• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 02:57
CET 08:57
KST 16:57
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC211[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Dark completes military service, returns to SC2 Greetings.. No more SC2 streamers on team liquid? Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ List of top players active on ShieldBattery Korean players' earnings Hit New All-Time High! SOOP Hosts SC1 & SC2 Event Tournament: Kevin Scrim BW General Discussion
Tourneys
[BSL23] Ro16 Group A - Saturday 21:00 CET [$1250] International ShieldBattery League [Megathread] Daily Proleagues Bisu's Team vs Shuttle's Team 2026-11-14
Strategy
Pluto's TvP 5Marine 2Medic Push Simple Questions, Simple Answers Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Trading/Investing Thread European Politico-economics QA Mega-thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12055 users

[G] A slightly improved PvT 1 gate FE - Page 9

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 7 8 9 10 Next All
monk
Profile Blog Joined May 2009
United States8477 Posts
December 04 2011 16:05 GMT
#161
On December 04 2011 22:04 opisska wrote:
I think that guides like this are the best example, how the TL "top level only" atitude is detrimental to helping any lower level players.

I am a platinum player. I can lose 6 minute games using this build all day long, what do I learn from that? (Not to mention that it is not particularly amusing.) I have basically never in my life beaten a marauder heavy early attack without an immortal or two.

At high level, when you can expect good micro form both sides, this build is excellent. At lwo level, where microing gateway units is orders of magnitude more difficult than m&m, this is just a very stupid way of playing. But we won't ever get a guide what to do, will we? (Apart of "get better with you micro".)

A lot of people have already responded to this, but I feel like I have to chime in as well. This post is just ridiculous. How is this guide detrimental to helping lower level players? If you can't execute it, just ignore the guide. Or practice the build until you can get it. Do you expect us to write guides that aren't optimal for high level play? What would be the point of that?
Moderator
Trowa127
Profile Joined January 2011
United Kingdom1230 Posts
December 04 2011 16:17 GMT
#162
On December 05 2011 01:05 NrGmonk wrote:
Show nested quote +
On December 04 2011 22:04 opisska wrote:
I think that guides like this are the best example, how the TL "top level only" atitude is detrimental to helping any lower level players.

I am a platinum player. I can lose 6 minute games using this build all day long, what do I learn from that? (Not to mention that it is not particularly amusing.) I have basically never in my life beaten a marauder heavy early attack without an immortal or two.

At high level, when you can expect good micro form both sides, this build is excellent. At lwo level, where microing gateway units is orders of magnitude more difficult than m&m, this is just a very stupid way of playing. But we won't ever get a guide what to do, will we? (Apart of "get better with you micro".)

A lot of people have already responded to this, but I feel like I have to chime in as well. This post is just ridiculous. How is this guide detrimental to helping lower level players? If you can't execute it, just ignore the guide. Or practice the build until you can get it. Do you expect us to write guides that aren't optimal for high level play? What would be the point of that?


Pretty much this. If you are so worried about early pressure, 3 gate expand. Its not going to hurt you in the long run against most platinum players because they will either 1 rax expand and you can punish that heavily with 3 gate pressure, or 2/3 rax you and you hold it. Simple.

On the guide - yeah you saved my PvT. I just couldn't get a good order for the initial units out of my gateways, and now I'm finally feeling solid in the match up after about 2 months of getting schooled. Thanks man.
Bling, MC, Snute, HwangSin, Deranging (<3) fan. 'Full name - ESP ORTS' Vote hotbid. Vote ESPORTS.
GomJabbar
Profile Joined February 2011
United States161 Posts
December 04 2011 16:17 GMT
#163
On December 04 2011 22:04 opisska wrote:
I think that guides like this are the best example, how the TL "top level only" atitude is detrimental to helping any lower level players.

I am a platinum player. I can lose 6 minute games using this build all day long, what do I learn from that? (Not to mention that it is not particularly amusing.) I have basically never in my life beaten a marauder heavy early attack without an immortal or two.

At high level, when you can expect good micro form both sides, this build is excellent. At lwo level, where microing gateway units is orders of magnitude more difficult than m&m, this is just a very stupid way of playing. But we won't ever get a guide what to do, will we? (Apart of "get better with you micro".)

The micro goes like this:

If he has too much stuff or pulled SCVs, pull your workers.

pop guardian shield.

A-move into his army with the zealots (optionally have each zealot attack a separate marauder).

Select your stalkers and focus fire the marauders one at a time (all your stalkers should be attacking a single marauder).

Pull back any stalkers taking fire. Only zealots should be taking damage.

Once marauders are dead, Begin kiting marines with stalkers.

Don't miss any warp-ins. Chrono gateways if it's heavy pressure.

Don't be afraid to sit back and let him shoot at the nexus for a little bit if you need time for another warp-in. Just don't let him finish any bunkers.

Best of luck!
monk
Profile Blog Joined May 2009
United States8477 Posts
December 04 2011 16:19 GMT
#164
On December 04 2011 23:40 Complete wrote:
Mmm, I stopped doing this build

scv/marine allins are very hard to deal with going zealot,stalker,sentry

I also agree with this. It seems close to impossible to stop a 2 rax no gas marine scv allin with this build.
Moderator
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
Last Edited: 2011-12-04 16:29:08
December 04 2011 16:26 GMT
#165
its possible to hold with this build, if you open up with stalker and puke their ramp and dont build any sentrys at the very beginning. furthermore, you have to safe a lot of crono on your warptech, so you have 3 warpins rdy when hes near / in your base. stalker kite-micro should deal with marine scv allins then.

when u scout gas or youre not sure whether he techs or not, play a "safer" build, although people with very good micro can deal with every early game pressure doing it. And its one of the best openings against 1-1-1s or leading into macrogames.
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Complete
Profile Joined October 2009
United States1864 Posts
Last Edited: 2011-12-04 16:36:03
December 04 2011 16:31 GMT
#166
On December 05 2011 01:19 NrGmonk wrote:
Show nested quote +
On December 04 2011 23:40 Complete wrote:
Mmm, I stopped doing this build

scv/marine allins are very hard to deal with going zealot,stalker,sentry

I also agree with this. It seems close to impossible to stop a 2 rax no gas marine scv allin with this build.


I haven't kept up with this thread as much as I'd like, do you have a 1g FE variation you like to do?

I've been working on it a little bit. Right now I'm going z,st,st,nexus pulling 1 guy off gas once I have about 70 gas mined. 2 chrono's on the nexus, rest on warp gate. 2nd gate right after nexus is thrown down and robo after that. Gets me warpgate at almost 4gate quick (except off of a 13 gate). I scout a little later for the extra minerals because it's safe against any non-proxy early aggression.

Obviously if I'm able to scout 1rax FE I spend more chrono on nexus and the robo is optional
monk
Profile Blog Joined May 2009
United States8477 Posts
December 04 2011 16:44 GMT
#167
On December 05 2011 01:26 KalWarkov wrote:
its possible to hold with this build, if you open up with stalker and puke their ramp and dont build any sentrys at the very beginning. furthermore, you have to safe a lot of crono on your warptech, so you have 3 warpins rdy when hes near / in your base. stalker kite-micro should deal with marine scv allins then.

when u scout gas or youre not sure whether he techs or not, play a "safer" build, although people with very good micro can deal with every early game pressure doing it. And its one of the best openings against 1-1-1s or leading into macrogames.

Yea, but he makes no mention of skipping the sentry and instead getting the stalker in his guide. I was saying that if you commit to the sentry as your 3rd unit, it becomes very hard to hold.
Moderator
Fairwell
Profile Joined July 2011
Austria195 Posts
December 04 2011 16:45 GMT
#168
On December 05 2011 01:19 NrGmonk wrote:
I also agree with this. It seems close to impossible to stop a 2 rax no gas marine scv allin with this build.


But like kcdc already stated, they are hard to defend out of any fe. By accident I actually ran into a marine-scv allin lately on my 2nd account vs some masters guy on the us server (http://drop.sc/68018). I opened with a 9 pylon scout and placed my pylon + gate so I could wall of because my opponent was random, but apart from that it was basically pretty much the kcdc opening when I couldn't get into his base and check his opening (scouted him last). He didn't do the supply drop in the front though, but instead made a 2nd supply debot (the real fast allin version would be 11rax, 12rax, 12rax with orbital, supply drop and moving out with 3 marines + scvs). However, even though I was kinda throwing away my 2 zealots and sentry at my natural by poor micro on my part I hold it off with the stalker warpin and from that point on I was far ahead.

With really quick stalkers and good kiting on the map and sniping out the marines it would be easier to hold of for sure, but if you don't lose the sentry like I did in this game you should be able to ff the ramp to buy enough time for the stalker warpin, from there on you should be fine if you pull some probes to help out.
monk
Profile Blog Joined May 2009
United States8477 Posts
December 04 2011 16:47 GMT
#169
On December 05 2011 01:31 Complete wrote:
Show nested quote +
On December 05 2011 01:19 NrGmonk wrote:
On December 04 2011 23:40 Complete wrote:
Mmm, I stopped doing this build

scv/marine allins are very hard to deal with going zealot,stalker,sentry

I also agree with this. It seems close to impossible to stop a 2 rax no gas marine scv allin with this build.


I haven't kept up with this thread as much as I'd like, do you have a 1g FE variation you like to do?

I've been working on it a little bit. Right now I'm going z,st,st,nexus pulling 1 guy off gas once I have about 70 gas mined. 2 chrono's on the nexus, rest on warp gate. 2nd gate right after nexus is thrown down and robo after that. Gets me warpgate at almost 4gate quick (except off of a 13 gate). I scout a little later for the extra minerals because it's safe against any non-proxy early aggression.

Obviously if I'm able to scout 1rax FE I spend more chrono on nexus and the robo is optional

I do MC's version which is zealot stalker stalker 30 food expo with 0 chornos on warpgates. This is the opening I've noticed that many koreans prefer including MC, Oz, and Creator. I have a guide halfway done on this opening, but I've been too lazy to finish it.
Moderator
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2011-12-04 17:57:29
December 04 2011 17:54 GMT
#170
On December 05 2011 01:44 NrGmonk wrote:
Show nested quote +
On December 05 2011 01:26 KalWarkov wrote:
its possible to hold with this build, if you open up with stalker and puke their ramp and dont build any sentrys at the very beginning. furthermore, you have to safe a lot of crono on your warptech, so you have 3 warpins rdy when hes near / in your base. stalker kite-micro should deal with marine scv allins then.

when u scout gas or youre not sure whether he techs or not, play a "safer" build, although people with very good micro can deal with every early game pressure doing it. And its one of the best openings against 1-1-1s or leading into macrogames.

Yea, but he makes no mention of skipping the sentry and instead getting the stalker in his guide. I was saying that if you commit to the sentry as your 3rd unit, it becomes very hard to hold.


IMO, the best way to hold it is to see it coming early. If you cancel your nexus and wall off the top of your ramp with gateways, it's an easy win. I don't think beating marine SCV all-ins with this opening is much different than with other 1 gate FE's. Just keep tabs on T's ramp/natural and hold a watch tower between your bases if possible. If cheese is coming, wall off and whittle his numbers down with stalker/sentry from behind your wall.
Complete
Profile Joined October 2009
United States1864 Posts
December 04 2011 18:00 GMT
#171
On December 05 2011 02:54 kcdc wrote:
Show nested quote +
On December 05 2011 01:44 NrGmonk wrote:
On December 05 2011 01:26 KalWarkov wrote:
its possible to hold with this build, if you open up with stalker and puke their ramp and dont build any sentrys at the very beginning. furthermore, you have to safe a lot of crono on your warptech, so you have 3 warpins rdy when hes near / in your base. stalker kite-micro should deal with marine scv allins then.

when u scout gas or youre not sure whether he techs or not, play a "safer" build, although people with very good micro can deal with every early game pressure doing it. And its one of the best openings against 1-1-1s or leading into macrogames.

Yea, but he makes no mention of skipping the sentry and instead getting the stalker in his guide. I was saying that if you commit to the sentry as your 3rd unit, it becomes very hard to hold.


IMO, the best way to hold it is to see it coming early. If you cancel your nexus and wall off the top of your ramp with gateways, it's an easy win. I don't think beating marine SCV all-ins with this opening is much different than with other 1 gate FE's. Just keep tabs on T's ramp/natural and hold a watch tower between your bases if possible. If cheese is coming, wall off and whittle his numbers down with stalker/sentry from behind your wall.


wow, never thought of that thanks!
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2011-12-09 21:02:09
December 09 2011 21:01 GMT
#172
whoops, tried to edit OP but hit quote instead
Gtoad
Profile Joined October 2011
United States90 Posts
December 12 2011 17:46 GMT
#173
Who is this "Baz" guy? Is he really good or something?
To succeed you must fail, many many times.
Thylacine
Profile Joined August 2011
Sweden882 Posts
December 12 2011 18:13 GMT
#174
Seems like a good build, but how can this hold of a 1-1-1 that comes with 3 tanks, 2-3 banshees noncloak and 17 marines + 20 scvs at 9:30? (as in, 9:30 in your natural.)
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
December 12 2011 18:52 GMT
#175
On December 13 2011 03:13 Zanazuah wrote:
Seems like a good build, but how can this hold of a 1-1-1 that comes with 3 tanks, 2-3 banshees noncloak and 17 marines + 20 scvs at 9:30? (as in, 9:30 in your natural.)


This has been answered in other threads a ton of times before..
When you notice they will 1-1-1 (you've scouted gas early but they don't expand etc.) you simply go up to 35ish probes and 4 to 5 gates (depends on timing a bit) + 1 robo. At the time he pushes you have ideally have around 2 probes per mineral on both main and nat and only 2 gasses.
Simply mass zealots + immortals as much as possible and try to flank his army when he attacks (so you get good surface area for the zealots and your immortals hit his tanks). Warp in stalkers during the fight and clean up the banshee's with that. If he pulls more then 5 scv's you have to pull an appropiate amount of probes too.

If you 1 gate FE and recognize the 1-1-1 in time it's not that hard to stop on most of the current map pool, on some of the smaller ones it's a bit more difficult but still doable. The faster you expand the easier it is though, so the greedier you learn to be against bio openings the better it makes you against 1-1-1.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 12 2011 18:55 GMT
#176
On December 13 2011 02:46 Gtoad wrote:
Who is this "Baz" guy? Is he really good or something?


Just a normal NA highly ranked ladder Terran. A month or so ago when my MMR was GM level (it's fallen a bit recently), I used to play him a decent amount on ladder, and he was mostly notable for making a lot of marines in the early game (which my style at the time was weak against) and being BM when it worked. If you ever run into a T that makes a lot of marines, I'd recommend staying away from the 2-base gateway and immortal timings I used to do a lot.

On December 13 2011 03:13 Zanazuah wrote:
Seems like a good build, but how can this hold of a 1-1-1 that comes with 3 tanks, 2-3 banshees noncloak and 17 marines + 20 scvs at 9:30? (as in, 9:30 in your natural.)


Make a lot of gateway units?

Defending a 1-1-1 off of a 1 gate FE is as simple as massing zealots and stalkers--the trick is defending the harass well. What I'd recommend is doing the 2 gate opening I describe in the OP, starting your robo and then your 2nd assimilator while your 2nd zealot builds (before WG tech finishes), scouting T's natural at ~6:30, and if nothing is going on there by the time your robo finishes, it's most likely a 1-1-1. Chronoboost out 2 (or 3 if cloaked banshees) observers and position stalkers in your mineral lines to defend the likely banshee harass. Get to 6 gateways. Pull 1 probe off of each of your assimilators (you need minerals to defend, and 4 on probes on gas is plenty), and cut probes entirely once you have 36 probes total (4 probes on gas, 32 probes on minerals which is 2 probes for each of your 16 patches). Mass zealots with some stalker and immortal support off of 6 gates.

It's helpful to place a pylon in an open space out a ways from your natural and to engage in the open space. Fighting in an open space is much better for your zealots, and you'll often catch T moving with his tanks unsieged. Alternatively, you force the tanks to siege a longer distance from your natural which buys you a little more time to leverage your macro advantage since (you'll be mining two bases and he'll have half of his SCVs sitting in the middle of the map).
Musketeer
Profile Joined August 2010
142 Posts
December 12 2011 22:39 GMT
#177
Forgive the stupid question, but are there replays of this? People were talking about a replay, but I don't see one. I seem to end up with my zealot finishing long after my warpgate if I chrono WG.
[KGS]Slacker
Profile Joined November 2009
Denmark82 Posts
December 13 2011 03:53 GMT
#178
The replay is at the bottom of the OP. It just shows up as [image loading] for me but clicking on that prompts me to download it.

Is there a reason you haven't listed chronoboosts in the build (past the initial 2-3 on probes)? Do you actually switch it up depending on what you scout? I tried the build a couple of times and I believe you only want 2-3 chronoboosts on WG and 1-2 on your gateway after you start the sentry. I try to get a feel for which structure needs a chrono to line up the zealot with the WG research.
Purupururin
Profile Joined October 2011
United States14 Posts
Last Edited: 2011-12-18 04:28:05
December 18 2011 03:09 GMT
#179
When I do your FE, I do this where I only go up his ramp if he gets 2 marines because conc. However, if you get caught with an early reaper in your base, you can be in trouble because you will only have a sentry for defense. So if you see 2 marines, is it still ok to go up his ramp or will you be caught dealing with a reaper with only a sentry? I ask this because going 2 stalker after zealot instead of sentry would mean you are safe from a reaper.

1 marine techlab my units will be at my base anyway.

I don't think 2 marine techlab is common, but 1 reaper in your base while your stalker is away can be trouble.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
December 18 2011 15:37 GMT
#180
I don't recommend the z+s poke with this opening for the reason you said--if they make a reaper, you're screwed. Also, because you don't chronoboost the stalker, it's not safe without a probe sac even if you see 2 marines, and it leaves you with nothing at home to clean up bunkers.

This opening just shouldn't do the poke.
Prev 1 7 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 3m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft618
Reynor 215
StarCraft: Brood War
Larva 251
actioN 61
Killer 36
Noble 26
Sharp 25
ajuk12(nOOB) 19
HiyA 12
yabsab 10
League of Legends
JimRising 601
Counter-Strike
fl0m184
SPUNJ168
Other Games
summit1g10081
NeuroSwarm115
Fuzer 47
ViBE35
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2293
League of Legends
• Rush1667
Upcoming Events
Sparkling Tuna Cup
2h 3m
WardiTV Invitational
4h 3m
SHIN vs Rogue
ByuN vs Solar
MaxPax vs TBD
herO vs TBD
Clem vs TBD
IPSL
9h 3m
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
12h 3m
Artosis vs Dewalt
Ret vs Tech
SOOP
1d 2h
soO vs FanTaSy
WardiTV Weekly
1d 4h
Monday Night Weeklies
2 days
PiGosaur Cup
2 days
The PondCast
3 days
GSL
4 days
[ Show More ]
Replay Cast
4 days
KCM Race Survival
5 days
RSL Revival
6 days
BSL
6 days
eOnzErG vs StRyKeR
Cross vs JDConan
Liquipedia Results

Completed

Proleague 2026-11-14
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

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

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.