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[G]Marauder/Hellion All-in TvZ

Forum Index > StarCraft 2 Strategy
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DoctorFunk
Profile Joined September 2011
160 Posts
Last Edited: 2012-02-11 21:14:30
February 10 2012 20:29 GMT
#1
Hello Teamliquid

DoctorFunk here with another more brief and brutal TvZ all-in: The Marauder/Hellion all-in. This is nothing new, nothing revolutionary, and been around literally forever. I decided to make a guide on it for two reasons:
Reason One : It's an effective all-in, and I didn't see any guides on it here.
Reason Two : If you've been on those internets today, you may have noticed that late-game TvZ is getting a significant nerf. To my interpretation, this is Blizzard's invitation to recklessly all-in and avoid late game TvZ. If that's what floats your boat, this guide may interest you.

Also, it's generally viable at all levels.

Ouch
[image loading]
I have another guide that involves battlecruisers here
if interested.


The Idea
+ Show Spoiler +
To the zerg player, you will be doing a standard reactor hellion expand. The typical response is to get a spine or two up, an extra queen in the natural, and drone pretty hard. Hopefully you've been denying scouting and they do not know that you haven't expanded and are making constant marauders and hellions. Ideally, they should not know until you're at their natural with rockets, flamethrowers and whatever those drill things the scvs have. You should have the tools in your arsenal to deal with any composition the zerg has at this point. Good micro is greatly rewarded with this build. If you want an easy to execute, but micro intensive all-in, this should fit you.


The Build Order
+ Show Spoiler +

10 depot
12 rax
13 ref
16 marine/oc
16 barracks
16/17 supply depot
17 scv
18 marine
19 scv
19 factory
19 reactor on rax
pull one scv out of gas
19/20 tech lab(on 16 rax)
20 scv
20 supply
22 marauder
23,24 scv
26 marauder
28- first two hellions
30 - supply depot, tech lab on rax
31 scv
33- two hellions
---pull another scv out of gas
37-marauder
39-marauder
40 - last scv
42, two hellions and SUPPLY DROP
46 - two marauders/ supply depot
From here out, just constant marauder/hellion production rallied to your units.


Engagement
+ Show Spoiler +

When your first hellions are out, play it like a standard reactored hellion expand. First check your natural for lings, tag the relevant Xel'Naga tower, and proceed to the natural. With your second pair of hellions, check some likely spots for the opposing player to hide a zergling, then proceed to the natural. Four hellions at the natural, one at the Xel'Naga watch tower, one racing around aimlessly(i.e.denying scouting) and the rest rallied to the center of your base.
Again, deny deny deny scouting. If your hellions see an overlord out on the map, consider sending one of your marines to bully it away. Do not show more than four hellions unless you have to.


"It's go time"
Hellions on one hotkey, marauders on the other.

Push out of your base around 7:10 with about 8 hellions, 6-7 marauders, two marines, and 12 scvs. Start concussive shells shortly before you move out (preferably by ~6:40). It helps a little, but is not really anything too significant, I often don't use it. Rally your two barracks and factory to their natural or your marauders.
Put your scvs on autorepair, have them alternating between attacking, sitting in front repairing each other, and repairing your hellions. If you want to, shift follow them on your hellions with autorepair enabled. You want to take down the spines with your marauders.

Basically your micro is

a) have scvs on autorepair
b) a move
c) pull back your hellions behind your marauders when they engage, kite with marauders OR just stand there and be beefy.
d) After you kill all of the UNITS in the natural, move straight to the main. I don't mind leaving that hatchery alive. as long as the queen down there is dead, they can only produce a few lings out of it anyways. Again, you're on the clock, so get to roasting.
c) if they decide to attack you on their ramp with mass speedlings, you can collect an easy win. again, pull your hellions behind your marauders OR you can kind of have the hellions and scvs tank with autorepair if they are clumped together well.

Be sure to not attack lings with just SCVS while your hellions are roasting drones and marauders are aimlessly shooting things.

Target Priority:

First take down the spines, unless speedlings run past the spine. In that case, roast them. Then move onto queens. You don't want them to get off another inject on their natural.
However, if speedlings are threatening a surround, don't blindly charge at the queen, exposing your hellions.
Also, drone roasting is very good. Drones will not scratch you, unless you somehow let them surround you with lings, so enjoy the barbecue.


Remember, you REALLY do not want to get your hellions surrounded by speedlings without SCV's and Marauders clumped with them. Speedlings are really good against hellions if they have a proper surround.




Counters
+ Show Spoiler +

If they are going for a roach/ling all in a la tang, they will have an easier time defending. If you catch the roaches out on the map, surround them with your scvs and kite forward with your marauders, focus firing them. Swing the hellions around to maximize splash on the roaches. Pull them away if speedlings are going to surround them.

Mass ling/spine: This is more difficult in my opinion. You have to push the spines to take them down because you're on the clock, but you don't want your army to be in an unfavorable position for a surround. Follow the micro tips listed before and you can be okay, as long is there isnt an insane amount of speedlings.

Banelings: Try to kite them with hellions. If you have to take hits, throw a couple marauders at them, do NOT be clumped up.

Super fast muta is not a viable counter, the game will be over in one way or another before then.



Replays

+ Show Spoiler +

Replays of the build:

[image loading]

[image loading]

[image loading]

[image loading]



Conclusion
+ Show Spoiler +

That's it!
This is an effective all-in at all levels of play. Good micro is rewarded, poor micro is punished.



Jestalt
Profile Joined November 2011
United States28 Posts
February 10 2012 20:39 GMT
#2
Well written. As a heavy macro zerg, I don't look forward to seeing this on ladder.
Know thyself.
blackberry_
Profile Joined September 2011
114 Posts
Last Edited: 2012-02-10 21:03:17
February 10 2012 21:02 GMT
#3
About how many scvs do you leave behind in base to continue constant rauder/hellion production?
Live your life.
DoctorFunk
Profile Joined September 2011
160 Posts
February 10 2012 21:06 GMT
#4
On February 11 2012 06:02 blackberry_ wrote:
About how many scvs do you leave behind in base to continue constant rauder/hellion production?

good question. I'm sure that my execution is not exactly optimal, but I typically just box about half of my scvs and bring them with my push. I could run a couple of tests vs AI and figure out an optimal number and put it in the guide.

Short answer: a little less than half, but this may not be optimal.
JDub
Profile Joined December 2010
United States976 Posts
February 10 2012 21:09 GMT
#5
I like that you are honest in your guide, rather than saying "Unleash the aggression in TvZ!" without calling it an all-in (a la Tang). I did want to see a build order for this all-in, as I would like to mix it in sometimes on ladder to keep things interesting.

Thanks for the guide bro
ArcticRaven
Profile Joined August 2011
France1406 Posts
February 10 2012 21:18 GMT
#6
Interesting... but it would be nice to have some clues as to how to defend it
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
Indrium
Profile Joined November 2010
United States2236 Posts
Last Edited: 2012-02-10 21:38:37
February 10 2012 21:38 GMT
#7
Awesome! I tried to make up a BO for this the other day on the ladder and it didn't work, because I'm bad. ^^ Thanks for the help, I'll try this and let you know. :D

Reason Two : If you've been on those internets today, you may have noticed that late-game TvZ is getting a significant nerf. To my interpretation, this is Blizzard's invitation to recklessly all-in and avoid late game TvZ. If that's what floats your boat, this guide may interest you.


LOL
JDub
Profile Joined December 2010
United States976 Posts
February 10 2012 21:51 GMT
#8
On February 11 2012 06:18 ArcticRaven wrote:
Interesting... but it would be nice to have some clues as to how to defend it

The OP states that roach/ling is good for defending it. Even just pure roach can be strong, as you can produce a ton of roaches off of 2 base that can just overwhelm the relatively small marauder numbers.
Killcani
Profile Joined October 2010
Sweden448 Posts
February 10 2012 21:59 GMT
#9
mass lings/spines is the best way to defend vs this
DoctorFunk
Profile Joined September 2011
160 Posts
February 10 2012 22:06 GMT
#10
On February 11 2012 06:18 ArcticRaven wrote:
Interesting... but it would be nice to have some clues as to how to defend it

See: counters.
Wortie
Profile Joined September 2011
Netherlands212 Posts
February 10 2012 22:43 GMT
#11
Best defense is about 2 spines, 4 queens with 2 transfuses and about 14 lings, with lings in production, the queens are the really keystone because marauders and hellions don't do bonus damage vs them. Queens are also handy vs reapers, hellion all ins and banshees. No need to thank me.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2012-02-11 01:13:09
February 10 2012 23:04 GMT
#12
On February 11 2012 07:43 Wortie wrote:
Best defense is about 2 spines, 4 queens with 2 transfuses and about 14 lings, with lings in production, the queens are the really keystone because marauders and hellions don't do bonus damage vs them. Queens are also handy vs reapers, hellion all ins and banshees. No need to thank me.

Like I say about every single T all in. It can be stopped by queens, spines, and lings.

Also kind of helps to have creep spread, but with hellions on the map you're going to be fighting from one angle. No effective flanking possible. Blind banes on creep would do wonders.

Show nested quote +
On February 11 2012 10:05 DoctorFunk wrote:
Yes queens are a great defensive unit, particularly against Terran. Spanishiwa style would fare well against this, although I'm not sure when said style gets ling speed.


From below --

not even spanishwa style. That's fallen out, IMO, as I see most zergs get gas by at latest 30. But more so the normal timing 15hatch 14/16 pool with an early macro hatch and an 3-4 queens for creep spread. Negates hellion openings, or blocks the damage, so you can spread creep effectively, and move spines up to get more area to flank the mara/hellion army.

I used to do mara/hellion timings, that's what always beat me.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
DoctorFunk
Profile Joined September 2011
160 Posts
February 11 2012 01:05 GMT
#13
Yes queens are a great defensive unit, particularly against Terran. Spanishiwa style would fare well against this, although I'm not sure when said style gets ling speed.
ipwntbarney
Profile Joined September 2011
United States141 Posts
February 11 2012 02:13 GMT
#14
Platinum Zerg here. Lately if I scout a reactor hellion opening, I've just been immediately switching into Tang's Roach/Ling all-in, since every other Terran seems to love this opening. Not that I blame them since late game TvZ is pretty sad right now.

Blizzard really needs to give some sort of buff to Terran late game since Infestor/Broodlord is so ridiculous
ValhallaDude
Profile Joined June 2011
United States24 Posts
February 11 2012 05:30 GMT
#15
Great all-in. I had this in my arsenal for a long time but you refined it to be a little more effective. Considering how impossible tvz late game will be and how so few all-ins I actually know. i thought it might be a good idea to refine my all ins and learn some new ones. Thanks

except, I build the tech lab on the rax first instead of making it look like a reactor hellion opening.

I build my first rax with a tech lab and start making marauders asap. I build my second rax and factory at same time. Once they finish, I get addons on them asap. I send my hellions out to make it look like a really delayed hellion opening and try to deny control of xel naga.

my all in though is at their front door at 830 with stim with 12-14 marauders and 12-14 hellions.
shimbal
Spieltor
Profile Blog Joined February 2012
327 Posts
February 11 2012 05:44 GMT
#16
here's what I do as zerg vs any hellion push. 4 roaches, send two to attack move all the way to the enemies base. you cannot deny my scout roaches. Now I know you didnt expand and will mass spines. When the attack comes get a surround with roach lings and focus spines to kill the marauders (NOT THE HELLIONS!). the marauders will die asap due to the +armored damage of spines, and leave the hellions to fend for themselves vs roach ling spine.
"A government big enough to give you everything you want, is strong enough to take everything you have." -Thomas Jefferson
tauon
Profile Blog Joined January 2012
Australia1278 Posts
February 11 2012 06:01 GMT
#17
Nice Guide! This sort of build has killed me more than a few times on ladder (

In my experience this build doesn't work as well on maps with closed off naturals like Shattered Temples or Shakuras Plateau. It's fairly easy to trap and surround the hellions with lings in some pocket or corner.
Road to 6sange
SovietHammer
Profile Joined March 2011
United States166 Posts
February 11 2012 06:05 GMT
#18
Thanks for this, I didn't know any good tvz allins besides 11/11.
DoctorFunk
Profile Joined September 2011
160 Posts
February 11 2012 06:33 GMT
#19
On February 11 2012 14:44 Spieltor wrote:
here's what I do as zerg vs any hellion push. 4 roaches, send two to attack move all the way to the enemies base. you cannot deny my scout roaches. Now I know you didnt expand and will mass spines. When the attack comes get a surround with roach lings and focus spines to kill the marauders (NOT THE HELLIONS!). the marauders will die asap due to the +armored damage of spines, and leave the hellions to fend for themselves vs roach ling spine.

sounds effective, except that two early scouting roaches won't know whether you expanded a lot. A lot of hellion openers leave the cc in base for a bit due to roach/ling. if you mass spines against a standard reactor hellion expand, or marine hellion elevator, you will end up behind. Otherwise, sounds good---roach openings are pretty solid as long as its not all in and throwing them away.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
February 11 2012 07:10 GMT
#20
On February 11 2012 05:29 DoctorFunk wrote:
The Build Order
+ Show Spoiler +

10 depot
12 rax
13 ref
16 marine/oc
16 barracks
16/17 supply depot
17 scv
18 marine
19 scv
19 factory
19 reactor on rax
pull one scv out of gas
19/20 tech lab(on 16 rax)
20 scv
20 supply
22 marauder
23,24 scv
26 marauder
28- first two hellions
30 - supply depot, tech lab on rax
31 scv
33- two hellions
---pull another scv out of gas
37-marauder
39-marauder
40 - last scv
42, two hellions and SUPPLY DROP
46 - two marauders/ supply depot
From here out, just constant marauder/hellion production rallied to your units.

When do you build your 2nd barracks?
MaV_gGSC
Profile Blog Joined November 2010
Canada1345 Posts
February 11 2012 07:30 GMT
#21
Great build to throw in a boX series.
Life's good :D
DoctorFunk
Profile Joined September 2011
160 Posts
February 11 2012 07:50 GMT
#22
About 16( before depot, like a 2 rax tvp) if there's no drone scout snooping around your base.. If there is, go ahead and build the depot and the rax just when you can afford it, you will just be down a marauder and up an scv when you push.
Celestia
Profile Joined February 2011
Mexico376 Posts
February 11 2012 15:21 GMT
#23
Very nice, I'm so trying this against those who just Lair rush (Gold- Platinum Zergs).
EndOfLineTv
Profile Joined February 2011
United States741 Posts
February 11 2012 16:47 GMT
#24
This build will always be a pain in my ass.


Question for you DrFUNKY!
(since I play terran in teams)

when would be a good time to fit in a CC, if you opted to not all in off one base?
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2012-02-11 18:49:50
February 11 2012 18:40 GMT
#25
That seems like a nice bo
I'll see what I can do with it to make it into a non-all-in bo.

How much do those SCVs add in the attack, anyways? Are they just random meatshields which you threw into the mix or do they serve a more planned out purpose?
DoctorFunk
Profile Joined September 2011
160 Posts
February 11 2012 19:10 GMT
#26
On February 12 2012 03:40 Antylamon wrote:
That seems like a nice bo
I'll see what I can do with it to make it into a non-all-in bo.

How much do those SCVs add in the attack, anyways? Are they just random meatshields which you threw into the mix or do they serve a more planned out purpose?

repair I think I use them for that more than a meat shield or attacking unit.
Vague
Profile Joined April 2011
170 Posts
February 11 2012 19:16 GMT
#27
Thanks for the guide. Could you say a little about which maps are good for this build? I can imagine that this build isn't great in Tal' darim, for example.
Vague
Profile Joined April 2011
170 Posts
Last Edited: 2012-02-11 19:19:58
February 11 2012 19:19 GMT
#28
DoctorFunk
Profile Joined September 2011
160 Posts
February 11 2012 19:24 GMT
#29
On February 12 2012 04:16 Vague wrote:
Thanks for the guide. Could you say a little about which maps are good for this build? I can imagine that this build isn't great in Tal' darim, for example.

well, to put it plain and simple, the more open the natural is, the less likely you are to attack into >1 spine crawlers. If they scout it on a map like shakuras, you could have a hell of a time breaking through an evo, spine, queen wall only to be greeted by mass lings.

Also, the shorter the rush distance, the better. I used this build VERY often on Xel'naga.
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
February 11 2012 21:02 GMT
#30
I would think Blue Flame hellions > Reactor hellions. BF hellions 2shot lings, while Red Flame 3 shots. Also it seems when I get BF (playing pure mech) the Zerg always seems to get roaches. Wouldn't forcing roaches be beneficial?
Team Liquid needs more Terrans.
DoctorFunk
Profile Joined September 2011
160 Posts
February 11 2012 21:10 GMT
#31
No, you don't want to force them to make anything. I think a few of you are misunderstanding the purpose of this build. This isn't a timing attack. It's an all in. If you all are looking for an effective marauder/hellion opener with the ability to transition, someone wrote a guide HERE. Personally, I don't favor a marauder/hellion opening unless I am going to all in, it's kind of a deviation from my goal.
-Blue flame would cut into your production, and make this all in a lot weaker, or a lot later( thus weaker), I don't think it's viable.
Atreides
Profile Joined October 2010
United States2393 Posts
Last Edited: 2012-02-11 22:56:09
February 11 2012 22:43 GMT
#32
Yeh I do this build a LOT in mid-Masters (or equivalent I just copied ForGG's version exactly to refine my own a little bit) and you really just have to deny scouting, if zerg scouts it they can and will hold it. They just need to stop droning and make spines and lings. Don't be shy about it, theres no real transition out of it for the terran player. If you have 4 or 5 spines up when he shows up you basically just win the game.

From Terran side of things, like I said denying scouting is so so so so important put depots around edges so that you can immediately spot ovie and get it with your two marines. I highly recommend against doing any sort of light bunker pressure for that reason alone. You NEED the two marines to kill scouting ovie. Also, IMO unless you kill natural expansion or at least most drones you might as well just gg out. Its REALLY hard to transition out. If they pull back up ramp with a bunch of units don't try and break it, (situational of course, but roaches and/or spines at top of ramp are a bitch) just kill nat go home and swap addons and make marine tank. (I personally don't expand here) When he tries to take expansion again your army should just crush him. It is VERY likely he is waiting on muta though and thats why he pulled into main so you need to get marine production asap. you allready have stim so 3 marines at a time should be fine vs 1 base muta. Your army is guaranteed to rickroll his so just don't die to the muta. Incidentally, on that not contrary to popular belief this build is like a hard counter to super fast two-base muta. Its basically a free win if your timings are crisp. However I think lower level players mess up the build and hit too late and then complain it dies to muta.

Also, I believe OP mentioned a lot of this, but some maps are not good for this. Particularly Shakuras and Antiga since with the ramp, it is basically impossible to break even two spines. Basically, the standard defense against hellions stops you on these maps. On other maps you should be ok against 2 spines and often you can engage 1 at a time. Make sure your marauders shoot spines and queens not lings....

To those people who want to make this "not an all-in" I wouldn't bother. If you want a weaker, pressure, non-allin version just reactor expand first into marauder hellion but I personally don't like that much. The reason this is an all-in. is NOT because you bring scv.... (bothers me so much, how many people freak out about pulling scv for attacks) its all-in because of delayed expansion and tech. You are basically exactly as all-in whether you bring 10 scv or not and it makes it more effective. What people fail to realize is that in a Protoss or Zerg all-in you cut workers like mad, in a Terran all-in you still build the workers but you bring them with you! I really think you are just gimping the build if you don't pull scv.

Some of my thoughts.

Nice guide, good build.
Troxle
Profile Blog Joined November 2011
United States486 Posts
February 11 2012 23:02 GMT
#33
Big tip for this build! Do not build tech lab barracks to close to the ramp! Even in diamond league I've seen this coming a mile away and was overly prepared to crush it! Deny as much scouting as possible or any zerg will cut drones, drop spines and produce an army!
If you're homophobic, you're probably ugly, so don't worry about a gay guy coming onto you. - jarrydesque
Celestia
Profile Joined February 2011
Mexico376 Posts
Last Edited: 2012-02-12 00:05:54
February 12 2012 00:00 GMT
#34
Damn it, it doesn't work that well against Gold- PLatinum Zergs mostly because all of them just put Spine Crawlers everywhere at the beggining of the game >_> (I guess I'm doing the usual stuff).
Squigly
Profile Joined February 2011
United Kingdom629 Posts
February 12 2012 00:11 GMT
#35
I was doing this for a long time (only in high dia, as in i sometimes play low masters on ladder). In the end i decided that having a reactor on the second rax was better.

I had a lot of games where i would kill almost everything, then die to 2 mutas. Also marine DPS is sick. However it seems you dont get stim (i didnt see it, havent watched a replay, but ive obv read the entire OP)

I generally do a stim timing. Do you have an opinion on why yours is better?

Or have i just completely mis-understood this.
DoctorFunk
Profile Joined September 2011
160 Posts
February 12 2012 01:08 GMT
#36
On February 12 2012 09:11 Squigly wrote:
I was doing this for a long time (only in high dia, as in i sometimes play low masters on ladder). In the end i decided that having a reactor on the second rax was better.

I had a lot of games where i would kill almost everything, then die to 2 mutas. Also marine DPS is sick. However it seems you dont get stim (i didnt see it, havent watched a replay, but ive obv read the entire OP)

I generally do a stim timing. Do you have an opinion on why yours is better?

Or have i just completely mis-understood this.



I work stim in sometimes, It just leaves you like 1-2 hellions/marauders short when you push or delays it a bit.. This build is just what I've been comfortable doing, and generally gets the most units out. Stimming half of your marauders while busting the front spines could be useful. I'll see if I can find a replay of it with stim and include that BO. I haven't compared my build with other marauder hellion builds, it is possible that other variations could be more effective in different situations, and less effective and other.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 12 2012 01:12 GMT
#37
On February 12 2012 10:08 DoctorFunk wrote:
Show nested quote +
On February 12 2012 09:11 Squigly wrote:
I was doing this for a long time (only in high dia, as in i sometimes play low masters on ladder). In the end i decided that having a reactor on the second rax was better.

I had a lot of games where i would kill almost everything, then die to 2 mutas. Also marine DPS is sick. However it seems you dont get stim (i didnt see it, havent watched a replay, but ive obv read the entire OP)

I generally do a stim timing. Do you have an opinion on why yours is better?

Or have i just completely mis-understood this.



I work stim in sometimes, It just leaves you like 1-2 hellions/marauders short when you push or delays it a bit.. This build is just what I've been comfortable doing, and generally gets the most units out. Stimming half of your marauders while busting the front spines could be useful. I'll see if I can find a replay of it with stim and include that BO. I haven't compared my build with other marauder hellion builds, it is possible that other variations could be more effective in different situations, and less effective and other.

I think you could get away better with reactor hellion, land rax, start mara and stim, and throw down 2 more naked rax instead of a CC.

An go mara/hellion/marine scv all in. Hit right at stim. You'll, of course, be shorter on marauders, but you'd have stim and a 3-1 aggressive stance.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
alepoff
Profile Joined January 2012
140 Posts
February 12 2012 01:35 GMT
#38
Reason 2, so true.

I do this sometimes when I'm fed up with infestor junk, but I do it with stim. Very high winrate.
let's bounce
DoctorFunk
Profile Joined September 2011
160 Posts
February 12 2012 05:51 GMT
#39
On February 12 2012 10:12 iAmJeffReY wrote:
Show nested quote +
On February 12 2012 10:08 DoctorFunk wrote:
On February 12 2012 09:11 Squigly wrote:
I was doing this for a long time (only in high dia, as in i sometimes play low masters on ladder). In the end i decided that having a reactor on the second rax was better.

I had a lot of games where i would kill almost everything, then die to 2 mutas. Also marine DPS is sick. However it seems you dont get stim (i didnt see it, havent watched a replay, but ive obv read the entire OP)

I generally do a stim timing. Do you have an opinion on why yours is better?

Or have i just completely mis-understood this.



I work stim in sometimes, It just leaves you like 1-2 hellions/marauders short when you push or delays it a bit.. This build is just what I've been comfortable doing, and generally gets the most units out. Stimming half of your marauders while busting the front spines could be useful. I'll see if I can find a replay of it with stim and include that BO. I haven't compared my build with other marauder hellion builds, it is possible that other variations could be more effective in different situations, and less effective and other.

I think you could get away better with reactor hellion, land rax, start mara and stim, and throw down 2 more naked rax instead of a CC.

An go mara/hellion/marine scv all in. Hit right at stim. You'll, of course, be shorter on marauders, but you'd have stim and a 3-1 aggressive stance.

this sounds pretty good also, I'll try it out. I've been experimenting with a lot of 1 base all ins against Zerg and they're having a bit more success than I would have expected. I feel so dirty.
ArcticRaven
Profile Joined August 2011
France1406 Posts
February 12 2012 11:43 GMT
#40
On February 11 2012 07:06 DoctorFunk wrote:
Show nested quote +
On February 11 2012 06:18 ArcticRaven wrote:
Interesting... but it would be nice to have some clues as to how to defend it

See: counters.


Well, you're giving the terrans advice against these counters. You're not telling how to micro against it. I'd like to have the zerg point of view on this.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
DoctorFunk
Profile Joined September 2011
160 Posts
February 12 2012 20:02 GMT
#41
On February 12 2012 20:43 ArcticRaven wrote:
Show nested quote +
On February 11 2012 07:06 DoctorFunk wrote:
On February 11 2012 06:18 ArcticRaven wrote:
Interesting... but it would be nice to have some clues as to how to defend it

See: counters.


Well, you're giving the terrans advice against these counters. You're not telling how to micro against it. I'd like to have the zerg point of view on this.


I understand, but that's the purpose of the guide For defending it, micro is really not that important. It's just scouting it coming and pumping units. Just be diligent with your scouting, it shouldn't be too hard to get some information from overlords or stray lings. When you scout a lot of hellions and more than one marauder(one marauder is standard for some), stop droning and pump some units, throw up an extra couple of spines, and have four queens. Queens, spines, and speedlings should defend this fine with minimal micro. If you can transfuse your spines, great. Just try not to engage in a choke, and try to catch the hellions out of position. If the battle isn't going great, don't hesitate to throw down a spine in your main too, I've won some games because we traded equally, but I still was able to produce enough hellions to run around and roast the remaining drones because there was only a queen defending.
littlemozart7
Profile Joined March 2011
69 Posts
February 12 2012 20:12 GMT
#42
im sure you can somehow squeeze in stim into your build. its definately more usefull then concuss for this all in
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2012-02-12 20:16:22
February 12 2012 20:15 GMT
#43
On February 12 2012 20:43 ArcticRaven wrote:
Show nested quote +
On February 11 2012 07:06 DoctorFunk wrote:
On February 11 2012 06:18 ArcticRaven wrote:
Interesting... but it would be nice to have some clues as to how to defend it

See: counters.


Well, you're giving the terrans advice against these counters. You're not telling how to micro against it. I'd like to have the zerg point of view on this.


From my perspective when they go for a 1 base Marauder/Hellion the most important factor is scouting it of course, once I know what is coming I can just sit on 2 bases and pump out a handfull of Roaches and a ton of Zerglings, Spine Crawlers are good but may be optional. The idea is to use Roaches to try and pick off Hellions and tank damage and then flooding the enemy with Zerglings when you see a good opportunity. The times when I am able to scout this all-in I typically haven't had any problem stopping it with just Roach/Ling, just balance your army to beat what the enemy has, more Marauders means more Lings, more Hellions means more Roaches.
bundo
Profile Joined February 2011
Canada113 Posts
February 12 2012 20:42 GMT
#44
i prefer to get the 2nd barracks after the factory and then once the factory is on the reactor use the rax to get a tech lab, and then start stim and marauder production. Normally push with around 6-8 marauders and 8-10 hellions with stim and scvs
DoctorFunk
Profile Joined September 2011
160 Posts
February 12 2012 21:45 GMT
#45
On February 13 2012 05:15 BeeNu wrote:
Show nested quote +
On February 12 2012 20:43 ArcticRaven wrote:
On February 11 2012 07:06 DoctorFunk wrote:
On February 11 2012 06:18 ArcticRaven wrote:
Interesting... but it would be nice to have some clues as to how to defend it

See: counters.


Well, you're giving the terrans advice against these counters. You're not telling how to micro against it. I'd like to have the zerg point of view on this.


From my perspective when they go for a 1 base Marauder/Hellion the most important factor is scouting it of course, once I know what is coming I can just sit on 2 bases and pump out a handfull of Roaches and a ton of Zerglings, Spine Crawlers are good but may be optional. The idea is to use Roaches to try and pick off Hellions and tank damage and then flooding the enemy with Zerglings when you see a good opportunity. The times when I am able to scout this all-in I typically haven't had any problem stopping it with just Roach/Ling, just balance your army to beat what the enemy has, more Marauders means more Lings, more Hellions means more Roaches.

agreed, roaches in tvp are good defensively and not overproduced. I just hate to see people doig blind roach aggression up a Terran ramp. It's generally never worth it, bunker and scvs to repair will set you behind and much weaker to a marine/marauder/ tank push. It will only accomplish anything if the Terran is playing very thin/greedy
Specialist
Profile Blog Joined April 2007
United States803 Posts
Last Edited: 2012-02-12 21:52:18
February 12 2012 21:51 GMT
#46
better build order is here:


go to the actual youtube site and I have the BO down.

I analyzed forgg myself ^_^
Peleus
Profile Joined March 2010
Australia420 Posts
February 12 2012 21:54 GMT
#47
Zerg GM

One of the many counters that I prefer to this is (as always) correct scouting to see it coming.

If I see them doing it usually I'll throw down two more spines (usually have 2 for hellion harrass and to protect against this already) towards the back of the natural. Always have a baneling nest to protect against things like this. Morph 5-6 banes and focus on ling production. When they engage run lings behind their hellions to prevent kiting then run the banelings into the hellions. Once the hellions are gone the marauders are next to useless and can be easily cleaned up with lings.

Allows you to stay on your typical tech path (ling / bling) rated than going out of the way for roaches.
thesums
Profile Joined December 2010
Taiwan257 Posts
February 12 2012 21:58 GMT
#48
i feel TLO's 6 rax is better when talking about all-ins, because pulling scv's makes it really all-in, but of course short games make it easier to rise up in the Ladder ranks XD

AND if i remember correctly, the pro's marauder hellion all-ins always off two base or with expansion behind right? This one is with stim.
Fallians
Profile Blog Joined July 2011
Canada242 Posts
February 12 2012 22:08 GMT
#49
This isn't a discussion about which terran allin is best.. It's a guide on how to properly execute this particular allin.
If you attack before 15minutes.. It's cheese....
WickedSkies
Profile Blog Joined August 2011
Netherlands81 Posts
February 12 2012 23:39 GMT
#50
On February 11 2012 05:29 DoctorFunk wrote:
To my interpretation, this is Blizzard's invitation to recklessly all-in and avoid late game TvZ. If that's what floats your boat, this guide may interest you.


All changes that Blizzard made in the game since 10 patches ago invite T to all-in either of the two races, since Z and P have ways to get ahead, if left alone: Zerg can make 16 drones at the same time out of two hatcheries and toss can reach 3/3 before terran has finished his 2/2 AND have 20 workers more out of the same number of bases. I wonder if this hellion/marauder all-in can be done on a toss as well...
Drone chasing probe, Tasteless quietly watching (Artosis)
dotDash
Profile Joined March 2011
Sweden142 Posts
February 13 2012 16:38 GMT
#51
Well written! Thanks for sharing, I will defo try this out later on!

Peace
Dan
Feel free to tune in to my stream! Highmaster T aiming for GM with commentary! http://video.gamecreds.com/1sy1sfohwo31n/channel/dotDash-T-going-for-GM
Squigly
Profile Joined February 2011
United Kingdom629 Posts
February 14 2012 11:28 GMT
#52
On February 13 2012 06:51 SpecialistSc wrote:
better build order is here: http://www.youtube.com/watch?v=cX0ZqaOS6NE&feature=channel_video_title

go to the actual youtube site and I have the BO down.

I analyzed forgg myself ^_^


First off, dont do this. Its really not on to have a video in a video which is most of the time too small to see. You are cearly jsut trying to get people to your channel.

HOWEVER, good video. But do you know why he waits so long for the second rax? He has the money for it for like 30 seconds and doesnt build it. I always build it asap and never have issues.
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
Last Edited: 2012-02-20 13:26:29
February 20 2012 11:21 GMT
#53
Very well written guide!
Terran has always and will always revolve around strong timings or attacks that need to be scouted or you die. Early game Marauders in big numbers really pose a threat not only to Zerg but also to Protoss and definitely need to be scouted. The problem with this build is in my opinion that it is quite easy for Z to scout the natural and see if there is a CC going down.

On February 13 2012 08:39 WickedSkies wrote:
Show nested quote +
On February 11 2012 05:29 DoctorFunk wrote:
To my interpretation, this is Blizzard's invitation to recklessly all-in and avoid late game TvZ. If that's what floats your boat, this guide may interest you.


All changes that Blizzard made in the game since 10 patches ago invite T to all-in either of the two races, since Z and P have ways to get ahead, if left alone: Zerg can make 16 drones at the same time out of two hatcheries and toss can reach 3/3 before terran has finished his 2/2 AND have 20 workers more out of the same number of bases. I wonder if this hellion/marauder all-in can be done on a toss as well...


Balance whine.
Really bad one as well. I will help you to make it better:
1. Zerg could make 38 drones at the same time out of two hatcheries
2. Protoss can reach 3/3/3 before Terran has reached 1/1 if Terran gets a late or no Engineering Bay. WOW!

Obviously, it all depends on the build. If Protoss has 20 workers more than you and 3/3 done before you finished your 2/2 you must have had a much stronger army than him for a long time. (Assuming, as you said, everyone has been left alone.)

I am not going to go into more detail because it doesn't make sense. Your argument is quite frankly ridiculous. T has just about the same chance to get ahead e.g. with mules. Saying something like if left alone is not only too vague, it's also just straight up BS balance-whine.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
TheSubtleArt
Profile Joined May 2011
Canada2527 Posts
February 20 2012 12:57 GMT
#54
Strong all in, I've seen it many times in the Korean weekly games, as well as Idra dying to it on his stream.
Dodge arrows
ETisME
Profile Blog Joined April 2011
12355 Posts
Last Edited: 2012-02-20 13:11:15
February 20 2012 13:06 GMT
#55
Zerg players:
Don't let the spine dies. All you need is spines with queens and some lings, this is defendable. Make sure you try to kill all the marauders because without them, hellions cannot do anything about spines and queens.
I have seen Stephano defended this with just one spine (and he didn't even scouted it coming)
he was behind because there was a good hellion hit, but this shows you that with good control, 3 queens and lings and 1 spine can do.


On February 13 2012 08:39 WickedSkies wrote:
Show nested quote +
On February 11 2012 05:29 DoctorFunk wrote:
To my interpretation, this is Blizzard's invitation to recklessly all-in and avoid late game TvZ. If that's what floats your boat, this guide may interest you.


All changes that Blizzard made in the game since 10 patches ago invite T to all-in either of the two races, since Z and P have ways to get ahead, if left alone: Zerg can make 16 drones at the same time out of two hatcheries and toss can reach 3/3 before terran has finished his 2/2 AND have 20 workers more out of the same number of bases. I wonder if this hellion/marauder all-in can be done on a toss as well...

and honestly, stop trolling. You are showing a very low understanding of the game.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=312138#13
Read through this thread, you posted a "balance whine" post again which showed your complete lack of understanding the mechanics behind zerg and tonnes of people are telling you what you need to understand.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
DaemonX
Profile Joined September 2010
545 Posts
February 20 2012 16:36 GMT
#56
Wow, I've been trying to figure out a viable Rauder-Hellion all-in for months.

The problem was choosing between blue-flame and stim as my timing...either one would make my unit balance wonky.
And here you don't get either!

Surely getting one of these is worth it?
DoctorFunk
Profile Joined September 2011
160 Posts
February 20 2012 16:54 GMT
#57
Stim is good for taking down the spines, thats really it. I guess it can be worth it if you're really selective and conservative about your stim usage. I generally do not get it. That's not saying that it's bad to get it, it's all preference. If its a roach defense, stim would definitely be good. However the decision to get stim would come before roaches are scouted, so it's just whatever.
aaycumi
Profile Joined March 2011
England265 Posts
February 20 2012 16:55 GMT
#58
Do this all the time at 8 mins with an expansion and three rax, see liquidpedia Reactor Hellion/Stim Bio timing.
neo_sporin
Profile Blog Joined August 2010
United States516 Posts
February 20 2012 17:31 GMT
#59
As a masters zerg I must say that some terrans definitely need to read this build. In my recent memory I have been marauder/hellion all-ined and BOTH times I have been 10-15 seconds from mutas popping, then the terran promptly ggs when they get to the fight. I never go super fast muta in any form and could never figure out how terran's are being so slow at getting this attack off.

Good guide, more people need to learn the right BO even at the "higher" levels
celeryman
Profile Joined January 2011
United States54 Posts
February 20 2012 19:43 GMT
#60
I watched all 3 replays (the 4th is the same as the 3rd) and only 1 opponent made 2 spines, but did so far enough apart you could focus down one without being hurt by the other. Also in 2 of the games they made macro hatches in their main as you moved out. Not to mention every game was on wide open naturals, not maps where they sim city like Shakuras.

So do you just avoid doing this on maps like Shakuras, and how do you deal with 2 spines? Many zerg put down 2 as a matter of course, and usually right next to each other. Running around with the hellions could work if they don't block with the 2 queens and the handful of speedlings they'll have (one of your opponents didn't even have speed).

I'm curious if this is at all viable if the zerg's getting 2 spines and more than 4 speedlings? Does anyone have replays of those games?
Silentness
Profile Blog Joined August 2009
United States2821 Posts
February 20 2012 19:47 GMT
#61
I saw Forgg doing it on his stream. It seemed easy enough to execute even though Forgg is obviously not easy to copy. I tried it myself and it worked beautifully. The banelings tickle the marauders and all the lings get roasted by the hellions. *thumbs up* I've only tried it once though so 1/1 success rate.
GL HF... YOLO..lololollol.
KangaRuthless
Profile Blog Joined August 2010
United States304 Posts
February 20 2012 19:57 GMT
#62
I hate this strat because it directly counters my 4 Queen +1 Melee opener.

Best used on maps with wide ramps, like Belshir Beach.
www.youtube.com/KangaRuthless
DoctorFunk
Profile Joined September 2011
160 Posts
February 20 2012 20:01 GMT
#63
On February 21 2012 04:43 celeryman wrote:
I watched all 3 replays (the 4th is the same as the 3rd) and only 1 opponent made 2 spines, but did so far enough apart you could focus down one without being hurt by the other. Also in 2 of the games they made macro hatches in their main as you moved out. Not to mention every game was on wide open naturals, not maps where they sim city like Shakuras.

So do you just avoid doing this on maps like Shakuras, and how do you deal with 2 spines? Many zerg put down 2 as a matter of course, and usually right next to each other. Running around with the hellions could work if they don't block with the 2 queens and the handful of speedlings they'll have (one of your opponents didn't even have speed).

I'm curious if this is at all viable if the zerg's getting 2 spines and more than 4 speedlings? Does anyone have replays of those games?

yup, I don't do this on shakuras, I go for fast 3 orbital there with 3 rax to wall. But I'm sure I have some replays of this on metalopolis. Antiga can also be tricky. I'll sort through some of y games later and post replays of me both losing and winning to 2+ spines. As far as dealing with mass spines, it's difficult. Sometimes I just run past them. Can't do that on shakuras though.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
February 20 2012 20:01 GMT
#64
The best way to beat this is to hatch first, get a third queen and a spine crawler. Overlord scout or sneak out lings to see if there's an expansion and try to find out what units are coming toward your base.

The terran's job is to deny scouting so the late expansion doesn't tip them off. Given you have so few marines, you'll probably not be able to deny a proper overlord scout, but you can deny ling scouts and prevent creep spread. The key is to only show 4 hellions before pushing. Some people make 6 for builds like reactor hellion double expand, but if you do that a lot of people will get scared and build extra units/spines or a lot of roaches which will all shut down the attack rather easily.

I'd also say it's a build order loss against unusually fast muta (9~ minutes) assuming they have a decent spine/ling count, but it's possible that you can barely kill them. A more common build order loss will be against the roach/baneling all-in, which can both demolish your push and kill you easily. Though they typically don't make tons of units until roughly 8 minutes, they can have 11 or so roaches quite fast and they can scout with speedlings or overlords before your push to adjust if necessary.
Creator of sc2unmasked.com
Entteri
Profile Joined August 2011
Finland108 Posts
February 20 2012 20:26 GMT
#65
I don't see how you are supposed to keep zerg from scouting this. Zerg will be able to see you being on 1 base with overlords alone and there's nothing you can do about it. Even if you manage to keep lings from seeing anything zerg can just sac an ovie and very likely scout this. 2 marines aren't enough to cover the sides of your base and it also takes them quite some time to kill an ovie.

Definitely a very strong all-in but imo kinda easily scouted.
OSM.OneManArmy
Profile Joined April 2011
United States509 Posts
February 21 2012 04:31 GMT
#66
hey OP, instead of pulling guys out of gas, do you think conc shells would be good to fit in the build since its a quick upgrade and makes it so queens cant run away?
Admin of High School Starleague // hsstarleague.com // https://www.facebook.com/HSStarleague // UCI Dota2 President https://www.facebook.com/groups/ucidota/
Whatson
Profile Blog Joined January 2012
United States5356 Posts
Last Edited: 2012-02-21 05:18:09
February 21 2012 05:13 GMT
#67
On February 21 2012 05:26 Entteri wrote:
I don't see how you are supposed to keep zerg from scouting this. Zerg will be able to see you being on 1 base with overlords alone and there's nothing you can do about it. Even if you manage to keep lings from seeing anything zerg can just sac an ovie and very likely scout this. 2 marines aren't enough to cover the sides of your base and it also takes them quite some time to kill an ovie.

Definitely a very strong all-in but imo kinda easily scouted.

If I have map control, I typically just rally all the marauders and hellions somewhere else on the map, and leave 3-4 marines in the base and 2 hellions at the natural. Zerg will probably still see all my infrastructure, but he has no idea if I'm using that techlab for CS and stim or for marauders. Only works a few times, but it's so rewarding when it does.
¯\_(シ)_/¯
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 21 2012 05:27 GMT
#68
On February 11 2012 06:18 ArcticRaven wrote:
Interesting... but it would be nice to have some clues as to how to defend it


Its really not that hard to defend tbh. Roach/ling will hold it (you just need to know its coming to produce the amount of units, 1 or 2 spines doesn't hurt) or pure speedling + spines will hold it as well. This should really only kill you if you don't see it coming until its to late
When I think of something else, something will go here
xlumpy
Profile Joined April 2011
United States43 Posts
March 15 2012 05:08 GMT
#69
Thank you lots for this, always good to pull one of these out when bored or when facing a much high ranked opponent :D
Sleep is for those people who are broke. I don't sleep. I got an opportunity to make a dream become a reality.
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