• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:07
CEST 14:07
KST 21:07
  • 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
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed17Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Who will win EWC 2025? Esports World Cup 2025 - Brackets Revealed The Memories We Share - Facing the Final(?) GSL RSL Revival patreon money discussion thread The GOAT ranking of GOAT rankings
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Soulkey Muta Micro Map? [ASL19] Finals Recap: Standing Tall
Tourneys
CSL Xiamen International Invitational [Megathread] Daily Proleagues 2025 ACS Season 2 Qualifier Cosmonarchy Pro Showmatches
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Korean Music Discussion Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 660 users

[D] Marauder hellbat medivac in TvP - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 6 Next All
govie
Profile Blog Joined November 2012
9334 Posts
April 14 2013 23:23 GMT
#21
Hellbat,marauder,medivac sounds good

As a terran allways have some spare gas when game goes on, i would suggest to build some ravens for PDD+HSM with your push. This means that each PDD takes 400+ damage instead of your troops for only 10 energy, so u can HSM+PDD mutiple times in 1 engagement. It gives ur army and mostly hellbats the time to reach there target (hellbat short range), once they do u have better chance of winning any fight

PDD effective against Marauders, Vikings, Banshees, Battlecruisers, Thors, Missile Turrets, Stalkers, Phoenixes, Photon Cannons, Queens, Mutalisks, Corruptors, Hydralisks, Spore Crawlers.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Henk
Profile Joined March 2012
Netherlands578 Posts
April 15 2013 00:03 GMT
#22
Wouldn't 'airtoss' completely destroy this though? I know airtoss isn't that commonly used in pvt, but vs this it might work wonders.(Just theorycrafting)
Ozlo
Profile Joined March 2013
United States30 Posts
April 15 2013 05:03 GMT
#23
ive been experimenting and it seems best to start adding the hellbats after i get the armory for regular upgrades.
uh-oh
Profile Blog Joined August 2010
Hong Kong135 Posts
April 15 2013 05:34 GMT
#24
On April 15 2013 09:03 Henk wrote:
Wouldn't 'airtoss' completely destroy this though? I know airtoss isn't that commonly used in pvt, but vs this it might work wonders.(Just theorycrafting)


the thing is skytoss is ridiculously difficult to get to so there will be a ton of timings when this can do devastating damage due to the limited number of protoss ground forces. photon overcharge does nothing to stimmed marauders healed by medivacs. Also skytoss is very slow and bad at responding to drops when it gets to over 3 bases.

Even if the protoss actually get a sizable skytoss force all terrans need to do is switch the rax/factory add ons and start pumping out marine/mine. Provided that you've already done enough damage with marauder helbat attacks, the protoss simple cannot have both skytoss AND storms out before being overwhelmed by marines. skytoss isnt the answer

in fact from a protoss standpoint this feels very hard to combat. Archons take too long to get to and die to EMPs(which the terran can get with his excess gas) and marauder/helbat is much less susceptible to storms due to them having more hp and clumps less. Once the zealot force melts to helbat fire there's nothing stopping small stimmed marauder squads to run up and snipe colossi

Does anyone have any good suggestions to combat this?
When I get to grandmasters, you have my permission to die!
Ozlo
Profile Joined March 2013
United States30 Posts
April 15 2013 08:20 GMT
#25
On April 15 2013 14:34 uh-oh wrote:
Show nested quote +
On April 15 2013 09:03 Henk wrote:
Wouldn't 'airtoss' completely destroy this though? I know airtoss isn't that commonly used in pvt, but vs this it might work wonders.(Just theorycrafting)


the thing is skytoss is ridiculously difficult to get to so there will be a ton of timings when this can do devastating damage due to the limited number of protoss ground forces. photon overcharge does nothing to stimmed marauders healed by medivacs. Also skytoss is very slow and bad at responding to drops when it gets to over 3 bases.

Even if the protoss actually get a sizable skytoss force all terrans need to do is switch the rax/factory add ons and start pumping out marine/mine. Provided that you've already done enough damage with marauder helbat attacks, the protoss simple cannot have both skytoss AND storms out before being overwhelmed by marines. skytoss isnt the answer

in fact from a protoss standpoint this feels very hard to combat. Archons take too long to get to and die to EMPs(which the terran can get with his excess gas) and marauder/helbat is much less susceptible to storms due to them having more hp and clumps less. Once the zealot force melts to helbat fire there's nothing stopping small stimmed marauder squads to run up and snipe colossi

Does anyone have any good suggestions to combat this?


my toss practice partner has been experimenting with incorporating DT's into his play. the hellbat marauder is an excessively mineral heavy playstyle and making me spend scams cuts into my mineral income.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2013-04-15 08:36:41
April 15 2013 08:35 GMT
#26
On April 15 2013 14:34 uh-oh wrote:
Show nested quote +
On April 15 2013 09:03 Henk wrote:
Wouldn't 'airtoss' completely destroy this though? I know airtoss isn't that commonly used in pvt, but vs this it might work wonders.(Just theorycrafting)


the thing is skytoss is ridiculously difficult to get to so there will be a ton of timings when this can do devastating damage due to the limited number of protoss ground forces. photon overcharge does nothing to stimmed marauders healed by medivacs. Also skytoss is very slow and bad at responding to drops when it gets to over 3 bases.

Even if the protoss actually get a sizable skytoss force all terrans need to do is switch the rax/factory add ons and start pumping out marine/mine. Provided that you've already done enough damage with marauder helbat attacks, the protoss simple cannot have both skytoss AND storms out before being overwhelmed by marines. skytoss isnt the answer

in fact from a protoss standpoint this feels very hard to combat. Archons take too long to get to and die to EMPs(which the terran can get with his excess gas) and marauder/helbat is much less susceptible to storms due to them having more hp and clumps less. Once the zealot force melts to helbat fire there's nothing stopping small stimmed marauder squads to run up and snipe colossi

Does anyone have any good suggestions to combat this?


Collosi + Gateway ala Rain (with Archons before storm being safer though) actually does wonders vs this, just don't a-move with all your zealots while the hellbats are still alive and you'll crush this. You can also use stutter step hold position micro to get a lot of free shots off on the hellbats due to their slow movement speed and inability to stim.
In Somnis Veritas
govie
Profile Blog Joined November 2012
9334 Posts
April 15 2013 11:31 GMT
#27
On April 15 2013 14:34 uh-oh wrote:
Show nested quote +
On April 15 2013 09:03 Henk wrote:
Wouldn't 'airtoss' completely destroy this though? I know airtoss isn't that commonly used in pvt, but vs this it might work wonders.(Just theorycrafting)


the thing is skytoss is ridiculously difficult to get to so there will be a ton of timings when this can do devastating damage due to the limited number of protoss ground forces. photon overcharge does nothing to stimmed marauders healed by medivacs. Also skytoss is very slow and bad at responding to drops when it gets to over 3 bases.

Even if the protoss actually get a sizable skytoss force all terrans need to do is switch the rax/factory add ons and start pumping out marine/mine. Provided that you've already done enough damage with marauder helbat attacks, the protoss simple cannot have both skytoss AND storms out before being overwhelmed by marines. skytoss isnt the answer

in fact from a protoss standpoint this feels very hard to combat. Archons take too long to get to and die to EMPs(which the terran can get with his excess gas) and marauder/helbat is much less susceptible to storms due to them having more hp and clumps less. Once the zealot force melts to helbat fire there's nothing stopping small stimmed marauder squads to run up and snipe colossi

Does anyone have any good suggestions to combat this?


Phoenix+blink stalkers play seems logical to me. Counter everything, could work right?
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Douillos
Profile Joined May 2010
France3195 Posts
Last Edited: 2013-04-15 12:32:50
April 15 2013 12:29 GMT
#28
I for my part believe in keeping marines in the composition and adding hellbats. What I usually do is after building the reactor for my starport on my factory, I lift and go build another reactor from which I pump out hellbats. This usually works out well because i start the armory at the same time as my +1, stim etc. finishes (with another engie bay built when armory is 50% done).

So my first poke is hellbat free but then I start having a really nice composition. Concerning upgrades I get + armor on vehicles so its shared between vikings and hellbats.

So basically I get 1 rax with reactor, 1 factory with reactor and then only rax with tech labs and that defines my composition.
Look a giraffe! Look a fist!!
DusTerr
Profile Blog Joined January 2011
2520 Posts
April 15 2013 12:34 GMT
#29
Might be worth playing around with...

On April 15 2013 08:23 govie wrote:
Hellbat,marauder,medivac sounds good

As a terran allways have some spare gas when game goes on, i would suggest to build some ravens for PDD+HSM with your push. This means that each PDD takes 400+ damage instead of your troops for only 10 energy, so u can HSM+PDD mutiple times in 1 engagement. It gives ur army and mostly hellbats the time to reach there target (hellbat short range), once they do u have better chance of winning any fight

PDD effective against Marauders, Vikings, Banshees, Battlecruisers, Thors, Missile Turrets, Stalkers, Phoenixes, Photon Cannons, Queens, Mutalisks, Corruptors, Hydralisks, Spore Crawlers.


and Tempests
Jay Arell
Profile Joined June 2012
Norway33 Posts
April 15 2013 13:31 GMT
#30
Wouldnt this get worse and worse throughout the game as the upgrades are different for the hellbat and marauder? You cannot afford both upgrade paths. Also wouldn't oracle or voidrays destroy this??
Innovation - Maru - Bomber - Polt - Demuslim
abefroman
Profile Joined December 2010
70 Posts
April 15 2013 13:31 GMT
#31
I actually have a practice partner that used to do this against me. What I eventually found that deals with it is: as soon as you see Terran going hellbats, go triple robo immortal, and spend excess resources on stalkers.

Hellbats are not unbeatable...unless toss insists on continuing with zealots. Pure immortal handles the comp just fine. Overreact with triple robe, then supplement with gateway units if Terran relaxes his composition.
Sitinte
Profile Blog Joined January 2011
United States499 Posts
April 15 2013 13:36 GMT
#32
On April 15 2013 04:29 Ozlo wrote:
Show nested quote +
On April 15 2013 03:00 Deepflow wrote:
Ive been thinking about this and while it sounds like it might be stronger in a straight up fight you have a serious upgrade problem. Especially if you want to get ship famage also. To be constantly upping every relevant thing you also need 3 armories! Which is 450/300 you cant spend on units even without considering upgrade costs.

Im still gonna try this when i get home tomorrow though.


hellbats are so good you dont really have to upgrade them. and they are beefy as fuck so they make good meatshields


Still, the upgrades are useful. I'd rather have tough as well-done steak than beefy units.

Will give this composition a go, since TvP is still my worst matchup.
Ozlo
Profile Joined March 2013
United States30 Posts
Last Edited: 2013-04-15 14:17:14
April 15 2013 14:03 GMT
#33
On April 15 2013 22:31 abefroman wrote:
I actually have a practice partner that used to do this against me. What I eventually found that deals with it is: as soon as you see Terran going hellbats, go triple robo immortal, and spend excess resources on stalkers.

Hellbats are not unbeatable...unless toss insists on continuing with zealots. Pure immortal handles the comp just fine. Overreact with triple robe, then supplement with gateway units if Terran relaxes his composition.


if you go 3 robo for immortals... have fun getting dropped and having the bulk of ur army be too slow to properly deal with it. that and the tech lab rax can still make marines. and this handy thing called ghosts.

the entire point of the hellbat marauder composition is that it punches above its weight class in small engagements against gateway units (the immediate response to drops). therefore, the comp is perfect for drops and doing large amounts of damage. and on top of that, the reactored factories can make widow mines in case you push with immortals.
SSVnormandy
Profile Joined July 2012
France392 Posts
April 15 2013 14:15 GMT
#34

I incorporate hellbat in MMM force asap i got the armory, i get reactor on the unused factory and start hellbat prod. When i got 3 saturated base i go for a second factory instead of another couple of rax. Hellbats are really really strong vs protoss no doubt about it. Even if they are not so mobile they allow MMM force to have a good tanking front. The only issue with hellbat is that you can't runaway so when you engage you better be aware of what your facing and know if you can engage it straight.

When I incorporate Hellbat in MMM i always go for plating instead of air attack upgrade in the armory because the plating is good for Hellbat+Viking+Medivac. You can argue that you loose some dps for viking but as hellbat is a 'tank' unit it's like zealot it's better to upgrade armor i think.
Battlecruisers.... Just Battlecruisers...
tisalgado
Profile Joined February 2013
Brazil51 Posts
Last Edited: 2013-04-15 14:31:01
April 15 2013 14:28 GMT
#35
I've been doing this... (diamond level only, please take it in consideration when pointing out mistakes)

on the early game, I go for widow mines, for they deal with oracles and with low zealot counts...
then marauder hellbat for later stages...
I don't discard marines, but usually have like 1 reactor and 6-7 tech labs on 3 bases.

I've been facing problems with 8-9 minutes busts, like immortal, void rays, Tails's DT drop, delayed 4gate, blink, etc... as the marauder count is yet not fearsome and widow mines don't seen to be enough.

edit: as for upgrades, you only really need 1 attack at the most for the hellbat (as it will 5shot zealots up to 2 armor), so just focusing on armor sounds better (and that armor also goes for your medivacs and vikings now, so that can't really be that bad)
Luck = Preparation + Oportunity
Ozlo
Profile Joined March 2013
United States30 Posts
April 15 2013 14:46 GMT
#36
On April 15 2013 23:28 tisalgado wrote:
I've been doing this... (diamond level only, please take it in consideration when pointing out mistakes)

on the early game, I go for widow mines, for they deal with oracles and with low zealot counts...
then marauder hellbat for later stages...
I don't discard marines, but usually have like 1 reactor and 6-7 tech labs on 3 bases.

I've been facing problems with 8-9 minutes busts, like immortal, void rays, Tails's DT drop, delayed 4gate, blink, etc... as the marauder count is yet not fearsome and widow mines don't seen to be enough.

edit: as for upgrades, you only really need 1 attack at the most for the hellbat (as it will 5shot zealots up to 2 armor), so just focusing on armor sounds better (and that armor also goes for your medivacs and vikings now, so that can't really be that bad)


those all in style plays make the outcome less about your unit composition and more about your reaction. you want the smallest possible reaction to each all in. if you scout DT then a turret in each base should do the trick, an immortal all in? then focus on marine and widow mine and get a bunker or 2.

the point is, unless you are unbelievably weak for some reason, proper reactions will win all those situations.
tisalgado
Profile Joined February 2013
Brazil51 Posts
April 15 2013 14:50 GMT
#37
On April 15 2013 23:46 Ozlo wrote:
Show nested quote +
On April 15 2013 23:28 tisalgado wrote:
I've been doing this... (diamond level only, please take it in consideration when pointing out mistakes)

on the early game, I go for widow mines, for they deal with oracles and with low zealot counts...
then marauder hellbat for later stages...
I don't discard marines, but usually have like 1 reactor and 6-7 tech labs on 3 bases.

I've been facing problems with 8-9 minutes busts, like immortal, void rays, Tails's DT drop, delayed 4gate, blink, etc... as the marauder count is yet not fearsome and widow mines don't seen to be enough.

edit: as for upgrades, you only really need 1 attack at the most for the hellbat (as it will 5shot zealots up to 2 armor), so just focusing on armor sounds better (and that armor also goes for your medivacs and vikings now, so that can't really be that bad)


those all in style plays make the outcome less about your unit composition and more about your reaction. you want the smallest possible reaction to each all in. if you scout DT then a turret in each base should do the trick, an immortal all in? then focus on marine and widow mine and get a bunker or 2.

the point is, unless you are unbelievably weak for some reason, proper reactions will win all those situations.


I see, you're probably right, I should study a bit more on all in scouting so I can prepare accordingly...
also, I have a question... with that gas on 15, can you get the widow mines in time for a proxy oracle rush timing?
Luck = Preparation + Oportunity
Ozlo
Profile Joined March 2013
United States30 Posts
April 15 2013 14:56 GMT
#38
they come out exactly on time for an oracle rush. however if the toss is going all out balls out on the rush... a bunker near your main min line will also work until you can salvage it
tisalgado
Profile Joined February 2013
Brazil51 Posts
April 15 2013 16:00 GMT
#39
On April 15 2013 23:56 Ozlo wrote:
they come out exactly on time for an oracle rush. however if the toss is going all out balls out on the rush... a bunker near your main min line will also work until you can salvage it


prblem is you don't always find the proxy SG, or get your scout denied by a single stalker with a slitghly delayed oracle... it's hard to judge to judge if you'll need a bunker for those (as you'll need 40 seconds buidling it, it must be started ewally soon... and building it without need may leave you vulnerable to a frontal bust.

But if the widow mine comes out in time for the rush, no problems... I'll try 15 gas some tonight (I've been doing 13 gas for fearing the oracle would arrive before I could defend myself
Luck = Preparation + Oportunity
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
Last Edited: 2013-04-15 16:29:23
April 15 2013 16:23 GMT
#40
On April 15 2013 23:50 tisalgado wrote:
Show nested quote +
On April 15 2013 23:46 Ozlo wrote:
On April 15 2013 23:28 tisalgado wrote:
I've been doing this... (diamond level only, please take it in consideration when pointing out mistakes)

on the early game, I go for widow mines, for they deal with oracles and with low zealot counts...
then marauder hellbat for later stages...
I don't discard marines, but usually have like 1 reactor and 6-7 tech labs on 3 bases.

I've been facing problems with 8-9 minutes busts, like immortal, void rays, Tails's DT drop, delayed 4gate, blink, etc... as the marauder count is yet not fearsome and widow mines don't seen to be enough.

edit: as for upgrades, you only really need 1 attack at the most for the hellbat (as it will 5shot zealots up to 2 armor), so just focusing on armor sounds better (and that armor also goes for your medivacs and vikings now, so that can't really be that bad)


those all in style plays make the outcome less about your unit composition and more about your reaction. you want the smallest possible reaction to each all in. if you scout DT then a turret in each base should do the trick, an immortal all in? then focus on marine and widow mine and get a bunker or 2.

the point is, unless you are unbelievably weak for some reason, proper reactions will win all those situations.


I see, you're probably right, I should study a bit more on all in scouting so I can prepare accordingly...
also, I have a question... with that gas on 15, can you get the widow mines in time for a proxy oracle rush timing?
No. If Protoss skips a stalker, it is not possible.

You should delay the factory until you have marines 5 and 6 in production and have all marines in mineral line if you scout no stalker. If you have 5 marines, you will lose.
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Epic.LAN
12:00
Epic.LAN 45 Playoffs Stage
Liquipedia
CranKy Ducklings
10:00
Sea Duckling Open #136
CranKy Ducklings93
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 524
StarCraft: Brood War
Barracks 3752
actioN 2174
Larva 1315
Mini 998
Hyuk 926
Stork 539
firebathero 415
Soma 378
TY 282
Pusan 273
[ Show more ]
Last 237
Hyun 124
JulyZerg 124
Dewaltoss 117
ToSsGirL 75
Backho 73
Bonyth 51
GoRush 15
Icarus 14
SilentControl 6
Dota 2
Gorgc8607
singsing2794
XcaliburYe288
Fuzer 197
canceldota40
Super Smash Bros
Westballz34
Heroes of the Storm
Khaldor205
Other Games
B2W.Neo1554
DeMusliM380
Lowko167
SortOf103
Trikslyr25
Organizations
Other Games
gamesdonequick2739
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH259
• sitaska37
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1148
Upcoming Events
CSO Contender
4h 53m
Sparkling Tuna Cup
21h 53m
Online Event
1d 3h
Esports World Cup
2 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
3 days
Esports World Cup
4 days
Esports World Cup
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational: ShowMatche
RSL Revival: Season 1
Murky Cup #2

Ongoing

BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
CSL Xiamen Invitational
2025 ACS Season 2
Championship of Russia 2025
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
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 © 2025 TLnet. All Rights Reserved.