• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:54
CET 07:54
KST 15:54
  • 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
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA9StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45
StarCraft 2
General
Mech is the composition that needs teleportation t SC: Evo Complete - Ranked Ladder OPEN ALPHA RotterdaM "Serral is the GOAT, and it's not close" [TLMC] Fall/Winter 2025 Ladder Map Rotation Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge
Tourneys
Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales! $5,000+ WardiTV 2025 Championship RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle What happened to TvZ on Retro? BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review BW General Discussion
Tourneys
[BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET
Strategy
Current Meta How to stay on top of macro? PvZ map balance Simple Questions, Simple Answers
Other Games
General Games
Clair Obscur - Expedition 33 Beyond All Reason Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? 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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2133 users

The Terran Help Me Thread - Page 209

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 207 208 209 210 211 460 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
HeyJude
Profile Joined July 2010
United States157 Posts
April 21 2012 20:22 GMT
#4161
On April 22 2012 04:56 Marathi wrote:
Hi guys,

Just wondering if I could have some analysis on this replay:
http://drop.sc/164702

basically I am pushing the protoss back the whole game after my initial push, I have a good food lead, a good base lead and I was only slightly behind on upgrades.

I talked to the protoss after, he was a cool guy and we came to the agreement that I didnt build enough barracks and enough starports which meant I couldn't keep up my pressure and put me behind.

What is a good rough number to aim for of each production facility per CC assuming I go double gas on each CC too with a marine/marauder/ghost/medivac/viking!!!!!!!!! mix

thanks guys


Your expo was up a year before his so you had a huge economic advantage. At 10-13 minutes you had some skirmishes then you basically took out his whole army then never bothered to press. Personally, I don't attack until I have medvacs but you did and you were easily on top. At 13 minutes exact you would've easily crushed his force, even if he had perfect FFs. He had just put down his robo bay so collosi weren't a threat. A couple other things:

1) Your 2nd gas was too early imo.
2) That ghost academy was unnecessary. You want ghosts to emp/snipe high temps, not to emp their army.
3) You had enough production buildings. On 2 saturated bases you had 5 rax and a port. Usually its 2-3 rax per base so you were fine, but you had times when you were supply blocked or forgot to macro while moving your army around.

All in all your build should have beaten his build but you didn't press your advantage. I know it's hard to know when you have an advantage but one good way to judge that is by his expo timing(leave your scouting scv behind his natural minerals) and a periodic scan into his base when you're expecting robo bay or other tech to go down. You also made your 3rd CC into a PF. It's pretty easy to defend and you had map control anyway so it really should have been an orbital, but that's just a minor detail :D
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
April 21 2012 20:23 GMT
#4162
On April 22 2012 05:13 Hexadecimal wrote:
I was wondering if anyone had any advice on targeting enemy scvs working on buildings. When I play TvT I often scout with my worker and want to harass his worker that's building his barracks/supply depot. The problem I'm having is that a lot of the times I can't click on the worker and attack it. I end up attacking the building it's working on instead of the worker. Does anyone have any advice for being more precise and focus the worker building?



Ask a protoss player, they are all experts at it
Marathi
Profile Joined July 2011
298 Posts
April 21 2012 20:50 GMT
#4163
On April 22 2012 05:22 HeyJude wrote:
+ Show Spoiler +
On April 22 2012 04:56 Marathi wrote:
Hi guys,

Just wondering if I could have some analysis on this replay:
http://drop.sc/164702

basically I am pushing the protoss back the whole game after my initial push, I have a good food lead, a good base lead and I was only slightly behind on upgrades.

I talked to the protoss after, he was a cool guy and we came to the agreement that I didnt build enough barracks and enough starports which meant I couldn't keep up my pressure and put me behind.

What is a good rough number to aim for of each production facility per CC assuming I go double gas on each CC too with a marine/marauder/ghost/medivac/viking!!!!!!!!! mix

thanks guys


Your expo was up a year before his so you had a huge economic advantage. At 10-13 minutes you had some skirmishes then you basically took out his whole army then never bothered to press. Personally, I don't attack until I have medvacs but you did and you were easily on top. At 13 minutes exact you would've easily crushed his force, even if he had perfect FFs. He had just put down his robo bay so collosi weren't a threat. A couple other things:

1) Your 2nd gas was too early imo.
2) That ghost academy was unnecessary. You want ghosts to emp/snipe high temps, not to emp their army.
3) You had enough production buildings. On 2 saturated bases you had 5 rax and a port. Usually its 2-3 rax per base so you were fine, but you had times when you were supply blocked or forgot to macro while moving your army around.

All in all your build should have beaten his build but you didn't press your advantage. I know it's hard to know when you have an advantage but one good way to judge that is by his expo timing(leave your scouting scv behind his natural minerals) and a periodic scan into his base when you're expecting robo bay or other tech to go down. You also made your 3rd CC into a PF. It's pretty easy to defend and you had map control anyway so it really should have been an orbital, but that's just a minor detail :D


Well my opener is a 2 ghost timing push, with stim, conc and CS with some marines and marauders, a lot of the time it wins the game outright because I think EMP is really good early on, whether its removing shields or sapping sentries of energy.

But for this build to work I need a fast 2nd gas and obviously an early ghost academy, so whilst I understand points 1&2 it's an opener I have great success with.

I think I had the right amount of production facilities when I was on 2base, but I'm not sure how many to add on when I get my 3rd, 4th, etc. Apparently 3/4 rax and a starport seems to be correct?

I agree that I should've made my 3rd an OC for some extra mules but at some points in the game I was floating thousands of minerals so I dont think in this case it was that gamebreaking.
eSports tees designed by me - http://tinyurl.com/bqmexd9
HeyJude
Profile Joined July 2010
United States157 Posts
Last Edited: 2012-04-21 21:37:35
April 21 2012 21:36 GMT
#4164
You only hit one sentry with emp And tbh I think ghosts that early are just a waste of micro and resources. I'd rather tech fact/port and do drops on him than hit not even half his army with emp. And why not get mobius reactor before making the ghosts? Wouldn't the extra 1 or 2 emp's help a lot or would that tech just delay your push?

And the thing with production facilities is...you only add more for 3rd or 4th bases if you're expanding early enough and have a decent spread of SCVs(aka more mining per). You didn't really add your third until your main was mined out so you were still basically on 2 bases, thus 5-6 rax would be fine.
Account252508
Profile Joined February 2012
3454 Posts
April 22 2012 11:03 GMT
#4165
--- Nuked ---
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
April 22 2012 15:35 GMT
#4166
On April 22 2012 20:03 monkybone wrote:
Show nested quote +
On April 22 2012 05:13 Hexadecimal wrote:
I was wondering if anyone had any advice on targeting enemy scvs working on buildings. When I play TvT I often scout with my worker and want to harass his worker that's building his barracks/supply depot. The problem I'm having is that a lot of the times I can't click on the worker and attack it. I end up attacking the building it's working on instead of the worker. Does anyone have any advice for being more precise and focus the worker building?


I'm reluctant to tell you this as a Terran player... but here we go, there is one hugely effective method: Hold shift, and spam-right-click the building scv when you have a clear shot. This way your scv will not cease to attack it when it's changing position, but follow it immediately and attack it where it is next. Don't do this to me.

If you can't do that, just hold shift and spam A click and they go after the SCV as well.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-04-22 16:08:40
April 22 2012 16:07 GMT
#4167
--- Nuked ---
CastSly
Profile Joined April 2012
Brazil3 Posts
April 23 2012 03:43 GMT
#4168
Hey guys, I would love some tips today on droping :D:D I always get medivacs, on any matchup, but somehow I can't effectively drop, it seems that the opponent is always ready ad I cant kill anything. Is there a key timing, or circunstance that dropping is more effective? And are there some specific drop mechanics that u guys could share? thx! :D:D:D
Fencar
Profile Blog Joined August 2011
United States2694 Posts
April 23 2012 06:08 GMT
#4169
Are there any good bio openers that aren't auto-losses to certain openers? I've been using Thorzain's TvT for a while now, and though really good, I've been having a TON of trouble against stim timings that hit before my stim is done and before medivacs, as well as early aggression openings. I've tried the 3 reaper rush, gets hard-countered by marauder opening into stim timing in BoX's. :|
This is my signature. There are many like it, but this one is mine.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
April 23 2012 06:09 GMT
#4170
On April 23 2012 12:43 CastSly wrote:
Hey guys, I would love some tips today on droping :D:D I always get medivacs, on any matchup, but somehow I can't effectively drop, it seems that the opponent is always ready ad I cant kill anything. Is there a key timing, or circunstance that dropping is more effective? And are there some specific drop mechanics that u guys could share? thx! :D:D:D

The best time to drop is when there's another attack or drop going on at the same time. You need to do a drop+ an attack, or two drops, or 2 drops plus an attack for it to be successful most of the time.
This is my signature. There are many like it, but this one is mine.
Trident_Tail
Profile Joined April 2012
United Kingdom5 Posts
April 23 2012 08:47 GMT
#4171
Hey guys, just played TvT where I went for the Thorzain FE against a player who was going for mech, and I really just felt helpless the entire game. He expanded everywhere and it didn't seem to matter where I attacked, at most I would just cancel one base and I could never really engage his army. I'm just looking for any tips you guys might have, thanks.
Replay: http://drop.sc/165378
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2012-04-23 09:56:55
April 23 2012 09:55 GMT
#4172
On April 23 2012 15:08 Fencer710 wrote:
Are there any good bio openers that aren't auto-losses to certain openers? I've been using Thorzain's TvT for a while now, and though really good, I've been having a TON of trouble against stim timings that hit before my stim is done and before medivacs, as well as early aggression openings. I've tried the 3 reaper rush, gets hard-countered by marauder opening into stim timing in BoX's. :|

Stick with your build, and make 2-3 bunkers if you sniff out stim timings. Repair + equal upgrades and marine count = you win.

Or try a reaper FE -> CS +1 early, as you go into 3 rax double reactor etc etc. You get CS and +1 very, very early for a push with 15-20 marines no stim cs and +1 just to take out some army. CS +1 > stim early game.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Fencar
Profile Blog Joined August 2011
United States2694 Posts
April 23 2012 10:10 GMT
#4173
On April 23 2012 18:55 iAmJeffReY wrote:
Show nested quote +
On April 23 2012 15:08 Fencer710 wrote:
Are there any good bio openers that aren't auto-losses to certain openers? I've been using Thorzain's TvT for a while now, and though really good, I've been having a TON of trouble against stim timings that hit before my stim is done and before medivacs, as well as early aggression openings. I've tried the 3 reaper rush, gets hard-countered by marauder opening into stim timing in BoX's. :|

Stick with your build, and make 2-3 bunkers if you sniff out stim timings. Repair + equal upgrades and marine count = you win.

Or try a reaper FE -> CS +1 early, as you go into 3 rax double reactor etc etc. You get CS and +1 very, very early for a push with 15-20 marines no stim cs and +1 just to take out some army. CS +1 > stim early game.

Thanks! :D I'm going to use a reaper FE and make marauders if I scout hellions or reapers. I've used a similar build in TvZ for a little, and though I did terrible with it vs Z, I can now probably use it to great effect TvT.

While I'm here, I have a quick question: When going reaper FE, is it okay to scan his base at -6:30 or so to see what he's doing if I can't get a clear scout off?
This is my signature. There are many like it, but this one is mine.
Hexadecimal
Profile Joined March 2011
Canada55 Posts
April 23 2012 13:05 GMT
#4174
Hey everyone. I'm looking for pro replays of the following builds. Hopefully some of you could link me to replays or build orders. I really want to learn them but can't find any resources online.

TvP
1/1/1 all in
How to deal with Nexus first
2 Rax pressure

TvZ
1 Rax Gasless Expand
Banshee play
CC First

TvT
1 Rax Gasless Expand
1 base all ins/siege tech timings
RmoteCntrld
Profile Joined June 2010
United States596 Posts
April 23 2012 15:22 GMT
#4175
I've been struggling TvP lately and it seems that it's near impossible to be able to effectively pressure with a 2rax now. In that light I want to start 1 rax FEing more but I have no idea on how to follow it up, and I think that stems most of my problems with this match up. Any help would be great.
Deleted User 255289
Profile Joined March 2012
281 Posts
April 23 2012 15:51 GMT
#4176
On April 24 2012 00:22 RmoteCntrld wrote:
I've been struggling TvP lately and it seems that it's near impossible to be able to effectively pressure with a 2rax now. In that light I want to start 1 rax FEing more but I have no idea on how to follow it up, and I think that stems most of my problems with this match up. Any help would be great.


After you build your 2nd CC, build 2 more rax. Then get double gas. When you have enough gas get tech lab on a rax and get stim or conc. When you have suffiecient gas, get addons for your other rax. You can choose to get 1 more tech lab for more rauders or just 2 reactors for more marines. Then build an engineering bay, Then when you have enough gas get +1. Constant build MM. You can go for a timing attack when stim or +1 is done, or both. Get factory when you have enoug gas. Continue by building starports. I usually build a reactor on thr factory so i can swap it with the starport. I build vikings and medivacs depending on his collosus count. (you need 4 vikings for each collosus.) You should now add more rax and starport whenever you have money. Also remeber to build another engineering bay and armory for more upgrades. Just do that whenever you have sufficient resources. You should get your 3rd at ~12-15 min.

Remeber to constant scout. You must know his army size and comp, so you know an appropriate time to attack. If you scout more collosus then get more vikings. If hou scout HT then get ghosts and try to emp them.
Zerg OP | CreansRNub | k-Poop | Zerg OP | Sea lions | \\m//
InvincibleRice
Profile Joined March 2011
United States38 Posts
Last Edited: 2012-04-23 18:55:18
April 23 2012 18:53 GMT
#4177
Looking for help going bio in TvP.

Background:+ Show Spoiler +
I used to have a huge aversion to bio because of its fragility, so I always went air in my TvPs. I always knew how nonstandard play is limiting, so I figured I'd go back to standard. 1 demotion later, and I figured I'd just pull some econ cheese in every TvP and hope for the best. This is the result.


http://drop.sc/165533

I'm mostly looking for help into what mindset to have going into TvP. Here's my current understanding:
1raxFE to go for a strong midgame+ Show Spoiler +
(note: I have lots of trouble holding a 1raxFE; http://drop.sc/165535)

By "strong midgame," I'm supposed to hit either a medivac+1/1 timing at 10min or a 2/2 timing.

I should go into double reactor vikings for collusus when I scout it. I should have 4vikings/collo, and stop at ~14

As the deathball grows, I should replace marines with ghosts

I should be aggressive with my upgrade timings since he can chrono dual forges and hit 3/3 before I can, even if I start 1/1 ahead.

I should be aggressive on the map with pockets of bio

And here's my self analysis of the replay:
I engage poorly. My units just seem to melt before I can do anything. IMO, it's over either at or before the first engagement

I'm not aggressive with my bio. I should have dropped him.

I don't have a streamlined build. I just heard once that polt opens 1raxFE into 4 rax or something.

edit: I realize my macro is terrible. Forgot to put that.

Questions for everyone:
How do you engage a toss army? How exactly do I pre-spread units?

What's a good guide on tl for standard bio play?

When do I give up on bio and start looking to build units to spend my gas?

edit: since my macro is terrible, I don't have a clue whether or not my # of raxes is sufficient. What's a good number/base and how fast should you add them after expoing?
Cyclone999
Profile Blog Joined January 2011
Canada331 Posts
Last Edited: 2012-04-23 19:09:25
April 23 2012 19:07 GMT
#4178

Questions for everyone:
How do you engage a toss army? How exactly do I pre-spread units?

What's a good guide on tl for standard bio play?

When do I give up on bio and start looking to build units to spend my gas?

edit: since my macro is terrible, I don't have a clue whether or not my # of raxes is sufficient. What's a good number/base and how fast should you add them after expoing?


Well first, don't worry, you're not the only one. I'm a mid-masters Terran but I still have problem engaging the Protoss deathball if he grows too big.
However, my engagements have gotten a lot better ever since I watched some pro games and set some priorities during battles.

(1) Have your ghosts positioned on an alternate angle, roughly 45 degrees from the army. When they come, hit some EMPs. You now have one or two seconds to find their templar before your ghosts will mostly likely die to colossus fire. This is a top priority, it doesn't matter how you engage, if Protoss has templars with energy, you're most likely going to lose.

(2) Kite your army against zealots and archons. You want to stay out of range from the colossus. By kiting, Colossus will only hit one - two volleys before they all die OR they have to retreat, because you kited all their zealots..

(2) Once you destroy a decent amount of zealots and hopefully didn't take that too much damage, spread your army into a huge concave. I'm talking huge, like from tower to tower on Shakuras.

First it starts like this

=========
==========
========= (army in a ball)
turn into this

===========
==== ======
turn into this

--- --- ===== (C)
======== ======(B)==
--- === ==(A)


-----PROTOSS DEATHBALL HERE------

Above: Diagram of how to engage
With a concave like that, zealots will focus the front couple of infantry at A. You kite A, and let lines B and C shoot the zealots. A doesn't even need to attack, just keep them alive by running them around. Because zealot AI chases the same unit if it's in range, the zealot will try and chase the infantry at A, allowing lines B and C to shoot them down. Not to mention that the Colossus will focus infantry A also because they a-moved (yes, Colossus are a-move) and because their entire army is focusing A (cause it's in the front)

^Good Protosses won't let that happen though, but it works for me!

Furthermore, if you missed a templar, chances are the templar will storm A, because it's in the front and if they go in any closer range, A can kill them

Yes, bio is really hard to play. The goals when engaging are (1) kill as many zealots before you get hit by AOE (2) hit EMPs, (3) spread and make a huge concave, while limiting the amount of AOE that can hit with a sacrificial "line of units" known as A.

Also, here's something else to think of:
When you win a battle, Protoss is like "WARP IN UNITS NOW!". Obviously, that's what they'd think, right? They lose an army, they need to stay alive, they warp in all their units at their natural or near their most compromised base.
That's why you drop after a battle :D they would have used all their warpgates thinking that you would send the infantry you just won with to go for the kill- but no, by going for a drop (1) they'd have no warpgates, (2) they'd have to split their army or give up important tech/buildings, (3) you can't fight off Protoss reinforcements anyways

Good luck in TvP ;D


16 year old Masters Terran :D
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
April 23 2012 19:34 GMT
#4179
On April 23 2012 19:10 Fencer710 wrote:
Show nested quote +
On April 23 2012 18:55 iAmJeffReY wrote:
On April 23 2012 15:08 Fencer710 wrote:
Are there any good bio openers that aren't auto-losses to certain openers? I've been using Thorzain's TvT for a while now, and though really good, I've been having a TON of trouble against stim timings that hit before my stim is done and before medivacs, as well as early aggression openings. I've tried the 3 reaper rush, gets hard-countered by marauder opening into stim timing in BoX's. :|

Stick with your build, and make 2-3 bunkers if you sniff out stim timings. Repair + equal upgrades and marine count = you win.

Or try a reaper FE -> CS +1 early, as you go into 3 rax double reactor etc etc. You get CS and +1 very, very early for a push with 15-20 marines no stim cs and +1 just to take out some army. CS +1 > stim early game.

Thanks! :D I'm going to use a reaper FE and make marauders if I scout hellions or reapers. I've used a similar build in TvZ for a little, and though I did terrible with it vs Z, I can now probably use it to great effect TvT.

While I'm here, I have a quick question: When going reaper FE, is it okay to scan his base at -6:30 or so to see what he's doing if I can't get a clear scout off?

Yea, but you want to do it before 630. You want to hit it at 6, so you can ebay + turret before a cloakshee from gas first, or fast cloakshee can be at your base.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
stichtom
Profile Joined March 2011
Italy695 Posts
April 23 2012 20:55 GMT
#4180
Hi everyone.
What it the best mech build against zerg at the moment?
Favourite player: IM.MVP ~ Favorite league: IPL
Prev 1 207 208 209 210 211 460 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 7m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 196
ProTech123
SortOf 85
Trikslyr23
StarCraft: Brood War
Sea 4203
Calm 3936
BeSt 347
Zeus 263
EffOrt 115
Shinee 48
Sharp 24
NotJumperer 17
Hm[arnc] 10
Dota 2
monkeys_forever707
League of Legends
JimRising 663
Reynor48
Counter-Strike
Coldzera 1395
Other Games
summit1g10079
hungrybox220
C9.Mang0192
rGuardiaN24
trigger4
Dewaltoss3
Organizations
Other Games
gamesdonequick622
StarCraft: Brood War
UltimateBattle 91
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• practicex 16
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1685
Other Games
• imaqtpie430
Upcoming Events
The PondCast
3h 7m
Replay Cast
16h 7m
RSL Revival
1d
herO vs Zoun
Classic vs Reynor
Maru vs SHIN
MaxPax vs TriGGeR
BSL: GosuLeague
1d 14h
RSL Revival
2 days
WardiTV Korean Royale
2 days
RSL Revival
3 days
WardiTV Korean Royale
3 days
IPSL
3 days
Julia vs Artosis
JDConan vs DragOn
RSL Revival
4 days
[ Show More ]
Wardi Open
4 days
IPSL
4 days
StRyKeR vs OldBoy
Sziky vs Tarson
Replay Cast
4 days
Monday Night Weeklies
5 days
Replay Cast
5 days
Wardi Open
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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 © 2025 TLnet. All Rights Reserved.