• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:18
CEST 06:18
KST 13:18
  • 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 202578RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18
Community News
[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder0EWC 2025 - Replay Pack1Google Play ASL (Season 20) Announced26BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0
StarCraft 2
General
#1: Maru - Greatest Players of All Time Power Rank - Esports World Cup 2025 EWC 2025 - Replay Pack Tournament Spotlight: FEL Cracow 2025 I offer completely free coaching services
Tourneys
Esports World Cup 2025 FEL Cracov 2025 (July 27) - $10,000 live event $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 [BSL 2025] H2 - Team Wars, Weeklies & SB Ladder [Update] ShieldBattery: 2025 Redesign Dewalt's Show Matches in China BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
Does 1 second matter in StarCraft? Simple Questions, Simple Answers [G] Mineral Boosting
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
US Politics Mega-thread UK 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: 610 users

Swarm Host Design Flaw: Assessment and Solution - Page 4

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
December 16 2012 04:19 GMT
#61
I really don't like this unit at all. It's either critical mass (which costs enough to put you all-in) or it's useless. It's like a significantly worse brood lord for the same essential cost.
Creator of sc2unmasked.com
frostalgia
Profile Joined March 2011
United States178 Posts
December 16 2012 05:05 GMT
#62
I would really like to see Locusts have less DPS but longer lifespan.
This way, they can overlap when a new batch pops and do double damage for a few seconds.
They could also possibly target Air units with this change.
we are all but shadows in the void
bhfberserk
Profile Joined August 2011
Canada390 Posts
December 16 2012 05:17 GMT
#63
Good post. Just an idea here. Maybe the swarm host can mutate by absorbing any zerg ground unit.
It can then morph into "Baneling-Swarm Host" "Hydras-Swarm Host"

Baneling SH will swarm non-stop swarming 2 weaker version of banelings, Hydra-SH will be like lurker.

Just an idea. Might be too op.
eg9
Profile Joined February 2011
Norway43 Posts
December 16 2012 06:46 GMT
#64
I actually disagree completely with the OP. Sure, lower number of SH can not easily kill an opponent but neither should they. They do, however, provide you with certain temporary advantages that are quite interesting.

Most of the time, they will kill something. The unit has a range that pretty much always allows it to do damage. Unless your opponent decides to spend FF or gets a lot of collosi. Also, if fighting bio, you waste a lot of medivac energy which is amazing.

You force him to keep his army back. Without his army present your 10-12 locusts will deal quite a bit of damage. This forces him to stay behind at times when he would like to be moving out. (EG. certain bio builds have to delay some of their drops just to have enough to engage the locusts well.

You draw him out. The SH is so that when one wave of locusts dies really fast the opponent wants to go for the kill and attack before the next wave spawns. This forces the enemy to go out to the position where the locusts are, probably open terrain, making them much more suceptible to surrounds/tactical manouvers.

You constantly scout. The locusts that go forward see what units your opponent is building, the buildings nearby etc...
This means you are constantly getting a pretty good scout of against your opponent allowing you to transition as you should behind it. The pressure you put on also makes it hard for the opponent to take a decently early third.

Now you said it does not synergize well with the other units. Once again i am forced to disagree. I agree it does not synergize well with ultras or broodlords but why would you need even more only anti-ground units. The SH is supposed to be a midgame tech that you can commit to without making them useless later like the WoL roach.
It does synergize quite well with infestors, hydras and vipers. (mutas, maybe i dont know much about SH muta appart from ZvZ).

Infestors allow you to lock your opponent down while you retreat/wait for another round of locusts. Vipers can off cource abduct tanks, collosi etc, allowing your locusts to pick some off for free. And hydras have some really interesting relations with the lucusts. The locusts, having shorter range, tank for the hydras while they deal with air-threats and help increase the dps in low-surface area positions. I have had quite a bit of success with SH-hydra against bio and the new medivacs, belive it or not. The high ammount of pressure that the SH provides makes the decision to drop really tough for the terran. Pressuring one place allows lings/hydras to go to other places to deal damage at the third or other exposed areas. Blings delays the opponent or punishes him hard when he decides to move down his ramp.

Imo, the unit gives zerg the ability to pressure without having to make inefficient trades in the midgame. This pressure frees you up to do other things on the map while giving you a clue about whats up. It synergizes with other lair-units and and the viper allowing you to better deal with the defending compositions. Its a unit that is hard to decide how many you want of. But most of all its a unit that introduces totally new mechanics to a race that earlier has had a really allin relation to midgame pressure. Its interesting to me at least. Being quite an agressive player i do not konw much of using SH defencively while expanding or taking more bases, maybe they have even more potential?
SirKibbleX
Profile Blog Joined October 2006
United States479 Posts
December 16 2012 07:16 GMT
#65
The problem isn't the Swarm Host as much as it is SC2 itself. The deathball sydrome is gonna kill a unit design like this faster than any design decisions could ever correct. Fix deathball and the snowball problems and this unit becomes feasible. Until then, why even argue about it?
Praemonitus, Praemunitus.
Zergrusher
Profile Joined November 2011
United States562 Posts
Last Edited: 2012-12-16 07:59:19
December 16 2012 07:40 GMT
#66
On December 16 2012 13:19 oOOoOphidian wrote:
I really don't like this unit at all. It's either critical mass (which costs enough to put you all-in) or it's useless. It's like a significantly worse brood lord for the same essential cost.



I made a thread a few days ago suggesting a new upgrade that would make the swarm host feel swarmy and unique and solve the massing problem.

but the thread got closed -_-

BuRRziLLa727
Profile Joined January 2011
6 Posts
December 16 2012 07:59 GMT
#67
What about a late game broodlord infestor army with squads of 5 - 8 swarmhosts laying siege on multiple locations, or used them in a similar way to the P zealot warp prism, so you can pull the death ball out of position.

porygon361
Profile Joined August 2012
81 Posts
December 16 2012 08:04 GMT
#68
On December 16 2012 16:40 Zergrusher wrote:
Show nested quote +
On December 16 2012 13:19 oOOoOphidian wrote:
I really don't like this unit at all. It's either critical mass (which costs enough to put you all-in) or it's useless. It's like a significantly worse brood lord for the same essential cost.



I made a thread a few days ago suggesting a new upgrade that would make the swarm host feel swarmy and unique and solve the massing problem.

but the thread got closed -_-



Could you put the idea out to us? I would like to know.
"Sometimes life is like this dark tunnel. You can't always see the light at the end of the tunnel. But if you just keep moving, you will come to a better place."
Zergrusher
Profile Joined November 2011
United States562 Posts
Last Edited: 2012-12-16 08:23:05
December 16 2012 08:08 GMT
#69
On December 16 2012 17:04 porygon361 wrote:
Show nested quote +
On December 16 2012 16:40 Zergrusher wrote:
On December 16 2012 13:19 oOOoOphidian wrote:
I really don't like this unit at all. It's either critical mass (which costs enough to put you all-in) or it's useless. It's like a significantly worse brood lord for the same essential cost.



I made a thread a few days ago suggesting a new upgrade that would make the swarm host feel swarmy and unique and solve the massing problem.

but the thread got closed -_-



Could you put the idea out to us? I would like to know.



Well Plexa removed it -_-

I had the name for it , the cost etc etc I litterally had it completely done and made, it was perfect.

I was trying to look threw to see if i could have found a way to post a link to the thread, but i can't find it :/




I could put the idea out to you guys, But the last time(s) I put out good ideas The next thing i know my ideas are done in patches and i can no longer post on threads/forums/blogs etc etc, basically I've been threw some odd stuff.


One change you guys can thank me for the protoss upgrade cost decrease, I Got banned from the Bnet forums because..well thats a very very interesting story, that relates to to the "submission" of the costs.

But as for the swarm host Idea, I'll see If i can post something(by something I mean remake the thread but make it better and more detailed) about it, its on my "to do list" of threads I have to get around to making.
HeXen
Profile Joined July 2012
United States1 Post
December 16 2012 08:14 GMT
#70
That was a pretty interesting read. I haven't Really messed with Swarm Hosts that much yet, so I wish I could give better feedback :-/
i be dronin so hard dawg.
BlueKatz
Profile Joined March 2012
68 Posts
December 16 2012 08:47 GMT
#71
SH goal is not to be a siege units, flanker, defend drop (wth?) or multi paths attack or be used out side of the deathball, nor containing the enemy. Sure they can be used for that but the main goal of the SH is to allow Zerg to be more aggressive in the Mid game. (as they said in the past, but who know what are they wanting now)

So what's with the mid game? Currently Zerg can't do anything after Protoss get T3 (or get enough immortal) or when Terran gets enough units (you can't do anything off creep vs Terran). On the other hand other race can't do anything on creep and vs Infestor (defensively)

So naturally SH should allow Zerg to actually break enemy's superior force, break siege contain, strong enough (or allow your other units) to fight toe to toe vs other race's strong mid game force...

Which, ironically what the Viper does best
And Infestor does the rest (defensive wise)

The ability to contain enemy and take more bases is exactly what the Muta can do

Really, it has no role beside being a huge cheesy jack-of-all trade unit

Here are some changes that should be made:
-SH must be cheaper and easier to get. If I get Pit I will get other stuffs instead. SH itself is too expensive and weak at low number - really, 200 Min, 100 Gas? (of course it might be nerfed if it gets cheaper)
-Its speed should be buffed. It should be an aggressive support unit, not an on creep defender.
-Locus should be able to jump down from cliff - Zerg is the race with least benefit from taking positional high ground.
-Reduce the time on Locus and the time for SH to create new units. Make it more constantly and aggressive, also allow new waves of Locus to appear behind the army and shoot with their high DPS instead of preventing your army movement (being better at supporting your army)
-SH swarm more Locus at once, make it harder to mass SH. Increase its size as well
-Increase Locus speed
-Either remove or completely change the Upgrade which takes forever to research (which force you to commit into SH)
Optional: Make Locus a 'floating' unit similar to Colossus which cannot stack like Air unit (so you can't mass Locus) but allow other units to walk pass them

Also I wish they change Locus design, they look like meat. Mosquito might look more interesting.
Quotes are useless
porygon361
Profile Joined August 2012
81 Posts
Last Edited: 2012-12-16 09:47:23
December 16 2012 09:46 GMT
#72
On December 16 2012 17:08 Zergrusher wrote:
I could put the idea out to you guys, But the last time(s) I put out good ideas The next thing i know my ideas are done in patches and i can no longer post on threads/forums/blogs etc etc, basically I've been threw some odd stuff.


I know the feeling. I written a guide on WoL Zerg Wall-ins, and three days later, they released a HotS patch increasing the size of Spine crawlers.

Once you get your thread up, link it to this thread, I would like to see it.
"Sometimes life is like this dark tunnel. You can't always see the light at the end of the tunnel. But if you just keep moving, you will come to a better place."
aRyuujin
Profile Blog Joined January 2011
United States5049 Posts
December 16 2012 09:55 GMT
#73
zergrusher's (closed) thread is here
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=387422


OT:
imo just cut the price by a bit, decrease locus lifespan, increase locust spawning speed,
can i get my estro logo back pls
MoonCricket
Profile Joined September 2011
222 Posts
December 16 2012 11:26 GMT
#74
On December 16 2012 01:39 BronzeKnee wrote:
I've given this a tremendous amount of thought, and posted this two weeks ago regarding the Swarmhost: http://us.battle.net/sc2/en/forum/topic/7200032560.

+ Show Spoiler +
My problem with the Swarm Host is that the doesn't unit functions well with other Zerg units (at least in PvZ) and doesn't offer anything different in PvZ really.

The Swarmhost lacks synergy with the fast moving Roach and Speedling, so it becomes a different form of play in the same way that Colossus play differs from Templar play in PvT. That is fine, but they cost a lot, you need a lot to make them work and the Swarmhost doesn't work that well with Ultralisk or Broodlords, limiting transitions. Compare this to the Infestor, which you can invest a lot into during the mid-game and use them defensively or offensively and then they synergize well with Broodlords or Ultralisks in the late game. Swarm Hosts do not synergize well with Ultralisks or Broodlords in the late game, so if you want to transition into the late game from the mid game, Infestors are still the best choice by far.

And when you are building large amounts of Swarmhosts, you have to end the game with that composition due to their cost and the fact they don't synergize with Broods or Ultralisks (you won't be able to protect your Broods like Infestors can, and Ultralisks will just get blocked by the Locusts and Fungal won't be there to hold units down for Ultralisks) so they will be best used for all-ins. Thus in many ways, they function like Hydras do in PvZ, good for some all-in timings, but not viable for late game play.

And so Zerg can build a bunch of them and hit a timing with Corrupters and Hydras or Infestors or whatever, but the Protoss player doesn't really need to do much different than standard play, teching up to Colossus and building a few for the lategame deathball (note that unlike the Swarm Host the Colossus works well in the mid-game and then transitions well as part of the late game deathball). It is these Colossus that allow you to defeat Swarm Hosts. So you simply need to scout your opponent, realize they are heading for Swarmhosts, and cut your tech and produce a lot of units. So you hold them the same way you'd hold any other all-in. The Swarmhost then just provides another all-in opportunity for Zerg in PvZ, rather than a new unique and interesting style of play.

I haven't had many issues with Swarmhosts as a Protoss player. I lose to them when I don't scout for them or prepare for them properly as I should. I have been playing versus Masters and GM Zergs lately.


It is indeed an all-in unit, and one that doesn't synergize well with Hive Tech units as I explained in that post. At this point I am fairly certain there is not a way to fix this. It is a bad unit design. Either the unit ends up being Broods unnecessary because it is so powerful, or it ends simply not being used because Broods are a better choice. There really isn't any middle ground here due to the nature of the unit in relation to other Zerg units and the fact that you need a lot of them to be effective. Once you've committed to them, you have to stick with them. I will say that Vipers would probably work well with them though.

It is a shame too, because the Swarmhost was one of the units I think seemed fun, but in the end it needs to be removed or radically altered.


I agree, the problem with the Swarmhost fwiw is that it's a Hive tech unit at Lair tech instead of a supplimental siege unit like the Siege Tank and you have to either go all-in with them or transition out of them completely, which is similar to the state of Mutalisks. Their resource and supply cost and relative ineffectiveness in small numbers I think are the main design problems, but aesthetically I still think it's one of the best HOTS units released.
Saigon2246
Profile Joined October 2012
Hungary23 Posts
December 16 2012 12:49 GMT
#75
I agree with this post entirely. There shouldn't be a mid-game unit, that's only purpose is to all-in.
Bad design - again (feeling deja vu...).

I sense that the problem is that Blizzard refuses the idea of bringing back the Lurker. They just don't want SC2 to become Brood War, but if something is well designed, then it is well designed, they shouldn't be in denial that they cannot make a better balanced and designed game than BW.
Natalya
Profile Joined December 2011
Belgium287 Posts
December 16 2012 13:54 GMT
#76
Now that I think of it, what the op really wants with the SH is to fulfill a similar role to that of the helion in zvt pre-queen patch. Terran would most of the time only build 4 or 6 helions and get a soft contain :

- they could deny the creep before roaches or mutas
- they could deny the third if the zerg didnt have said roaches or mutas
- they threatened constantly to runby and kill workers if the zerg wanted to leave his base with his speedlings
- if there were no spines, and if they were well microed, they could inflict some damage over time (kill lings here and there, slowly damage queens)
- if the zerg was totally unprepared for the helions (no speed and no spine), they would do terrible terrible damage
- they were efficient in small numbers and forced an answer from the zerg
- last but not least, they represented a very little investment and terrans didnt feel all-in when using them

Now, the version of SH the op wants would deal more damage to buildings and units, but works in the same way:
-little investment
-force a preparation or big damage will be dealt
-not alliny, either because it dont cost so much or because they could be used for something else after the pressure was applied (controlling a lane of attack,...)

Now, please, op, explain me why the lurker wouldn't be ideal here? Some in the post left and right said the lurker would be the solution but I dont think you answered them? My bad if I missed your post. If lurkers could attack buildings, you would need detection + air units to take them out without suffering terrible losses, even if there were only 4 or 5 of them. It would be interesting to see that Zerg would have the choice to add anti-air and detection himself to turn the locust pressure into a game ending leapfroging attack but would not be forced to do so.
Arceus
Profile Blog Joined February 2008
Vietnam8333 Posts
December 16 2012 14:10 GMT
#77
I think that the whole idea of spawning locust shows how lazy the game designer is. The swarm-ness, zerginess is just pure excuse for a repetitive idea.
Hows about making it spit some kind of acid missile, much like the orc's demolisher in warcraft3, and the missile is dodge-able.
Insoleet
Profile Joined May 2012
France1806 Posts
Last Edited: 2012-12-16 14:23:15
December 16 2012 14:20 GMT
#78
The Swarm Host is actually very good to get map control and base harassment against mech. Just build 4-5, put them at different locations everywhere on the map, and spawn locust in direction of the terran bases. Its very annoying for them

It is also very strong when doing a doom drop in a terran base. Once the terran cleaned the doom drop, he still has locust spawning everywhere in his bases, and it's soo annoying for him
Freeborn
Profile Joined July 2010
Germany421 Posts
December 16 2012 15:17 GMT
#79
I did not read the whole thing but I agree with the basic idea.

As toss when zerg manages to set up multiple swarmhosts outside my base without me having collossi I am dead, storm does not help because the energy is gone too quickly unless you can straight up break the contain. Forcefields don't help.

But as zerg if I try it and fail I am almost certainly dead.

The whole thing feels very weird. Especially since the swarmhost does not help with any unit composition nor can it as you mentioned be used in low numbers.

You can do mass swarmhost supported with infestor/hydra which will negate all air counter and becomes almost unbreakable without storm and collossi.
ScoobySnacks
Profile Joined May 2012
United States19 Posts
December 16 2012 16:00 GMT
#80
On December 16 2012 22:54 Natalya wrote:

Now, please, op, explain me why the lurker wouldn't be ideal here?


I think re-introducing the Lurker would be a fantastic solution, and would probably fulfill the Swarm Host's intended role better than the Swarm Host ever could.

So why haven't I suggested replacing the Swarm Host with the Lurker?

Well, I'm not sure how realistic that type of solution is. I'm trying to draw attention to this important subject, and to start a conversation on how we can make some design improvements to the unit before the HOTS release date. I am not necessarily pushing for the most optimal solution (Lurker?), but rather pushing for Blizzard to recognize the current flaws of the unit design and to make the changes they feel is most appropriate.

I just don't think Blizzard is to keen on throwing the Lurker back into the game, even if it would function better. The Swarm Host sounds like it was Dustin's pet idea, with how "Zerg-y" he makes it sound in interviews. By scrapping his idea, and putting the Lurker back in, he may be hurting his own reputation as a Lead Game Designer, and his ability to introduce new ideas into an RTS.

If other people feel the Lurker is the best solution to the issue, such as yourself, then I strongly encourage them to explain why in a well thought-out manner. I just don't think I can afford to take this stance, when I have started something of a movement over at Battle.net. If you stop over at the Blizz forums, and look in the Beta section, you will see a large number of new threads and posts popping up on the topic of Swarm Host design flaws. If Blizzard takes the time to read my rather lengthy post, and see that my thesis is "Swarm Host sucks, we want the Lurker," then I don't think they will take me too seriously. If they see that I have pointed out some serious design flaws of the unit and have explained why the unit can't be balanced in its current state, then perhaps they will take my thread more seriously and look into what changes they feel are most appropriate.

You may not agree with my approach to this matter, and that is ok. But I hope you understand my reasoning and why I have taken the stance that I have.

Thanks for reading the post, it is rather lengthy

Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 43m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 279
RuFF_SC2 155
ProTech59
StarCraft: Brood War
Sea 4280
ggaemo 2703
Zeus 797
Leta 367
zelot 54
Sacsri 39
Noble 28
Icarus 7
Dota 2
monkeys_forever787
League of Legends
JimRising 932
Counter-Strike
Stewie2K199
Super Smash Bros
hungrybox2973
Other Games
summit1g14884
tarik_tv9730
Maynarde206
ROOTCatZ136
Organizations
Other Games
gamesdonequick1583
BasetradeTV237
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• davetesta99
• practicex 32
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• iopq 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift6303
• Rush1457
• Lourlo843
Other Games
• Scarra2289
Upcoming Events
Wardi Open
6h 43m
Sparkling Tuna Cup
1d 5h
WardiTV European League
1d 11h
Online Event
1d 13h
uThermal 2v2 Circuit
2 days
The PondCast
3 days
Replay Cast
3 days
Korean StarCraft League
4 days
CranKy Ducklings
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

BSL 20 Non-Korean Championship
FEL Cracow 2025
Underdog Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
CC Div. A S7
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

BSL 21 Qualifiers
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.