• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:03
CEST 00:03
KST 07:03
  • 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
Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy4Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3BGE Stara Zagora 2025: Info & Preview27
Community News
Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."2Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey.3Code S RO8 Results + RO4 Bracket (2025 Season 2)12BGE Stara Zagora 2025 - Replay Pack2Weekly Cups (June 2-8): herO doubles down1
StarCraft 2
General
Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson." Code S RO8 Results + RO4 Bracket (2025 Season 2) Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey. I have an extra ticket to the GSL Ro4/finals
Tourneys
[GSL 2025] Code S: Season 2 - Semi Finals & Finals $3,500 WardiTV European League 2025 Sea Duckling Open (Global, Bronze-Diamond) SOOPer7s Showmatches 2025 RSL: Revival, a new crowdfunded tournament series
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ Recent recommended BW games BW General Discussion FlaSh Witnesses SCV Pull Off the Impossible vs Shu
Tourneys
[Megathread] Daily Proleagues [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET Small VOD Thread 2.0 [BSL20] ProLeague Bracket Stage - Day 4
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason What do you want from future RTS games?
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
Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread Russo-Ukrainian War Thread Vape Nation Thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NHL Playoffs 2024 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 34127 users

Brutal Campaign Tip List/Guide

Forum Index > StarCraft 2 HotS
Post a Reply
1 2 Next All
RumZ
Profile Blog Joined March 2010
United States956 Posts
Last Edited: 2010-08-02 02:19:40
August 01 2010 18:53 GMT
#1
Edit: Will finish in the AM

There's a few threads that touch up on Brutal Campaign, but I just wanted to put together a quick and simple guide that can help people achieve Brutal in a timely fashion. This missions are listed in the order that I did them. I am sure there was some reason I chose this order (I needed x unit so I did this mission etc, but I don't remember off the top of my head. What I do remember is getting siege tanks relatively early.) Some of this will be incomplete, but I just finished it all and it's pretty fresh in my mind, so here goes:

Liberation Day:

This is pretty simple. People that are experiencing loss of units should take their units at lower health, and put them behind your units with full or green health.

Where the drop comes in that Raynor calls down, when you see the pods land, send in your units to kill the front line, you should have some left over.

When dealing with the turret on the ground shuttle, simply micro units.

When dealing with the vikings, let the civilians take the lead, and attack the vikings in the air as well before they land, there will be 3, 1 should be softened up before landing, you might only have Raynor left. Simply kill the other 2 with the assistance of the civilians. If only Raynor is left, kite back to more civilians, there should be a couple near the statue that they grenaded to help.


The Outlaws:

The most simple way to do this mission is to take your first few marines, and spam proxy barracks after killing the north group for the extra minerals. I ended up with four of my own plus the one you acquire for saving the civilians that are West of your starting point. By proxying the barracks after killing the first group, you will have a quicker and more effective ball.

After that's done and you move north, make sure to spread out your units for the hellions that you will deal with. Afterward, power through the bunker and head north.

Inside the main base, be sure to stay on the left of it, because there is a siege tank deployed on the right side of the base, you should be able to kill most of the production before you have to deal with it. When everything but the siege tank and factory is dead, send one marine, followed by another to bait the siege tank, than run up and kill it.

Zero Hour:

This mission is pretty simple by just turtling. Don't go and do the side objective, it can only make things messy. Where the choke points are for the main base I suggest build 2 more bunkers with marines in them each, as well as adding another turret to each side.

As far as building goes, I went double upgrade, and 4 raxx, with 2 reactor for marine pump, and 2 with tech lab for some medics. Have 1 of each rally to each side. When you hit critical mass and have no more room for extra marines, you want to send them up to your main to deal with the spore cannon drops.

During the mission you will find the spore cannon drops starting to happen in your base, salvage the bunkers that are in your main, and take a two groups of about 7 marines and 1 medic. Simply have them patrol inside your main from side to side and they can deal with everything that drops on your base. Normally you could just have them sit there, but the patrol option will automatically take care of any roaming issues on your main base.

The Evacuation:

Make sure you grab the extra minerals before you get to the main base. They can help you macro up in the beginning very well. Also, before you get there, you will encounter a fairly large force of zerglings on the south side. Well placed Firebats in front of medics will easily be able to handle this quite well.

Inside the base begin to do some small macro. Typically in this mission I went for triple raxx, with 2 reactor and 1 tech on them, in the beginning you can only afford one or two, it depends on how your style of the macro game is. You will have a third by mid game, and a fourth later, and you could probably get up to 6 by the time it's all said and done.

The first wave doesn't require many units, feel free to take advantage of the bottom bunker, and after that wave, salvage it. Up top, you may have to salvage it before you get to it because it will be destroyed. If you have stim, you can probably reach it first.

After that wave, you should have extra money from the two salvaged bunkers, start grabbing the 1/1 upgrade from one engi bay, and just make a huge bio ball with a handful of firebats, about 8 medics, and a ton of marines. It's easy picking from this point on.

Outbreak:

I found this mission particularly easy on Brutal. To play it safe make 2 bunkers per side, and later on the bottom entrance as well. Put 2 firebats and 2 medics in front of the bunkers, and have an scv on each side just hanging out in case auto repair is necessary. During the day, I didn't find any true change of difficulty in this mission, just go triple raxx off the one base, and you should be fine if you can mass units well enough.

The only real difficulty was in the main base on the south, but if you are efficient enough at killing buildings during the day you should be fine with a huge ball by the time you get to that point in the mission.

I sent out two different control groups of units, and finished this mission by day 4 or 5 finally hit.

The Devil's Playground:


So in this mission you simply want to have a small bioball, under 15 units I'd say, to deal with the pushes from the Brutal Computer. Keep in mind, you can't really bunker up at the mineral patches, unless you want to salvage them before the fire rises. There's no timer on screen, but I believe the screen starts shaking and rumbling at around 30 seconds. Play it safe, there's no reason not to, with a couple medics to go with the marines, you're at no real risk.

When you get reapers, send one out at a time to check for minerals, no reason for your entire reaper group to get stuck in a zerg base. With some decent exploration, you will find just about every pack of reapers, this combined with the starting patch, the patch in the middle, the patch north of that, and the patch south of your main base, should be pretty easy to obtain and defend the mineral mark.

Smash and Grab:

So here we are, back at the triple barracks (1 tech lab, 2 reactor). This one can be a little tricky. I found out you really only need 1 bunker with marines in it, with an scv near by. I suggest at least one turret behind it to deal with the air. Two if you have the spare cash.

To deal with psi-storm on your way through, have a few marauders to tank it. Overall, you'll win this mission with plenty of time before the zerg has a chance. Grab the engineering bay upgrades, and you should be on your way to victory pretty quickly with a sizable ball. Don't forget to have marauders tank storm though, of you can catch yourself balling up and losing many, many marines.

Welcome to the Jungle:

I won't lie, this mission is a pain in the ass. You need a strong MMM ball, with Marauders to tank colossi in it. Make sure your army is mobile.

Same as before wit the triple raxx with upgrades coming in. But make sure you are targeting Void Rays first with your marines. I think we all know what happens when they charge up on a marine ball, it's not pretty, don't let it happen.

In the beginning of this mission, I suggest taking the left side as soon as possible, but play it safe. I wouldn't go for the double grab until later, when you are balled up very well.

After sweeping the left side, mass up a bit. You will also need some defense in the beginning, a bunker with marines does the trick here as usual. As well, I would suggest building a turret or two to get the job done.

After defending a wave or two, try to grab the canisters on the right side of the map. Chances are one of them has been locked up. After this, it's time to push the middle and expand. Remember, closer Command Center, quicker time for the SCV to travel from the Taldarim Alter to delivering it.

Continue to ball up and push, and don't be afraid if the Protoss lock up a couple Alters, they need to lock a ton of them to beat you in this mission, and by the time it comes to grabbing canister 6 and 7, you are probably balled up enough that if they are close, you can get them both at the same time.

Another big tip is to travel with an extra SCV, just in case.

The Dig:

Siege Tanks, Bunkers, and Turrets is pretty much what this mission should be renamed. I didn't expand until about 20k of the door was already taken down, but you can safely expand with a couple of well placed siege tanks behind the ledge, and then make yourself a nice bunker wall at the expansion with more siege behind it. Trust me, you will have plenty of minerals to do so.

During the mission I suggest at your main you have 3 bunkers loaded with marines, and numerous siege tanks at each side, and a bunch at the expansion as well. Grab the attack upgrades when you can safely do so without costing yourself productivity for the tanks, and keep around 3 scvs at each area for repair (Don't send 3 at once, send 1 when money is okay, 2 when it's loosened up, and a 3rd when you really have let go.)

The siege tanks are nice and all, but the Laser cutter is the real damage dealer here. To get this mission done in a less-than-forever timely fashion, I suggest having the laser kill:

Colossi
Archons
Immortals

In that exact order. The tanks CAN deal with the Immortals if necessary, but the colossi can prove to be troublesome with their range at times, and plus the immortals ball up with the AI's other troops pretty well, so at worse case you are killing 2-10 birds with one stone (depending on how many sentry, zealots and stalkers there are). Having the laser kill the colossi will kill the AI's ability to see high ground and be a huge inconvenience towards your sim city.

This is a time consuming mission, but overall this is a very safe way to do it.

Whispers of Doom:

The best advice I can give is to take your time, and carefully micro stalkers and your friendly DT separately.

A few tips would include having Zeratul stun detectors and having the stalkers safely kill it between units flying by, as well as stunning Broodlords for quick, convenient and safe kills.

Also, during the baneling portion, have your stalkers kill the creep tumors to slow down the banelings. Aside from that, it's not very hard, just a time consuming mission where I would suggest frequently saving and playing it safe.

Breakout:

This mission just takes time and careful play. Coordinate your attacks with the AI's. There's no real big trick to this mission considering in campaign you can see a nice fine circle of where units can and cannot see you.

Don't be afraid to run back to a medic to health, or to consume half of a marauder for energy. It helps a lot.

By the end, you should be able to unlock both groups of prisoners without too much of a problem, and on top of that, you get 4 nuclear launches, which is honestly 4 more than you need. Make sure you haven't alerted the Ravens before using one (don't fire and have a raven come check it out right before you nuke, or you will die.)

You can practically waltz through this mission and grab the Cool Hand Tosh Achievement (nice reference Blizzard) without any problems at all. Just remember to mind blast those SCVs repairing and you will be done in a timely fashion.

Ghost of a Chance:

Just like Tosh's mission in breakout, you just need to play this mission carefully, and slowly to avoid dying. You can even manage to rack up all the achievements involved with this mission as well.

Dominate Siege Tanks, Goliaths, and the Ultralisk to make this mission very easy. Also, during the last part, be careful when you see and hear nuclear launch detected, it's a ghost that will surely be gunning for Nova, simply move her and you will be fine.

The Moebius Factor:


Another mission that the great MMM ball was meant to solve. What you really need here is simply a few marines in bunkers, 2 siege tanks, and a couple turrets to defend, aside from that on the offensive a solid MMM ball with medivacs for dropping off and picking up do just the trick. I highly suggest building at least a couple of medics though, because the amount of spore crawlers on this map are numerous and annoying beyond belief.

With decent macro and production, you should be able to easily get through this mission. Be warned though, gas is not as plentiful as you would assume, be careful to not overbuild medics and siege tanks, you need some of that gas to be able to produce your medivac drop unit.


Safe Haven / Haven's Fall:

Similar to the Tosh and Nova missions, these two play extremely similarly. So I am just going to sum them up together, I will split them later when I'm a little more refreshed with them, and I can point out the finer points of them.

These missions come down to two things:

- Having a decent and effective Marine Medic ball
- Using Vikings properly.


By utilizing those two aspects, these missions are both very easy.

One difference though, when you have to kill the Mothership in Safe Haven, jump INTO the Vortex, when you do, all her spawned units will move away from your group making it very easy. Keep the vikings at max range of 9, and you can actually kite the Mothership.

The Great Train Robbery:

All you need is one bunker to defend, because in this mission you'll be doing something fantastic.. something.. awesome.. something I like to call.. mass Diamondback.

the bunker should be in the back of your base to kite air units to it with marines inside of it.

In the beginning, I highly suggest getting all the extra Diamondbacks on the map you can easily access, and after a couple trains when you have 30 extra seconds or so, go clear the other expansions and get the Refinery up and running.

Now, diamondbacks cant hit air, so I suggest traveling with a pack of marines in the back with a medic or two to clean up any air units left over during base harassment or train rides.

Seriously though, if you double factory pump Diamondback.. this mission is a joke.

As far as the Marauder Kill group goes.. your Diamondbacks should be able to avoid it, but you can safely kill one group without suffering any critical number of losses, as far as the second one roaming the south or north, just avoid it. If you have to, let a train go through, there will be another that is safer to kill, and you need to let 2 pass to fail the mission.

Cutthroat:

The part after you get the contract is pretty simple, considering the ridiculous amount of units you inherit after taking the contract, and can just power with siege tanks to victory with any decent support group of units. Getting to the contract though, can be difficult if not properly approached.

Before you get the contract, I highly suggest having an army consisting of 2 barracks, and one siege tank in between entry points to your base. Aside from this, I recommend using the vulture mines for easy defense.

With a small group of marines and medics with the vultures you acquired earlier, you should move out to either the small expansion north of your base, or southeast of your base, and take them both out. This does two things:

- It slows down the mineral gain of Orlan, and yields you many minerals very fast.
- CC's contain 400 minerals.

Also, on the map, you will be informed at one point that "we should come back and check these later." Those big boxes are worth 150 a piece, and there are typically two. I found going from one area with them on one side of the map, to the other, by the time I got back, they had respawned. That's a lot of coin for simply patrol moving, and shouldn't be discounted as a strategy.

After killing the south east base, continue up from it and kill everything up to Mira Han's base. You should be golden by that point, and ready to move onto the second part. Like I said, siege tanks and a unit for vision do the trick here. I think he also tries to drop a Nuke as well? Just move away from it, as it is very apparent as to where it will be attempting to land on your forces. He only tried to drop one on me.

A Sinister Turn:


Engine of Destruction (incomplete, started writing this when I mistakenly took the name of another mission for this one):
For a mission where you first get the Wrath from Starcraft, you will be surely reluctant to build any. This map is trivialized by two units on brutal, the Banshee and the Viking. The mass Wraith tactic people talk of is a complete joke, and quite frankly awful when compared to the ridiculous viking/banshee ball that is infinitely more effective.

I would start this mission off by build a second starport with a reactor and a tech lab on your factory. To defend properly in the beginning, all it takes is a bunker and a siege tank. You won't need a turret here whatsoever because of the mobility of your vikings.

Base 1:

Send a few SCV's (you will be doing this often because in Brutal, they actually get targeted, to defend your base as I mentioned earlier, simply build
Man.Magic
Profile Blog Joined January 2010
United States178 Posts
August 02 2010 06:52 GMT
#2
I hate that no one bumped this and spammed the board with useless threads.
¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
August 02 2010 07:07 GMT
#3
bravo brotha

may i recommend that you put each mission into spoiler so that its not a huge wall of text?
...from the land of imba
leviathan20
Profile Joined April 2010
United Kingdom193 Posts
August 02 2010 07:08 GMT
#4
Amen with the spoilers, will make things easier to find/read.

Good job so far
"We better get that boy a waffle NOW or he gon' DIE!"
DeckOneBell
Profile Blog Joined May 2010
United States526 Posts
August 02 2010 07:33 GMT
#5
As someone who beat brutal, this does all seem fairly intelligent, but it just goes to show how many different ways there are to beat it. I loved my mech, and did my best to always abuse that instead of bioball, but your strategies seem effective.
RumZ
Profile Blog Joined March 2010
United States956 Posts
August 02 2010 16:35 GMT
#6
Finishing up this guide shortly fellas, I appreciate the kind words.

Also, I will Spoilerize the missions themselves.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
August 02 2010 18:01 GMT
#7
+1 for awesome thread. Having a little trouble with EoD myeslf. Interested to see how you solved Supernova; I think I did it in a, hm, unique way.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
movmou
Profile Joined September 2009
United States142 Posts
August 07 2010 01:16 GMT
#8
Nice thread. Interesting to see others strategies on Brutal (as someone else said, I relied more on mech as it was introduced.)
Probe1
Profile Blog Joined August 2010
United States17920 Posts
August 07 2010 13:07 GMT
#9
Great thread.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Yung
Profile Blog Joined May 2010
United States727 Posts
August 15 2010 08:35 GMT
#10
Bump i guess and plz finish this
shoop
Profile Joined November 2009
United Kingdom228 Posts
August 15 2010 09:10 GMT
#11
I think your guide should also describe if, how and when you should get the research objectives. I only just started brutal, but I found the research objectives so far (in smash and grab, outbreak and the evacuation) pretty easy to acquire. I expect the later missions to be much harder, so I'm sure one should get all the research/upgrades at least while the missions are still easy.
Eiviyn
Profile Joined August 2010
United Kingdom169 Posts
Last Edited: 2010-08-15 09:23:40
August 15 2010 09:22 GMT
#12
Welcome to the Jungle

At the start of the map, move an scv to your west. You'll see a terrazine outlet. North of this position is a second terrazine outlet. North again is a 3rd outlet. Just north again of this 3rd outlet is a small-ish choke. Build 3 bunkers there very early game and try to keep them alive (I lost one and a few scvs).

This basically allows you to control 4 terrazine nodes at once (there is one at either side of the choke, and 2 behind) with just a few marines. Do not harvest these nodes until the very end of the map. Keep reinforcing these bunkers while slowly building up a marauder heavy MMM ball. Once you have a decently sized ball, clear out the central protoss outpost and the outpost just north of your bunkers. Try to harvest 3 of the terrazine outlets that aren't protected by your bunkers. Once you have 3, you can safely just move all your forces to your bunker choke and send 4 scvs to collect your protected terrazine outlets.

Sorry if that was a little vague. Basically, there are chokes. Block the chokes with bunkers and the mission becomes trivial. Just like every other mission.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
August 15 2010 09:58 GMT
#13
Excellent post, thanks for the time this took to make.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Onisparda
Profile Joined November 2008
Canada516 Posts
August 16 2010 15:14 GMT
#14
Might wanna update the liquipedia with this juicy info
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
August 16 2010 17:22 GMT
#15
Gah, just a tad too late!^^ Thanks for all the effort, I'm sure this will be really helpful to a lot of people.
no dude, the question
Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
August 16 2010 17:40 GMT
#16
On August 17 2010 00:14 Onisparda wrote:
Might wanna update the liquipedia with this juicy info


Yeah, pour your efforts into a place where it'll stay forever
dragondeathlord
Profile Joined July 2010
United States23 Posts
August 17 2010 13:10 GMT
#17
Nice Just improved my Game 100%. So far the best I had only 7 maps done on Hard. Now I got 2 done on Brutal. Nice tips TY!
georgir
Profile Joined May 2009
Bulgaria253 Posts
August 17 2010 14:16 GMT
#18
On Engine of Destruction, you don't need to have tech reactors researched at all, as the first base has three waiting for you to land your buildings :p Just float your rax and starport early on, and use the wraiths to kill his raxes before the odin gets there so he doesn't kill the tech reactors.
Also, calling mass wraits a joke just shows you're not good enough to make that strat work. It worked wonders for me.
Axes
Profile Joined August 2010
Canada36 Posts
August 17 2010 15:14 GMT
#19
bump
bombcar
Profile Joined April 2010
United States68 Posts
August 17 2010 18:49 GMT
#20
Note that on Zero Hour you can lift off your command center and fly to the corner of the map if you've about 30 seconds to go. I was lucky and only one mutalisk noticed it, and so I won.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Cheesadelphia
15:00
Cheeseadelphia 2025
CranKy Ducklings414
davetesta106
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 15908
Calm 2925
Rain 1824
Horang2 910
Dewaltoss 108
Rock 32
NaDa 19
Dota 2
LuMiX1
League of Legends
Grubby3165
Dendi1703
Counter-Strike
fl0m5594
Fnx 1177
Stewie2K381
Foxcn271
Super Smash Bros
Mew2King99
Heroes of the Storm
Trikslyr104
Other Games
tarik_tv49006
gofns20361
summit1g4982
C9.Mang0657
ViBE162
Organizations
Other Games
gamesdonequick1262
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 55
• musti20045 36
• tFFMrPink 30
• RyuSc2 29
• HeavenSC 23
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV722
• Ler132
League of Legends
• Doublelift4618
Other Games
• imaqtpie1714
• Shiphtur304
Upcoming Events
GSL Code S
9h 58m
Rogue vs herO
Classic vs GuMiho
Sparkling Tuna Cup
11h 58m
WardiTV Qualifier
17h 58m
BSL: ProLeague
19h 58m
Bonyth vs Dewalt
Cross vs Doodle
MadiNho vs Dragon
Replay Cast
1d 1h
Wardi Open
1d 12h
Replay Cast
2 days
Replay Cast
2 days
RSL Revival
2 days
Cure vs Percival
ByuN vs Spirit
RSL Revival
3 days
herO vs sOs
Zoun vs Clem
[ Show More ]
Replay Cast
4 days
The PondCast
4 days
RSL Revival
4 days
Serral vs SHIN
Solar vs Cham
Replay Cast
5 days
RSL Revival
5 days
Reynor vs Scarlett
ShoWTimE vs Classic
uThermal 2v2 Circuit
5 days
SC Evo League
6 days
Circuito Brasileiro de…
6 days
Liquipedia Results

Completed

Proleague 2025-06-11
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
BLAST Open Fall 2025
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.