 3rax into starport but if he has made like 4 he's probably going to be aggressive soon so it might be better to delay. Unless you have a ramp on shakuras or antiga which you can easily forcefield Warp prisms are great but they are a bit hard to use in PvT, you have to use your army somewhere else to make sure his units won't just go and kill the zealots/warp prism instantly. If you don't the warp prism will only work once and then you will drop into a bunch of MM the next time.
I am Latedi.
rehabthis
Profile Joined December 2010
United States6 Posts
January 04 2012 18:21 GMT
#3042
I honestly cannot take it anymore. I switched from Zerg to Protoss about a month ago. I was rolling Diamonds as Zerg and now im high plat as toss. Mutas are driving me literally insane and make me not even want to play this game. I leave 5-7 stalkers at main cannon nat and 3rd with 2-3 stalkers per there as well. And when I say cannon I mean like 3-5 cannons. I also immediately drop a templar archives and research blink as soon as I see mutas. Nothing is working. Im losing to it every single time. I know once I get storm I leave like 2 templar at each base and with cannon coverage im good. But Idk wtf im doing wrong. All of my opponents cannot have perfect muta control. What do?
Allred
Profile Joined November 2010
United States352 Posts
January 04 2012 18:33 GMT
#3043
On January 05 2012 03:21 rehabthis wrote:
I honestly cannot take it anymore. I switched from Zerg to Protoss about a month ago. I was rolling Diamonds as Zerg and now im high plat as toss. Mutas are driving me literally insane and make me not even want to play this game. I leave 5-7 stalkers at main cannon nat and 3rd with 2-3 stalkers per there as well. And when I say cannon I mean like 3-5 cannons. I also immediately drop a templar archives and research blink as soon as I see mutas. Nothing is working. Im losing to it every single time. I know once I get storm I leave like 2 templar at each base and with cannon coverage im good. But Idk wtf im doing wrong. All of my opponents cannot have perfect muta control. What do?


on a ffe map go double stargate. skip warp gate and get +1 air attack. build only 1 zealot and 1 stalker, build 2 voids and 2 pheonix and then mass carriers..., the 2 voids and 2 pheonix will make the zerg not want to build mutas (if he does you can win since you already have +1 attack and you can pump 2 pheonix at a time... mass carriers and kill his 3rd. if he transistions hydras you kill him. the only time i lost he went mass corruptor ling... and i didn't scout his spyre and only saw his hydra den.... not saying this is your only option but it causes mutas not to be an issue
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
January 04 2012 18:41 GMT
#3044
On January 05 2012 03:33 Allred wrote:
Show nested quote +
On January 05 2012 03:21 rehabthis wrote:
I honestly cannot take it anymore. I switched from Zerg to Protoss about a month ago. I was rolling Diamonds as Zerg and now im high plat as toss. Mutas are driving me literally insane and make me not even want to play this game. I leave 5-7 stalkers at main cannon nat and 3rd with 2-3 stalkers per there as well. And when I say cannon I mean like 3-5 cannons. I also immediately drop a templar archives and research blink as soon as I see mutas. Nothing is working. Im losing to it every single time. I know once I get storm I leave like 2 templar at each base and with cannon coverage im good. But Idk wtf im doing wrong. All of my opponents cannot have perfect muta control. What do?


on a ffe map go double stargate. skip warp gate and get +1 air attack. build only 1 zealot and 1 stalker, build 2 voids and 2 pheonix and then mass carriers..., the 2 voids and 2 pheonix will make the zerg not want to build mutas (if he does you can win since you already have +1 attack and you can pump 2 pheonix at a time... mass carriers and kill his 3rd. if he transistions hydras you kill him. the only time i lost he went mass corruptor ling... and i didn't scout his spyre and only saw his hydra den.... not saying this is your only option but it causes mutas not to be an issue

rehabthis, it would be good to post a replay. I don't agree with this post by Allred since it's specifically targetting a trend in PvZ and not really solid play (for example, it is quite likely you will be here next week with problems vs 3base roach). Without a replay, I would say if anything get a solid macro opener that allows you to scout. That way you can have economy and adapt quickly to what you see, it's pretty simple stuff.
Knowing is half the battle... the other half is lasers.
SethDrone
Profile Joined September 2010
United States51 Posts
January 04 2012 18:55 GMT
#3045
Whats the ideal followup to a 6 pool after you succesfully hold it? I've held several the last few days, both the variations with just the intial 6 lings and the type with several continuous larva rounds of lings coming at your base. I hold with minimal damage but am not quite sure how to make the zerg pay for it. Typical 4 gate is so late he has an expo and spines ready, and if I just expo he can drone freely for a long time.

(low masters toss)
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2012-01-04 19:00:50
January 04 2012 19:00 GMT
#3046
On January 05 2012 03:55 SethDrone wrote:
Whats the ideal followup to a 6 pool after you succesfully hold it? I've held several the last few days, both the variations with just the intial 6 lings and the type with several continuous larva rounds of lings coming at your base. I hold with minimal damage but am not quite sure how to make the zerg pay for it. Typical 4 gate is so late he has an expo and spines ready, and if I just expo he can drone freely for a long time.

(low masters toss)

Followup depends on how you open vs Zerg, edit your post to say how you open. Also, if you scout late and get a forge in response, you do different stuff vs if you held with 2 gates.
Knowing is half the battle... the other half is lasers.
Guamshin
Profile Joined January 2011
Netherlands295 Posts
Last Edited: 2012-01-04 21:24:11
January 04 2012 19:57 GMT
#3047
What are the gas timings for protoss in general?

Also after i do a ffe into stargate opening what are my options after that?

How do i deal with drops in PvT? Drops are quite strong so often i end up with a smaller army and then the terran attacks my smaller army and im dead T_T.
Also i remember there being a guide for FFEing vs zerg, but i can't find it! Does somebody have the link? It was mostly variations of expanding depending on the pool timing.
Weeeee
elgringo
Profile Joined March 2011
United States28 Posts
January 04 2012 20:03 GMT
#3048
On January 05 2012 03:21 rehabthis wrote:
I honestly cannot take it anymore. I switched from Zerg to Protoss about a month ago. I was rolling Diamonds as Zerg and now im high plat as toss. Mutas are driving me literally insane and make me not even want to play this game. I leave 5-7 stalkers at main cannon nat and 3rd with 2-3 stalkers per there as well. And when I say cannon I mean like 3-5 cannons. I also immediately drop a templar archives and research blink as soon as I see mutas. Nothing is working. Im losing to it every single time. I know once I get storm I leave like 2 templar at each base and with cannon coverage im good. But Idk wtf im doing wrong. All of my opponents cannot have perfect muta control. What do?


It's possible that you are rushing tech too fast. The most important thing to do against mutas is to get a third up as quickly as possible while defending with blink stalkers and cannons. getting storm and blink on 2 bases will just spread you too thin as you won't have enough geysers to support it.

This is also a really good thread on playing against mutas. http://www.teamliquid.net/forum/viewmessage.php?topic_id=287788
But what is happiness except the simple harmony between a man and the life he leads? -Albert Camus
Bedrock
Profile Joined October 2010
United States395 Posts
January 04 2012 22:00 GMT
#3049
On Jan 4 2012 14:57 Guamshin wrote:
What are the gas timings for protoss in general?

Also after i do a ffe into stargate opening what are my options after that?

How do i deal with drops in PvT? Drops are quite strong so often i end up with a smaller army and then the terran attacks my smaller army and im dead T_T.
Also i remember there being a guide for FFEing vs zerg, but i can't find it! Does somebody have the link? It was mostly variations of expanding depending on the pool timing.


Keep your stalkers on separate hotkeys. Keep your stalkers on the edge where they would normally drop and keep your zealots/sentries at your natural. Keep your eyes on the minimap as much as you can so you can spot drops incoming and deter it. Two prong attacks can be extremely annoying if not handled properly with a split army

eSports or die tryin'
SethDrone
Profile Joined September 2010
United States51 Posts
January 04 2012 22:37 GMT
#3050
On January 05 2012 04:00 tehemperorer wrote:
Show nested quote +
On January 05 2012 03:55 SethDrone wrote:
Whats the ideal followup to a 6 pool after you succesfully hold it? I've held several the last few days, both the variations with just the intial 6 lings and the type with several continuous larva rounds of lings coming at your base. I hold with minimal damage but am not quite sure how to make the zerg pay for it. Typical 4 gate is so late he has an expo and spines ready, and if I just expo he can drone freely for a long time.

(low masters toss)

Followup depends on how you open vs Zerg, edit your post to say how you open. Also, if you scout late and get a forge in response, you do different stuff vs if you held with 2 gates.



13 gate, 14 gas, 15 pylon in the main. I generally drop my core even if I scout it and complete the walloff with a pylon or extra gate that I cancel once a zealot is out.
Zswizzy
Profile Joined January 2012
United States8 Posts
January 04 2012 23:57 GMT
#3051
I need a build order (With what units to build when too) I just started playung this game and are ok but i am losing alot. I need 3 protoss build''s to counter each race that will keep me well defended incase of a rush/harrass, and then a strong mid game to finish them off. I have been rushed and harrased almost every game. (Im ranked 70 silvr btw.)
Looking for a coach (1v1 protoss bronze)
ant885
Profile Joined July 2011
United States52 Posts
Last Edited: 2012-01-05 00:08:40
January 05 2012 00:06 GMT
#3052
This may be an unimportant question but I want to ask anyway :D

I often see pro's on their stream make sure their main base has 16 probes mining minerals (3-6 in gas depending on build, usually 6), then they will change their rally to their natural. I'm wondering if 17 probes mining in main is possibly better, so when you pull a probe off line to build something, you'll still have the 2 probes/patch mining.

It seems like the 'best' (or most common) approach is 16 mining @ main, then 16 @ natural, then get to 20 mining each base. With the ideal probe count being 78 (20 for mining on 3base and 18 for 6 geysers total). Any thoughts on this?

It may be minutia, but I was a bit curious if there is an accepted ideal or something.
Thx
Geiko
Profile Blog Joined June 2010
France1947 Posts
January 05 2012 00:17 GMT
#3053
On January 05 2012 09:06 ant885 wrote:
This may be an unimportant question but I want to ask anyway :D

I often see pro's on their stream make sure their main base has 16 probes mining minerals (3-6 in gas depending on build, usually 6), then they will change their rally to their natural. I'm wondering if 17 probes mining in main is possibly better, so when you pull a probe off line to build something, you'll still have the 2 probes/patch mining.

It seems like the 'best' (or most common) approach is 16 mining @ main, then 16 @ natural, then get to 20 mining each base. With the ideal probe count being 78 (20 for mining on 3base and 18 for 6 geysers total). Any thoughts on this?

It may be minutia, but I was a bit curious if there is an accepted ideal or something.
Thx


No one cares about one extra probe or not on minerals at this point in the game. Besides, your natural probably hasn't got 16 mineral probes yet, so having 15 probes in main and 10 in natural is better then 16 in main and 9 in natural.
geiko.813 (EU)
ant885
Profile Joined July 2011
United States52 Posts
January 05 2012 00:25 GMT
#3054
On January 05 2012 09:17 Geiko wrote:
Show nested quote +
On January 05 2012 09:06 ant885 wrote:
This may be an unimportant question but I want to ask anyway :D

I often see pro's on their stream make sure their main base has 16 probes mining minerals (3-6 in gas depending on build, usually 6), then they will change their rally to their natural. I'm wondering if 17 probes mining in main is possibly better, so when you pull a probe off line to build something, you'll still have the 2 probes/patch mining.

It seems like the 'best' (or most common) approach is 16 mining @ main, then 16 @ natural, then get to 20 mining each base. With the ideal probe count being 78 (20 for mining on 3base and 18 for 6 geysers total). Any thoughts on this?

It may be minutia, but I was a bit curious if there is an accepted ideal or something.
Thx


No one cares about one extra probe or not on minerals at this point in the game. Besides, your natural probably hasn't got 16 mineral probes yet, so having 15 probes in main and 10 in natural is better then 16 in main and 9 in natural.


Hmm, do you notice when pro's 1gate expand/ffe or something nowadays they usually keep boxing their main to check probe count, and when it's @ 16 they usually rally their main to natural mineral line?

I know you know quite a bit more than I, so maybe I'm just missing something X_X. Perhaps just the pro's I usually watch prefer to do it that way, than sending say half from their main to natural, and rallying main-main and nat-nat.

appreciate the help
Geiko
Profile Blog Joined June 2010
France1947 Posts
January 05 2012 00:44 GMT
#3055
On January 05 2012 09:25 ant885 wrote:
Show nested quote +
On January 05 2012 09:17 Geiko wrote:
On January 05 2012 09:06 ant885 wrote:
This may be an unimportant question but I want to ask anyway :D

I often see pro's on their stream make sure their main base has 16 probes mining minerals (3-6 in gas depending on build, usually 6), then they will change their rally to their natural. I'm wondering if 17 probes mining in main is possibly better, so when you pull a probe off line to build something, you'll still have the 2 probes/patch mining.

It seems like the 'best' (or most common) approach is 16 mining @ main, then 16 @ natural, then get to 20 mining each base. With the ideal probe count being 78 (20 for mining on 3base and 18 for 6 geysers total). Any thoughts on this?

It may be minutia, but I was a bit curious if there is an accepted ideal or something.
Thx


No one cares about one extra probe or not on minerals at this point in the game. Besides, your natural probably hasn't got 16 mineral probes yet, so having 15 probes in main and 10 in natural is better then 16 in main and 9 in natural.


Hmm, do you notice when pro's 1gate expand/ffe or something nowadays they usually keep boxing their main to check probe count, and when it's @ 16 they usually rally their main to natural mineral line?

I know you know quite a bit more than I, so maybe I'm just missing something X_X. Perhaps just the pro's I usually watch prefer to do it that way, than sending say half from their main to natural, and rallying main-main and nat-nat.

appreciate the help


Maynarding vs rallying new workers to natural has already been talked about alot.

If you maynard to have as many workers in all bases, you'll be behind a little bit on minerals compared to rallying new workers. If you have a tight build that requires these extra minerals, then you shouldn't transfer workers (other then those >16). However, equalizing workers between bases will cause your main to not mine out so early, which is a nice mid game advantage.
But your initial question was regarding 17 workers vs 16 workers in main. I think most players (pros included) don't fucking care about 1 probe, but the "optimal" way to do it is to have 16 workers, and queue your prbe back to mining once it's done building.
geiko.813 (EU)
ant885
Profile Joined July 2011
United States52 Posts
January 05 2012 03:00 GMT
#3056
On January 05 2012 09:44 Geiko wrote:
Show nested quote +
On January 05 2012 09:25 ant885 wrote:
On January 05 2012 09:17 Geiko wrote:
On January 05 2012 09:06 ant885 wrote:
This may be an unimportant question but I want to ask anyway :D

I often see pro's on their stream make sure their main base has 16 probes mining minerals (3-6 in gas depending on build, usually 6), then they will change their rally to their natural. I'm wondering if 17 probes mining in main is possibly better, so when you pull a probe off line to build something, you'll still have the 2 probes/patch mining.

It seems like the 'best' (or most common) approach is 16 mining @ main, then 16 @ natural, then get to 20 mining each base. With the ideal probe count being 78 (20 for mining on 3base and 18 for 6 geysers total). Any thoughts on this?

It may be minutia, but I was a bit curious if there is an accepted ideal or something.
Thx


No one cares about one extra probe or not on minerals at this point in the game. Besides, your natural probably hasn't got 16 mineral probes yet, so having 15 probes in main and 10 in natural is better then 16 in main and 9 in natural.


Hmm, do you notice when pro's 1gate expand/ffe or something nowadays they usually keep boxing their main to check probe count, and when it's @ 16 they usually rally their main to natural mineral line?

I know you know quite a bit more than I, so maybe I'm just missing something X_X. Perhaps just the pro's I usually watch prefer to do it that way, than sending say half from their main to natural, and rallying main-main and nat-nat.

appreciate the help


Maynarding vs rallying new workers to natural has already been talked about alot.

If you maynard to have as many workers in all bases, you'll be behind a little bit on minerals compared to rallying new workers. If you have a tight build that requires these extra minerals, then you shouldn't transfer workers (other then those >16). However, equalizing workers between bases will cause your main to not mine out so early, which is a nice mid game advantage.
But your initial question was regarding 17 workers vs 16 workers in main. I think most players (pros included) don't fucking care about 1 probe, but the "optimal" way to do it is to have 16 workers, and queue your prbe back to mining once it's done building.


Ahh, I wasn't aware. That clear things up though.

Much thanks <3
Kasovian
Profile Joined January 2012
Canada1 Post
January 05 2012 07:40 GMT
#3057
Right now in PvT I just macro up to 200/200 and basically a-move the terran player, my PvT is my best matchup because of this style. I wouldn't even call it a style really, it's just complete passivity until 200/200.

However because of this PvT has become quite boring and the games always extend for longer than they should. Are there any relatively easy 2 base timings I can use to exploit a Terran taking a faster third, or to exploit his lack of ghosts/vikings? And I'm guessing I shouldn't go into a game with the intent of doing a 2 base timing, and should do it when I scout a weakness. What weakness am I looking for in particular?

Sorry for the bajillion questions all at once.

I'm in platinum, by the way.
Tekakan
Profile Joined December 2010
Sweden78 Posts
January 05 2012 09:01 GMT
#3058
My practice partner asekd me to help him practice against +1 7 gate without any tech. What's the optimal way execute that build? I tried going WG-tech and +1 attack after double gas then getting 2 Sentries whilst going up to 40 Probes then cutting them for good and add on all 6 Gates at the same time. I would hit at arround 8:30-9:00 I think. Is that a good timing?
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
January 05 2012 09:12 GMT
#3059
On January 05 2012 18:01 Tekakan wrote:
My practice partner asekd me to help him practice against +1 7 gate without any tech. What's the optimal way execute that build? I tried going WG-tech and +1 attack after double gas then getting 2 Sentries whilst going up to 40 Probes then cutting them for good and add on all 6 Gates at the same time. I would hit at arround 8:30-9:00 I think. Is that a good timing?

+1 7 gate without any tech sounds like he wants it off of an ffe. +1 7 gate off of an ffe without blink seems kind of strange.. most +1 7 gates will have blink and an obs. a 6 gate on the other hand won't have either and should hit a bit faster. off of a gateway expand, a 5 gate with no tech would make more sense. all these timings will have 6-8 sentries
get rich or die mining
TL+ Member
mizU
Profile Blog Joined April 2010
United States12125 Posts
January 05 2012 09:22 GMT
#3060
On January 05 2012 16:40 Kasovian wrote:
Right now in PvT I just macro up to 200/200 and basically a-move the terran player, my PvT is my best matchup because of this style. I wouldn't even call it a style really, it's just complete passivity until 200/200.

However because of this PvT has become quite boring and the games always extend for longer than they should. Are there any relatively easy 2 base timings I can use to exploit a Terran taking a faster third, or to exploit his lack of ghosts/vikings? And I'm guessing I shouldn't go into a game with the intent of doing a 2 base timing, and should do it when I scout a weakness. What weakness am I looking for in particular?

Sorry for the bajillion questions all at once.

I'm in platinum, by the way.


There should be openings when terran has no medivacs, no vikings, you successfully fended off a drop, he's getting greedy and going for a fast third, no ghosts, or he's behind on upgrades.

Most of the time thoiugh, it's when you have your obs on his army and you know you can beat it.
if happy ever afters did exist <3 @watamizu_
Prev 1 151 152 153 154 155 432 Next
Please log in or register to reply.
Live Events Refresh
PiG Sty Festival
09:00
Group D
YoungYakov vs ShoWTimELIVE!
ByuN vs Serral
PiGStarcraft1718
TKL 401
IndyStarCraft 317
BRAT_OK 206
Rex180
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft1718
TKL 401
IndyStarCraft 317
BRAT_OK 206
Rex 180
ProTech105
Vindicta 15
EmSc Tv 6
StarCraft: Brood War
Britney 47296
Calm 6331
Horang2 2425
Jaedong 1867
Larva 1130
Mini 738
actioN 546
Stork 512
Soma 326
hero 241
[ Show more ]
Zeus 232
PianO 224
Rush 204
JulyZerg 112
Sharp 107
Dewaltoss 104
Shine 98
Pusan 81
Barracks 74
Movie 73
Killer 62
yabsab 49
soO 41
Hm[arnc] 36
Sacsri 34
sorry 33
ToSsGirL 28
Terrorterran 17
Rock 16
HiyA 16
scan(afreeca) 16
NaDa 14
Dota 2
Gorgc5192
qojqva1901
XcaliburYe175
Counter-Strike
fl0m2469
byalli1113
Super Smash Bros
Mew2King73
Heroes of the Storm
Khaldor385
Other Games
Grubby3760
singsing2678
Liquid`RaSZi1633
B2W.Neo1138
DeMusliM352
Sick173
ToD127
Organizations
Counter-Strike
PGL16384
StarCraft 2
WardiTV713
EmSc Tv 6
EmSc2Tv 6
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1113
League of Legends
• Jankos3384
Upcoming Events
Replay Cast
8h 58m
Replay Cast
17h 58m
Wardi Open
20h 58m
Monday Night Weeklies
1d 1h
OSC
1d 8h
WardiTV Winter Champion…
1d 20h
Replay Cast
2 days
WardiTV Winter Champion…
2 days
The PondCast
3 days
Replay Cast
4 days
[ Show More ]
Korean StarCraft League
5 days
CranKy Ducklings
5 days
SC Evo Complete
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

[S:21] ASL SEASON OPEN 1st Round
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
Acropolis #4 - TS6
Acropolis #4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
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.