• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:42
CEST 23:42
KST 06:42
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
GSL CK: More events planned pending crowdfunding0Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage3Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8
StarCraft 2
General
Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
$5,000 WardiTV TL Map Contest Tournamen GSL CK: More events planned pending crowdfunding Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
ASL21 General Discussion Pros React To: JaeDong vs Queen [BSL22] RO32 Group Stage so ive been playing broodwar for a week straight. Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group F Escore Tournament StarCraft Season 2 [ASL21] Ro24 Group E
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread The Chess Thread Russo-Ukrainian War Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1911 users

The HotS Terran Help Me Thread - Page 24

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 22 23 24 25 26 368 Next
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.
Helios.
Profile Joined July 2011
United States4 Posts
March 26 2013 20:46 GMT
#461
On March 27 2013 04:45 awakenx wrote:
Honestly, I'm so lost in TvT right now. I just seem to lose vs anything, mech, bio or marine/tank. The problem is... I really can't find a safe BO for TvT. Yeah, there's reaper FE but that loses to proxy marauder, since there are a lot of 2 player maps in this map pool. I always seem to get cheesed before I can do anything...

Can anyone really recommend a safe TvT build?


I usually go 1 rax fe and bunker up if i see any sort of pressure, or reaper expand both seem pretty safe since you can pull scvs if the bunker isn't enough to hold the marauder proxy. But you should really see a proxy coming with an scv scout and/or reaper scout.
awakenx
Profile Joined May 2011
United States341 Posts
March 26 2013 20:54 GMT
#462
The thing is, I really don't know how to transition out of the reaper FE opening because I'm much more familiar with mech openings, although the HotS meta seems to be shifting to marine tank, which was something I was never really good at in TvT.

I also seem not be able to hold off many all-ins. I have a few replays: (I am WorstMicroNA)

http://ggtracker.com/matches/2085915
http://ggtracker.com/matches/2086610
http://ggtracker.com/matches/2159077
http://ggtracker.com/matches/2159078

The first thing I do notice is that my macro is incredibly bad... mostly because I'm doing new builds that I'm constantly alt-tabbing to read, and then I'm sort of caught with my money floating, wondering what to build next.

Other than that, I can't really seem to find a build that works for me. :/
WorstMicroNA
Garmer
Profile Joined October 2010
1286 Posts
March 26 2013 21:10 GMT
#463
i think the safest build is factory reactor mine
Jazzman88
Profile Joined January 2012
Canada2228 Posts
March 26 2013 21:20 GMT
#464
On March 27 2013 06:10 Garmer wrote:
i think the safest build is factory reactor mine


Depends on the matchup:

TvZ still has super strong CC-first openings with early Hellions into Widow Mine defenses to get up the bio/mine midgame you want. Generally, you want either that or a Reaper opening.

TvP has the standard of Reactor into Factory for Mines and drop harass, or again the Reaper expand with quick stim.

TvT can have literally any opening. You can range from CC-first 3-rax to proxy Marauder to Marine/Hellion elevator to cloak Banshee harass... it's wide open.

It also depends on whether you're talking about Reactor on Factory for double Mine production or Reactor Barracks PLUS Factory for double Marine/single Mine production. Double Mine production should only be used once you have got some sort of map control or confirmed strategic outline for your opponent. If your opponent is going super greedy, then the gas spent on reactored Mines is better spent on upgrades or units that can actually help a frontal assault; if they're all-inning you, then of course double Mines are awesome. This is why you still generally go Hellion-first in TvZ, because you need to find out what's going on and deny Zergling map control; similarly, this is why you only go naked Factory Mines in TvP - the Protoss is teching, and if you're cranking 150/50 per minute on mines, that's a whole set of upgrades and production of units that you're short-shifting while NOT harassing him via air (early attacks at the front are of course dead due to the Photon Overcharge ability). You have to be smart with your trade-offs.

Mines are very powerful defense, but require additional resources and support for offensive deployment. If you're spending that much on Mines, be sure that you are getting an adequate payoff (i.e. super-fast third, delaying his third, getting up more production, killing workers, etc.).
IgnE
Profile Joined November 2010
United States7681 Posts
March 27 2013 02:33 GMT
#465
In TvZ:

What is the benefit in specific terms of going cc-first vs 1rax expo. I have been using 1 rax expo into double gas, into reactored hellions into banshee. I make ~4-6 hellions and 1 banshee before going into mines. Sometimes drop 3rd oc if zerg goes fast third, otherwise go 2 more rax and 1 more fact for tanks and marines.

So what's the benefit of going cc-first in terms of timings and decision tree possibilities compared to 1 rax expo? What maps should you not do cc-first on? Are there any recommended games where cc-first faces 10 pool or roach rush and holds it well? What're a few recommended games where cc-first goes into marine-tank?
The unrealistic sound of these propositions is indicative, not of their utopian character, but of the strength of the forces which prevent their realization.
EZR-Aeron
Profile Joined June 2010
New Zealand64 Posts
March 27 2013 03:06 GMT
#466
With TvT going mech besides putting up sensor towers everywhere around your base how can you combat drops easily? If you see it coming what is the best way to respond, especially if your army is defending your third from your opponent?

Also is the meta still either mech or bio or is it moving towards one or the other? Im finding hellbat/tank/viking pretty solid atm, destroys any marine/tank is a straight up fight. Heck, hellbats alone (well with medivac support) can kill entire tank lines if theres enough of them.
IgnE
Profile Joined November 2010
United States7681 Posts
Last Edited: 2013-03-27 03:16:53
March 27 2013 03:16 GMT
#467
On March 27 2013 12:06 EZR-Aeron wrote:
With TvT going mech besides putting up sensor towers everywhere around your base how can you combat drops easily? If you see it coming what is the best way to respond, especially if your army is defending your third from your opponent?

Also is the meta still either mech or bio or is it moving towards one or the other? Im finding hellbat/tank/viking pretty solid atm, destroys any marine/tank is a straight up fight. Heck, hellbats alone (well with medivac support) can kill entire tank lines if theres enough of them.



Bio seems pretty superior on almost every map in the map pool because the medivac speed boost allows a bio player to clean out your production, even if you have a turret ring in your base, if you try to move out, even with a maxed force on three bases, and then whittle down your main force before winning.
The unrealistic sound of these propositions is indicative, not of their utopian character, but of the strength of the forces which prevent their realization.
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
March 27 2013 03:44 GMT
#468
On March 27 2013 04:15 KamiDaHobo wrote:
Hey guys, a total SC2 newbie here, just curious as to if I have the 'right idea' as far as Terran is concerned before hitting up the ladder/placement matches. I've been practicing macro, and here is my latest practice game (versus AI) for reference

http://drop.sc/313992

I know I need to be smoother about my expansions, and the Engineering Bay goes a while without really doing anything, but I'm slowly getting the hang of things, I think. Any advice would be much appreciated!


not too bad. try to make sure youre constantly producing scvs, no gaps between them. also once the game gets going youll be having to make 3 supply depots at a time, its better to overmake them than to undermake them.

you had at least 5 barracks on 2 bases which is nice, but when you make your third go up to 8 barracks straight away. like depots its better to overmake production than undermake it.

also medivacs go very well with bio so as soon as your factory finishes make a starport that you can put a reactor on to get medivacs out!

when your refineries finish you often forget to fill them up with 2 additional scvs

One thing to note is your hotkey system. while there is no right hotkey system macro and multitasking are infinitely easier with a setup you can use well and are happy with. Most people dont have their cc's on 1 and their army on 3, but if that works for you you can stick with it...its just when you get better you will want to hotkey select units like ghosts, or vikings on hotkeys on their own, and I find it awkward combining attack move with the buttons to the right, therefore most people will have their army on the leftmost hotkeys (1-3 or 1-4 etc) then their ccs, then their production to the right of that

what would be useful for you is to learn a build order as your actions seemed a bit random at times, a build order helps you play with purpose and trying to successfully execute a set build really helps your macro skills, heres an example which you could use in all matchups:
10 depot
12 barracks
13 gas
make orbital command and marines
after orbital make 2nd depot
at 100 gas make a factory
at next 50 gas put reactor on barracks
have 1 scv always building a depot (when he finishes 1 build another)
keep making marines and making widow mines from your factory
at 100 more gas make a starport
when starport finish make medivac
drop widow mines in opponents base and make 2nd command centre
now make 2 more barracks and engineering bay
get 2nd gas
use new 2 barracks to get stim and combat shield
get a turret in each mineral line for detection and antiair


thats just an example, you can use any opening you like, just find something that suits you and you find fun to play


2v2s are a more relaxed way to kind of get into the game and get better at playing your race and learning the game without being quite as stressful as 1v1s.



Brood War Protoss, SC2 Terran/Protoss
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
March 27 2013 03:44 GMT
#469
on Akilon Flats, where is the best place to take your third in all matchups? and is this different if you're going mech vT?
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2013-03-27 03:54:55
March 27 2013 03:51 GMT
#470
On March 27 2013 12:44 SHODAN wrote:
on Akilon Flats, where is the best place to take your third in all matchups? and is this different if you're going mech vT?


1. vs Toss (assuming you're playing bio), it's best to take the one over the cliff from your nat (as opposed to the one through the destructible rocks). This is because this forces the Protoss to attack through a funnel into the wide area outside your natural ramp where you can get an easy surround. Storms and chargelots in the other location are a nightmare, and getting caught defending the third in that little room is basically death. Forcing an engagement prior to that point requires you to be outside the 3rd base entrance, which is far out of position.

2. vs Terran: this one is a bit more discretionary. The third over the cliff from your nat can be sieged from the ramp near the xelnaga tower location. However, the other third through the destructible rocks leaves you more vulnerable to drops ping-ponging between your main and your third. The ledge that juts out between your natural and the base through the destructible rocks is a great siege location to defend both entrances. If I was playing mech, I'd take the third through the rocks, because it's easier to cover both entrances and drop locations when playing mech.

3. vs Zerg: the third through the destructible rocks is easier to defend from runbys, but more difficult to defend against mutas for the same reason as above. I still prefer this expansion, since you can close the entrance with rocks, and the mutalisk threat is easily closed up with well-placed defenses.
vileEchoic -- clanvile.com
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
March 27 2013 03:54 GMT
#471
On March 27 2013 12:06 EZR-Aeron wrote:
With TvT going mech besides putting up sensor towers everywhere around your base how can you combat drops easily? If you see it coming what is the best way to respond, especially if your army is defending your third from your opponent?

Also is the meta still either mech or bio or is it moving towards one or the other? Im finding hellbat/tank/viking pretty solid atm, destroys any marine/tank is a straight up fight. Heck, hellbats alone (well with medivac support) can kill entire tank lines if theres enough of them.


you can always make your third a planetary so its a bit easier to defend with fewer units. use marines or floating rax to spot possible doom drops at the earliest possible opportunity, leave a couple of siege tanks in your main base and also try to combine turret rings with widow mines to do splash to medivacs if possible. yes your standing army is a bit weaker but he shouldnt be able to attack into your siege tanks cost effectively anyway.

Ideally if you are on 3 bases you will have some vikings so try and have these in a position where they quickly move to intercept drops. i.e. between your bases.

when you are on 4 bases and have lots of money make sure you have hi-sec, a ridiculous amount of turrets and dont be afraid to even put a planetary in your main, have TWO planetaries at your fourth

If you can make your opponent do a doom drop where you clean it up successfully this can often be gg for the opponent as you just counter and win.
Brood War Protoss, SC2 Terran/Protoss
Insane
Profile Blog Joined November 2003
United States4991 Posts
Last Edited: 2013-03-27 06:19:03
March 27 2013 06:17 GMT
#472
I'm sort of lost on TvT openings right now . Usually I do OK, and I don't have a problem with TvT after the opening, but I can't figure out what the hell to do about dual proxy rax reaper (8/8/8 for the first rax, then another rax I believe around 11ish).

I'm usually opening up with 12 rax/13 gas, which means my marine comes out around when his reaper is first arriving. Ideally I'm following it up with a reaper / reactor at that point, but basically it's impossible to make the reactor for sure, since that stops my unit production for a while. Even continuing making units off the 1 rax doesn't work very well, since all I can make are reapers/marines, but I'm on a 2 rax to 1 deficit, and if I don't actually kill a reaper, his force continues to grow/heal up.

If I metagame the fact that almost all my TvT opponents do this opening I guess I can stop it, but the problem is that short of scouting incredibly early or getting lucky on scouting the proxy raxes somewhere, a relatively standardish build will already be committed to by then...

e: and some sort of "respond by making a 2nd rax!" is way too late because by the time I realize he's going this build, I basically already have reapers at my base, and it takes way too long to get the 2nd rax to match his production.
govie
Profile Blog Joined November 2012
9334 Posts
March 27 2013 06:32 GMT
#473
On March 27 2013 04:45 awakenx wrote:
Honestly, I'm so lost in TvT right now. I just seem to lose vs anything, mech, bio or marine/tank. The problem is... I really can't find a safe BO for TvT. Yeah, there's reaper FE but that loses to proxy marauder, since there are a lot of 2 player maps in this map pool. I always seem to get cheesed before I can do anything...

Can anyone really recommend a safe TvT build?


Good old 1/1/1 expand is really descent I see gm's using it on stream.

They go for a couple of reapers, then a couple of widowmines into sometimes hellions to help the reapers. Eventually they can drop the mines in enemies base when they feel save. Once you're building your expo, u can still adapt. But mines do solve alot of problems.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
govie
Profile Blog Joined November 2012
9334 Posts
March 27 2013 06:34 GMT
#474
On March 27 2013 15:17 Insane wrote:
I'm sort of lost on TvT openings right now . Usually I do OK, and I don't have a problem with TvT after the opening, but I can't figure out what the hell to do about dual proxy rax reaper (8/8/8 for the first rax, then another rax I believe around 11ish).

I'm usually opening up with 12 rax/13 gas, which means my marine comes out around when his reaper is first arriving. Ideally I'm following it up with a reaper / reactor at that point, but basically it's impossible to make the reactor for sure, since that stops my unit production for a while. Even continuing making units off the 1 rax doesn't work very well, since all I can make are reapers/marines, but I'm on a 2 rax to 1 deficit, and if I don't actually kill a reaper, his force continues to grow/heal up.

If I metagame the fact that almost all my TvT opponents do this opening I guess I can stop it, but the problem is that short of scouting incredibly early or getting lucky on scouting the proxy raxes somewhere, a relatively standardish build will already be committed to by then...

e: and some sort of "respond by making a 2nd rax!" is way too late because by the time I realize he's going this build, I basically already have reapers at my base, and it takes way too long to get the 2nd rax to match his production.


Look in strategysection about defending the 8/8/8. TheDwF posted the answer there howto defend it.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Insane
Profile Blog Joined November 2003
United States4991 Posts
March 27 2013 06:39 GMT
#475
On March 27 2013 15:34 govie wrote:
Show nested quote +
On March 27 2013 15:17 Insane wrote:
I'm sort of lost on TvT openings right now . Usually I do OK, and I don't have a problem with TvT after the opening, but I can't figure out what the hell to do about dual proxy rax reaper (8/8/8 for the first rax, then another rax I believe around 11ish).

I'm usually opening up with 12 rax/13 gas, which means my marine comes out around when his reaper is first arriving. Ideally I'm following it up with a reaper / reactor at that point, but basically it's impossible to make the reactor for sure, since that stops my unit production for a while. Even continuing making units off the 1 rax doesn't work very well, since all I can make are reapers/marines, but I'm on a 2 rax to 1 deficit, and if I don't actually kill a reaper, his force continues to grow/heal up.

If I metagame the fact that almost all my TvT opponents do this opening I guess I can stop it, but the problem is that short of scouting incredibly early or getting lucky on scouting the proxy raxes somewhere, a relatively standardish build will already be committed to by then...

e: and some sort of "respond by making a 2nd rax!" is way too late because by the time I realize he's going this build, I basically already have reapers at my base, and it takes way too long to get the 2nd rax to match his production.


Look in strategysection about defending the 8/8/8. TheDwF posted the answer there howto defend it.

Got it, thanks. Looks like the biggest problem is trying to make a reaper of my own...
For others looking, here: http://www.teamliquid.net/forum/viewpost.php?post_id=18122960
govie
Profile Blog Joined November 2012
9334 Posts
March 27 2013 07:18 GMT
#476
On March 27 2013 15:39 Insane wrote:
Show nested quote +
On March 27 2013 15:34 govie wrote:
On March 27 2013 15:17 Insane wrote:
I'm sort of lost on TvT openings right now . Usually I do OK, and I don't have a problem with TvT after the opening, but I can't figure out what the hell to do about dual proxy rax reaper (8/8/8 for the first rax, then another rax I believe around 11ish).

I'm usually opening up with 12 rax/13 gas, which means my marine comes out around when his reaper is first arriving. Ideally I'm following it up with a reaper / reactor at that point, but basically it's impossible to make the reactor for sure, since that stops my unit production for a while. Even continuing making units off the 1 rax doesn't work very well, since all I can make are reapers/marines, but I'm on a 2 rax to 1 deficit, and if I don't actually kill a reaper, his force continues to grow/heal up.

If I metagame the fact that almost all my TvT opponents do this opening I guess I can stop it, but the problem is that short of scouting incredibly early or getting lucky on scouting the proxy raxes somewhere, a relatively standardish build will already be committed to by then...

e: and some sort of "respond by making a 2nd rax!" is way too late because by the time I realize he's going this build, I basically already have reapers at my base, and it takes way too long to get the 2nd rax to match his production.


Look in strategysection about defending the 8/8/8. TheDwF posted the answer there howto defend it.

Got it, thanks. Looks like the biggest problem is trying to make a reaper of my own...
For others looking, here: http://www.teamliquid.net/forum/viewpost.php?post_id=18122960


biggest problem is keeping your first marine alive....
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
March 27 2013 11:19 GMT
#477
Is CC 1st still viable in any form in TvT and TvP in HotS?
Can I stop 8-8 proxy reaper with CC 1st?
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
Jazzman88
Profile Joined January 2012
Canada2228 Posts
March 27 2013 13:10 GMT
#478
On March 27 2013 20:19 ApocAlypsE007 wrote:
Is CC 1st still viable in any form in TvT and TvP in HotS?
Can I stop 8-8 proxy reaper with CC 1st?


CC-first is definitely viable TvP. Since most people are delaying a poke across the map until the Mothership Core comes out, you have time to get up the CC and 2 Barracks behind it. Go into normal 3-rax -> Stim play, but scout like a madman, as Oracles are crazy good. If in doubt, overbuild defenses because you already have the eco lead. Scout his third, too, to make sure that if he tries to go 3 Nexus in response, you can just go 3 or 4 CC and power out all your tech quickly.

I haven't faced 8-8-8 proxy yet, so I don't know, but my intuition tells me that low-ground CC-first should be a build-order loss to that early of a Reaper, and even high ground is going to be VERY hard to defend. You'll definitely need to pull 4-5 SCVs and control very well to have a shot at holding it.
Marathi
Profile Joined July 2011
298 Posts
March 27 2013 13:19 GMT
#479
On March 27 2013 20:19 ApocAlypsE007 wrote:
Is CC 1st still viable in any form in TvT and TvP in HotS?
Can I stop 8-8 proxy reaper with CC 1st?


MKP did it a lot vs Seed (Protoss) in their MLG Winter Exhibition series, might be worth checking out.
eSports tees designed by me - http://tinyurl.com/bqmexd9
govie
Profile Blog Joined November 2012
9334 Posts
March 27 2013 13:29 GMT
#480
On March 27 2013 20:19 ApocAlypsE007 wrote:
Is CC 1st still viable in any form in TvT and TvP in HotS?
Can I stop 8-8 proxy reaper with CC 1st?


At 3:55 rax is done, at 4:15 first marine is out. You will be facing 3 reapers at that timeframe.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Prev 1 22 23 24 25 26 368 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 18m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .94
StarCraft: Brood War
Calm 2656
ggaemo 133
910 25
Sexy 21
NaDa 9
Dota 2
monkeys_forever368
Counter-Strike
Coldzera 1601
Super Smash Bros
C9.Mang0155
Other Games
summit1g11955
Grubby3328
FrodaN619
shahzam545
Liquid`Hasu181
ToD136
Sick81
Mew2King48
ROOTCatZ37
ViBE12
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• musti20045 27
• davetesta19
• RyuSc2 9
• OhrlRock 1
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• RayReign 44
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV956
League of Legends
• Doublelift2419
Other Games
• imaqtpie1259
• Scarra957
• Shiphtur281
Upcoming Events
PiGosaur Cup
2h 18m
Replay Cast
11h 18m
Kung Fu Cup
13h 18m
Replay Cast
1d 2h
The PondCast
1d 12h
CranKy Ducklings
2 days
WardiTV Team League
2 days
Replay Cast
3 days
CranKy Ducklings
3 days
WardiTV Team League
3 days
[ Show More ]
uThermal 2v2 Circuit
3 days
BSL
3 days
Sparkling Tuna Cup
4 days
WardiTV Team League
4 days
BSL
4 days
Replay Cast
5 days
Replay Cast
5 days
Wardi Open
5 days
GSL
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.