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The HotS Terran Help Me Thread - Page 211

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
Jazzman88
Profile Joined January 2012
Canada2228 Posts
November 26 2013 14:17 GMT
#4201
On November 26 2013 23:01 TheDwf wrote:
Show nested quote +
On November 26 2013 00:42 cptjibberjabber wrote:
guys I need a proper build order for TvP and TvZ. in TvP I open 12 gas reaper expand, then 3 rax, but after that I don't know what to spend my money on. Sometimes I get a quick factory, sometimes I get stim, but it doesn't all line up the way it should.

Those builds in the opening post seem to be outdated. They're from february 2013, on maps like daybreak and ohana, using widow mine drops that still have the old damage...

Most of them are not. The Mine drops still work. I will try to update this part with more recent examples soon.


TheDwf, how prevalent are the 1-1-1 Mine drop after expand openers in the metagame? I've had some success with the gas-first variant where you harass AS you expand because you get the Factory/Starport so much quicker, but I haven't seen many pro Terrans use the old school 15 gas Reactor expand into Mine drop lately. Is this an actual optimization (i.e. gas-first is much better and if not you might as well expand and go straight bio) or just a quirk of the metagame?
Fhiz
Profile Joined October 2013
361 Posts
November 26 2013 14:51 GMT
#4202
My problem with things like blink all-ins is that I often can't seem to pull scvs quick enough before the bunker goes down, I suppose I just need for vision/ map control to know when this is coming, reaper at watchtower? Even so if I look away for 1 second and he does an offensive blink or runs in I often cant hold it. But if I scramble and get up 2-3 bunkers on the high ground it's usually alright (at my level at least). What do you guys to be able to pull scvs quick enough when you know its coming? Hotkey a set of workers?
girls generation make u feel da heat
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2013-11-26 17:57:22
November 26 2013 15:12 GMT
#4203
On November 26 2013 11:10 Mjolnir wrote:
OK, last question and I'll leave you guys alone (for a while).

TvZ. I'm at a loss here. I posted a question about this before and the answers I got helped a bit but I have some additional issues that require assistance.

1. I'm able to defend most early pressure now, this is a big deal for me because I used to lose to a lot of all ins. My problem now is countering. If I crush the early aggression, do I counter attack or do I mass up? If I mass up, how long do I wait? Do I wait for +1/+1 and go? Do I expand again? I know every game is different but I feel really weak mid game... which leads me to:

2. What is the "ideal" mid game composition? Lately I've been trying to make the new tanks work. I still feel like I get overwhelmed with sheer numbers. MMT just gets rolled by sling/bane/muta a-move - and I don't even mean a-move in a derogatory fashion. It's just what works. I don't feel the new tank firing speed is all it's meant to be. Mines don't seem to help too much either. If I go MMMM now, it seems like they can do the same thing - overwhelm me and I'm borked. If I trade efficiently, they reinforce and wipe me out the next go round. I think I macro decently late game but something is missing mid game because I get rolled if I try to push out.

3. Because of the above, I'm starting to turtle more. I know I can macro well late game and that's when I'll try to make my move (three base, push out, get a fourth and just keep the pressure on.) However, I've run into a lot of Ultralisks now that I'm not dying early or mid. I have no idea how to stop these. Tanks don't seem to do much, MMMM with kiting seems to be "OKish." I can accept that my micro is not up to par and needs work if the answers are to use MMMM and or tanks. I just want to make sure I'm getting the right stuff.

4. If I should be more aggressive mid-game, what sort of timings do you guys generally look for? After they take a third? Try to deny their fourth? Before Hive? During Hive? Someone said a while ago not to bother with early aggression (hellions, etc.) since Zergs are so good at shutting it down now. I feel like ignoring that pressure just allows them to drone like crazy which leads to the poor trades for me mid game? Thoughts?

5. Anyone have an ace up their sleeve they'd like to share with regard to dealing with the overwhelming numbers mid/late game? I know to use chokes, try to have tanks kill banes, etc. Anyone have replays or VODs that a newb like myself can look to for some clarity?

Sorry for all the questions - hopefully they help others as well!

Thanks in advance!



@#1 Countering has to do with what all-in they hit you with and what the outcome was. For example if you survive a Ling Bane busts with only losing a a few bunkers and marines because you had sufficient hellion control then making more hellions is the answer and countering with those. ( 2013 WCS AM SEASON 3 Polt vs Byul AKilon Wastes Game 2 I believe) You just have to think about what state they are at. Polt did this simply because he knew byul was on 2 base he spent Larva and gas on Ling and Bane so he coudln't have enough roaches and queens to defend against a hellion counter attack or that he would go for more lings and try to follow up the all in to try and break him. Byul opted to follow up with lings and it gave Polt massive control over the game which he then took a 3rd and powered up for late game and took that game pretty convincingly.

@#2 It's all about the opener that you opted to use as well as your opponent as well as the map really... We'll use bel-shir because its pretty neutral. The latest strategy I have been using which has worked extremely well so far is CC first into 1 of 4 builds depending on what they do. It starts with the early scout and seeing how much gas they mine or if it all...

If i see no gas mined in the early game I immediately know i'm going for a 8:30-9 minute timing with 3 rax Starport and Factory reactored hellions and attacking their third while securing mine. This "no Gas" mined early is usually indicative of a early third and heavy queen build. as early as 5:30 and they usually saturate it at about 9 mins which means they will have a ton of larvae spent on drones and it hits at a very nice timing to where they will have a VERY VERY hard time defending it and most times you will kill the third if they do try to saturate it and get to greedy. One thing that is crippling in this situation is Sniping queens. If they go a 4-5 queen build and you snipe 2-3 queens and creep this will devastate them for the mid-late game. If they do scout it then they can't drone and their third can't be saturated and they waste larvae on defending the attack which gives you time to take your third and secure it giving you a slight advantage and opens up the opportunity to drop and delay their muta tech as much as possible.

If you see gas to where they mine it constantly even after the 100 gas then its an all in either bane or roach all in which its best to get tanks out ASAP once you have tanks going and 3 bunkers put down a 3rd in your main then 1 more bunker in your main and get ready to defend the all in. Produce tanks until you have 3 and start getting your infrastructure up When using tanks to defend these all ins they become extremely cost efficient and you almost always come out ahead and can power through the mid game and take your third ( This build makes it so your upgrades are late but so are your opponents and you come out ahead with the 3 tanks defending pretty much any ground all-in.) Its important that with this build you get 2 Factories up as soon as you get your third going and when you have the gases up at your third and your upgrades are started at about 150 supply you build 1-2 thors at the TL factory and constantly produce mines otherwise.

If they go 100 gas and stop your best bet is reactored hellions up to 6 and 2 rax variation into starport viking map control build into your 3rd. Make sure if you are building wall yoru wall is done by 6 minutes. MAKE SURE YOU DO NOT LOSE YOUR HELLIONS. If you lose your hellions you are putting yoruself at a HUGE disadvantage like game ending disadvantage.... As long as you keep your hellions alive and bunker up your pathway between your nat and your 3rd at about 11 mins get up to 8 rax and have upgrades going and 2factories and starport you are going to do the same thing wait until 150 supply make 1-2 thors and push out using thors as a staple to protect mines from easy muta snipes.

Edit: You can also go Hellion banshee in this situation with a 3 rax follow up into a third it makes your upgrades later but it gives you an aggressive option to force heavy larvae out of your opponent but with this you almost have to do damage otherwise you will be to far behind in the follow up and be easily overwhelmed.

4th is pretty simple its a reaction to them teching. You see them mine 100 gas like the previous one yet you don't see them take a 3rd. Hunker down bunker up and take your 3rd cc in your Main and keep your hellions active on the map so you can see whats coming. It can be either a Infestor play / Muta play or Roach Hydra.

@#3 You have to see that tech switch coming and you have to go for a Marauder heavy build. What you did in the midgame will directly play into how this late game plays out. If you didn't fight creep back then this will be pretty difficult to fight as Ultras on Creep is very scary. Once they are off creep mix of concaving and Stutter step micro will make them seem like a lame duck lol. The major part is catching the infestors with 2-3 marauders and sniping as many as you can while dropping them to distract them. The correct answer though is DEFLY 4M just emphasis on Marauder.

@#4 I answered pretty much in #2. It honestly depends on what your opponent did and what you opened with. If you go for 6 hellion opener into 3cc the major thing to note is that a Good zerg will make a round of lings at about 6:10 seconds so finding that pack of lings and making sure you keep tabs on it is important to keeping your hellions alive.

@#5 Is redundant to everything else i mentioned hahaha. This all might make tvz sound somewhat methodical and easy but everyone knows even pre-patch it wasn't easy this match up favors the mechanically sound so keep working on those mechanics and you will find that if you apply this info and work on mechanics you will start being a TvZ monster

Edit: Just in general in the matches where you are macroing up to 140-150 getting thors then pushing out your goal in the mean time is Pushing creep and distracting him with small amounts of units while macroing up yourself. Little Bouts of aggression and posturing are key in any match up but ESPECIALLY tvz
Glorfindel!
Profile Joined May 2011
Sweden1815 Posts
Last Edited: 2013-11-26 17:04:53
November 26 2013 16:59 GMT
#4204
Replay: http://drop.sc/366243

TvP on Starstation Master League. I open quite standard. Reaper into Fast Reactor. I instantly scout he goes 2 Proxy Gateways with Chronoed Stalker Pressure. I go into some kind of panic mode, however it feels like I will take losses to this no matter what. Anyone has advices on how to instant react to this tactic? I have never faced it before and felt confused.

I dont want ANYONE responding theorycraft without watching the replay.

My own thoughts after watching the replay:

Just send the Reaper to his base and get a bunker in my mineral line. This ought to do it?
http://eu.battle.net/sc2/en/profile/598681/1/Glorfindel/ladder/161337#current-rank
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
November 26 2013 17:40 GMT
#4205
On November 27 2013 01:59 Glorfindel! wrote:
Replay: http://drop.sc/366243

TvP on Starstation Master League. I open quite standard. Reaper into Fast Reactor. I instantly scout he goes 2 Proxy Gateways with Chronoed Stalker Pressure. I go into some kind of panic mode, however it feels like I will take losses to this no matter what. Anyone has advices on how to instant react to this tactic? I have never faced it before and felt confused.

I dont want ANYONE responding theorycraft without watching the replay.

My own thoughts after watching the replay:

Just send the Reaper to his base and get a bunker in my mineral line. This ought to do it?

My thoughts:
First, your bunker placement was poor. Sure, it protected your barracks a little, but the stalkers walked past taking almost no damage. There is no reason not to build it closer to the ramp, which helps you in many ways.
Second, I don't think you were too far behind after that opening. You were down a few workers (i think effectively 5 counting MULES), but not so far as to be unrecoverable, especially considering his allinish followup with the zealot charge.
I think the main issue here was your followup and reaction. Notice that immediately after the attack you have 12 workers to 20, but by the end of the game you are down almost 20 workers. This is due to your weird build. You build 3 barracks, and only expand at around 8:30. I think a wiser decision would have been to immediately pull out of gas, add one more barracks for 3 marines at a time, and then get a CC at around 5 min. From there you could have gone into stim and factory, which would have probably put you in a good position considering he had no splash damage, and medivacs + stimmed bio are great against that.
Taeja the one true Byunjwa~
Mjolnir
Profile Joined January 2009
912 Posts
November 26 2013 19:59 GMT
#4206
On November 27 2013 00:12 Pirfiktshon wrote:
Show nested quote +
On November 26 2013 11:10 Mjolnir wrote:
OK, last question and I'll leave you guys alone (for a while).

TvZ. I'm at a loss here. I posted a question about this before and the answers I got helped a bit but I have some additional issues that require assistance.

1. I'm able to defend most early pressure now, this is a big deal for me because I used to lose to a lot of all ins. My problem now is countering. If I crush the early aggression, do I counter attack or do I mass up? If I mass up, how long do I wait? Do I wait for +1/+1 and go? Do I expand again? I know every game is different but I feel really weak mid game... which leads me to:

2. What is the "ideal" mid game composition? Lately I've been trying to make the new tanks work. I still feel like I get overwhelmed with sheer numbers. MMT just gets rolled by sling/bane/muta a-move - and I don't even mean a-move in a derogatory fashion. It's just what works. I don't feel the new tank firing speed is all it's meant to be. Mines don't seem to help too much either. If I go MMMM now, it seems like they can do the same thing - overwhelm me and I'm borked. If I trade efficiently, they reinforce and wipe me out the next go round. I think I macro decently late game but something is missing mid game because I get rolled if I try to push out.

3. Because of the above, I'm starting to turtle more. I know I can macro well late game and that's when I'll try to make my move (three base, push out, get a fourth and just keep the pressure on.) However, I've run into a lot of Ultralisks now that I'm not dying early or mid. I have no idea how to stop these. Tanks don't seem to do much, MMMM with kiting seems to be "OKish." I can accept that my micro is not up to par and needs work if the answers are to use MMMM and or tanks. I just want to make sure I'm getting the right stuff.

4. If I should be more aggressive mid-game, what sort of timings do you guys generally look for? After they take a third? Try to deny their fourth? Before Hive? During Hive? Someone said a while ago not to bother with early aggression (hellions, etc.) since Zergs are so good at shutting it down now. I feel like ignoring that pressure just allows them to drone like crazy which leads to the poor trades for me mid game? Thoughts?

5. Anyone have an ace up their sleeve they'd like to share with regard to dealing with the overwhelming numbers mid/late game? I know to use chokes, try to have tanks kill banes, etc. Anyone have replays or VODs that a newb like myself can look to for some clarity?

Sorry for all the questions - hopefully they help others as well!

Thanks in advance!



@#1 Countering has to do with what all-in they hit you with and what the outcome was. For example if you survive a Ling Bane busts with only losing a a few bunkers and marines because you had sufficient hellion control then making more hellions is the answer and countering with those. ( 2013 WCS AM SEASON 3 Polt vs Byul AKilon Wastes Game 2 I believe) You just have to think about what state they are at. Polt did this simply because he knew byul was on 2 base he spent Larva and gas on Ling and Bane so he coudln't have enough roaches and queens to defend against a hellion counter attack or that he would go for more lings and try to follow up the all in to try and break him. Byul opted to follow up with lings and it gave Polt massive control over the game which he then took a 3rd and powered up for late game and took that game pretty convincingly.

@#2 It's all about the opener that you opted to use as well as your opponent as well as the map really... We'll use bel-shir because its pretty neutral. The latest strategy I have been using which has worked extremely well so far is CC first into 1 of 4 builds depending on what they do. It starts with the early scout and seeing how much gas they mine or if it all...

If i see no gas mined in the early game I immediately know i'm going for a 8:30-9 minute timing with 3 rax Starport and Factory reactored hellions and attacking their third while securing mine. This "no Gas" mined early is usually indicative of a early third and heavy queen build. as early as 5:30 and they usually saturate it at about 9 mins which means they will have a ton of larvae spent on drones and it hits at a very nice timing to where they will have a VERY VERY hard time defending it and most times you will kill the third if they do try to saturate it and get to greedy. One thing that is crippling in this situation is Sniping queens. If they go a 4-5 queen build and you snipe 2-3 queens and creep this will devastate them for the mid-late game. If they do scout it then they can't drone and their third can't be saturated and they waste larvae on defending the attack which gives you time to take your third and secure it giving you a slight advantage and opens up the opportunity to drop and delay their muta tech as much as possible.

If you see gas to where they mine it constantly even after the 100 gas then its an all in either bane or roach all in which its best to get tanks out ASAP once you have tanks going and 3 bunkers put down a 3rd in your main then 1 more bunker in your main and get ready to defend the all in. Produce tanks until you have 3 and start getting your infrastructure up When using tanks to defend these all ins they become extremely cost efficient and you almost always come out ahead and can power through the mid game and take your third ( This build makes it so your upgrades are late but so are your opponents and you come out ahead with the 3 tanks defending pretty much any ground all-in.) Its important that with this build you get 2 Factories up as soon as you get your third going and when you have the gases up at your third and your upgrades are started at about 150 supply you build 1-2 thors at the TL factory and constantly produce mines otherwise.

If they go 100 gas and stop your best bet is reactored hellions up to 6 and 2 rax variation into starport viking map control build into your 3rd. Make sure if you are building wall yoru wall is done by 6 minutes. MAKE SURE YOU DO NOT LOSE YOUR HELLIONS. If you lose your hellions you are putting yoruself at a HUGE disadvantage like game ending disadvantage.... As long as you keep your hellions alive and bunker up your pathway between your nat and your 3rd at about 11 mins get up to 8 rax and have upgrades going and 2factories and starport you are going to do the same thing wait until 150 supply make 1-2 thors and push out using thors as a staple to protect mines from easy muta snipes.

Edit: You can also go Hellion banshee in this situation with a 3 rax follow up into a third it makes your upgrades later but it gives you an aggressive option to force heavy larvae out of your opponent but with this you almost have to do damage otherwise you will be to far behind in the follow up and be easily overwhelmed.

4th is pretty simple its a reaction to them teching. You see them mine 100 gas like the previous one yet you don't see them take a 3rd. Hunker down bunker up and take your 3rd cc in your Main and keep your hellions active on the map so you can see whats coming. It can be either a Infestor play / Muta play or Roach Hydra.

@#3 You have to see that tech switch coming and you have to go for a Marauder heavy build. What you did in the midgame will directly play into how this late game plays out. If you didn't fight creep back then this will be pretty difficult to fight as Ultras on Creep is very scary. Once they are off creep mix of concaving and Stutter step micro will make them seem like a lame duck lol. The major part is catching the infestors with 2-3 marauders and sniping as many as you can while dropping them to distract them. The correct answer though is DEFLY 4M just emphasis on Marauder.

@#4 I answered pretty much in #2. It honestly depends on what your opponent did and what you opened with. If you go for 6 hellion opener into 3cc the major thing to note is that a Good zerg will make a round of lings at about 6:10 seconds so finding that pack of lings and making sure you keep tabs on it is important to keeping your hellions alive.

@#5 Is redundant to everything else i mentioned hahaha. This all might make tvz sound somewhat methodical and easy but everyone knows even pre-patch it wasn't easy this match up favors the mechanically sound so keep working on those mechanics and you will find that if you apply this info and work on mechanics you will start being a TvZ monster

Edit: Just in general in the matches where you are macroing up to 140-150 getting thors then pushing out your goal in the mean time is Pushing creep and distracting him with small amounts of units while macroing up yourself. Little Bouts of aggression and posturing are key in any match up but ESPECIALLY tvz


This was fantastic. Thanks so much for the advice. I'm sure I won't be the only player who benefits from this!

Thanks again

Bulugulu
Profile Joined March 2011
Israel250 Posts
November 26 2013 20:53 GMT
#4207
On November 26 2013 23:51 Fhiz wrote:
My problem with things like blink all-ins is that I often can't seem to pull scvs quick enough before the bunker goes down, I suppose I just need for vision/ map control to know when this is coming, reaper at watchtower? Even so if I look away for 1 second and he does an offensive blink or runs in I often cant hold it. But if I scramble and get up 2-3 bunkers on the high ground it's usually alright (at my level at least). What do you guys to be able to pull scvs quick enough when you know its coming? Hotkey a set of workers?


You need to pre-pull some scvs or you won't repair fast enough.
If you pulled up to your main you can have 5ish scvs in a a control group around your bunkers.
If you're trying to defend both your main and natural then you want to have several bunkers at your natural because one will definitely get sniped before you can repair it in time, while having some scvs prepulled in your main.
I usually hotkey them to 2.
“Before enlightenment; chop wood, carry water. After enlightenment; chop wood, carry water.”
penguinpoopy
Profile Joined January 2013
United States18 Posts
November 26 2013 21:00 GMT
#4208
On November 26 2013 23:51 Fhiz wrote:
My problem with things like blink all-ins is that I often can't seem to pull scvs quick enough before the bunker goes down, I suppose I just need for vision/ map control to know when this is coming, reaper at watchtower? Even so if I look away for 1 second and he does an offensive blink or runs in I often cant hold it. But if I scramble and get up 2-3 bunkers on the high ground it's usually alright (at my level at least). What do you guys to be able to pull scvs quick enough when you know its coming? Hotkey a set of workers?


I'll try to answer this one as best as I can. This is my first post in the thread so please be nice to me as I'm only trying to give back to the community.

Assuming that you scouted the twilight council early enough to build 2-3 bunkers, I think the part that you're missing is when protoss starts warping in stalkers from the proxy pylon. As soon as I scout the twilight council I would send my reaper to scout for the proxy pylon and see if there are stalkers there already. If you see that there is already a warp in I would put about 4-6 SCV's around the bunkers and put them on auto repair (right click on the repair icon). These SCV's will at least give you enough time to get more SCV's when necessary. A widow mine or two by the ledge where they would blink in also helps a lot. One widow mine shot would be enough for the Protoss player to blink out of your base if it does enough damage.

This isn't a pro tip but this usually works in Gold.
TheDwf
Profile Joined November 2011
France19747 Posts
November 26 2013 21:00 GMT
#4209
Revamped/updated/expanded on the "Q. What are the standard recommended strategies per match-up?" in the OP. Feel free to point out any mistakes in links.

Old:
Q. What are the standard recommended strategies per match-up?
+ Show Spoiler [Answer] +
TvT
  1. Gas 15 Marine Marine reactor CC fact port with Reactor Hellions + Viking(s) or Medivac before a bio or mech transition. Bogus/Innovation vs Flash, Neo Planet S, MLG.
    If you see any reference about the "LG-IM build order," it's about the core of this build.
  2. Some kind of Reaper expand into 1-1-1 with the same possibilities as above. Dream vs Mvp, Akilon Wastes, IEM [starts at 0:05:12].
    The Reaper(s) give(s) you extra scouting possibilities. The old gasless 1 rax expand is possible too with some precautionary measures (see "Is gasless 1 rax expand still viable? in the TvT section below).
  3. Some kind of Reaper expand into 3 rax Medivacs with EB before Factory (bio/biomech). Taeja vs FanTaSy, Star Station, Code S; Apocalypse vs Dream, Star Station, ATC.
    Same as above.
  4. Reactor Hellion expand with an early Armory and a Starport (mech, drop Hellbats). ForGG vs LucifroN, Star Station, ATC Karont3 vs Millenium.
  5. 1-1-1 expand. Mvp vs YoDa, Antiga, IEM [starts at 0:28:25].
    Can be played defensively or offensively depending on what your opponent is doing.

Both Marines/Tanks and mech are viable midgame. Against mech, both pure bio → air and bio/Tanks are feasible. Pure bio is not viable against Marines/Tanks.

TvZ
  1. Proxy 11/11 (or 11/12, or 12/12) with at least 3 SCVs pulled. Flash vs Life, Newkirk City, MLG; Last vs Stephano, Cloud Kingdom, MLG.
  2. Proxy Reapers (11r 11g or 12r 12g) into fact CC CC or CC fact CC. Mvp vs Stephano, Akilon Wastes, IEM [starts at 0:19:36]; Last vs Life, Akilon Wastes, MLG.
  3. CC rax gas fact reactor CC with a bio transition behind 6 Hellions and 2 Mines. Flash vs Ret, Cloud Kingdom, MLG.
  4. Some kind of Reaper expand, with or without Bunker pressure, into fact reactor CC with a bio transition behind 6 Hellions and 2 Mines. Flash vs bly, Neo Planet S, MLG.
    Gasless 1 rax FE and 1 rax gas 15 expand are also possible.
  5. Agressive Hellions/Banshees (particularly for mech). Sting vs Ret, Ohana, IEM [starts at 0:52:57] for a mech transition; Flash vs Soulkey, Newkirk Precinct, SPL Special match for a 4M transition. Other Starport-based harass are possible, generally with an early Armory for Hellbats drops if you want to mech: LucifroN vs HyuN, Newkirk Precinct, ATC.

4M (Marines/Marauders/Medivacs/Mines), Marines/Tanks and mech are viable midgame.

TvP
  1. Gas 15 Marine Marine reactor CC fact port making two Mines and a Medivac with a bio transition (ideally rax rax lab lab EB reactor). YoDa vs First, IEM (except the Entombed Valley game); Bogus vs MC, MLG; Flash vs PartinG, Neo Planet S and Akilon Wastes, MLG.
    Can be played defensively or offensively depending on what Protoss is doing and whether he expanded or not. Offensive possibilities include poking his natural with some Marines + 2 Mines and the Medivac, dropping 1-2 Mine(s) + Marines or only Marines, or even just flying over the Protoss base with the Medivac to scout what he's doing. You also have the option to get Vikings and extra Mines against agressive Stargate play.
  2. Some kind of Reaper expand into 1-1-1 (or at least Factory) with a bio transition. Polt vs Creator, Daybreak, IPL FC 48; Polt vs Creator, Akilon Wastes, IPL FC 48; Bogus vs Rain, Whirlwind, MLG.
    A commonly used build order is rax 12 gas 12 reaper reactor CC bunk (if needed) fact port.
  3. Some kind of Reaper expand into 3 rax with an early EB if needed and possibly a quick Stim. Polt vs HerO, Cloud Kingdom, MLG Showdowns; Polt vs HerO, Entombed Valley, MLG Showdowns; and Bomber vs Creator, GSL (all games except the Whirlwind one from the first series); Flash vs jangbi, Akilon Wastes, 2013 Korea AIMAG.
    The EB can be built at a standard WoL timing if you can rule out Oracle play with your scouting, or you can build that quick EB anyway to get fast upgrades.
  4. Some kind of rax fact or 1-1-1 expand with an early Armory (mech). Taeja vs SaSe, Neo Planet S, MLG.
    You can also play bio after such openings, without the Armory of course.
  5. CC first or gasless 1 rax expand at your own risk (see "Are gasless expands still viable?" in the TvP section below) and with an early EB against Protoss going dual gas. Ryung vs MC, Star Station, GSTL.

Bio is still standard. Mech is vaguely playable but considerably inferior.


New:
Q. What are the standard recommended strategies per match-up? [Updated as of 26/11/2013.]
+ Show Spoiler [Answer] +
TvT
  1. Gas 15 expand (Marine Marine reactor CC fact port).
    Bogus vs ForGG, Yeonsu, ATC; TaeJa vs Bogus, Star Station and Akilon Wastes, Season 2 Finals; Flash vs Maru, Akilon Wastes, Code S RO16; Maru vs MMA, Akilon Wastes, Season 3 Finals; Flash vs MMA, Neo Planet S, Dreamhack Bucharest; ForGG vs Ryung, Derelict Watcher, ATC.

    This is the safe standard fast expand build in TvT. You can transition into Marines/Tanks, or Hellions + whatever Starport units are needed, and head for bio or mech from there, with third before specialized tech or not, single or double upgrades, Cloak Banshee and/or Raven, etc. The world is yours, the possibilities are endless, though naturally you do have to take into account what your opponent is doing.
    Note that the Hellion transition is not compatible with a triple Turret (main, natural, production) defence against Cloak Banshee openings, or a Marines/Tanks push will simply kill you afterwards (Maru vs Bogus, Newkirk Precinct, OSL RO4). You either play a Hellions + Viking/Raven defence (as ForGG often does), with delayed Turrets if necessary, or a Marines/Mine(s)/Viking + triple Turret defence into Marines/Tanks.


  2. 1-1-1 expand.
    - Cloak Banshee expand, often played with a Raven as second Starport unit.
    You build a Raven so you have detection should your opponent open Cloak Banshee expand as well; the Raven should appear shortly after his Banshee hits your base. Getting a Mine is common.You can delay the expand in favor of a Marines/Tanks push, particularly against bio openings; see for instance jjakji vs Maru, Frost, Code S RO8. Different transitions can be played after the expand; see for instance Dayshi vs Bogus, Whirlwind, ATC.

    - Raven expand. Bogus vs ForGG, Polar Night, Dailymotion Cup.
    The defensive variant; you have a Raven and your Viking ready by the time any Cloak Banshee arrives.

    - Marines/Hellions/Medivac elevator. Happy vs TaeJa, Bel'shir Vestige, ATC.
    This opening can also delay the expand in favor of a Marines/Tanks push (e. g. ForGG vs Bogus, Star Station, Dailymotion Cup). Proxying the Starport is a more agressive option (and all-innish if you get a second Medivac), e. g. Maru vs Flash, Polar Night, Code S RO16 or Maru vs Bogus, Bel'shir Vestige, OSL RO4.

  3. Some kind of Reaper expand into 1-1-1 with the same possibilities as gas 15 expand.
    Ryung vs MMA, Newkirk Precinct, SC2L Playoffs [starts at 1'01'00]; SuperNova vs Bogus, Frost, GSTL Finals.
    The Reaper(s) give(s) you extra scouting possibilities.

  4. Some kind of Reaper expand (e. g. 2 rax reapers) into 3 rax Medivacs with EB before Factory (bio/biomech).
    You can also transition to triple OC against fast expands, e. g. Kas vs TaeJa, Frost, ATC.
    CC first into 3 rax Medivacs is still possible, mostly on 4p maps, e. g. Bogus vs SuperNova, Whirlwind, GSTL Finals.

Both Marines/Tanks and mech are viable midgame. Against mech, both pure bio → air (e. g. jjakji vs Happy, Frost, HSC VIII [link points to the start of the match, Frost was the second map]) and bio/Tanks are feasible. Pure bio is not viable against Marines/Tanks.

TvZ
  1. Proxy 2 rax (11/11, 11/12, or 12/12) with at least 3 SCVs pulled.
    Bogus vs Soulkey, Star Station, Code S Season 1 Finals; Reality vs Symbol, Akilon Wastes, Code S RO32; Bogus vs HyuN, Star Station, ATC; MMA vs Nerchio, Polar Night, WCS Europe Season 3 RO8 [starts at ~24'10]; Bomber vs Jaedong, Neo Planet S, Season 2 Finals (12/14).

  2. Proxy Reapers (8-8-8, 11 rax 11 gas or 12 rax 12 gas).
    jjakji vs Zenio, Yeonsu, HSC VIII; Bomber vs Scarlett, Cloud Kingdom, Red Bull Battlegrounds.
    You can transition into an expand, then a Factory for Hellions, or the reverse if Zerg answers with pool/gas before hatch.

  3. CC rax gas fact reactor CC with a 4M transition behind 6 Hellions.
    Flash vs CoCa, Bel'shir Vestige, Code A RO24.
    Timings (+2 rax instead of a third CC) are possible but inferior. See Maru vs soO, Derelict Watcher, Season 3 Finals.

  4. (Dual) Reaper expand with the same transition as above.
    MMA vs Check, Derelict Watcher, ATC.
    Against Zerg gas openings, you need to stay a bit in your natural with your first Hellions until your wall is complete; otherwise, you take risks against a possible speedlings raid while you're out on the map.

  5. Hellions/Banshees.
    Flash vs Soulkey, Newkirk Precinct, SPL Special; Flash vs DRG, Derelict Watcher, IEM; Bogus vs hyvaa, Whirlwind, Code A RO24; TaeJa vs HyuN, Whirlwind, HSC VIII.

    This is the safest TvZ build. It can be played out of CC first or Reaper expand (there is a slightly stronger synergy with the Reapers because they can soak damage against Queens, then retreat and heal), or more rarely 1 rax FE. The numbers of Hellions/Banshees you get varies depending on the amount of pressure you want to put: the most macro-oriented variants get 6/1 or 6/2, while the most agressive ones can go up to 12/3. Naturally, the more Hellions and Banshees you make, the more your third, dual ups and specialized tech will be delayed, and the more you will have to get out of your units in order not to fall behind. Getting Cloak is always useful with the decreased cost.

    Hellions/Banshees into third + dual Armory is the best opening if you want to play mech.

4M (Marines/Marauders/Medivacs/Mines) is the standard midgame composition; read Vaderseven's guide (note: sadly probably a bit outdated already). Building Marauders by midgame is optional. Thors are generally added as well (e. g. FanTaSy vs Sleep, Derelict Watcher, Code A).
Bio/Tanks is viable against Roach-centric strategies, but you should transition into 4M as soon as you scout a muta transition. Marines/Tanks is not viable against lings/banes/mutas unless you have some kind of advantage from the opening. Mech is fragile and requires some kind of early economic damage to work, e. g. Flash vs LosirA, Akilon Wastes, Code S RO16 and Flash vs DRG, Derelict Watcher, IEM New York.


TvP
  1. Reaper Reactor expand into 1-1-1 with a bio transition.
    Bogus vs Venus, Akilon Wastes, ATC; Bogus vs Trap, Frost, GSTL; Maru vs Rain, Akilon Wastes, OSL Finals; FanTaSy vs Rain, Akilon Wastes, OSL.

    This is the safest TvP build, except against the fastest proxy Stargates (in which case you should deviate towards EB + extra rax). It can be played defensively or offensively depending on what Protoss is doing and whether he expanded or not. Offensive possibilities include Marines/Mines or Marines/Hellions attacks (dual-pronged or elevator). Defensive possibilities include Tanks against Blink Stalkers or Sentry-based busts, or extra Mines and/or Vikings against Stargate all-ins. The standard bio transition, after the Medivac is out, is to add 2 rax, 2 gas, one EB, build 2 labs with the Factory and the Starport, then lift them and get a Reactor on the Factory to swap them. Getting a third before this is also possible, especially against passive macro play from the Protoss.

    Similarly, you can transition to mech from this opening.


  2. Reaper Reactor expand into 2 or 3 rax Medivacs, with or without a quick EB.
    TaeJa vs Try, Bel'shir Vestige, ATC; Bogus vs ToD, Yeonsu, Dailymotion Cup; Bogus vs San, Akilon Wastes, ATC; Flash vs PartinG, Derelict Watcher, Code S RO16.

    This is the modern 1 rax FE. If you confirm passive macro play from Protoss (e. g. MSC expand into robo forge), you can move out with your Marines and a Marauder to force a Photon Overcharge.

    You need a quick EB (4'10) against proxy Stargates (before expand).


  3. Gas 15 Marine Marine reactor CC fact port making two Mines and a Medivac with a bio transition (ideally rax rax lab lab EB reactor).
    TaeJa vs Venus, Yeonsu, ATC; TaeJa vs sOs, Akilon Wastes, Dreamhack Bucharest [starts at 24'10].

    This is the oldschool variant of the 1-1-1 defense/pressure after expand. It has been replaced by the modern Reaper Reactor expand due to the superior scouting provided, but it's still playable (you have to concede an early scan to know what tech building he gets after the MSC expand), and even safer against some openings like gate 10, proxy gates or the fastest proxy Oracles. You also get 2 extra Marines for your 1-1-1 attack. You can use the same transitions as the Reaper Reactor expand variant.

  4. CC first or gasless 1 rax expand.
    Bogus vs ToD, Whirlwind, Dailymotion Cup; Bogus vs duckdeok, Bel'shir Vestige, Blizzcon [starts at ~29'00].

    Read Jazzman88's guide about CC first. You have to confirm an expand if you want to go CC rax rax CC; see TaeJa vs sOs, Whirlwind, Dreamhack Bucharest; Maru vs Rain, Newkirk Precinct and Whirlwind, OSL Finals; Polt vs Jim, Newkirk Precinct, WCS America RO16 Season 2.

    You need a quick EB against proxy Oracles.


  5. 1-1-1 pressure expand (Marines/Mines, Marines/Hellions or a mix of one Mine + 2 Hellions) into 3 rax Medivacs.
    TaeJa vs duckdeok, Whirlwind, Season 2 Finals [starts at ~09'10]; Flash vs Harstem, Whirlwind, Dreamhack Bucharest.

    Against Protoss fast expands, this opening needs to do lots of damage to justify itself (at least ~10 Probes). Double expanding before adding extra rax is another option, possibly with 1 defensive Tank in case Protoss tries counter-pressure.


Bio is still standard. Mech is vaguely playable but considerably inferior.




On November 26 2013 23:17 Jazzman88 wrote:
Show nested quote +
On November 26 2013 23:01 TheDwf wrote:
On November 26 2013 00:42 cptjibberjabber wrote:
guys I need a proper build order for TvP and TvZ. in TvP I open 12 gas reaper expand, then 3 rax, but after that I don't know what to spend my money on. Sometimes I get a quick factory, sometimes I get stim, but it doesn't all line up the way it should.

Those builds in the opening post seem to be outdated. They're from february 2013, on maps like daybreak and ohana, using widow mine drops that still have the old damage...

Most of them are not. The Mine drops still work. I will try to update this part with more recent examples soon.


TheDwf, how prevalent are the 1-1-1 Mine drop after expand openers in the metagame? I've had some success with the gas-first variant where you harass AS you expand because you get the Factory/Starport so much quicker, but I haven't seen many pro Terrans use the old school 15 gas Reactor expand into Mine drop lately. Is this an actual optimization (i.e. gas-first is much better and if not you might as well expand and go straight bio) or just a quirk of the metagame?

Interesting questions, I'll answer later.
MSN
Profile Joined June 2013
Czech Republic53 Posts
November 26 2013 21:11 GMT
#4210
I have a simple question. Is the original post of this thread being updated continually or should I also read the whole discussion under it for being updated on T strategies and tactics ?
What, you run out of Marines ? ^^
Lazuras
Profile Joined November 2012
Sweden52 Posts
November 26 2013 21:18 GMT
#4211
Hello gents, i just tried a banshee opener vs Zerg, it worked rather well as i won but i felt flaws in it and im only plat terran (master toss)
i went for ref @13 and 19 respectively, always pumping marines with my rax @12
then @100 gas --> fac and @100%fac--> starport, swapped with tech i built on my fac and then cloak and banshee, attacked the zerg and severly crippled his economy, built 2 more rax and swarmed mmm + WM and then attacked and won.

now iam wondering, is there any specific aggressive banshee opener in Hots TvZ lying around on the internet? or maybe one of you top terrans have deviced one on your own you wouldnt mind sharing? <3

the reason i want it so bad is that i want to punish zergs early on with a unit that i can come back with all the time, making him loose focus and eventually invest to much into spores and new drones.

so, anyone got something for me?
Fhiz
Profile Joined October 2013
361 Posts
November 26 2013 22:01 GMT
#4212
are there any assumptions we can make when the protoss does a forge expand?
girls generation make u feel da heat
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
November 27 2013 00:35 GMT
#4213
anyone think mech is actually viable tvz with swarm hosts and mutas and vipers?? when i play vs good zerg players and they go swarm hosts, every time they spawn a round of locusts they just move back and spawn some more, making it almost impossible to actually reach the swarm hosts!

And against vipers you have to spread your tanks so far apart that the roach/hydra army just crushes it! And the super fast and super regen mutas can easily overpower the thors if you dont mass them, but then you dont have enough tanks lol. My impression is that mech is still terrible compared to bio and is not viable at all.
savior did nothing wrong
TheManInBlack
Profile Blog Joined December 2011
Nigeria266 Posts
November 27 2013 12:36 GMT
#4214
I'm trying to learn Terran but I don't know what build to focus on. Is there a build that I can use for every matchup that will help me understand the race and its mechanics until I'm good enough to start using different builds?

I play/played Zerg btw and back in WoL I always did timing pushes and busts.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2013-11-27 12:54:17
November 27 2013 12:53 GMT
#4215
anyone think mech is actually viable tvz with swarm hosts and mutas and vipers?? when i play vs good zerg players and they go swarm hosts, every time they spawn a round of locusts they just move back and spawn some more, making it almost impossible to actually reach the swarm hosts!

And against vipers you have to spread your tanks so far apart that the roach/hydra army just crushes it! And the super fast and super regen mutas can easily overpower the thors if you dont mass them, but then you dont have enough tanks lol. My impression is that mech is still terrible compared to bio and is not viable at all.


Yea its not easy as a matter of fact Mines/Thors were the answer to Defending mutas so you can open up supply for tanks and Ravens but now with mine nerf its actually hurt the dynamic of Mech LOL! You are pretty much running into the problem I had which i'm still doing bio just a mix of 1-2 thor and mines and actually its not working out to bad tbh.... just feels like slower push and when you do get overwhelmed losing those thors is extremely unforgiving lol SO doing a hot pick up when you recognize you are going to lose the fight is really really important
Fhiz
Profile Joined October 2013
361 Posts
November 27 2013 14:48 GMT
#4216
Since the widow mine nerfs a lot of people have been saying to just get more widow mines. However bomber in his unique TvZ style like to actually get less and focus more on marines, granted his micro is some of the best in the world I was wondering what your guys thoughts were? Should we be thinking the same way even with (what I assume) worse marine micro?
girls generation make u feel da heat
PanzerElite
Profile Joined May 2012
540 Posts
November 27 2013 17:20 GMT
#4217
On November 27 2013 23:48 Fhiz wrote:
Since the widow mine nerfs a lot of people have been saying to just get more widow mines. However bomber in his unique TvZ style like to actually get less and focus more on marines, granted his micro is some of the best in the world I was wondering what your guys thoughts were? Should we be thinking the same way even with (what I assume) worse marine micro?

Unless you can micro like that get more mines imo.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
November 27 2013 17:36 GMT
#4218
Its all relative imho you still have to be able to micro with Mines to mitigate damage to marines so who knows. I think its going to become stylistic of what you prefer I haven't really tested this yet I just play pretty standard with the addition of a thor lol
penguinpoopy
Profile Joined January 2013
United States18 Posts
November 27 2013 18:16 GMT
#4219
On November 27 2013 21:36 NarAliya wrote:
I'm trying to learn Terran but I don't know what build to focus on. Is there a build that I can use for every matchup that will help me understand the race and its mechanics until I'm good enough to start using different builds?

I play/played Zerg btw and back in WoL I always did timing pushes and busts.


Just like you, I only recently "re-learned" Terran. I was Terran when I first started in WOL but switched to Zerg and was a diamond Zerg in hots until I decided to switch to Terran once again. Right now I'm in gold but I've been beating ex diamonds and ex masters (I think the ladder is broken).

But anyways, for all matchups I just went for reaper first then transition to 4M (see this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=425617) which is ideal for TvZ but it helped me improve my bio micro. From there, I just made little changes like get more mauraders for TvP and get tanks instead of mines for TvT. Since you're trying to learn Terran I'm assuming you're maybe in Gold league? On that level IMO macro and micro mechanics are more important than race specific builds. Hope this helps.
DaveSprite
Profile Joined February 2013
United States79 Posts
Last Edited: 2013-11-27 18:54:03
November 27 2013 18:53 GMT
#4220
Do you guys know where I can find a (current?) hellion banshee build already written out for tvz? I used to do polt's build a lot but now I'm just getting crushed left and right by z's in Silver and I just want to try something new.
Caw Caw Motherfucker
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