• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:14
CET 22:14
KST 06:14
  • 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 - Playoffs Preview0RSL 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
Community News
RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA15
StarCraft 2
General
Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
2v2 maps which are SC2 style with teams together? Data analysis on 70 million replays BGH Auto Balance -> http://bghmmr.eu/ soO on: FanTaSy's Potential Return to StarCraft A cwal.gg Extension - Easily keep track of anyone
Tourneys
[BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Stormgate/Frost Giant 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
Mafia Game Mode Feedback/Ideas
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2026 Football Thread 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
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1695 users

The Terran Help Me Thread - Page 71

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 69 70 71 72 73 460 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.
Blackknight232
Profile Joined July 2011
United States169 Posts
November 17 2011 02:34 GMT
#1401
ok i want to say thanks to the guys that help me out with my questions but now i'm going to turn in another direction.

As a mech player(for tvz, tvp) and bio mech(for tvt) what are some good openers in order to transition into mech cause it seems like where i screw myself over is have a plan for the mid-late game but really no openers to start. can someone give me a good idea where i can do some kind of harassment and still have a good shiny mech army?
drgrofl
Profile Joined October 2011
Canada48 Posts
November 17 2011 02:36 GMT
#1402
guys im going to give a tip.

Always keep dropping marines everywhere is tvz. ALWAyS get upgraDES. Without them you are dead. Just saying.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
November 17 2011 02:40 GMT
#1403
On November 17 2011 06:47 TheDwf wrote:
Show nested quote +
On November 17 2011 06:23 Pokebunny wrote:
No, you're wrong. As the game goes later and later, you should move more and more towards marauder heavy. At any stage of the game I'd never go past 3 reactored barracks - once heavy splash damage comes into play marines are basically worthless, but having an even count of tech / reactor off 2base is strong against gateway play (2tech 2reactor). Once colossus/HT are in play (to an extent archons as well) you'll want to limit marine production (obviously not stop making them entirely; but all new barracks should have techlabs past 3 bases / 3 reactors).

You misunderstood me—I was referring to his replay, in which he got no Reactor at all on his Barracks. I was not telling him to make Reactor on all his Barracks. About going more Marines or more Marauders, it depends on the Protoss composition, and his replay was about Zealots/Archons in mid- and lategame.

Right, what I was saying you're wrong about is that you should go marine heavy against zealot archon. In any mid-late game situation it is better to gravitate more towards marauders than marines.
Naked barracks over reactors is a personal preference; it doesn't really matter as long as you're macroing well / have a decent ratio of both.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Basher_
Profile Joined January 2011
82 Posts
November 17 2011 04:47 GMT
#1404
Hey Guys.

My TvZ is my weakest mu by far. with tvp and less so with tvt i feel like I basically know what to do and to expect but with zerg i just can't get it straight. i know for one thing my scv production isn't constant and there are macro problems in general (i'm mid-plat). But I feel like I'm missing timings. I don't know when to attack or quite when to expect what, especially brood lords. when should i switch to vikings? ghosts? Am i making too much infantry? too many turrets? etc.

some replys:

1) http://drop.sc/60025/d
2) http://drop.sc/60021/d
3) http://drop.sc/60023/d
theBOOCH
Profile Joined November 2010
United States832 Posts
November 17 2011 08:03 GMT
#1405
Losing to gold and platinum zergs because everyone is fake baneling or roach rushing into one base muta or a hidden expo. I react to whatever I think they're doing and I end up losing to stupid shit. I scout constantly in the early game, etc. Should I wast a scan to see what they're doing 100% and if so, when? With this stupid muta rush, you have to put an engineering bay down as soon as they put their spire down or you can't get turrets in time and if you open tanks you won't have enough marines. I guess if I know their totally one basing I shouldn't get my CC, but I know I can hold a Roach Rush or Baneling bust, but I guess one base muta requires a more dedicated approach. Obviously if they get scouted in time they auto-lose, but I'm having trouble with that it seems. Also, as always, having a hard time with scouting and harrassing Zerg late-game. Last game I should have won, and may even have been able to win, but I could never really get a leg up, except for a huge worker lead. Again, he fake baneling-ed into a hidden expand (I thought I scouted the base but didn't) and my first and second push got crushed because I thought he was still on one base but he was on two just making speedlings... didn't catch the broodlord switch (despite a lot of scouting earlier on) and got rolled in spite of twice the apm, a 30 worker lead, higher supply, tons of banked money, and full upgrades (including building armor etc, lol.) Let's kill a bunch of birds with one stone, eh? Obviously there are a ton of things I could have done better in the third game, but in the first two, I don't really know what I could have done better with the info I had, except use every scan on their main, lol.

Muta Rush 1
[image loading]


Muta Rush 2
[image loading]


Baneling Feint
[image loading]
If all you're offering is Dos Equis, I will stay thirsty thank you very much.
Kid-Fox
Profile Blog Joined July 2010
Canada400 Posts
November 17 2011 08:08 GMT
#1406
What is the best way to hold off a 3gate robo allin? Say i'm 2raxing (reactor techlab, reactor first) and I find out he's massing up immortals stalkers and sentries. What is the optimal way to hold off a well executed 3gate robo? Do I go fast ghost to emp the immortal? Do I build several bunkers? Because bunkers seem to be easy to pick off. Toss just needs to surround them with forcefields to prevent repair and then focus them down with immortals. How many barracks should I make? And is there ever a point when I don't need to pull scvs at all (except for repair)?
theBOOCH
Profile Joined November 2010
United States832 Posts
November 17 2011 08:33 GMT
#1407
What is the best way to hold off a 3gate robo allin? Say i'm 2raxing (reactor techlab, reactor first) and I find out he's massing up immortals stalkers and sentries. What is the optimal way to hold off a well executed 3gate robo? Do I go fast ghost to emp the immortal? Do I build several bunkers? Because bunkers seem to be easy to pick off. Toss just needs to surround them with forcefields to prevent repair and then focus them down with immortals. How many barracks should I make? And is there ever a point when I don't need to pull scvs at all (except for repair)?


I guess it depends on how early you catch it and how sure you are, but in general, after a 2 rax expo your only real option is to bunker down hard. It's an all-in on his part, so all you have to do is hold. I would say at least three bunkers, maybe four, THEN tech to ghosts or medivacs, add barracks and focus mainly on marines.
If all you're offering is Dos Equis, I will stay thirsty thank you very much.
Sianos
Profile Joined April 2011
580 Posts
November 17 2011 09:43 GMT
#1408
You should be able to produce a good amount of units and with well placed Bunkers and repairing, you should be able to hold. Sure if you have time, ghosts are a good option, but really need those Marines in Bunkers with reparing to hold.

Another option would be considering stay with your 2nd CC in your main base. if you have already expanded just lift your CC and try to defend from your main.
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2011-11-17 11:37:57
November 17 2011 10:20 GMT
#1409
On November 17 2011 11:40 Pokebunny wrote:Right, what I was saying you're wrong about is that you should go marine heavy against zealot archon.

I don't see why, Marines deal way more damage (~2x against non-armored targets for the same supply amount, with Reactors allowing you to get 2 Marines slightly faster than you get one Marauder) for slightly less health. Marauders are there for slow and meat shield, but if you make more Mauraders than Marines against Zealots/Archons, you will lack dps.
halpimcat
Profile Joined September 2011
215 Posts
November 17 2011 10:41 GMT
#1410
On November 17 2011 17:08 Kid-Fox wrote:
What is the best way to hold off a 3gate robo allin? Say i'm 2raxing (reactor techlab, reactor first) and I find out he's massing up immortals stalkers and sentries. What is the optimal way to hold off a well executed 3gate robo? Do I go fast ghost to emp the immortal? Do I build several bunkers? Because bunkers seem to be easy to pick off. Toss just needs to surround them with forcefields to prevent repair and then focus them down with immortals. How many barracks should I make? And is there ever a point when I don't need to pull scvs at all (except for repair)?

Just a lot of bunkers and a lot of scvs. As soon as you smell an immortal push you put down at least 3 bunkers, preferably more. You'll know the push is definitely coming once he pushes out and takes control of the xel'naga towers. Once your vision is shut down immediately pull about 4-6 scvs and spread them IN FRONT of the bunkers. The bunkers should be spread out so it takes more sentry FFs to block repair, but at the same time should be aligned so your units inside can shoot the toss army at the same time (ie toss army can't pick off 1 bunker at a time without worrying about getting shot from other bunkers). Once he pushes in pull in another healthy batch of scvs to heal the back of the bunkers if they can. Constantly heal, remake bunkers when necessary, and make units, and you should be fine.
DarkCore
Profile Joined March 2011
Germany4194 Posts
November 17 2011 16:36 GMT
#1411
3. If you scout 2 early gas and no expansion by ~6-7 minutes, save a scan until you get turrets up, unless you either see 3+ sentries or robo tech out. If he expands somewhere between 6-7 minutes and has few sentries, it could also be a DT expand build (but the key here is few sentries; the normal 3gate expo will have 4-6 sentries.)


Here is a question I have: If i don't know what a Protoss is doing, when should I scan? I've had games where I've scanned too early or too late, and I'd like to know when I shoudl scan looking for certain things, such as DT expand, a 4 gate warp prism and othermore creative builds
Fixed a bug where LeBlanc could lose
Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
November 17 2011 17:40 GMT
#1412
On November 18 2011 01:36 DarkCore wrote:
Show nested quote +
3. If you scout 2 early gas and no expansion by ~6-7 minutes, save a scan until you get turrets up, unless you either see 3+ sentries or robo tech out. If he expands somewhere between 6-7 minutes and has few sentries, it could also be a DT expand build (but the key here is few sentries; the normal 3gate expo will have 4-6 sentries.)


Here is a question I have: If i don't know what a Protoss is doing, when should I scan? I've had games where I've scanned too early or too late, and I'd like to know when I shoudl scan looking for certain things, such as DT expand, a 4 gate warp prism and othermore creative builds


Scan with your third OC usage-- by then, if he's not hiding his tech, it'll be fairly clear what's going on. As a general rule, the Protoss will be hiding his tech buildings anyways, but if he hasn't started his expansion, it's safe to keep your OC in your main rather than flying out, since 2x mule on 1 base will still have you ahead economically, and you'll be better situated to deal with the all-in. Scout aggressively for saved chrono boost, gas timings, etc. using your initial scv and a delayed scv scout for his expansion.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
whoopingchow
Profile Joined June 2011
United States293 Posts
November 17 2011 21:39 GMT
#1413
I was watching last month's GSL vods and I saw oGs.Ensare go reactored Starport with BFH (against Virus, I think). It was a TvT and he basically pushed with 5-6 BFH and a ton of Vikings. Basically, the only thing that can kill the Vikings are Marines, and BFH kill them so quickly it's absurd.

http://www.gomtv.net/2011gslsponsors6/vod/66249

Anyone tried this/can speak to it's viability/weaknesses?
Kid-Fox
Profile Blog Joined July 2010
Canada400 Posts
November 18 2011 01:22 GMT
#1414
On November 17 2011 17:03 theBOOCH wrote:
Losing to gold and platinum zergs because everyone is fake baneling or roach rushing into one base muta or a hidden expo. I react to whatever I think they're doing and I end up losing to stupid shit. I scout constantly in the early game, etc. Should I wast a scan to see what they're doing 100% and if so, when? With this stupid muta rush, you have to put an engineering bay down as soon as they put their spire down or you can't get turrets in time and if you open tanks you won't have enough marines. I guess if I know their totally one basing I shouldn't get my CC, but I know I can hold a Roach Rush or Baneling bust, but I guess one base muta requires a more dedicated approach. Obviously if they get scouted in time they auto-lose, but I'm having trouble with that it seems. Also, as always, having a hard time with scouting and harrassing Zerg late-game. Last game I should have won, and may even have been able to win, but I could never really get a leg up, except for a huge worker lead. Again, he fake baneling-ed into a hidden expand (I thought I scouted the base but didn't) and my first and second push got crushed because I thought he was still on one base but he was on two just making speedlings... didn't catch the broodlord switch (despite a lot of scouting earlier on) and got rolled in spite of twice the apm, a 30 worker lead, higher supply, tons of banked money, and full upgrades (including building armor etc, lol.) Let's kill a bunch of birds with one stone, eh? Obviously there are a ton of things I could have done better in the third game, but in the first two, I don't really know what I could have done better with the info I had, except use every scan on their main, lol.

Muta Rush 1
[image loading]


Muta Rush 2
[image loading]


Baneling Feint
[image loading]


I'm a diamond terran speaking not from experience because no zerg does those strats at my level o,o

Game 1: I think you just teched too hard before having units. For the entire game your marines came out of 1 barracks, while his mutas came out 2 at a time. Even if he didn't do 1base muta and pushed with roach/baneling anyways, you would have been in huge trouble. I'd suggest that in response to a baneling/roach bust allin you make more barracks (2-3 more-ish) at the wall instead of bunkers and then just siege expand. This way, if he does happen to muta rush, then you cut tank production and make more marines (+turrets if you wish). If you really want to stick to your game plan with 2 gas teching to starport quickly, you should rush an armory after getting turrets and then get a quick thor for defence, although this playstyle makes me very uncomfortable to be honest.

Game 2: Your build is more solid this game (getting 2 more barracks). At about 6:40, you found something extremely suspicious: an overlord dropping creep in the side of the base and no expansion. Alarm bells should be going off at this moment. If he has creep dropping from an overlord, he's rushed lair before expanding, which almost with 100% certainty points towards muta rush. I'd recommend to you more common openings like 12/14 2rax or reactor hellion, my two favorite builds (there are many others you could do, even 11/11 rax). Pressure openings like those are very useful because they actually are a way to scout. At 5 minutes, he didn't have any defence at all. If you waltzed in with 5 marines at that point, it could have been gg instantly.

Game 3: I don't have enough time right now to fully analyze, but don't siege up on top of creep tumors. Stay outside, occassionally scan and kill tumors, and leapfrog your tanks forward.

I know you probably have heard of this 100000 times but make sure your unit production, scv production, and supply depots are all spot on and automatic. Your macro is not horrible as I might have thought from a gold/platinum level player but there's some mistakes I still see, such as forgetting to produce while attacking or while being under attack. I hope some of these tips helped.
upperbound
Profile Joined September 2011
United States2300 Posts
November 18 2011 02:26 GMT
#1415
On November 17 2011 17:08 Kid-Fox wrote:
What is the best way to hold off a 3gate robo allin? Say i'm 2raxing (reactor techlab, reactor first) and I find out he's massing up immortals stalkers and sentries. What is the optimal way to hold off a well executed 3gate robo? Do I go fast ghost to emp the immortal? Do I build several bunkers? Because bunkers seem to be easy to pick off. Toss just needs to surround them with forcefields to prevent repair and then focus them down with immortals. How many barracks should I make? And is there ever a point when I don't need to pull scvs at all (except for repair)?

If you're not moving out with 5 marines and a marauder to poke, you need to be doing that, too. This timing with concussive is so effective against this composition because he'll usually only have a gateway and a robo up (2 more gates finishing up building and transitioning to warpgates) and it forces him to use sentry energy or basically just die. Even if he just forcefields his ramp once and warps in 3 zealots, you've already softened the blow of his push a lot because won't have enough forcefields to kill your bunkers.

Also, don't be afraid to pull SCV's on the push. He'll have between 23 and 26 probes, while you'll probably have 32 or so SCV's depending on your expo timing plus 2 mules. Even if you pull 10 SCV's,and he kills them all, you will win the long game because you can pump SCV's off 2 rax and exploit your mule advantage. Pull them early to repair bunkers at first, and if that doesn't work just put them out front and fight with autorepair. You use them as a buffer to pick off his zealots, and then he's in bad shape because you can just stim toward him and lol at all of his stalkers.
HypernovA
Profile Joined October 2010
Canada556 Posts
November 18 2011 04:03 GMT
#1416
What do other Terran's think of 1 rax expands in TvZ?

I find that I can transition into my 9 to 10 minute marine/tank/medivac push much quicker and easier than hellion expand.
Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
November 18 2011 04:14 GMT
#1417
On November 18 2011 13:03 HypernovA wrote:
What do other Terran's think of 1 rax expands in TvZ?

I find that I can transition into my 9 to 10 minute marine/tank/medivac push much quicker and easier than hellion expand.


A 1 rax FE is more economical and recovers more quickly than a reactor hellion expand, but lacks the ability to assert map control, scout, and generally mess up the Zerg player's day that a reactor hellion expo would. I'd recommend it only on maps with large rush distances or where you think you'd be unlikely to assert map control with hellions in an effective manner.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
TheDwf
Profile Joined November 2011
France19747 Posts
November 18 2011 13:31 GMT
#1418
On November 18 2011 13:03 HypernovA wrote:
What do other Terran's think of 1 rax expands in TvZ?

It's fine, but as against P, you need to know what you're doing since you give up map control for some minuts and may have scouting difficulties as a result (which is a bit problematic if your opponent goes for a baneling bust, for instance).
kORALIE
Profile Joined November 2011
Belgium16 Posts
Last Edited: 2011-11-18 14:01:22
November 18 2011 13:39 GMT
#1419
http://www.mediafire.com/?s7w78gczkl8zsgj

So i've been doing that 2 rax 3 bunker expand. Here's replay me losing to a zerg. I think I lost mostly because I had zero micro, poor unit upgrades, am I right? Of course theres that im not scouting enough and other "bad jazz" such as unit composition etc. At least I didnt get supply blocked!

And I noticed my superior worker count @ some point.

edit: Against 1/1/1 terrans i always lose. Either i've too late engbay, or they do siege timing
Schwopzi
Profile Joined August 2010
Netherlands954 Posts
November 18 2011 14:05 GMT
#1420
On November 18 2011 13:03 HypernovA wrote:
What do other Terran's think of 1 rax expands in TvZ?

I find that I can transition into my 9 to 10 minute marine/tank/medivac push much quicker and easier than hellion expand.


The crux of the reactor hellion expand is not having the greediest possible opening or the most damaging opening; it's about being on nigh-equal footing and being able to scout early aggresion/responding to it.
A 1 rax fe is giving zerg a free 3rd/possibility to banebust within a big window where you can't realistically see it coming
Only the dead have seen the end of war
Prev 1 69 70 71 72 73 460 Next
Please log in or register to reply.
Live Events Refresh
BSL 21
20:00
RO16 TieBreaker - Group B
StRyKeR vs Artosis
OyAji vs KameZerg
ZZZero.O397
LiquipediaDiscussion
IPSL
20:00
Ro16 Group C
StRyKeR vs OldBoy
Sziky vs Tarson
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 245
Nina 72
UpATreeSC 69
JuggernautJason60
StarCraft: Brood War
Calm 2642
ZZZero.O 397
Dota 2
LuMiX2
League of Legends
rGuardiaN2
Heroes of the Storm
Khaldor441
Other Games
Grubby6157
FrodaN2332
Mlord688
B2W.Neo474
Pyrionflax219
ArmadaUGS115
Organizations
Other Games
EGCTV2112
gamesdonequick855
StarCraft 2
angryscii 61
Other Games
BasetradeTV46
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• davetesta106
• Hupsaiya 40
• Adnapsc2 7
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
• sooper7s
• Migwel
StarCraft: Brood War
• Airneanach39
• Pr0nogo 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler127
Other Games
• imaqtpie1428
• tFFMrPink 22
Upcoming Events
OSC
1h 47m
OSC
11h 47m
Wardi Open
14h 47m
Monday Night Weeklies
19h 47m
OSC
1d 1h
Wardi Open
1d 14h
Replay Cast
2 days
Wardi Open
2 days
Tenacious Turtle Tussle
3 days
The PondCast
3 days
[ Show More ]
Replay Cast
4 days
LAN Event
4 days
Replay Cast
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-11-21
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
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

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.