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The LotV Terran Help Me Thread - Page 8

Forum Index > StarCraft 2 Strategy
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Jer99
Profile Blog Joined April 2011
Canada8157 Posts
December 08 2015 19:43 GMT
#141
For pure marine splitting I like to use the arcade map SC2 micro tournament, there's a part of the map that's dedicated to various micro techniques and marine splitting is one of those.
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
terran4lyfe
Profile Joined December 2013
United States72 Posts
December 08 2015 20:47 GMT
#142
Morrow's marine splitting arcade map is pretty challenging, too.
glhf
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 08 2015 21:12 GMT
#143
Taking engagements versus Ultra/Infestor/Whatever is completely fucking impossible. So much micro to be done instantaneouisly, and the Ghost are clunky and unreliable if they run the risk of taking a single hit at all !

How how how?!

I cannot micro fast enough to secure a forward position when attacking, so I'll just defend and drop waiting for my enemy to die. How do you guys do it ?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Thaniri
Profile Blog Joined March 2011
1264 Posts
December 08 2015 21:18 GMT
#144
The main strategy to deal with ultralisks is to attack with everything you've got by the time the hive starts.

Mass liberator is actually quite good vs ultralisks, but the tech switch capability of zerg makes it a dumb strategy.

If you want to use ghosts you'll have to just bite the bullet and accept that it's super hard to do. Do mines get reduced damage vs ultralisk armour? I have heard some people getting reasonable hits off of 5+ mines.
Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2015-12-08 21:23:41
December 08 2015 21:19 GMT
#145
Make sure your army is perfectly splitted, so you don't have to do last minute.
Make sure your tanks/liberators are deployed correctly.

Make sure your ghosts are in the back, but not too far so that they can snipe from their maximum range. Use rapid fire and shift to line snipes up. And then the last step: pray the Zerg is dumb enough to attack into you. Also, don't make too many ghosts. Like max. 8 I think. Otherwise you'll end up not spending all their energy making them just very expensive bio units.
I'm not entirely sure yet if it's worth it to use cloak. In most cases I'd say yes.
Once snipes are queued, split your bio or target fire infestors with your tanks, basically proceed like you would in a regular TvZ fight.

When you go on the offensive, you can't do any of the above steps before the fight starts, you'll have to do them during the fight or when the fight is about to start which is impossibly hard. So I'd recommend turtling a bit while keeping the Zerg down on bases using drops, it's incredibly hard for them to take and defend 5th and 6th bases on most maps, so exploit the hell out of that weakness.

Once they're starved for economy you can try engaging. Engaging into them offensively is hardly doable unless you're a top level Korean, or maybe when there's no creep.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2015-12-08 21:57:49
December 08 2015 21:54 GMT
#146
I am impressed that people still try to play bio vs Zerg. The late game seems close to impossible. At least with Mech if you get to the late game the game is more or less won if they go Ultralisk. Thor/Liberator/Hellbat deals really well with Ultra.


Elentos
Profile Blog Joined February 2015
55553 Posts
December 08 2015 22:01 GMT
#147
On December 09 2015 06:54 MockHamill wrote:
I am impressed that people still try to play bio vs Zerg. The late game seems close to impossible. At least with Mech if you get to the late game the game is more or less won if they go Ultralisk. Thor/Liberator/Hellbat deals really well with Ultra.



Well, mech generally never lives to the late game. Plus BL+viper is a free win for Zerg against mech.
Every 60 seconds in Africa, a minute passes.
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
Last Edited: 2015-12-09 00:31:16
December 09 2015 00:29 GMT
#148
On December 09 2015 06:12 SC2Toastie wrote:
Taking engagements versus Ultra/Infestor/Whatever is completely fucking impossible. So much micro to be done instantaneouisly, and the Ghost are clunky and unreliable if they run the risk of taking a single hit at all !

How how how?!

I cannot micro fast enough to secure a forward position when attacking, so I'll just defend and drop waiting for my enemy to die. How do you guys do it ?

Make a huge concave. It's something that not enough terrans do, and spend time doing, but it helps your engagements immensely. If you are always prepared in some kind of vague concave formation to where you know the zerg army is (if you are not, it's honestly worth it to simply run away and lose little), you should have enough spare APM to stim, siege liberators, queue up snipes from the ghosts that are behind the army, and then pull back sections of your arc. I cannot overemphasize the importance of a concave in every engagement against zerg. It's perhaps more important than it ever has been.

On December 09 2015 03:41 Thaniri wrote:
Show nested quote +
On December 08 2015 17:07 LoneYoShi wrote:
On December 08 2015 13:27 Thaniri wrote:
On December 08 2015 01:22 LoneYoShi wrote:
On December 08 2015 00:52 terran4lyfe wrote:
I watched Marinelord's games. He just reaper rushed 2 of the zerg games and the other was a hellbat timing with a liberator made afterwards only for harassment. That's actually a build I used frequently myself and doesn't detract from my previous assertion. Liberator harass is all well and good (and I fully endorse it), but against a core ling baneling muta army, unless you are already a better player, or get an advantage from the early game (do damage or defend an allin or timing), every liberator made would be better served making a siege tank or other factory units.

If a pack of liberators is good enough to snipe every baneling then that zerg lost the game way before the engagement ever started.

Lings and banelings are too many and too fast to rely on a liberator's single targeting system, a tank would suit you better in every way, especially since a liberator's targeting circle is made obvious to your opponent. Against an opponent who can macro as well or better than you, the fights will always go in their favor with a proper army.

SC2 is an extremely dynamic game with people having tendencies that are strong against x or weak against y, so you can probably find some zergs who are bad enough that let their entire natural be covered in liberator circles, only have lings or roaches and queens and just die to liberator. And the lower the league, the more likely that is. But those are edge cases at best.

Also Liberators are not a factor at all against Ultralisk since Ultralisks have the ability to move and once the Zerg player has the income and ability to go Ultra, it's nearly a free win against the Terran no matter what units he has (pro players can usually put a fight though). If you can force Ultralisks to walk or standstill under 6+ liberators, good for you.

Oh, by the way, this is all in the assumption the Terran player is going bio. Against mech that's completely different, but you wouldn't see ling baneling muta vs that anyway.


Interesting post, but I don't agree with everything you say. Althought I'll admit that I haven't played enough games to make my personnal opinion (nor am I good enough for my opinion to be relevant), however I still see points that would favor liberators over tanks. But I'm very open to be proven wrong since those points are mostly theorycrafting anyway.

- Tanks need APM to focus fire banelings. In an engagement vsZ, you're generally busy splitting your MM, and having spare APM to focus fire bane groups seems pretty much outside of a lot of people's ability, except for top koreans. I suppose it is possible since we have seen top koreans focus fire with their mines in 4M engagements (Jjakji is the most notable), but compared to Liberators who autoattack banes, it still makes terrans life easier, and more time to spend on the splits => better splits => better trades.
- Liberators outside of siege mode have a value: they can allow you to chase/zone out mutas. Tanks are purely deadweight. Also, now you have a counter to mutas that can fly as well, so it makes chasing after mutas in your base easier (don't have to load a medivac and boost it from your 3rd to your main for example).
- Tanks do splash damage on your own units, libs don't ! (OK, I'm really nitpicking here :p)
- There are ways to force an engagement into liberator circles. You're kind of black/white here when you say that since ultras can move, they should never be shot by liberators. Reality is a more gray area: if you put pressure on a 5th base for example, you can set up the libs, spread out/pre-split and attack his base with only some MM so he has to attack into you !

However, be it tanks or liberators, we can at least all agree that both are garbage if BL come out :D


Focusing banes with tanks is extremely easy, and I'd expect diamond players to be able to do it while splitting.

When I mass liberator vs zerg, I often lose the ground fight but they can't really stop the liberators. Every zerg goes roach ravager anyway because liberators MASSACRE mutalisks and the pressure is super easy to execute.

edit: liberators are also easier to micro than tanks to that poster who said they're hard to set up. You can select every liberator and E+Click 20 times in 20 different spots and a different liberator will go to each spot.


For the record, as a diamond terran on EU, I don't even manage to split my bio properly half of the time...


Practice on Griffiths arcade map Marine Split Challenge. Marine splitting is the hard part, not using your tanks.

1) pay attention to their army position
2) when they go in to attack run your bio back
3) press your tank hotkey and shift click a few baneling clumps
4) start splitting bio/macroing

I like Morrow's Marine Control map better. You have to fight lings, and do a combination of splitting (only necessary splitting) and kiting, so it trains you in efficient micro techniques that don't lose DPS much better than Griffith's map or a general micro trainer.
Taeja the one true Byunjwa~
TimeSpiral
Profile Joined January 2011
United States1010 Posts
December 09 2015 00:36 GMT
#149
On December 09 2015 06:12 SC2Toastie wrote:
Taking engagements versus Ultra/Infestor/Whatever is completely fucking impossible. So much micro to be done instantaneouisly, and the Ghost are clunky and unreliable if they run the risk of taking a single hit at all !

How how how?!

I cannot micro fast enough to secure a forward position when attacking, so I'll just defend and drop waiting for my enemy to die. How do you guys do it ?


On December 09 2015 06:18 Thaniri wrote:
The main strategy to deal with ultralisks is to attack with everything you've got by the time the hive starts.

Mass liberator is actually quite good vs ultralisks, but the tech switch capability of zerg makes it a dumb strategy.

If you want to use ghosts you'll have to just bite the bullet and accept that it's super hard to do. Do mines get reduced damage vs ultralisk armour? I have heard some people getting reasonable hits off of 5+ mines.


On December 09 2015 07:01 Elentos wrote:
Show nested quote +
On December 09 2015 06:54 MockHamill wrote:
I am impressed that people still try to play bio vs Zerg. The late game seems close to impossible. At least with Mech if you get to the late game the game is more or less won if they go Ultralisk. Thor/Liberator/Hellbat deals really well with Ultra.


Well, mech generally never lives to the late game. Plus BL+viper is a free win for Zerg against mech.


Bio has always needed air support (i.e., Medivacs), but now in TvZ and TvP Bio also requires Liberators in order to be truly effective in the later stages of the game. If you find yourself on Bio, without mass Liberator, and a bunch of fully upgraded Ultras pop, you're basically just dead. You actually need some sort of high-burst damage support to deal with Ultras (e.g., Tanks, Mines, Ghosts, Liberators, etc ...) But if you have a bunch of Liberators, you have to use tactics to bait the Zerg into bad engagements.

It's true that mech deals with Ultras (i.e., Mass 3/3 Thor), but going Mech versus Zerg is super risky because of how impossibly hard it is to deal with a banked up 8-basing Zerg with infinite lava.

Then, if you make it through the non-all-in all-inm you have to deal with brutal late game tech switches.

But don't beat yourself up too hard - I'm pretty sure it's accepted that Zerg is OP in TvZ right now. It's winnable thanks to the match-making system, but not versus an equally skilled opponent. And in any case, it feels like they need to make at least one game-ending bad mistake. Maybe a little bit hyperbolic, but not much.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
heishe
Profile Blog Joined June 2009
Germany2284 Posts
Last Edited: 2015-12-09 02:42:22
December 09 2015 02:41 GMT
#150
On December 09 2015 06:12 SC2Toastie wrote:
Taking engagements versus Ultra/Infestor/Whatever is completely fucking impossible. So much micro to be done instantaneouisly, and the Ghost are clunky and unreliable if they run the risk of taking a single hit at all !

How how how?!

I cannot micro fast enough to secure a forward position when attacking, so I'll just defend and drop waiting for my enemy to die. How do you guys do it ?


With m&m&tanks? People finally need to realize that you can't spam m&m vs zerg and expect to win when they hard counter you. I mean ultras & infestors are literally the hardest counter to m&m I can think off.

When I play Terran [mid masters level] I always late game transition to tanks + liberators + hellbats for "tanking" and some thors (for no reason, they're just a cool unit), it shreds ultras even below their upgrade level (I actually stop upgrading m&m beyond 1/1 in zvz and start teching the above from that point on, just use marines for drops all over the map until they die, sim city a lot at expansions and always make them fortresses so ling runbies don't do much damage and the ultras die to pathing issues)
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
December 10 2015 08:43 GMT
#151
On December 09 2015 06:12 SC2Toastie wrote:
Taking engagements versus Ultra/Infestor/Whatever is completely fucking impossible. So much micro to be done instantaneouisly, and the Ghost are clunky and unreliable if they run the risk of taking a single hit at all !

How how how?!

I cannot micro fast enough to secure a forward position when attacking, so I'll just defend and drop waiting for my enemy to die. How do you guys do it ?
Ultra/Corruptor/Viper much more potent than infestors late-game. You still do Bio (Marauder heavy) liberator mine with ghosts. The libs and mine give you time to set up ghosts.

You want to be the one taking engagements against Ultra+support. I hear noobs in Adopt a Newb group talk about "taking engagements" and meaning they've wandered onto the map with matched armies and zerg is attacking. That's the lost fight. Period. Have your libs already set up with attack circles on mines and your bio denying expansions based on the area your libs control. Then as you scan the Zerg army when they make your move you engage. New lib circles, new mine movement, snipes, kite Zerg through lib/mine. Refill units and set up your new engage area.

Watch any Polt lategame TvZ and he'll do this. Ideally you already have PFs on mining bases so any circumvention involving Ultras will allow you time to save the base and anything less than that cannot kill the PF.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 10 2015 09:01 GMT
#152
On December 09 2015 11:41 heishe wrote:
Show nested quote +
On December 09 2015 06:12 SC2Toastie wrote:
Taking engagements versus Ultra/Infestor/Whatever is completely fucking impossible. So much micro to be done instantaneouisly, and the Ghost are clunky and unreliable if they run the risk of taking a single hit at all !

How how how?!

I cannot micro fast enough to secure a forward position when attacking, so I'll just defend and drop waiting for my enemy to die. How do you guys do it ?


With m&m&tanks? People finally need to realize that you can't spam m&m vs zerg and expect to win when they hard counter you. I mean ultras & infestors are literally the hardest counter to m&m I can think off.

I play with a BioMine army vs MLB or BioTank vs Roachvager until Hive. I then switch to 2 Techlab Factories and get Thors (I really feel like 2/3/4 Thors make the engagements A LOT easier because your bio can hide behind them and they buy you a few seconds) and get Ghost. I'll add a couple of Liberators (3/4) for zoning but I feel like they are too unreliable and immobile to use versus Zerg.

The issue comes when Zerg properly attacks and uses infestors/Mutalisk to deny Snipes. That is when all falls apart and I instantly lose everything I have.

I don't know what the current range on Snipe is, but I feel like adding 2 range to it would massively increase the reliability and usability.

As for now, I'll keep the Drops going and I even drop a Nuke or two in long matches because it causes Zergs to massively overreact in detection, and I've already got all tech in place anyways. Play defensive and choke him out.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Aquila-
Profile Blog Joined April 2011
516 Posts
December 10 2015 18:56 GMT
#153
So TvP on maps like Ulrena, I need a wall vs adept so I make 2 depots and in the center a bunker, protoss makes fast msc and 2 stalkers and picks off the depots. I have marines in the bunker but they are out of range and I dont have enough to fight his units outside of the bunker. So I need wall but cant wall, is there any solution?
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
December 11 2015 05:15 GMT
#154
Are there some easy bio builds posted somewhere I can do TvX? TvT is my worst matchup. I'm a 4+ year old random masters, but I used to just go bio with T. I'm getting stuck at the top of gold right now, and my TvT is atrocious. I'm guessing my reaper into CC into 3-4 rax stim dies to a decent 1/1/1?
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Thaniri
Profile Blog Joined March 2011
1264 Posts
December 11 2015 05:59 GMT
#155
Mass bio expands havn't worked since HoTS


There are some builds here http://www.teamliquid.net/forum/sc2-strategy/499803-have-some-builds

and more builds will come soontm
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
December 11 2015 06:02 GMT
#156
On December 11 2015 14:59 Thaniri wrote:
Mass bio expands havn't worked since HoTS


There are some builds here http://www.teamliquid.net/forum/sc2-strategy/499803-have-some-builds

and more builds will come soontm


fml. The hilarious thing is my P win rate is like half my T win rate over 30+ games on each. x[
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Charoisaur
Profile Joined August 2014
Germany15979 Posts
December 11 2015 06:19 GMT
#157
On December 11 2015 03:56 Aquila- wrote:
So TvP on maps like Ulrena, I need a wall vs adept so I make 2 depots and in the center a bunker, protoss makes fast msc and 2 stalkers and picks off the depots. I have marines in the bunker but they are out of range and I dont have enough to fight his units outside of the bunker. So I need wall but cant wall, is there any solution?

repair until you have enough units.
Many of the coolest moments in sc2 happen due to worker harassment
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 11 2015 10:08 GMT
#158
On December 11 2015 03:56 Aquila- wrote:
So TvP on maps like Ulrena, I need a wall vs adept so I make 2 depots and in the center a bunker, protoss makes fast msc and 2 stalkers and picks off the depots. I have marines in the bunker but they are out of range and I dont have enough to fight his units outside of the bunker. So I need wall but cant wall, is there any solution?

Notice that 2 Adept pressure costs the Protoss 50 gas, Stalkers and MSC is 200 gas committed. You can afford to waste some minerals on repairs to hold his pressure, whilst he leaves his base open to assaults and delays his tech.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
JackONeill
Profile Joined September 2013
861 Posts
Last Edited: 2015-12-11 10:29:10
December 11 2015 10:28 GMT
#159
TvP on ulrena, you just rush a cyclone. When the guy comes over with his first adept and MSC, you should have 3 marines, a cyclone, and a second one building if I remember correctly. Then you just defend the MSC with your 3 marines, lock on the adept and then chase him and harass if he landed his natural while pushing.

Actually, in early game, a single cyclone is awesome versus :
- one gate unit alone
- one air unit alone
- one MSC alone
- a zealot + a stalker or an adept
- a zealot + a MSC

It's ok against :
- one adept + one MSC
- one stalker + one adept
- two adepts
- a zealot and a phenix
- a zealot and an oracle
- an adept and a phenix
- an adept and an oracle

It's straight up bad against :
- two stalkers
- two oracles

It's terrible against :
- a gate unit and an immortal
- a phenix and a stalker
- two phenixes
Tenks
Profile Joined April 2010
United States3104 Posts
December 11 2015 15:42 GMT
#160
For TvT I'm thinking about running two builds. One for "reaper friendly" maps and one for "reaper unfriendly" maps. The reaper build is basically 3 reapers into cloak banshee. The reaper unfriendly is reactor rax, 1x cyclone into cloak banshee. Does anyone run similar? It feels like on maps not good for reapers the reactor rax into cyclone build shuts down the pretty common 3reaper into cloak banshee build.
Wat
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