• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 19:05
CET 01:05
KST 09:05
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
[D] Hacker peak in sc2 ? No more SC2 streamers on team liquid? Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win
Tourneys
SC4ALL: II Venue Change Announcement! Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
[Megathread] Daily Funny Videos List of top players active on ShieldBattery BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Rollback Netcode in Brood War
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 4
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Path of Exile Stratus: Battle for the sky now on steam Early acc Nintendo Switch Thread Stormgate/Frost Giant Megathread Deus Ex 3!?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Trading/Investing Thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6862 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
France2053 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
France2053 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 States6566 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
BSL
05:00
RO24 Group E
JDConan vs Julia
UltrA vs hanniGan
ZZZero.O278
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 85
CosmosSc2 73
StarCraft: Brood War
ZZZero.O 278
Terrorterran 15
Dota 2
syndereN813
League of Legends
Doublelift4039
JimRising 652
Super Smash Bros
AZ_Axe84
Other Games
summit1g8161
XaKoH 133
NeuroSwarm74
ViBE49
Mew2King38
Railgan30
Organizations
Other Games
gamesdonequick892
BasetradeTV164
Counter-Strike
PGL96
[ Show 17 non-featured ]
StarCraft 2
• musti20045 65
• Adnapsc2 23
• EnkiAlexander 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3554
• Jankos3044
• Scarra843
Other Games
• imaqtpie757
• Shiphtur163
Upcoming Events
IntoTheTV X SOOP
10h 55m
IPSL
16h 55m
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
22h 55m
Replay Cast
1d 22h
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
3 days
The PondCast
4 days
KCM Race Survival
4 days
WardiTV Invitational
4 days
[ Show More ]
CranKy Ducklings
6 days
IPSL
6 days
TerrOr vs IJ_Terran
rasowy vs Hazorath
Liquipedia Results

Completed

Proleague 2026-11-05
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 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.