• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:18
CEST 10:18
KST 17:18
  • 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
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou17Weekly Cups (Oct 13-19): Clem Goes for Four2BSL Team A vs Koreans - Sat-Sun 16:00 CET7Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)81
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8) Weekly Cups (Oct 13-19): Clem Goes for Four Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (March 17-23): Clem Bounces Back
Tourneys
Tenacious Turtle Tussle RSL Season 3 Qualifier Links and Dates $1,200 WardiTV October (Oct 21st-31st) SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
SnOw's Awful Building Placements vs barracks BSL Team A vs Koreans - Sat-Sun 16:00 CET Is there anyway to get a private coach? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues 300$ 3D!Community Brood War Super Cup #4 [ASL20] Semifinal B Azhi's Colosseum - Anonymous Tournament
Strategy
Current Meta BW - ajfirecracker Strategy & Training Roaring Currents ASL final [I] Funny Protoss Builds/Strategies
Other Games
General Games
Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread The Chess Thread Russo-Ukrainian War Thread Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Series you have seen recently... [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Sabrina was soooo lame on S…
Peanutsc
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1961 users

[G] Comparison of PvP Builds - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 Next All
Moosegills
Profile Joined March 2011
United States558 Posts
October 23 2011 02:37 GMT
#21
I would heavily agree with the statement that this is way too oversimplified for players that are good at, and understand the matchup. On the other hand, for anyone diamond and even masters could find this very helpful to understand "normal" builds in pvp, what they are good against and bad against to create a better decisions as a whole in the matchup
#1 HuK fan, zerg player playing for http://www.complexitygaming.com - @coL_Moosegills
sjschmidt93
Profile Joined April 2010
United States2518 Posts
Last Edited: 2011-10-23 03:04:49
October 23 2011 03:00 GMT
#22
No immortal drop? I feel it'll be just as common as it great vesus many things - and if you're going up against up against phoenix or blink you'll easily scout it with your observer.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
rEalGuapo
Profile Joined January 2011
Germany832 Posts
October 23 2011 10:43 GMT
#23
On October 23 2011 11:37 Moosegills wrote:
I would heavily agree with the statement that this is way too oversimplified for players that are good at, and understand the matchup. On the other hand, for anyone diamond and even masters could find this very helpful to understand "normal" builds in pvp, what they are good against and bad against to create a better decisions as a whole in the matchup


On October 23 2011 11:21 mage36 wrote:
wait a minute. this says fast expo is the best build to do, generally. As all the other builds are less than that except for blink. :O


how about you read the post before making one urself!?
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2011-10-23 11:11:33
October 23 2011 11:10 GMT
#24
This seems like such an oversimplification that the information isn't useful anymore. Like anihc and others said there are too many variations for the builds which vastly change how each build is working. Also many things are too map dependent. Capturing this information in a scheme like this as it will either get way too complex by adding all variables or it will say nothing which is pretty much the case now.
Also immortal expand > colo push on any map. Colo's on one base are a huge investment and non-range colo's don't do well against range 6 immortals.. Colo's aren't too good in low number fights either as the oppurtunities for surrounds etc are much bigger. Their slow movement also makes it terrible to pus early with as by the time you arrive at your opponents expo they'll have 1 more robo unit extra already.
Edit:
excluding 3 or 4 gates is also a odd choice, as they are still reasonably popular and impact the choices by quite a bit.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
October 23 2011 11:19 GMT
#25
Amazing guide and write up, easy to understand with the chart too!

Its a pleasure to see this pop up on the strategy forum, bravo
monk
Profile Blog Joined May 2009
United States8476 Posts
October 23 2011 11:20 GMT
#26
On October 23 2011 20:10 Markwerf wrote:
This seems like such an oversimplification that the information isn't useful anymore. Like anihc and others said there are too many variations for the builds which vastly change how each build is working. Also many things are too map dependent. Capturing this information in a scheme like this as it will either get way too complex by adding all variables or it will say nothing which is pretty much the case now.
Also immortal expand > colo push on any map. Colo's on one base are a huge investment and non-range colo's don't do well against range 6 immortals.. Colo's aren't too good in low number fights either as the oppurtunities for surrounds etc are much bigger. Their slow movement also makes it terrible to pus early with as by the time you arrive at your opponents expo they'll have 1 more robo unit extra already.
Edit:
excluding 3 or 4 gates is also a odd choice, as they are still reasonably popular and impact the choices by quite a bit.


Immortal expands can't hold equally greedy colossi allins. Excluding 3 or 4 gates is because every build except fast expand can be played either safely to hold 4 gates or greedily to not hold 4 gates that there's not much of a point including those into the chart.
Moderator
Amornthep
Profile Blog Joined September 2011
Singapore2605 Posts
October 23 2011 11:52 GMT
#27
Very useful post considering how everyone is lost in PvP after the recent patch.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
October 23 2011 12:21 GMT
#28
On October 23 2011 20:20 NrGmonk wrote:
Show nested quote +
On October 23 2011 20:10 Markwerf wrote:
This seems like such an oversimplification that the information isn't useful anymore. Like anihc and others said there are too many variations for the builds which vastly change how each build is working. Also many things are too map dependent. Capturing this information in a scheme like this as it will either get way too complex by adding all variables or it will say nothing which is pretty much the case now.
Also immortal expand > colo push on any map. Colo's on one base are a huge investment and non-range colo's don't do well against range 6 immortals.. Colo's aren't too good in low number fights either as the oppurtunities for surrounds etc are much bigger. Their slow movement also makes it terrible to pus early with as by the time you arrive at your opponents expo they'll have 1 more robo unit extra already.
Edit:
excluding 3 or 4 gates is also a odd choice, as they are still reasonably popular and impact the choices by quite a bit.


Immortal expands can't hold equally greedy colossi allins. Excluding 3 or 4 gates is because every build except fast expand can be played either safely to hold 4 gates or greedily to not hold 4 gates that there's not much of a point including those into the chart.


kcdc explained it pretty well, colossi allins are too costly to have a chance against immortal expand. If you don't get range your expensive colossi are just victim to immortals, if you do get range the economy of the expo will have paid off and they can simply swarm you with units. Expansion has always been quite popular in robo vs robo scenario's because of this and is now even safer since robo -> blink builds are slower and immortals got buffed (helping both against robo-blink and fast colossi)..
With the same argument your excluding 3 or 4 gates you could exclude DT builds as well as any build can be adapted to stop that and almost any build can lose against it given no detection..
monk
Profile Blog Joined May 2009
United States8476 Posts
October 23 2011 12:31 GMT
#29
On October 23 2011 21:21 Markwerf wrote:
Show nested quote +
On October 23 2011 20:20 NrGmonk wrote:
On October 23 2011 20:10 Markwerf wrote:
This seems like such an oversimplification that the information isn't useful anymore. Like anihc and others said there are too many variations for the builds which vastly change how each build is working. Also many things are too map dependent. Capturing this information in a scheme like this as it will either get way too complex by adding all variables or it will say nothing which is pretty much the case now.
Also immortal expand > colo push on any map. Colo's on one base are a huge investment and non-range colo's don't do well against range 6 immortals.. Colo's aren't too good in low number fights either as the oppurtunities for surrounds etc are much bigger. Their slow movement also makes it terrible to pus early with as by the time you arrive at your opponents expo they'll have 1 more robo unit extra already.
Edit:
excluding 3 or 4 gates is also a odd choice, as they are still reasonably popular and impact the choices by quite a bit.


Immortal expands can't hold equally greedy colossi allins. Excluding 3 or 4 gates is because every build except fast expand can be played either safely to hold 4 gates or greedily to not hold 4 gates that there's not much of a point including those into the chart.


kcdc explained it pretty well, colossi allins are too costly to have a chance against immortal expand. If you don't get range your expensive colossi are just victim to immortals, if you do get range the economy of the expo will have paid off and they can simply swarm you with units. Expansion has always been quite popular in robo vs robo scenario's because of this and is now even safer since robo -> blink builds are slower and immortals got buffed (helping both against robo-blink and fast colossi)..
With the same argument your excluding 3 or 4 gates you could exclude DT builds as well as any build can be adapted to stop that and almost any build can lose against it given no detection..


You won't be able to target the colossi with immortals versus a player who controls well. The expansion also will not pay for itself by the time a 2 colossi push comes.
Moderator
UberDrive
Profile Blog Joined August 2010
United States144 Posts
October 23 2011 18:15 GMT
#30
On October 23 2011 05:46 blooblooblahblah wrote:
Show nested quote +
On October 23 2011 03:14 mizU wrote:
Phoenix = all Stargate builds?
What about Archon Chargelot builds?


Chargelot Archon is more of a midgame composition rather than a build. You can transition into it from a lot of these builds.



I've been using this build with reasonable success: http://www.teamliquid.net/forum/viewmessage.php?topic_id=233994

I'd say it beats most expansion/robo openings, aside from fast Colossus, as well as DTs (which is why gas stealing is great).
Xujhan
Profile Joined July 2010
Canada65 Posts
Last Edited: 2011-10-23 23:50:27
October 23 2011 23:50 GMT
#31
On October 23 2011 21:31 NrGmonk wrote:
Show nested quote +
On October 23 2011 21:21 Markwerf wrote:
On October 23 2011 20:20 NrGmonk wrote:
On October 23 2011 20:10 Markwerf wrote:
This seems like such an oversimplification that the information isn't useful anymore. Like anihc and others said there are too many variations for the builds which vastly change how each build is working. Also many things are too map dependent. Capturing this information in a scheme like this as it will either get way too complex by adding all variables or it will say nothing which is pretty much the case now.
Also immortal expand > colo push on any map. Colo's on one base are a huge investment and non-range colo's don't do well against range 6 immortals.. Colo's aren't too good in low number fights either as the oppurtunities for surrounds etc are much bigger. Their slow movement also makes it terrible to pus early with as by the time you arrive at your opponents expo they'll have 1 more robo unit extra already.
Edit:
excluding 3 or 4 gates is also a odd choice, as they are still reasonably popular and impact the choices by quite a bit.


Immortal expands can't hold equally greedy colossi allins. Excluding 3 or 4 gates is because every build except fast expand can be played either safely to hold 4 gates or greedily to not hold 4 gates that there's not much of a point including those into the chart.


kcdc explained it pretty well, colossi allins are too costly to have a chance against immortal expand. If you don't get range your expensive colossi are just victim to immortals, if you do get range the economy of the expo will have paid off and they can simply swarm you with units. Expansion has always been quite popular in robo vs robo scenario's because of this and is now even safer since robo -> blink builds are slower and immortals got buffed (helping both against robo-blink and fast colossi)..
With the same argument your excluding 3 or 4 gates you could exclude DT builds as well as any build can be adapted to stop that and almost any build can lose against it given no detection..


You won't be able to target the colossi with immortals versus a player who controls well. The expansion also will not pay for itself by the time a 2 colossi push comes.


Is there any chance we could get replays from some of your test games to see the builds and timings for ourselves? Otherwise this is just going to be an endless repetition of "No, I'm right!"
"I'm so bad at this."
rd
Profile Blog Joined July 2010
United States2586 Posts
October 24 2011 00:01 GMT
#32
On October 23 2011 10:42 Selendis wrote:
Yeah I don't agree with this chart. It's very pretty and has the potential to be very useful but in my experience fast expands in pvp are a quick way to lose.

In fact I win pretty much all of my pvps by waiting for my opponent to expand then killing him with my 400mineral stronger army.


I agree that FE's in PvP seem suicidal, even in a slightly less chaotic meta game. Still, it varies drastically on whether or not taking a Nexus is an auto lose when the other player hits at the right time.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
October 24 2011 00:04 GMT
#33
On October 24 2011 09:01 Tyrant0 wrote:
Show nested quote +
On October 23 2011 10:42 Selendis wrote:
Yeah I don't agree with this chart. It's very pretty and has the potential to be very useful but in my experience fast expands in pvp are a quick way to lose.

In fact I win pretty much all of my pvps by waiting for my opponent to expand then killing him with my 400mineral stronger army.


I agree that FE's in PvP seem suicidal, even in a slightly less chaotic meta game. Still, it varies drastically on whether or not taking a Nexus is an auto lose when the other player hits at the right time.

I fast expand in PvP pretty often, and I do just fine. I actually win every time I've done it this past couple weeks, because I know when and how to.
rd
Profile Blog Joined July 2010
United States2586 Posts
October 24 2011 00:09 GMT
#34
On October 24 2011 09:04 CecilSunkure wrote:
Show nested quote +
On October 24 2011 09:01 Tyrant0 wrote:
On October 23 2011 10:42 Selendis wrote:
Yeah I don't agree with this chart. It's very pretty and has the potential to be very useful but in my experience fast expands in pvp are a quick way to lose.

In fact I win pretty much all of my pvps by waiting for my opponent to expand then killing him with my 400mineral stronger army.


I agree that FE's in PvP seem suicidal, even in a slightly less chaotic meta game. Still, it varies drastically on whether or not taking a Nexus is an auto lose when the other player hits at the right time.

I fast expand in PvP pretty often, and I do just fine. I actually win every time I've done it this past couple weeks, because I know when and how to.


It still varies on both player's openings and the map. Also, define 'fast.'
Darclite
Profile Joined January 2011
United States1021 Posts
Last Edited: 2011-10-24 00:14:40
October 24 2011 00:13 GMT
#35
On October 24 2011 08:50 Xujhan wrote:
Show nested quote +
On October 23 2011 21:31 NrGmonk wrote:
On October 23 2011 21:21 Markwerf wrote:
On October 23 2011 20:20 NrGmonk wrote:
On October 23 2011 20:10 Markwerf wrote:
This seems like such an oversimplification that the information isn't useful anymore. Like anihc and others said there are too many variations for the builds which vastly change how each build is working. Also many things are too map dependent. Capturing this information in a scheme like this as it will either get way too complex by adding all variables or it will say nothing which is pretty much the case now.
Also immortal expand > colo push on any map. Colo's on one base are a huge investment and non-range colo's don't do well against range 6 immortals.. Colo's aren't too good in low number fights either as the oppurtunities for surrounds etc are much bigger. Their slow movement also makes it terrible to pus early with as by the time you arrive at your opponents expo they'll have 1 more robo unit extra already.
Edit:
excluding 3 or 4 gates is also a odd choice, as they are still reasonably popular and impact the choices by quite a bit.


Immortal expands can't hold equally greedy colossi allins. Excluding 3 or 4 gates is because every build except fast expand can be played either safely to hold 4 gates or greedily to not hold 4 gates that there's not much of a point including those into the chart.


kcdc explained it pretty well, colossi allins are too costly to have a chance against immortal expand. If you don't get range your expensive colossi are just victim to immortals, if you do get range the economy of the expo will have paid off and they can simply swarm you with units. Expansion has always been quite popular in robo vs robo scenario's because of this and is now even safer since robo -> blink builds are slower and immortals got buffed (helping both against robo-blink and fast colossi)..
With the same argument your excluding 3 or 4 gates you could exclude DT builds as well as any build can be adapted to stop that and almost any build can lose against it given no detection..


You won't be able to target the colossi with immortals versus a player who controls well. The expansion also will not pay for itself by the time a 2 colossi push comes.


Is there any chance we could get replays from some of your test games to see the builds and timings for ourselves? Otherwise this is just going to be an endless repetition of "No, I'm right!"


Yeah this is actually really important. I've been hoping for someone to make a guide exactly like this (a grid of what beats/has an edge over what), but now I can't really tell how I'm supposed to use this. For example, I would consider what my PvP is as an "immortal expand" but the time I get my expansion varies greatly depending on what I see, so I'd like to see both how you do it (because you're better than me), what beats it and what I need to watch for as a result. Also, when to be where, when to push, how to engage, etc. are useful to know. So if you could add a replay for each matchup or at least just one example of what each build is (so we know what is being compared to what), it would help.
They're fools. You should eat them.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
October 24 2011 00:18 GMT
#36
On October 24 2011 09:09 Tyrant0 wrote:
Show nested quote +
On October 24 2011 09:04 CecilSunkure wrote:
On October 24 2011 09:01 Tyrant0 wrote:
On October 23 2011 10:42 Selendis wrote:
Yeah I don't agree with this chart. It's very pretty and has the potential to be very useful but in my experience fast expands in pvp are a quick way to lose.

In fact I win pretty much all of my pvps by waiting for my opponent to expand then killing him with my 400mineral stronger army.


I agree that FE's in PvP seem suicidal, even in a slightly less chaotic meta game. Still, it varies drastically on whether or not taking a Nexus is an auto lose when the other player hits at the right time.

I fast expand in PvP pretty often, and I do just fine. I actually win every time I've done it this past couple weeks, because I know when and how to.


It still varies on both player's openings and the map. Also, define 'fast.'

Of course it varies. If you do it at the wrong time, you are at a disadvantage, and at the right time, an advantage.

I'd say fast is something like a 1 Gate FE after the first Stalker is out.
FairForever
Profile Joined February 2011
Canada2392 Posts
October 24 2011 00:19 GMT
#37
On October 24 2011 09:04 CecilSunkure wrote:
Show nested quote +
On October 24 2011 09:01 Tyrant0 wrote:
On October 23 2011 10:42 Selendis wrote:
Yeah I don't agree with this chart. It's very pretty and has the potential to be very useful but in my experience fast expands in pvp are a quick way to lose.

In fact I win pretty much all of my pvps by waiting for my opponent to expand then killing him with my 400mineral stronger army.


I agree that FE's in PvP seem suicidal, even in a slightly less chaotic meta game. Still, it varies drastically on whether or not taking a Nexus is an auto lose when the other player hits at the right time.

I fast expand in PvP pretty often, and I do just fine. I actually win every time I've done it this past couple weeks, because I know when and how to.


I'm a zerg player, but when I offrace as P and I play a PvP I typically always 1gate FE which is super greedy (unless it's TDA), even at midmasters level this works (although I'm sure once you get to higher levels they get better and scouting and rescouting and figuring out what you're doing based on your units). Obviously it's disguised as an agressive 4gate (with the original 20probe cut until I force scouting probe out).
chaopow
Profile Joined March 2011
United States556 Posts
October 24 2011 00:23 GMT
#38
Really great chart organizing all the builds in PvP! Unfortunately this kinda proves that PvP can be somewhat of a coin flip if the players are on equal skill levels. A lot of these are build order wins for the most part.
Soowoo AD.
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2011-10-24 00:29:38
October 24 2011 00:25 GMT
#39
On October 24 2011 09:18 CecilSunkure wrote:
Show nested quote +
On October 24 2011 09:09 Tyrant0 wrote:
On October 24 2011 09:04 CecilSunkure wrote:
On October 24 2011 09:01 Tyrant0 wrote:
On October 23 2011 10:42 Selendis wrote:
Yeah I don't agree with this chart. It's very pretty and has the potential to be very useful but in my experience fast expands in pvp are a quick way to lose.

In fact I win pretty much all of my pvps by waiting for my opponent to expand then killing him with my 400mineral stronger army.


I agree that FE's in PvP seem suicidal, even in a slightly less chaotic meta game. Still, it varies drastically on whether or not taking a Nexus is an auto lose when the other player hits at the right time.

I fast expand in PvP pretty often, and I do just fine. I actually win every time I've done it this past couple weeks, because I know when and how to.


It still varies on both player's openings and the map. Also, define 'fast.'

Of course it varies. If you do it at the wrong time, you are at a disadvantage, and at the right time, an advantage.

I'd say fast is something like a 1 Gate FE after the first Stalker is out.


In other words, a coin flip.

I feel like we're discussing two entirely different circumstances.
epeezy
Profile Joined October 2011
United States3 Posts
October 24 2011 00:27 GMT
#40
Tried searching and failed. Are there any good links to guides to latest patch builds PvP for FE and Immortal Expand? Links to replays also appreciated.

Thanks!
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 89
BRAT_OK 69
StarCraft: Brood War
GuemChi 922
firebathero 455
Shine 100
TY 93
ToSsGirL 58
sorry 54
Dota 2
NeuroSwarm93
XcaliburYe7
League of Legends
JimRising 720
Counter-Strike
olofmeister2848
shoxiejesuss1263
Stewie2K430
Other Games
summit1g7187
ceh9475
crisheroes155
Happy105
Mew2King60
rGuardiaN32
Trikslyr15
Organizations
Other Games
gamesdonequick704
Counter-Strike
PGL144
Other Games
BasetradeTV118
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• LUISG 34
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV528
League of Legends
• Jankos1346
• Lourlo784
Upcoming Events
The PondCast
1h 42m
OSC
3h 42m
WardiTV Invitational
1d 2h
Online Event
1d 7h
RSL Revival
1d 17h
RSL Revival
2 days
WardiTV Invitational
2 days
Afreeca Starleague
2 days
Snow vs Soma
Sparkling Tuna Cup
3 days
WardiTV Invitational
3 days
[ Show More ]
CrankTV Team League
3 days
RSL Revival
3 days
Wardi Open
4 days
CrankTV Team League
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
Replay Cast
6 days
CrankTV Team League
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 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.