• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:47
CEST 22:47
KST 05:47
  • 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
Tournament Spotlight: FEL Cracow 20259Power Rank - Esports World Cup 202577RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18
Community News
EWC 2025 - Replay Pack0Google Play ASL (Season 20) Announced25BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19
StarCraft 2
General
EWC 2025 - Replay Pack #1: Maru - Greatest Players of All Time Tournament Spotlight: FEL Cracow 2025 Power Rank - Esports World Cup 2025 I offer completely free coaching services
Tourneys
FEL Cracov 2025 (July 27) - $10,000 live event Esports World Cup 2025 $25,000 Streamerzone StarCraft Pro Series announced $5,000 WardiTV Summer Championship 2025 WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune
Brood War
General
Google Play ASL (Season 20) Announced [Update] ShieldBattery: 2025 Redesign Dewalt's Show Matches in China BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Does 1 second matter in StarCraft?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile
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
UK Politics Mega-thread US Politics Mega-thread Stop Killing Games - European Citizens Initiative Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale 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
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Customize Sidebar...

Website Feedback

Closed Threads



Active: 669 users

[D] Responding to Early Warpgate Pressure in ZvP

Forum Index > StarCraft 2 Strategy
Post a Reply
Normal
Frankie Teardrop
Profile Joined March 2013
United States74 Posts
March 03 2014 00:39 GMT
#1
I was originally planning on posting a question on this topic in the Zerg Help Me Thread, but the more I wrote, the more it occurred to me that this is an extremely broad and comprehensive topic that could constitute its own thread, seeing as there are so many different types of gateway pressure builds that can occur in so many different situations. Before I delve into the topic itself, however, I want to clarify what types of pressures I am talking about, and what types I am excluding. I should say, first and foremost, that I am NOT asking about responding to any sort of 1-base play from Protoss (i.e. 4-gates), nor am I asking about any sort of 2 base gateway all-ins off of FFEs, including anything with blink or charge.

What I AM talking about is any sort of pressure off of a 1 gate FE that hits anywhere between 7 and 9 minutes, and is designed to destroy the Zerg 3rd or force units instead of drones while the Protoss techs, builds up an economy, or prepares a follow-up all-in (although often times the warpgate pressure itself can do game-ending damage if the Zerg is not prepared). This pressure usually comes from 3-4 warpgates, and most commonly consists of zealots and Mothership Core, but can also contain a small number of stalkers or sentries. Occasionally, it can hit with +1 attack completed.

What I have been doing:
As a platinum level Zerg player, the most difficult aspect of playing against a gate-expanding Protoss is correctly scouting and holding off gateway pressure without losing my third or overmaking units. I have been using a very standard build after scouting a gate-expo:
-take a gas ASAP
-pull drones off gas @100 and get ling speed
-take 3rd & sacrifice overlord @ 6:00
-roach warren, 2nd gas, refill 1st gas @ 6:15-6:30
-Lair @ next 100 gas (unless emergency roaches needed)

I used to take a 3rd as soon as I scouted the Protoss taking a natural, but that resulted in me feeling very vulnerable and losing a lot more often to even the lightest of pressure, and I have had much better success waiting until 6:00. I also always have a few lings out checking the protoss wall, holding watch towers, and looking for proxy pylons.

Where I am having trouble:
Usually, when facing a 1 gate FE, my lings have scouted 2 gateways at the Protoss wall (3 in total) by 5:00-5:30. At this point, I suspect that pressure is likely. When I sac my overlord at 6:00, though, I often have trouble deciding on the proper reaction because usually the ov will scout a stargate or robo facility in the main, and make me feel that I am safe to drone a bit more. Sometimes, when I take this more greedy approach, I will be surprised a minute or two later by 6-8 zealots and a MsC beating away at my newly finished 3rd base and lings/queens just don't cut it. If this third goes down, I almost always lose.

Other times, if I scout the same thing (3-4 gates + stargate or robo), I decide to play it safe and make a round or two of lings -- and occasionally up to 4 roaches as well -- to defend against aggression. However, sometimes the pressure doesn't come, and the 3 gateways have been pumping out sentries (hidden in the main) for a delayed immortal all-in that almost always kills me because I don't have the economy to reinforce quickly enough. One of my biggest question marks is knowing when early roaches are necessary and when they aren't. I like to start Lair with my next 100 gas after I resume mining it, and making defensive roaches before 7:00-7:30 really delays that.


I feel like I am constantly trying to walk a thin line between being too greedy and overreacting, and it is so difficult to make the right decision because the same scouting information can yield drastically different results. Obviously, if by 6:00 I scout 4-5 gateways and no tech structures, I can certain that gateway pressure is coming and plan accordingly, but the fact that Protoss almost always has some sort of tech mixed in makes it hard to tell whether he is going to invest in gateway units and go for my third, or whether the gateways are just there to act as a wall and produce sentries while the protoss invests in tech/economy. If anybody has some helpful advice for zergs regarding making proper decision making in response to warpgate pressure between 7 and 9 minutes, I (and many other zergs, I'm sure) would be very grateful.

Discussion Questions:

Here are some specific discussion questions that I have come up with based on various situations I have found myself in when facing aggressive Protoss builds. All questions are framed given the following scouting information by 6:30, all of which is very standard:
- Protoss opened with 1-gate FE
- 2 gateways were added in wall at natural before 6:00
- 2 gas taken in Protoss main
- stargate or robo facility in main



- Is 6:15-6:30 an acceptable time to start a roach warren + second gas? Are there any situations in which an earlier roach warren is necessary?
- Is it ever necessary to make defensive roaches before starting Lair? If so, when?
- How should the zerg response differ when scouting a stargate in the main @ 6:00-6:30 along with the 3-4 gateways vs. when scouting a robo facility?
- How should the zerg response differ if a spinning forge is scouted as well between 5:00-7:00?
- When should spine crawlers be used to defend 3-5 gate pressure?
- Is 6:00 too late for an overlord scout?
- Are there any telltale signs (aside from lack of 2nd gas or tech structures) that gateway pressure is definitely incoming?
misterxy1994
Profile Joined July 2013
Germany53 Posts
March 03 2014 02:33 GMT
#2
Hi Frankie

1. The timing on the roach warren is ok. You need need the roaches to hold constant waves of zealots. The first waves are defenable with zerglings and queens. Also the amount of gas you can mine limits the timing on the roach warren, because you won't be able to built any. You could skip speed to build them and play it really defensiv if you want to.

2. When you see him doing some early gate pressure and your not sure if you can hold that without roaches
So i think you should almost always build the roaches before lair-

3. Scouting a stargate or robo doesn't tell you a lot. He can still do gate pressure and with a tech based follow up like warp prism drop or zealot phoenix. So you just have to keep scouting how he plays that out.

4. He is most likely gonna do a timing with plus one. A upgrade need like 160 seconds i think. With good chrono boost it goes donw to 80 seconds. So he can just do a delayed timing. Roaches should work pretty good in that situation because his attack is a bit later.
But your overlord scout should tell you the informations you need. One tech struckture doesnt say much about the gate timing. But with two strucktures like stargate and forge its not commend to do an early attack.

5. Building spines is a good idea when you can anticipate the timing early enought or you see him building alot of pylons but you cant stop him. They need 50 seconds so you need them early.

6. 6 minutes is a good timing. But of course you can poke in sooner and scout for gas and other stuff. But you should try to safe him for the 6 minutes sacrifice.

7. You can tell that if he warps in the units. But its hard to know it before. There are a lot of indicators. If he sends out the mothership core with a probe and starts to build pylons early on. or when he is complety walling in his natural after moving out with some units. But against a good protoss its hard to tell.

Sorry for my bad english
I hope i could help you a bit.

good luck qwert
Deleted User 261926
Profile Joined April 2012
960 Posts
March 03 2014 13:05 GMT
#3
The roach warren is actually late against a proper 4 gate pressure by the protoss. The timing I know of is 5:30.
Mahtasooma
Profile Joined November 2010
Germany475 Posts
Last Edited: 2014-03-03 13:34:47
March 03 2014 13:33 GMT
#4
Basic stuff when playing P doing Gateway:

If he's building gateway expand in main WITHOUT walloff at ramp: go 14gas/14 pool speedling expand with lots of lings until like 32 supply. He will have a very hard time holding this.

If he's building gateway expand in main WITH walloff: hatch first

if he's trying to go ultra greedy gateway expand at the wall on low ground: also 14/14 expand, without a forge he will not be able to hold his wall

14/14 is very challenging micro and macro wise, however, so dunno if that's possible @platinum.
http://twitch.tv/mahtasooma
Nimix
Profile Joined October 2011
France1809 Posts
March 03 2014 14:23 GMT
#5
At what timing are you scouting to determine whether to go 14/14 or hatch first? I've been offracing as zerg quite a lot recently and got to high diamond, but I'm pretty much have no idea what I'm doing and rely on mechanics. I wasn't drone scouting in ZvP, so I'd like to know if I should and when. thanks!
Mahtasooma
Profile Joined November 2010
Germany475 Posts
Last Edited: 2014-03-03 14:25:59
March 03 2014 14:25 GMT
#6
oh sorry. you scout at nine.
then you can even decide to 12 pool when he's pyloning his natural with the pylon NOT in the wall

http://twitch.tv/mahtasooma
Terence Chill
Profile Joined November 2011
Germany112 Posts
March 03 2014 14:26 GMT
#7
taking a 3rd is very hard against gate fe. either you take it super early or very late. i like to take it early ~3:40. anyway, this is my zvp build order, maybe you should give it a try. its very hard to execute and you have to be very precise.
+ Show Spoiler +

13 pool (check for proxy gates in one corner with 13th drone then build pool)
16 hatch 2
15 2x2 lings (use for a. cannon rush defence b. pylon block c. try to snipe 1 building vs gate expand d. snipe cannon vs nexus first and harass. dont lose them vs gate expand)
17 drone (send 1 drone immediately to 3rd)
18 ol (while drone is on the way)
18 hatch 3
17 drone
18 drone
19 queen 1 *
21 drone
22 drone
23/100%natural queen *
25/100%natural ol
25 gas 1 (benchmark 4:30)

if gate expand
use queen 1+2 for creep tumors instead of inject then a-move to 3rd base
26 queen 3 (in main)
32 queen 4 (natural, lately i start it at my 3rd so it will spawn in fight)
34 overlord

need to know if you can make drones here vs gate expand. check his wall off with one of the lings at ~5:20-5:30. if you see 2 or more gates make lings after 34-ol.
try to check how many gate attack it will be. if its only 3 gate try to defend with 2-3 queens and 16 lings. follow up with
42 speed
42 ol
42 drones if its safe to drone

if its more than 3 gates you need to make roach warren and more units. maybe pull all queens you have and/or rebuild queens. also use first lings to take towers and scout the map.
if you see a forge make more drones after 34-ol and try to assume when his attack will come. also scout his tech. throw down a roach warren and evo 6:30-7:00. go up to 3 gas.

if you see stargate make more drones and place 1 spore in each mineral line. make them 2 one minute later if he goes phoenix.
if robo make a baneling nest and eventually take 1 or 2 more gases.

if forge expand/nexus first
stay on 3 queens. make a 4th later for creep.
for double ling upgrades use this timing. 6:30 2nd gas. 7:15 2 evos. +1+1 next 100gas lair. 2 more gas
for ling hydra: stay on 1 gas. you should have enough gas for lair at 7:00. go up to 4 gas at 7:30 and build evo. gas 5 at ~8:00. go for +1 missile and hydra upgrades.
try to hit timing attack when 2nd hydra upgrade is close to finish with ~16hydra + mass lings.

if you want to i can show you the execution in game. just send me msg.
weikor
Profile Blog Joined March 2011
Austria580 Posts
March 03 2014 14:45 GMT
#8
i think its not so much the strategy as probably your execution . top pro levelplayers can judge things based of very small details (ie a chornoboost on a forge) but that's impossible under top masters because your opponents macro could have just slipped. you don't know if the weird gateway timing means aggression or awful macro.

i have been offracimg with something that's very forgiving in macro and strategy vs protoss. it practically counters slightly delayed aggression (not one base) and has served me well as an opening.

it involves not going for a blind third (it's not really needed as quickly vs gateway expands) and then opting for a much quicker lair. while your lair is building you can take a third and grit zergling speed as well as a third queen. As soon as your lair completes throw down a hydra den.
if he attacks earlier just cancel your third and defend with ling production and all queens.

yay will see how easy tech as well as normal aggression becomes to hold. hydras rule (untill colossus )8
Incand
Profile Joined November 2012
143 Posts
Last Edited: 2014-03-03 19:59:00
March 03 2014 19:58 GMT
#9
I think the roach warren timing is fine. I used to do the 5:30 and I always end up being behind if they recall or don't pressure. I rewatched the.."mapping out the 1 gate expo video" in the crash course series again which i learned from at start of hots and while it's a bit old i still think the later rw is better but you need to be very active with lings spotting pylons and warpins and such and not overmake units until he actually warp ins.


Anyway I think this thread could be very useful, I struggle so much against this even in mid masters so i end up playing every game very much from behind.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2014-03-03 22:36:47
March 03 2014 22:35 GMT
#10
This is probably the best Zerg thread since Belial's guides. I'll look at some replays and let you know what I find, but there's already a plethora of really good information in here. Terence's build order is especially good.

However....

On March 03 2014 23:45 weikor wrote:
i think its not so much the strategy as probably your execution . top pro levelplayers can judge things based of very small details (ie a chornoboost on a forge) but that's impossible under top masters because your opponents macro could have just slipped. you don't know if the weird gateway timing means aggression or awful macro.

i have been offracimg with something that's very forgiving in macro and strategy vs protoss. it practically counters slightly delayed aggression (not one base) and has served me well as an opening.

it involves not going for a blind third (it's not really needed as quickly vs gateway expands) and then opting for a much quicker lair. while your lair is building you can take a third and grit zergling speed as well as a third queen. As soon as your lair completes throw down a hydra den.
if he attacks earlier just cancel your third and defend with ling production and all queens.

yay will see how easy tech as well as normal aggression becomes to hold. hydras rule (untill colossus )8


From a Protoss perspective, if you go two-base lair tech, I will just not attack until ~10 minutes or just take an early third. Going 2-base tech is very reliant on you doing damage, otherwise you end up way behind vs. later attacks. The 2-2-2 DESTROYS 2-base hydra so bad, and you can do it reactively too.

StrategyAllyssa Grey <3<3
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
March 03 2014 23:04 GMT
#11
On March 03 2014 22:05 Karpfen wrote:
The roach warren is actually late against a proper 4 gate pressure by the protoss. The timing I know of is 5:30.


He's assuming double gas in the main though, in which case the 4gate you talk about isn't possible.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Frankie Teardrop
Profile Joined March 2013
United States74 Posts
March 03 2014 23:05 GMT
#12
Some great feedback so far, and it's only been a day!

What I have been doing that works pretty well is intentionally supply blocking myself at 36, so at this point I have 3 queens, 1 set of scouting lings, and 29 drones with ling speed almost done. I then build 2 overlords and sac 1 into the Protoss main. (This is a few seconds before 6:00). While waiting for the 2 overlords to pop, I then take my 3rd with the minerals I float -- or if I only see 1 gas in the Protoss main, I delay the 3rd and build 2 spines instead. This works wonders for holding off extremely aggressive 1 gas builds like the MacSed 5-gate (which one of my practice buddies likes to use on me) without me having to make too many roaches -- if any at all!

90% of the time, though, the Protoss has 2 gas in the main and either a robo or a stargate, along with his 3-4 gateways, and I have to pretty much guess whether he is going to use those gates to put on pressure, or just make defensive sentries while teching and pumping probes.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
March 03 2014 23:14 GMT
#13
Hmm if i saw 2 spines and a delayd third i more or less would call it even (assuming 1gas 4gate and reasonable econ behind it), so i'm not a huge fan of that approach. Saving up money/supply for a round of units or drones depending on what you scout sounds a little more effective to me.

Then again i'm not a Zerg so i might just be saying wrong shit
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Frankie Teardrop
Profile Joined March 2013
United States74 Posts
March 04 2014 20:53 GMT
#14
I am very honored and excited to have the approval and participation of blue posters in my thread.

Teotia, I know you as a very reputable Protoss player. I'm not sure whether or not you ever use aggressive gateway pressure builds against Zerg, but if you do, what do Zergs do that most reliably shut it down?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
March 04 2014 21:00 GMT
#15
Every time i pressure i personally like to keep making probes rather than commit to the timing hardcore, so i usually don't do as much damage as other players. That said, if i force the Z to make enough units i call it a day and feel in a decent spot.

The worst case scenario for me is if they simply deny my proxy pylons from going down with their initial lings, because that means he has to make less units to be safe while my tech is still delayed.

In general it really comes down to how active the zerg is with his scouting, both of my army movement and of my proxy pylons, as well as of my main. Some zergs just go batshit insane on unit production and still have 1-2 rounds of units being made as my pressure gets shut down, which sets them farther behind than they would have been if they had started droning again a little earlier.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Snake.69
Profile Joined February 2010
Canada140 Posts
March 04 2014 21:01 GMT
#16
I really miss the days of forge expand in zvp xD. It was easy to read the protoss and predict what was coming and when. You had a clear path as to when to drone and when to make units.

Against gateway expand, it seems like you have to take risks in order to stay even with a protoss that has no intention of putting pressure, but appears that he has the capacity to do so( aka you scout 3 or 4 gates, you make spines/lings, then he just tech and take a third). Dts, oracles, or heavy gateway attack his REALLY fast from a gate expand, and sometimes its impossible to scout. Gate expand also means they get mama core earlier, allowing them to take a slightly faster third. As soon as the nexus finishes( 3rd) any window to break it is pretty much gone.
Frankie Teardrop
Profile Joined March 2013
United States74 Posts
March 04 2014 21:29 GMT
#17
On March 05 2014 06:00 Teoita wrote:
The worst case scenario for me is if they simply deny my proxy pylons from going down with their initial lings, because that means he has to make less units to be safe while my tech is still delayed.


This resonates very strongly with what one of my Protoss practice partners told me the other day, and I'm starting to think I'm not scouting thoroughly enough.

I always open up 14p 15h vs Protoss, and I drone scout with my 13th drone so I can always be 100% sure what the Protoss is doing before I have to decide when to take a gas. (I know I don't need to drone scout if I go pool first, but when I don't, I frequently get thrown off by things like forges in the main and proxy zealot rushes. Since I'm only in platinum league, I can't image drone scouting is too detrimental. Correct me if I'm wrong.)

When I scout a gateway opener, I make 1 set of lings as soon as my pool is done (~15 supply). I use these to hold watchtowers until about 5:00, when I use them to check the Protoss front for an expansion and/or wall, after which I send them back to the watchtowers. I don't make anymore lings until after I start my roach warren, 3rd hatch, and 2nd gas around 6:30 (~ 40 supply). By this time, ling speed has already finished.

Should I be making 2 sets of lings when my pool pops instead of 1, and if so where should I position/patrol them on maps with 2, 1, and 0 watchtowers?

Alternatively, is one set enough until speed is finished, and should I be doing other things with them besides holding watchtowers and checking the Protoss front?
Kingy604
Profile Joined December 2011
United Kingdom54 Posts
March 05 2014 00:15 GMT
#18
As a protoss who does gateway pressure a lot one of the most important things to holding it is scouting the pylons.

If you stop the pylons going up you delay the pressure by at least 30 seconds depending on the rush distance of the map. this give you time to scout his commitment to the pressure and react accordingly. if you see 6 zealots walking across the map you should have time to build an appropriate amount or roaches/lings and not over commit to units.

You should have lings situated on the watchtowers, at the exits to the protoss natural patrolling (as close as you can get to the wall without the MSC coming and killing them) and at least 2 lings searching the map looking for hidden probes.

My final piece of advice would be to watch replays where you don't manage to scout a pylon, and look for common probe routes and proxy locations, and place overlords there.
"Its all fun and games, until someone looses an eye... Then it is fun and games you can't see anymore."
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2014-03-05 01:10:28
March 05 2014 01:03 GMT
#19
On March 05 2014 06:29 Frankie Teardrop wrote:
(I know I don't need to drone scout if I go pool first, but when I don't, I frequently get thrown off by things like forges in the main and proxy zealot rushes. Since I'm only in platinum league, I can't image drone scouting is too detrimental. Correct me if I'm wrong.)
there's nothing preventing you from just scouting proxy locations around your main and natural instead of cross-map if you're that nervous. if you wanted to hatch first i would understand, but 2gate is defensible unscouted if you're going 14 pool. you're even going 14 instead of 15 just to be a few seconds safer, which already tips your economy a bit, and then you're adding a 13 drone scout. it costs you more than you might think
Frankie Teardrop
Profile Joined March 2013
United States74 Posts
March 05 2014 04:16 GMT
#20
On March 05 2014 10:03 Waise wrote:
Show nested quote +
On March 05 2014 06:29 Frankie Teardrop wrote:
(I know I don't need to drone scout if I go pool first, but when I don't, I frequently get thrown off by things like forges in the main and proxy zealot rushes. Since I'm only in platinum league, I can't image drone scouting is too detrimental. Correct me if I'm wrong.)
there's nothing preventing you from just scouting proxy locations around your main and natural instead of cross-map if you're that nervous. if you wanted to hatch first i would understand, but 2gate is defensible unscouted if you're going 14 pool. you're even going 14 instead of 15 just to be a few seconds safer, which already tips your economy a bit, and then you're adding a 13 drone scout. it costs you more than you might think


Very good to know. How much of a difference does going 15p 16h make vs going 14p 15h? If not drone scouting and going 15p instead of 14 would give a significant boost to my economy, I will definitely practice it.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
March 05 2014 09:24 GMT
#21
On March 05 2014 13:16 Frankie Teardrop wrote:
Show nested quote +
On March 05 2014 10:03 Waise wrote:
On March 05 2014 06:29 Frankie Teardrop wrote:
(I know I don't need to drone scout if I go pool first, but when I don't, I frequently get thrown off by things like forges in the main and proxy zealot rushes. Since I'm only in platinum league, I can't image drone scouting is too detrimental. Correct me if I'm wrong.)
there's nothing preventing you from just scouting proxy locations around your main and natural instead of cross-map if you're that nervous. if you wanted to hatch first i would understand, but 2gate is defensible unscouted if you're going 14 pool. you're even going 14 instead of 15 just to be a few seconds safer, which already tips your economy a bit, and then you're adding a 13 drone scout. it costs you more than you might think


Very good to know. How much of a difference does going 15p 16h make vs going 14p 15h? If not drone scouting and going 15p instead of 14 would give a significant boost to my economy, I will definitely practice it.



The purpose of a drone scout is to know if your opponent is going gate expand vs. FFE and whether you can skip gas. If you're planning to get early ling speed every game (which is fine vs. FFE), then you don't need to worry about the drone scout.

14p16h** While 15 pool is more "economical", putting down a pool on 14 is actually more economic if they pylon block. You can go pool first every game and end just as economical as the Protoss as long as you take your 3rd at a reasonable time (before ~4:30). For ladder, I highly recommend going 14p16h -> gas -> third -> queens. That's really the safest progression and will allow you to hold most pressures.

On March 05 2014 06:29 Frankie Teardrop wrote:

Should I be making 2 sets of lings when my pool pops instead of 1, and if so where should I position/patrol them on maps with 2, 1, and 0 watchtowers?

Alternatively, is one set enough until speed is finished, and should I be doing other things with them besides holding watchtowers and checking the Protoss front?


2 sets always. Take both watchtowers or spot the central paths on a map, send one to spot the likely third base, and one to spot the front of the Protoss base. It helps to take roundabout pathways to these places as well, scouting for proxies and hidden probes along the edges of the map. Alternatively, you can also keep a ling to two back to spot your third hatch in the event of a potential cannon rush.

Here are some examples.

[image loading][image loading]



StrategyAllyssa Grey <3<3
weikor
Profile Blog Joined March 2011
Austria580 Posts
Last Edited: 2014-03-05 09:31:27
March 05 2014 09:26 GMT
#22
nevermind
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
March 05 2014 09:34 GMT
#23
On March 05 2014 18:26 weikor wrote:
Show nested quote +
[B]On March 04 2014 07:35 SC2John wrte:

From a Protoss perspective, if you go two-base lair tech, I will just not attack until ~10 minutes or just take an early third. Going 2-base tech is very reliant on you doing damage, otherwise you end up way behind vs. later attacks. The 2-2-2...


i never said that a quick lair is valid in high level play and you should take into consideration that you arent coaching mc on how to optimize his build

a)the poster is in the plat.league its not so much about optimizing a pro strategy than finding something forgiving to the many misjudgements lower level players make.
i can guarantee you that while its the correct response none of his opponents will do what you said

b) ive beaten low masters players with exactly this strategy.


More than anything, I want to emphasize that going 2-base Zerg is very reliant on doing some kind of lair-based damage. To someone who is looking to improve and eventually play against diamond/masters players, I will always suggest 3-hatch play. Not only is it simplier (I defend then I run my opponent over with superior economy and tons of units), but it also makes it a lot easier to figure out how you lost; you know it had something to do with scouting and/or your response more than "Oh, I guess he just did a build order win...???"

That said, I don't think 2-base hydra is not valid. But at it's core, it's very situational and relies heavily on doing early damage. It's not what I would recommend to a player looking to improve.
StrategyAllyssa Grey <3<3
KillerSponge
Profile Joined November 2013
United Kingdom5 Posts
March 05 2014 10:54 GMT
#24
To me, the biggest tell on whether he will commit to a 6-8 zealot attack with reinforcements is
1. If there is two gases in the main (or two gases spread across main and natural) AND a tech structure down, because if there isn't a tech structure, what he will most likely do is a delayed move-out with 4-6 sentries and 6-8 zealots. If there is only 1 gas at the 6:30 mark, you can assume that he is committing fully to this.
2. he stops probing the natural at ~8, this is what some players do to hit a timing a little bit earlier and still have the economy to produce zealots from 4-5 gates. it is even more all-in and allows you to stop drone production earlier (maybe just 2 gas with ~30 drones on minerals) and roaches are the nail in the coffin for this attack. But if you have proper ovie placement at the natural you should be able to poke in and see the probe count pretty easily.

But if there is a tech structure and 2 gases at least, you can expect him to grab his other two gases soon or take a fast third base, BOTH of which you should be scouting for, and having speedlings running around scouting for pylons never hurts, because if you kill the pylons WHATEVER they are doing, they can't make any units near you and are forced to warp in at home.

Hope this helps
wishr
Profile Joined February 2012
Russian Federation262 Posts
March 05 2014 11:00 GMT
#25
I strongly recommend doing this:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=438806
Pretty nice write-up with good info and description. Worked for me from Platinum to top diamond and still works, especially with hydra-viper transitions with latest hydra buff.
* Only girls complain about balance! *
DjayEl
Profile Joined August 2010
France252 Posts
March 05 2014 11:09 GMT
#26
@SC2John:
For ladder, I highly recommend going 14p16h -> gas -> third -> queens. That's really the safest progression and will allow you to hold most pressures.


But what it the P is doing FFE, do you cancel gas or research speed anyways? Is'nt it unnecessary harmful to your economy?

Personally I always drone scout at 10 and go 15 P 16 H if I see FFE, and 15 hatch 16 pool 16 gas if it is gate FE, do you think it's suboptimal in some way?
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
March 05 2014 16:35 GMT
#27
On March 05 2014 20:09 DjayEl wrote:
@SC2John:
Show nested quote +
For ladder, I highly recommend going 14p16h -> gas -> third -> queens. That's really the safest progression and will allow you to hold most pressures.


But what it the P is doing FFE, do you cancel gas or research speed anyways? Is'nt it unnecessary harmful to your economy?

Personally I always drone scout at 10 and go 15 P 16 H if I see FFE, and 15 hatch 16 pool 16 gas if it is gate FE, do you think it's suboptimal in some way?


I'll have to check to see if 15p is now the new meta, though I suppose that might be simply because pylon blocking is less common now. As far as getting gas vs. not getting gas, it's not optimal against FFE but having speedlings is never bad. If you want to modify it some, you can put one drone in gas instead of 3 so you don't lose too many early minerals (and you don't need speed until ~8:00 anyway vs. FFE). On 4-player maps where you don't immediately scout the Protoss player, going early speed is safe and more economical than scouting all over the map with a drone.

For me, it's easier to make ONE build for ladder and adjust as necessary than to try to come up with two completely different branches for one matchup.
StrategyAllyssa Grey <3<3
EndOfLineTv
Profile Joined February 2011
United States741 Posts
March 05 2014 23:54 GMT
#28
I just want to say that John is giving really solid advice (I really like your lings scouting patterns with the 4 lings, smart)

On March 06 2014 01:35 SC2John wrote:
Show nested quote +
On March 05 2014 20:09 DjayEl wrote:
@SC2John:
For ladder, I highly recommend going 14p16h -> gas -> third -> queens. That's really the safest progression and will allow you to hold most pressures.


But what it the P is doing FFE, do you cancel gas or research speed anyways? Is'nt it unnecessary harmful to your economy?

Personally I always drone scout at 10 and go 15 P 16 H if I see FFE, and 15 hatch 16 pool 16 gas if it is gate FE, do you think it's suboptimal in some way?


I'll have to check to see if 15p is now the new meta, though I suppose that might be simply because pylon blocking is less common now. As far as getting gas vs. not getting gas, it's not optimal against FFE but having speedlings is never bad. If you want to modify it some, you can put one drone in gas instead of 3 so you don't lose too many early minerals (and you don't need speed until ~8:00 anyway vs. FFE). On 4-player maps where you don't immediately scout the Protoss player, going early speed is safe and more economical than scouting all over the map with a drone.

For me, it's easier to make ONE build for ladder and adjust as necessary than to try to come up with two completely different branches for one matchup.


Working/ memorizing one build with tiny tweeks (based on what you see) will make you fasters, more relaxed, and less mistakes. 100% agree.

That being sad.
Here are some basic macro benchmarks and timings you should know.

No drone stacking, 15 pool: around 2.2 min
With drone stacking, 15 pool: before 2 min. (1.58 I have seen)

No drone stacking 15h, around 2.12
Drone stacking 15H, 2.06 - 2.10

15h with drone scout at 10 (after ov) 2.18 - 2.20
15h with drone scout and drone stacking, I have hit 2.14 bofore.

Any build you choose to do: you need to be well into 40+ supply by 6 min.
gasless 4 queen
3 queen speed,
2 queen gas tech,
pool hatch hatch,
3 hatch pool,
ect.
DjayEl
Profile Joined August 2010
France252 Posts
March 06 2014 07:29 GMT
#29
Speaking of ZvP openings, here is something interesting I ran into a few days ago:

http://day9.tv/d/Day9/day9-daily-682-soos-pvz-hydra-based-opening/


I don't know if Day9 analysis is accurate, but for what it's worth it's sOO's Hatch Gas Pool into fast lair opening ZvP. The aim is to skip roaches to get very quick hydras to defend pressure and choose tech from there, allowing a very fast tech with great versatility while being strong vs all-ins. Interestingly enough, he does this blindly and research ling speed vs FFE as we talked about.

If he feeled safe doing this before, it should be even stronger post-patch don't you think?

Here is the approximative BO as I understood it:


-----
15 Hatch
16 Gas
16 Pool
@100 Gas, research Speed, leave 1 drone in gas
2 Queens, 1st Queen put tumor at natural after first inject and gets back to main (in order to get 2 queens near nat in case of MC poke)
@5:00 (30 pop), take 3rd
@100 Gas, tech Lair (app. 6h30) + 2nd Gas + 2 drones back in 1st gas
@7:00, Gas x2, make 10 speedlings and scout (don't sacrifice overlords if not necessary)
@Lair finish, Hydra den, research range
@Range finish, hydra speed + evo + RW + Infestation Pit + 4th base

-----

My question is, what do you think of this opening in terms of economy/safeness, notably to defend early warpgate pressure? The BO I posted he seems to do it vs FFE (I'm thinking about taking 3rd at 5:00), he might delay it a bit in case of gate FE as far as I know, and maybe add a RW somewhere, but I didn't see any games.

I wonder if it does work with pool first and if it could be used as a standard on ladder.
Jowj
Profile Joined June 2012
United States248 Posts
March 06 2014 15:03 GMT
#30
On March 06 2014 16:29 DjayEl wrote:
Speaking of ZvP openings, here is something interesting I ran into a few days ago:

Show nested quote +
http://day9.tv/d/Day9/day9-daily-682-soos-pvz-hydra-based-opening/


I don't know if Day9 analysis is accurate, but for what it's worth it's sOO's Hatch Gas Pool into fast lair opening ZvP. The aim is to skip roaches to get very quick hydras to defend pressure and choose tech from there, allowing a very fast tech with great versatility while being strong vs all-ins. Interestingly enough, he does this blindly and research ling speed vs FFE as we talked about.

If he feeled safe doing this before, it should be even stronger post-patch don't you think?

Here is the approximative BO as I understood it:


-----
15 Hatch
16 Gas
16 Pool
@100 Gas, research Speed, leave 1 drone in gas
2 Queens, 1st Queen put tumor at natural after first inject and gets back to main (in order to get 2 queens near nat in case of MC poke)
@5:00 (30 pop), take 3rd
@100 Gas, tech Lair (app. 6h30) + 2nd Gas + 2 drones back in 1st gas
@7:00, Gas x2, make 10 speedlings and scout (don't sacrifice overlords if not necessary)
@Lair finish, Hydra den, research range
@Range finish, hydra speed + evo + RW + Infestation Pit + 4th base

-----

My question is, what do you think of this opening in terms of economy/safeness, notably to defend early warpgate pressure? The BO I posted he seems to do it vs FFE (I'm thinking about taking 3rd at 5:00), he might delay it a bit in case of gate FE as far as I know, and maybe add a RW somewhere, but I didn't see any games.

I wonder if it does work with pool first and if it could be used as a standard on ladder.


Dealing with slight pressure you should be fine with, dealing with all ins you'll die. Slight pressure is easily thwarted with just lings + ling speed to deny pylons and pick of encroaching armies, but a dedicated attack will kill you. If you try and rush out Hydras and someone is 6 gating you off FFE, gateway units will be at your base while your den is still being built/just finished. Gateway timings can get more painful.

Strategy
DjayEl
Profile Joined August 2010
France252 Posts
March 06 2014 16:50 GMT
#31
On March 07 2014 00:03 Jowj wrote:
Show nested quote +
On March 06 2014 16:29 DjayEl wrote:
Speaking of ZvP openings, here is something interesting I ran into a few days ago:

http://day9.tv/d/Day9/day9-daily-682-soos-pvz-hydra-based-opening/


I don't know if Day9 analysis is accurate, but for what it's worth it's sOO's Hatch Gas Pool into fast lair opening ZvP. The aim is to skip roaches to get very quick hydras to defend pressure and choose tech from there, allowing a very fast tech with great versatility while being strong vs all-ins. Interestingly enough, he does this blindly and research ling speed vs FFE as we talked about.

If he feeled safe doing this before, it should be even stronger post-patch don't you think?

Here is the approximative BO as I understood it:


-----
15 Hatch
16 Gas
16 Pool
@100 Gas, research Speed, leave 1 drone in gas
2 Queens, 1st Queen put tumor at natural after first inject and gets back to main (in order to get 2 queens near nat in case of MC poke)
@5:00 (30 pop), take 3rd
@100 Gas, tech Lair (app. 6h30) + 2nd Gas + 2 drones back in 1st gas
@7:00, Gas x2, make 10 speedlings and scout (don't sacrifice overlords if not necessary)
@Lair finish, Hydra den, research range
@Range finish, hydra speed + evo + RW + Infestation Pit + 4th base

-----

My question is, what do you think of this opening in terms of economy/safeness, notably to defend early warpgate pressure? The BO I posted he seems to do it vs FFE (I'm thinking about taking 3rd at 5:00), he might delay it a bit in case of gate FE as far as I know, and maybe add a RW somewhere, but I didn't see any games.

I wonder if it does work with pool first and if it could be used as a standard on ladder.


Dealing with slight pressure you should be fine with, dealing with all ins you'll die. Slight pressure is easily thwarted with just lings + ling speed to deny pylons and pick of encroaching armies, but a dedicated attack will kill you. If you try and rush out Hydras and someone is 6 gating you off FFE, gateway units will be at your base while your den is still being built/just finished. Gateway timings can get more painful.



That's what I thought.

I guess in this case it is possible to put down a reactive Roach Warren @6:30, put the drones back in gas and use the gas collected so far for Lair tech to hatch the first roaches.
Lobotomist
Profile Joined May 2010
United States1541 Posts
March 06 2014 19:27 GMT
#32
A lot of pro games will skip roach warren, based on scouting/metagame/knowledge of opponent/risk/whatever. Pure gateway all-ins can be very, very problematic to deal with without it though. In general, I'd skip it at your own risk. If you see two early gas at the nat, then 90 percent of the time you'll be ok to skip, but when some toss hits you with a fake gas 6 gate, It's gonna hurt.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Frankie Teardrop
Profile Joined March 2013
United States74 Posts
March 07 2014 20:55 GMT
#33
Let's say you are facing a 1-gate FE Protoss. You sac an overlord at 6:00-6:30 into the Protoss main and see only 1 gas, but your OV gets shot down before you can get a gateway count or check for a forge or tech structure. You know that the Protoss expanded and has two gateways at his wall. You can see that the Protoss has not taken any gas at his natural as well.

Therefore, all you can be certain of is that Protoss has:
- a natural
- only 1 gas
- at least 3 gates
- a cyber core

What are the possible types of aggression that could come of this? The only ones that I know of are:
- 4 gate pressure into tech
- MacSed 5gate
- 2 immortal/warp prism/zealot all-in with +1 attack

Are there any other builds that open up this way? I am unaware of any stargate openings off of a gate expand that only use 1 gas. (Maybe some oracle opening? I have no idea...). Should the Zerg response in all cases be to cut drones, throw down a roach warren and 2nd gas, and make only roaches/lings until the aggression is held?
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2014-03-07 21:02:43
March 07 2014 21:01 GMT
#34
4. He is most likely gonna do a timing with plus one. A upgrade need like 160 seconds i think. With good chrono boost it goes donw to 80 seconds.


I just wanted to point out that perfect chrono is a 1.5x speedup, not 2x

100 sec research = now 66.7 sec. 160 sec research = ~107 seconds

even high level players rarely save enough chrono boosts to do this back to back consecutively though and if they are, they rarely hit them precise to every second. A hair under two minutes is a good timing for a somewhat chrono-focused 160 sec production

For easy calculating, throw "2/3=" in windows calculator, then multiply by original timing. That gives you the fraction to like ~16 decimal places, for any fraction like this
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2014-03-07 21:10:02
March 07 2014 21:08 GMT
#35
On March 08 2014 05:55 Frankie Teardrop wrote:
Let's say you are facing a 1-gate FE Protoss. You sac an overlord at 6:00-6:30 into the Protoss main and see only 1 gas, but your OV gets shot down before you can get a gateway count or check for a forge or tech structure. You know that the Protoss expanded and has two gateways at his wall. You can see that the Protoss has not taken any gas at his natural as well.

Therefore, all you can be certain of is that Protoss has:
- a natural
- only 1 gas
- at least 3 gates
- a cyber core

What are the possible types of aggression that could come of this? The only ones that I know of are:
- 4 gate pressure into tech
- MacSed 5gate
- 2 immortal/warp prism/zealot all-in with +1 attack

Are there any other builds that open up this way? I am unaware of any stargate openings off of a gate expand that only use 1 gas. (Maybe some oracle opening? I have no idea...). Should the Zerg response in all cases be to cut drones, throw down a roach warren and 2nd gas, and make only roaches/lings until the aggression is held?


1 gas is always a sign of heavy gate aggression. In cases where the Protoss hasn't taken any extra gases by 6:30, you need to get emergency roach warren (~6:30 instead of the more typical 7:00-7:30), skip lair, and pump nothing but roach/ling. You should pretty much be able to scout the entire Protoss base between your two overlords though as your opponent can really only have at max ONE stalker or ONE sentry.

If they DO try to open up with a stargate, it will be super late and terrible with MAYBE 1-2 void rays; the immortal allin is ~550 gas total, which is equivalent to a stargate + 2 void rays). 2-3 spores and queens will take care of that.

On March 08 2014 06:01 Cyro wrote:
Show nested quote +
4. He is most likely gonna do a timing with plus one. A upgrade need like 160 seconds i think. With good chrono boost it goes donw to 80 seconds.


I just wanted to point out that perfect chrono is a 1.5x speedup, not 2x

100 sec research = now 66.7 sec. 160 sec research = ~107 seconds

even high level players rarely save enough chrono boosts to do this back to back consecutively though and if they are, they rarely hit them precise to every second. A hair under two minutes is a good timing for a somewhat chrono-focused 160 sec production

For easy calculating, throw "2/3=" in windows calculator, then multiply by original timing. That gives you the fraction to like ~16 decimal places, for any fraction like this


Also, thank god someone did the math. When I first read that, I was like THERES NO FUCKING WAY +1 TAKES 80 SECONDS ZERG NEEDS TO GIVE UP RIGHT NOW.
StrategyAllyssa Grey <3<3
Frankie Teardrop
Profile Joined March 2013
United States74 Posts
March 11 2014 12:38 GMT
#36
I have been having some difficulty in deciding what to do with my first 100 gas after I resume mining it against 1 gate FE. Obviously, my first 100 goes to ling speed, and then I pull all 3 drones off gas until after I have taken a 3rd.

At approximately 6:15-6:30 I start a roach warren and a second extractor at my natural. I then stick 3 drones back into the extractor in my main, and once the one at my natural finishes, I put 3 drones in that as well. By about 7:00, I have 100 gas and have to decide whether to start Lair or make 4 roaches. Obviously, if I have scouted a tech building and only 1-2 gateways in the Protoss base with my 6:00 overlord sac, then I will feel more than safe enough to start lair and put off roaches until a bit later. But if I scout 3-4 gateways as well as a stargate or robo, I am never sure whether or not the Protoss will decide to put on pressure, and therefore, whether or not I should delay my lair by 100 gas in order to make 4 roaches for defense. Can anybody provide me with some advice to guide me through this decision making process?
Normal
Please log in or register to reply.
Live Events Refresh
BSL20 Non-Korean Champi…
18:00
RO8 Round Robin Group - Day 4
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
ZZZero.O240
LiquipediaDiscussion
FEL
09:00
Cracow 2025
Clem vs LamboLIVE!
Reynor vs TBD
RotterdaM2736
ComeBackTV 2542
IndyStarCraft 704
WardiTV439
3DClanTV 200
CranKy Ducklings187
EnkiAlexander 136
Rex69
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 2736
IndyStarCraft 704
Rex 69
StarCraft: Brood War
ZZZero.O 240
NaDa 9
Dota 2
capcasts291
LuMiX2
League of Legends
JimRising 290
febbydoto13
Counter-Strike
fl0m2991
Fnx 2254
Stewie2K749
flusha450
Super Smash Bros
hungrybox1947
Mew2King1309
AZ_Axe324
Westballz11
Heroes of the Storm
Liquid`Hasu634
Khaldor390
Other Games
Grubby2925
tarik_tv1434
B2W.Neo915
mouzStarbuck144
Sick40
Organizations
Other Games
gamesdonequick3129
StarCraft 2
angryscii 20
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• davetesta26
• LUISG 18
• Adnapsc2 6
• intothetv
• IndyKCrew
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• Azhi_Dahaki32
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22135
• WagamamaTV925
League of Legends
• Doublelift4405
Other Games
• imaqtpie1674
• Shiphtur477
Upcoming Events
Wardi Open
14h 13m
Sparkling Tuna Cup
1d 13h
WardiTV European League
1d 19h
Online Event
1d 20h
uThermal 2v2 Circuit
2 days
The PondCast
3 days
Replay Cast
4 days
Korean StarCraft League
5 days
CranKy Ducklings
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSLPRO Last Chance 2025
Esports World Cup 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Non-Korean Championship
BSL 20 Team Wars
FEL Cracov 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
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
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.