• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:11
CEST 16:11
KST 23:11
  • 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
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun9[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists21[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
2026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid25
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid Maestros of the Game 2 announced
Tourneys
SC2 INu's Battles#15 <BO.9 2Matches> GSL Code S Season 1 (2026) WardiTV Spring Cup RSL Revival: Season 5 - Qualifiers and Main Event SEL Masters #6 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
[TOOL] Starcraft Chat Translator ASL21 General Discussion JaeDong's ASL S21 Ro16 Post-Review Missed out on ASL tickets - what are my options? BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro8 Day 2 [Megathread] Daily Proleagues Korean KCM Race Survival 2026 Season 2 [ASL21] Ro8 Day 1
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Daigo vs Menard Best of 10 Nintendo Switch Thread Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1907 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 States8476 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 States8476 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 States8476 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 States8476 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
Big Gabe
12:00
Big Gabe Open #1
mouzHeroMarine711
Ryung 258
IndyStarCraft 197
TKL 193
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 711
Ryung 258
IndyStarCraft 197
TKL 193
LamboSC2 1
StarCraft: Brood War
Calm 5072
GuemChi 4698
Sea 2395
Jaedong 2137
EffOrt 1552
Soma 780
HiyA 624
Light 442
Stork 387
Hyuk 378
[ Show more ]
Snow 361
Rush 254
actioN 234
Mini 224
ggaemo 217
Larva 192
ZerO 179
Zeus 149
Soulkey 148
firebathero 134
ToSsGirL 84
hero 82
Sharp 61
Pusan 59
sSak 54
Free 48
Bale 39
soO 36
yabsab 30
Backho 29
Barracks 29
sorry 26
Sacsri 26
Shinee 25
Shine 21
Sexy 19
Terrorterran 17
Movie 16
Noble 15
IntoTheRainbow 15
scan(afreeca) 13
Rock 12
GoRush 11
Dota 2
ODPixel175
syndereN134
Counter-Strike
byalli499
markeloff214
kRYSTAL_59
Other Games
singsing2213
B2W.Neo1156
hiko969
Lowko415
DeMusliM351
crisheroes313
XaKoH 176
QueenE40
Livibee31
ZerO(Twitch)18
Organizations
StarCraft: Brood War
UltimateBattle 1110
Dota 2
PGL Dota 2 - Main Stream82
StarCraft: Brood War
Kim Chul Min (afreeca) 2
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 65
• poizon28 8
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1396
• TFBlade1239
Counter-Strike
• Nemesis1226
Other Games
• WagamamaTV355
Upcoming Events
Replay Cast
18h 49m
Escore
19h 49m
INu's Battles
20h 49m
Classic vs ByuN
SHIN vs ByuN
OSC
22h 49m
Big Brain Bouts
1d 1h
Replay Cast
1d 9h
Replay Cast
1d 18h
RSL Revival
1d 19h
Classic vs GgMaChine
Rogue vs Maru
WardiTV Invitational
1d 20h
IPSL
2 days
Ret vs Art_Of_Turtle
Radley vs TBD
[ Show More ]
BSL
2 days
Replay Cast
2 days
RSL Revival
2 days
herO vs TriGGeR
NightMare vs Solar
uThermal 2v2 Circuit
2 days
BSL
3 days
IPSL
3 days
eOnzErG vs TBD
G5 vs Nesh
Patches Events
3 days
Replay Cast
3 days
Wardi Open
3 days
Afreeca Starleague
3 days
Jaedong vs Light
Monday Night Weeklies
4 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Snow vs Flash
WardiTV Invitational
4 days
GSL
5 days
Classic vs Cure
Maru vs Rogue
GSL
6 days
SHIN vs Zoun
ByuN vs herO
Liquipedia Results

Completed

Proleague 2026-04-29
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
KK 2v2 League Season 1
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
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.