• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:23
CEST 23:23
KST 06:23
  • 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] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?60Stellar Fest TWO the Moon (Dec 16-20)8Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
SC4ALL: II Winner Will Earn a Spot at HSC 30! Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Weekly Cups (August 24-30): Patches' balance mod takes over Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) PIG STY FESTIVAL 8.0! (13 - 23 August)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? BW General Discussion ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
KCM Race Survival 2026 Season 3 Brood War in Budapest ! WORTEX 2026 BW Finals [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Artificial Intelligence Thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2973 users

[G]Hellion Tank Ghost TvZ - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 All
GinDo
Profile Blog Joined September 2010
3327 Posts
August 20 2011 02:04 GMT
#21
On August 20 2011 09:31 GoKu` wrote:
The Problem with this composition is, you will die to pure Roach. Theres a reason people do Mech + Ghost builds TvZ and even then Pure Roach does very well against it. Obviously it does good against Roach, But if they engage you multiple times before you try to push their main, eventually they will just overun you.

@ GM level i've been having a hard time using Mech when they bust out infestor roach.


What are you talking about O_O. Roach vs Mech is pretty even. Its much like the Hydra vs. Mech in BW. Its and even match.

@OP Yeah I've been going mass ghost Mech in TvZ.

Mutas 100/100 and do 9 damage. 3 Food

Ghosts 200/100 and do 20 against light(more?) and EMPs infestors, and snipe ultras/BLs. 2 food

If you have 1 ghost for every muta and then a thor. I think your set against Mutas.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Nibbler89
Profile Blog Joined May 2011
884 Posts
August 20 2011 02:17 GMT
#22
On August 20 2011 11:04 GinDo wrote:
Show nested quote +
On August 20 2011 09:31 GoKu` wrote:
The Problem with this composition is, you will die to pure Roach. Theres a reason people do Mech + Ghost builds TvZ and even then Pure Roach does very well against it. Obviously it does good against Roach, But if they engage you multiple times before you try to push their main, eventually they will just overun you.

@ GM level i've been having a hard time using Mech when they bust out infestor roach.


What are you talking about O_O. Roach vs Mech is pretty even. Its much like the Hydra vs. Mech in BW. Its and even match.

@OP Yeah I've been going mass ghost Mech in TvZ.

Mutas 100/100 and do 9 damage. 3 Food

Ghosts 200/100 and do 20 against light(more?) and EMPs infestors, and snipe ultras/BLs. 2 food

If you have 1 ghost for every muta and then a thor. I think your set against Mutas.


-.- mutas are 2 food
Nightsz
Profile Blog Joined February 2011
Canada398 Posts
August 20 2011 03:32 GMT
#23
On August 20 2011 11:04 GinDo wrote:
Show nested quote +
On August 20 2011 09:31 GoKu` wrote:
The Problem with this composition is, you will die to pure Roach. Theres a reason people do Mech + Ghost builds TvZ and even then Pure Roach does very well against it. Obviously it does good against Roach, But if they engage you multiple times before you try to push their main, eventually they will just overun you.

@ GM level i've been having a hard time using Mech when they bust out infestor roach.


What are you talking about O_O. Roach vs Mech is pretty even. Its much like the Hydra vs. Mech in BW. Its and even match.

@OP Yeah I've been going mass ghost Mech in TvZ.

Mutas 100/100 and do 9 damage. 3 Food

Ghosts 200/100 and do 20 against light(more?) and EMPs infestors, and snipe ultras/BLs. 2 food

If you have 1 ghost for every muta and then a thor. I think your set against Mutas.


I dont even think you'll need 1:1, i think 1 ghost for every 2 mutas should be more than enough, maybe even 2 for every 5
SkysLa
Profile Blog Joined May 2010
Canada84 Posts
August 20 2011 05:31 GMT
#24
I also think adding in a few thors in late game would be helpful. When do you do the transition? And what do you normally use before?
Airact
Profile Joined April 2010
Finland366 Posts
August 20 2011 10:59 GMT
#25
On August 20 2011 14:31 SkysLa wrote:
I also think adding in a few thors in late game would be helpful. When do you do the transition? And what do you normally use before?

I usually get my 3rd base with Marine/Tank/Medivac from 3Rax, 1Factory, 1Starport and 1-2 Engineering bays so you don't have too many Raxes at this point.

I would say that lift 2 of the Raxes and get Tech Labs on those. Build 2 Factories on the Reactors so you have:

3 Tech Lab Raxes for Ghosts
3 Factories, 2 Reactor, one Tech Lab
1 Reactor Starport
2 Engineering bays and an Armory
Ghost Academy

And then if possible, a 4th Factory so that you produce 2fact Hellion/2fact Tank/Thor and 3rax Ghost as well as Dropships/Vikings from one Reactor Starport. You might want to add a 2nd Starport for utility purposes(Ravens, Banshee harass or just more production).

This is assuming you don't want to waste any of your production facilities for scouting and such. Add more if you start floating, mainly Tech Lab Factories, Tech Lab Raxes or Starports.

I don't have a clue if this works, but I'll test this out once I get back to playing Zergs and see how it works.
Klyberess
Profile Joined October 2010
Sweden345 Posts
August 20 2011 12:10 GMT
#26
On August 20 2011 19:59 Airact wrote:
Show nested quote +
On August 20 2011 14:31 SkysLa wrote:
I also think adding in a few thors in late game would be helpful. When do you do the transition? And what do you normally use before?

I usually get my 3rd base with Marine/Tank/Medivac from 3Rax, 1Factory, 1Starport and 1-2 Engineering bays so you don't have too many Raxes at this point.

I would say that lift 2 of the Raxes and get Tech Labs on those. Build 2 Factories on the Reactors so you have:

3 Tech Lab Raxes for Ghosts
3 Factories, 2 Reactor, one Tech Lab
1 Reactor Starport
2 Engineering bays and an Armory
Ghost Academy

And then if possible, a 4th Factory so that you produce 2fact Hellion/2fact Tank/Thor and 3rax Ghost as well as Dropships/Vikings from one Reactor Starport. You might want to add a 2nd Starport for utility purposes(Ravens, Banshee harass or just more production).

This is assuming you don't want to waste any of your production facilities for scouting and such. Add more if you start floating, mainly Tech Lab Factories, Tech Lab Raxes or Starports.

I don't have a clue if this works, but I'll test this out once I get back to playing Zergs and see how it works.

I think 2 techlab fac 1 reactor fac is better. Otherwise you'll be stuck with a maxed comp with like 40 hellions.
EmpireHappy <3 STHack <3 ByunPrime
Airact
Profile Joined April 2010
Finland366 Posts
Last Edited: 2011-08-20 14:26:57
August 20 2011 14:19 GMT
#27
On August 20 2011 21:10 Klyberess wrote:
I think 2 techlab fac 1 reactor fac is better. Otherwise you'll be stuck with a maxed comp with like 40 hellions.

I went with assuming that you would use 2 Reactors and one Tech lab raxes for Marines and I wanted to use every addon and every production building.

1Reactor 2 Tech Lab raxes would be interesting tho. A bit weaker army, but a faster 3rd and a possibility to get more upgrades faster.

What openers would you suggest and how should I play with that?

-I would think about a Marine/Medivac push with both Stim and shields as well as 2 Medivacs and as many Marines as possible. BW TvZ kind of MM poke/attack/pressure/whateveryouwanttocallit. Get a Tech Lab for your Factory meanwhile and get Tanks to get a bit on the defensive while you build your 3rd CC and get your Mech going while you retreat as Mutalisks come(or if you cannot be attacked by ground, just force the Mutas to be in his base because you would drop him or kill his Mutalisks if he engages).

I don't know how would I open the game, when to get my 2nd gas, raxes etc. but well... Need to figure those out.

I know for sure that it's going to be after a FE because on one base it will suck.

How would this work on Tal'Darim altar as it's the only ladder map where you effectively cannot split the map?

This is just a bit of theorycrafting by a Diamond level Terran, but if any Zergs want to test it, feel free to PM and stuff. I probably won't be any good at it, but well... I'll improve.
Nightsz
Profile Blog Joined February 2011
Canada398 Posts
Last Edited: 2011-08-20 18:02:13
August 20 2011 18:00 GMT
#28
I have taldarim vetoed actually so I have no clue, but If you're able to maintain the xelnaga towers with hellions. Then the slow push should be a bit easier.

What I typically try to do so, start the transition to mech on 2 bases with 3 factories (2 tech 1 reactor) And get extra barracks, get a thor or 2 to deter muta harass. And then try to secure my 3rd and follow up with ghosts. My reactor tech lab ratio for later game becomes 2 reactors: 3 techlabs

As for openings I'm not even that great myself. I just attempt to do 1 reaper FE into blue flame hellion drops --> cloaked banshees --> and then finally the fullswitch

Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
August 25 2011 04:05 GMT
#29
you don't need ghosts to be compared to mutalisks, your thors are your main anti air, so a 1:2 ratio or such is pointless

now of course, you could just mass mass ghost to deal with mutas, BLs, and infestors, but you need thors to deal with the roaches unless you are really good at sniping (snipe like 50 times in 1 second lol), and since you are going mech you probably didn't get infantry weapons, or at least not double infantry weapons

you just need to make sure you have at least 10 ghosts or so in the mid-lategame, so that you can easily take down or severely weaken a BL/infestor composition -- i'd say 20 is really safe and good for late gamme, as long as they don't just die every battle, cus u need the energy to snipe/EMP

BLs and infestors in small numbers are quite weak to mech. It's just the first time they attack you with their army, where it is huge, and is very hard to stop. Snipe snipe snipe, and it's instantly much smaller.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
aaycumi
Profile Joined March 2011
England265 Posts
August 25 2011 16:23 GMT
#30
You spelt Thor wrong.
TolEranceNA
Profile Joined April 2011
Canada434 Posts
August 25 2011 16:28 GMT
#31
There goes my Z v T late game again ¯\_(ツ)_/¯.

Perhaps i will need to transition to Roach Bling Losira style against it. Thank god for the overseer price change in the PTR.
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
navy
Profile Joined November 2010
Canada197 Posts
August 25 2011 16:38 GMT
#32
I think that this will still fall to a well executed mutra-ling-bling.

I've played against it, and I think that ghosts alone are not enough anti-air if you plan to be building tanks as well.

I also played against a variation with the terran going thor-ghost. I believe it will still fall to mass muta without the addition of marines.

You will either be overrun by banelings and lings, or simply not haven enough firepower to deal with someone who forgoes baneling for mass mass muta.

Furthermore ghosts cannot stim, and will be slower and less effective at dealing with muta harass once the muta numbers get really high.

I think you still need some marines.
OzkanTheFlip
Profile Blog Joined January 2011
United States246 Posts
August 25 2011 16:46 GMT
#33
Do you know what a muta is?
Make Moar Roaches
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
Last Edited: 2011-08-25 16:56:26
August 25 2011 16:56 GMT
#34
the video was horrible demonstration, the zerg goes mass ground vs ur mech + ghost. in which the ghosts worked against you in terms of cost effectiveness. you'd have been better off making more mech..

not to say ghosts arent great but at least demonstrate it a bit better, cuz in that scenario they were totally useless
Huggerz
Profile Joined May 2011
Great Britain919 Posts
Last Edited: 2011-08-25 17:00:08
August 25 2011 16:59 GMT
#35
I am of the mind that marine tank is still very good and I am more comfortable with it, deals with counters and roaches much better. Easy to keep pressure on zerg constantly dropping, sniping hatcheries (can't do that with hellions really...) and lends itself easily to throwing down like 8 more racks and a ghost academy and pumping ghosts which will have the 3-3 I got for marines. I have even sometimes been pretty effectively transitioning into 3-4 starport battlecruiser which I cannot imagine doing with ghost mech.

Marine ghost tank just seems a lot stronger than hellion ghost tank to me.

Cool to see diversity, but I don't really want to be turtling for 20 minutes.
“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
August 25 2011 17:54 GMT
#36
if you're including tanks, just use them sparingly. With ghosts out to neutralize infestors, thor do more for the cost than tanks late game. Esp with 3/3 =D
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
Last Edited: 2011-08-25 18:19:49
August 25 2011 18:19 GMT
#37
On August 26 2011 01:46 OzkanTheFlip wrote:
Do you know what a muta is?


do you realize ghosts do 20 damage a shot, and each one can kill at least one mutalisk before it can even attack? and they are much less gas heavy than mutalisks?

Also, turrets.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Sevenofnines
Profile Joined May 2010
United States167 Posts
Last Edited: 2011-08-25 21:05:26
August 25 2011 21:03 GMT
#38
On August 26 2011 03:19 Yoshi Kirishima wrote:
Show nested quote +
On August 26 2011 01:46 OzkanTheFlip wrote:
Do you know what a muta is?


do you realize ghosts do 20 damage a shot, and each one can kill at least one mutalisk before it can even attack? and they are much less gas heavy than mutalisks?

Also, turrets.


About this, I had some fun in Unit Tester:

-At 0/0, 24 Ghosts beat 30 (0/0) Mutas in a straight up fight, no snipes used.
-At 1/1 and 2/2, 21 Ghosts beats 30 (1/1 and 2/2) mutas, no snipes used.
-At 3/3, 20 Ghosts beats (3/3) 30 mutas, no snipes used.

Ghosts are clumped as much as possible in these tests. The results were pretty consistent. Basically, Ghosts are decent against mass muta even without using snipes.

If we include Snipes. I let each Ghost accumulate to 100 energy. This I think is a fair assumption given the Mobius Reactor upgrade and some time walking around. Again, Ghosts were clumped as tightly as possible to maximize Muta splash. I then Spammed snipe as quickly as I possibly could.

-At 0/0, 17 Ghosts beat 30 (0/0) Mutas
-At 1/1 and 2/2, 15 Ghosts beat 30 (1/1 and 2/2) Mutas
-At 3/3, 14 Ghosts beat (3/3) 30 Mutas

I couldn't manage better than that since at 14 or less Ghosts I ended up running out of energy. Suffice to say that with Snipes Ghosts are Super effective against Mutas. They even provide the same tactical advantage as Thors since if Mutas even get on the same screen then a flurry of snipe spams and he'll lose a few Mutas almost instantly. With Thors the Zerg could fly away and heal up and Marines lack the range to cover more than a relatively small area which makes Tank snipes possible. Ghosts can cover a huge area with Snipes, and because of instant hit and huge range, tank snipes are completely out of the question. I'd wager the Zerg would lose 3-4 Mutas minimum to kill 1 tank, and if it was some pro Korean Terran with 500 APM the Zerg would probably lose half his flock.

It's also worth noting that generally Terran Infantry upgrades will be ahead of Zerg air upgrades so actual in-game mileage may actually be better than what I managed in the unit tester.

P.S: An interesting note is that if you have Mobius Reactor researched and a single freshly rallied Ghost is caught by a flock of mutas, you have enough energy for 3 Snipes which can instantly kill a Mutalisk regardless of how big his flock is. This means that if you have good enough map awareness and quick enough reactions, you will never trade worse than 1 Ghost for 1 Muta, even if it's 1 Ghost vs. 50 Mutas!! NEVER SAY DIE!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
September 19 2011 04:10 GMT
#39
On August 26 2011 06:03 Sevenofnines wrote:
Show nested quote +
On August 26 2011 03:19 Yoshi Kirishima wrote:
On August 26 2011 01:46 OzkanTheFlip wrote:
Do you know what a muta is?


do you realize ghosts do 20 damage a shot, and each one can kill at least one mutalisk before it can even attack? and they are much less gas heavy than mutalisks?

Also, turrets.


About this, I had some fun in Unit Tester:

-At 0/0, 24 Ghosts beat 30 (0/0) Mutas in a straight up fight, no snipes used.
-At 1/1 and 2/2, 21 Ghosts beats 30 (1/1 and 2/2) mutas, no snipes used.
-At 3/3, 20 Ghosts beats (3/3) 30 mutas, no snipes used.

Ghosts are clumped as much as possible in these tests. The results were pretty consistent. Basically, Ghosts are decent against mass muta even without using snipes.

If we include Snipes. I let each Ghost accumulate to 100 energy. This I think is a fair assumption given the Mobius Reactor upgrade and some time walking around. Again, Ghosts were clumped as tightly as possible to maximize Muta splash. I then Spammed snipe as quickly as I possibly could.

-At 0/0, 17 Ghosts beat 30 (0/0) Mutas
-At 1/1 and 2/2, 15 Ghosts beat 30 (1/1 and 2/2) Mutas
-At 3/3, 14 Ghosts beat (3/3) 30 Mutas

I couldn't manage better than that since at 14 or less Ghosts I ended up running out of energy. Suffice to say that with Snipes Ghosts are Super effective against Mutas. They even provide the same tactical advantage as Thors since if Mutas even get on the same screen then a flurry of snipe spams and he'll lose a few Mutas almost instantly. With Thors the Zerg could fly away and heal up and Marines lack the range to cover more than a relatively small area which makes Tank snipes possible. Ghosts can cover a huge area with Snipes, and because of instant hit and huge range, tank snipes are completely out of the question. I'd wager the Zerg would lose 3-4 Mutas minimum to kill 1 tank, and if it was some pro Korean Terran with 500 APM the Zerg would probably lose half his flock.

It's also worth noting that generally Terran Infantry upgrades will be ahead of Zerg air upgrades so actual in-game mileage may actually be better than what I managed in the unit tester.

P.S: An interesting note is that if you have Mobius Reactor researched and a single freshly rallied Ghost is caught by a flock of mutas, you have enough energy for 3 Snipes which can instantly kill a Mutalisk regardless of how big his flock is. This means that if you have good enough map awareness and quick enough reactions, you will never trade worse than 1 Ghost for 1 Muta, even if it's 1 Ghost vs. 50 Mutas!! NEVER SAY DIE!


Thank you for the numbers, let the truth be heard
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
ZinSinger
Profile Joined December 2010
United Kingdom14 Posts
September 19 2011 14:06 GMT
#40
i have found that keeping your army mainly bio + medivac with good decent upgrades and then using about 4 tanks + 4 thors as a metal shield is almost unbreakable until you have maxed out if you see broods add some vikings since you shud alllready have a reactor starport ^^ using dorps for herras etc it works for me and im hesitant using ghosts since i have like minus 10 apm ^^
Dare to dream bigger :)
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech152
JuggernautJason85
StarCraft: Brood War
Britney 15899
Shuttle 619
Hyuk 105
White-Ra 93
firebathero 87
HiyA 66
Pusan 27
ajuk12(nOOB) 10
Dota 2
capcasts92
League of Legends
Doublelift2793
Other Games
summit1g2716
Grubby2432
Beastyqt636
shahzam491
mouzStarbuck272
hungrybox263
KnowMe187
XaKoH 174
C9.Mang0142
dupreeh121
ArmadaUGS112
Mew2King61
Trikslyr42
ViBE15
Organizations
Other Games
gamesdonequick1346
StarCraft 2
angryscii 27
[ Show 12 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• blackmanpl 48
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV620
Other Games
• imaqtpie1085
• Shiphtur395
Upcoming Events
Replay Cast
2h 37m
Rogue vs Cure
Replay Cast
3h 37m
Big Brain Bouts
12h 37m
Garitos vs ArT
Lambo vs Percival
TriGGeR vs ByuN
Sparkling Tuna Cup
1d 12h
OSC
1d 14h
Shopify Rebellion Sundays
1d 17h
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
1d 18h
OSC
2 days
Afreeca Starleague
2 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
2 days
[ Show More ]
Afreeca Starleague
3 days
Leta vs ggaemo
Jaedong vs Queen
GSL
3 days
PiGosaur Cup
4 days
Kung Fu Cup
4 days
Replay Cast
5 days
The PondCast
5 days
KCM Race Survival
5 days
Escore
6 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.