• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:20
CET 03:20
KST 11:20
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win No more SC2 streamers on team liquid? How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
Top Players of October 2026 (EBPD Rankings) [Megathread] Daily Funny Videos Sagi.gg Launcher Released Bot on ladder SCHNAIL now supports Remastered
Tourneys
[Megathread] Daily Proleagues 2v2v2v2 Tournament Stage 1: Community Poll [$1250] International ShieldBattery League New Worlds Star League
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8166 users

DPS chart for units - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 Next All
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 12 2010 06:45 GMT
#61
On March 11 2010 22:07 Tamerlane wrote:
Show nested quote +
On March 11 2010 18:49 DeCoup wrote:No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.


If there were only 3 marines as targets, that would be true, but if there are more : your roaches will not "1 shot" 3 marines at a time, instead they will attack the closest unit to them, therefore spreading the total damage over multiple units instead of focusing on a few.

No man. If you have 9 roaches selected and waypoint 15 marines which are all in range of the roaches they will kill all of them in 5 shots.

The first volley will kill 3 marines (In an instant all roaches will be 'aimed' at the 1st marine in your waypoint queue, but 3 shots would kill it so the remaining 6 roaches will then be 'aiming' at the 2nd marine, but 3 shots would kill it so the remaining 3 will target and kill the 3rd marine in your queue). So the first shot kills 3 marines instantly. The second volley kills the 4th 5th and 6th marine that was in your queue in the next shot. It repeats this till all marines are dead.
There is no gain at all from using smaller selections with your waypoints as long as all your roaches are in range of all the marines in this example. This is true for all units in the game because there is no overkill. If you have waypoints issued they will always attack them in order and never attack 'closest targets'.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
apollo_440
Profile Joined May 2009
Switzerland24 Posts
Last Edited: 2010-03-12 18:46:50
March 12 2010 18:46 GMT
#62
One of the single best posts ever, thank you so much! :D

I just don't get it why they don't tell us the DPS right away in the game, instead of just the damage and some arbitrary attack speed 'rating' which tells us very little.
I gotta say, I never liked carnivals. --- Jupp.
Hammy
Profile Joined January 2009
France828 Posts
March 12 2010 18:55 GMT
#63
This chart should include bonus damage to certain types of units.
Nice post though, good info.
crate
Profile Blog Joined May 2009
United States2474 Posts
March 12 2010 19:18 GMT
#64
On March 12 2010 15:45 DeCoup wrote:
Show nested quote +
On March 11 2010 22:07 Tamerlane wrote:
On March 11 2010 18:49 DeCoup wrote:No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.


If there were only 3 marines as targets, that would be true, but if there are more : your roaches will not "1 shot" 3 marines at a time, instead they will attack the closest unit to them, therefore spreading the total damage over multiple units instead of focusing on a few.

No man. If you have 9 roaches selected and waypoint 15 marines which are all in range of the roaches they will kill all of them in 5 shots.

The first volley will kill 3 marines (In an instant all roaches will be 'aimed' at the 1st marine in your waypoint queue, but 3 shots would kill it so the remaining 6 roaches will then be 'aiming' at the 2nd marine, but 3 shots would kill it so the remaining 3 will target and kill the 3rd marine in your queue). So the first shot kills 3 marines instantly. The second volley kills the 4th 5th and 6th marine that was in your queue in the next shot. It repeats this till all marines are dead.
There is no gain at all from using smaller selections with your waypoints as long as all your roaches are in range of all the marines in this example. This is true for all units in the game because there is no overkill. If you have waypoints issued they will always attack them in order and never attack 'closest targets'.

This is wrong. I just took a group of 5 roaches and queued up my own zerglings as targets--the roaches all fired at the same zergling, then all fired at the second zergling, then at the third etc.

Only units that deal damage instantly won't overkill afaik.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
member1987
Profile Joined February 2010
141 Posts
March 12 2010 19:19 GMT
#65
nice post
Tdelamay
Profile Joined October 2009
Canada548 Posts
March 12 2010 19:26 GMT
#66
On March 11 2010 01:45 Tamerlane wrote:
Show nested quote +
On March 10 2010 13:11 Pillars wrote:
Might be useful to factor in unit cost as well.


Indeed, that's why I did it : http://spreadsheets.google.com/ccc?key=0AvtPWMS53wIgdEFfLVFWNllJYl90YUFmODRTQ05jQUE&hl=fr



I looked over the terran stats;
What I'm gathering is that Viking are more cost efficient A.A. than Thors on all levels.
Turrets are also very cost efficient.
Marines are also the most cost-effective unit on the board, but it doesn't take into account their health.
This road isn't leading anywhere...
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
March 12 2010 19:33 GMT
#67
I'm looking for an excel file with full stats and costs of sc2 units. Can someone direct me to it plz?
grmblfzzz
Profile Joined September 2009
2 Posts
March 12 2010 21:05 GMT
#68
Are these dps numbers/cooldown speeds for game speed faster? I'd assume so since no one mentioned, but I'd like to know for sure. Or if you'd have to make an additional calculation changing from fast to faster.

Sorry if this was said, searched through the thread and couldn't find it. Excellent thread btw!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
March 12 2010 22:29 GMT
#69
Question: Fungal does 4.5 dps and if a 45 hp stims it will kill him. But if there is a medivac there what is the heal DPS? And say if you got like 10 marines in a pile how many medivacs would u need to have them all survive?
..and then I would, ya know, check em'. (Aka SpoR)
Tamerlane
Profile Joined July 2009
Canada426 Posts
Last Edited: 2010-03-13 12:56:22
March 13 2010 12:55 GMT
#70
On March 13 2010 04:26 Tdelamay wrote:
Show nested quote +
On March 11 2010 01:45 Tamerlane wrote:
On March 10 2010 13:11 Pillars wrote:
Might be useful to factor in unit cost as well.


Indeed, that's why I did it : http://spreadsheets.google.com/ccc?key=0AvtPWMS53wIgdEFfLVFWNllJYl90YUFmODRTQ05jQUE&hl=fr



I looked over the terran stats;
What I'm gathering is that Viking are more cost efficient A.A. than Thors on all levels.
Turrets are also very cost efficient.
Marines are also the most cost-effective unit on the board, but it doesn't take into account their health.


you are correct about the cost efficiency of terran AA, and from my personal experience Thors are a terrible AA unit

well, turrents do have to be cost efficient, they are immobile!!

as for the marines, they are the most efficient when it comes to DPS, but there is a quadrazillion factors to take into account for numbers to translate into actual gameplay, health is merely one of them

On March 13 2010 04:33 Cheerio wrote:
I'm looking for an excel file with full stats and costs of sc2 units. Can someone direct me to it plz?


you got pretty much all you need in the tables posted in this thread, apart from HP and armor, which you can get yourself (and share to the rest of the community!)

On March 13 2010 06:05 grmblfzzz wrote:
Are these dps numbers/cooldown speeds for game speed faster? I'd assume so since no one mentioned, but I'd like to know for sure. Or if you'd have to make an additional calculation changing from fast to faster.


these are the core values of all units, a game on "faster" speed setting merely accelerates the speed at which the game is played - if I can rely on the replay clock :

- fast has a 1:1 ratio with "real time"
- faster is 1/3 faster than "fast" (that is, 1min of game time on "faster" will appear as 45sec in reality, or if you prefer : 1min of gameplay at "fast" will take only 45sec to elapse on a "faster" setting)

therefore, if you want the real values you will experience in the game, you will have to multiply the entire DPS table by 1.33

On March 13 2010 07:29 CharlieMurphy wrote:
Question: Fungal does 4.5 dps and if a 45 hp stims it will kill him. But if there is a medivac there what is the heal DPS? And say if you got like 10 marines in a pile how many medivacs would u need to have them all survive?


the duration of fungal growth is a required value to solve this, as well as the healing rate of the medevacs - do you have those?
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-15 08:43:05
March 15 2010 08:14 GMT
#71
On March 13 2010 21:55 Tamerlane wrote:
Show nested quote +
On March 13 2010 04:26 Tdelamay wrote:
On March 11 2010 01:45 Tamerlane wrote:
On March 10 2010 13:11 Pillars wrote:
Might be useful to factor in unit cost as well.


Indeed, that's why I did it : http://spreadsheets.google.com/ccc?key=0AvtPWMS53wIgdEFfLVFWNllJYl90YUFmODRTQ05jQUE&hl=fr



I looked over the terran stats;
What I'm gathering is that Viking are more cost efficient A.A. than Thors on all levels.
Turrets are also very cost efficient.
Marines are also the most cost-effective unit on the board, but it doesn't take into account their health.


you are correct about the cost efficiency of terran AA, and from my personal experience Thors are a terrible AA unit

well, turrents do have to be cost efficient, they are immobile!!

as for the marines, they are the most efficient when it comes to DPS, but there is a quadrazillion factors to take into account for numbers to translate into actual gameplay, health is merely one of them

Show nested quote +
On March 13 2010 04:33 Cheerio wrote:
I'm looking for an excel file with full stats and costs of sc2 units. Can someone direct me to it plz?


you got pretty much all you need in the tables posted in this thread, apart from HP and armor, which you can get yourself (and share to the rest of the community!)

Show nested quote +
On March 13 2010 06:05 grmblfzzz wrote:
Are these dps numbers/cooldown speeds for game speed faster? I'd assume so since no one mentioned, but I'd like to know for sure. Or if you'd have to make an additional calculation changing from fast to faster.


these are the core values of all units, a game on "faster" speed setting merely accelerates the speed at which the game is played - if I can rely on the replay clock :

- fast has a 1:1 ratio with "real time"
- faster is 1/3 faster than "fast" (that is, 1min of game time on "faster" will appear as 45sec in reality, or if you prefer : 1min of gameplay at "fast" will take only 45sec to elapse on a "faster" setting)

therefore, if you want the real values you will experience in the game, you will have to multiply the entire DPS table by 1.33

Show nested quote +
On March 13 2010 07:29 CharlieMurphy wrote:
Question: Fungal does 4.5 dps and if a 45 hp stims it will kill him. But if there is a medivac there what is the heal DPS? And say if you got like 10 marines in a pile how many medivacs would u need to have them all survive?


the duration of fungal growth is a required value to solve this, as well as the healing rate of the medevacs - do you have those?


fungal does 36 over 8. I have no clue on the medivac that's why I was asking.

Just doing some testing real fast with an SCV at 5hp and a Medivac healing it to full it takes 4.16~ seconds (tested 3 times) according to my ipod.

A marine with 5 hp goes to 45 full hp in 2.99 seconds.

Which gives us about 13.5 HPS/DPS on heal

Also, a Medivac says it heals 3 hp per 1 energy, but I was trying to get it to heal just a small amount with fast clicking and I got it to heal less than 3 hp at times.
Also a medivac on empty energy will wait unil 5 or 6 energy to cast 1.11 heals (~15hp). This may be a bug.
..and then I would, ya know, check em'. (Aka SpoR)
sob3k
Profile Blog Joined August 2009
United States7572 Posts
March 15 2010 08:19 GMT
#72
On March 12 2010 15:45 DeCoup wrote:
Show nested quote +
On March 11 2010 22:07 Tamerlane wrote:
On March 11 2010 18:49 DeCoup wrote:No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.


If there were only 3 marines as targets, that would be true, but if there are more : your roaches will not "1 shot" 3 marines at a time, instead they will attack the closest unit to them, therefore spreading the total damage over multiple units instead of focusing on a few.

No man. If you have 9 roaches selected and waypoint 15 marines which are all in range of the roaches they will kill all of them in 5 shots.

The first volley will kill 3 marines (In an instant all roaches will be 'aimed' at the 1st marine in your waypoint queue, but 3 shots would kill it so the remaining 6 roaches will then be 'aiming' at the 2nd marine, but 3 shots would kill it so the remaining 3 will target and kill the 3rd marine in your queue). So the first shot kills 3 marines instantly. The second volley kills the 4th 5th and 6th marine that was in your queue in the next shot. It repeats this till all marines are dead.
There is no gain at all from using smaller selections with your waypoints as long as all your roaches are in range of all the marines in this example. This is true for all units in the game because there is no overkill. If you have waypoints issued they will always attack them in order and never attack 'closest targets'.


There is overkill in Sc2.

The only units that don't overkill are instant hit units (non-projectile).

ex.
tanks
ghosts
vikings (ground)


Roaches will happily overkill
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-15 08:31:18
March 15 2010 08:27 GMT
#73
On March 15 2010 17:19 sob3k wrote:
Show nested quote +
On March 12 2010 15:45 DeCoup wrote:
On March 11 2010 22:07 Tamerlane wrote:
On March 11 2010 18:49 DeCoup wrote:No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.


If there were only 3 marines as targets, that would be true, but if there are more : your roaches will not "1 shot" 3 marines at a time, instead they will attack the closest unit to them, therefore spreading the total damage over multiple units instead of focusing on a few.

No man. If you have 9 roaches selected and waypoint 15 marines which are all in range of the roaches they will kill all of them in 5 shots.

The first volley will kill 3 marines (In an instant all roaches will be 'aimed' at the 1st marine in your waypoint queue, but 3 shots would kill it so the remaining 6 roaches will then be 'aiming' at the 2nd marine, but 3 shots would kill it so the remaining 3 will target and kill the 3rd marine in your queue). So the first shot kills 3 marines instantly. The second volley kills the 4th 5th and 6th marine that was in your queue in the next shot. It repeats this till all marines are dead.
There is no gain at all from using smaller selections with your waypoints as long as all your roaches are in range of all the marines in this example. This is true for all units in the game because there is no overkill. If you have waypoints issued they will always attack them in order and never attack 'closest targets'.


There is overkill in Sc2.

The only units that don't overkill are instant hit units (non-projectile).

ex.
tanks
ghosts
vikings (ground)


Roaches will happily overkill

Do blings overkill?
holy fuck, imagine how good scourge would be in sc2!!!!
..and then I would, ya know, check em'. (Aka SpoR)
sob3k
Profile Blog Joined August 2009
United States7572 Posts
March 15 2010 09:21 GMT
#74
On March 15 2010 17:27 CharlieMurphy wrote:
Show nested quote +
On March 15 2010 17:19 sob3k wrote:
On March 12 2010 15:45 DeCoup wrote:
On March 11 2010 22:07 Tamerlane wrote:
On March 11 2010 18:49 DeCoup wrote:No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.


If there were only 3 marines as targets, that would be true, but if there are more : your roaches will not "1 shot" 3 marines at a time, instead they will attack the closest unit to them, therefore spreading the total damage over multiple units instead of focusing on a few.

No man. If you have 9 roaches selected and waypoint 15 marines which are all in range of the roaches they will kill all of them in 5 shots.

The first volley will kill 3 marines (In an instant all roaches will be 'aimed' at the 1st marine in your waypoint queue, but 3 shots would kill it so the remaining 6 roaches will then be 'aiming' at the 2nd marine, but 3 shots would kill it so the remaining 3 will target and kill the 3rd marine in your queue). So the first shot kills 3 marines instantly. The second volley kills the 4th 5th and 6th marine that was in your queue in the next shot. It repeats this till all marines are dead.
There is no gain at all from using smaller selections with your waypoints as long as all your roaches are in range of all the marines in this example. This is true for all units in the game because there is no overkill. If you have waypoints issued they will always attack them in order and never attack 'closest targets'.


There is overkill in Sc2.

The only units that don't overkill are instant hit units (non-projectile).

ex.
tanks
ghosts
vikings (ground)


Roaches will happily overkill

Do blings overkill?
holy fuck, imagine how good scourge would be in sc2!!!!


From my testing Banelings do not overkill DIRECTLY (more banelings will explode on a target than that target has health).

HOWEVER

Baneling splash damage from a different target is NOT considered, which does make them overkill quite badly in real play, getting a good surround with banelings is critical.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Chen
Profile Joined June 2009
United States6344 Posts
March 16 2010 03:24 GMT
#75
ffs, this is all one needs to see how worthless stalkers are. lowest dps in the fucking game, excluding workers. this from a 125/50 unit. broodlings do more damage than stalkers >.>
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
March 16 2010 03:36 GMT
#76
Your calculations are all off by a lot because I don't think you accounted for the duration of an attack animation. Cooldown is the time between the end of one attack and the beginning of another. For marines in SC1, the attack animation was almost as long as the 15 cooldown.

It would be nice if you could put this into a spreadsheet, then Starcraft PHd Students here could add on their own research papers to make a quick reference guide similar but ultimately inferior to cyclohexane's quick reference guide of AOE3.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Blacklizard
Profile Joined May 2007
United States1194 Posts
March 16 2010 20:33 GMT
#77
Awesome thread. Possibility of an admin stickying this? Can anyone confirm the fear that cooldown isn't including the animation time?

Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 16 2010 20:37 GMT
#78
Oh wow, SCV have as much DPS as stalkers do...
emikochan
Profile Joined July 2009
United Kingdom232 Posts
March 17 2010 05:05 GMT
#79
SCVs been pumping iron.

Scourge were probably removed for that very reason, same as reaver scarabs and spider mines. imba pathing.

Again, thankyou testers for doing testing and not just wasting the beta away, you're all heroes. (don't forget to report medivac healing bug ^_^)
Probes need love too.
duckhunt
Profile Joined June 2009
Canada311 Posts
March 23 2010 16:24 GMT
#80
whats the marine dps after stim
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
Continental Nation League S1
CranKy Ducklings29
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 59
StarCraft: Brood War
Rain 2947
GuemChi 1891
Artosis 575
ProTech172
oGsTOP 34
ajuk12(nOOB) 31
Dota 2
LuMiX2
League of Legends
Doublelift6026
JimRising 619
Counter-Strike
Coldzera 1331
taco 485
Super Smash Bros
hungrybox702
Other Games
summit1g12844
C9.Mang0282
WinterStarcraft256
Maynarde135
Cr1tdota116
byalli90
NeuroSwarm78
ViBE64
Fuzer 61
JuggernautJason17
Railgan16
ROOTIllusion2
Mew2King1
Organizations
Other Games
gamesdonequick647
Counter-Strike
PGL117
Other Games
BasetradeTV36
[ Show 15 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP66
• EnkiAlexander 57
• davetesta28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• Pr0nogo 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie741
• Shiphtur276
Upcoming Events
The PondCast
7h 40m
KCM Race Survival
7h 40m
OSC
11h 40m
IntoTheTV X SOOP
2 days
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
IPSL
2 days
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
2 days
IntoTheTV X SOOP
3 days
IPSL
3 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
3 days
Replay Cast
4 days
[ Show More ]
Sparkling Tuna Cup
5 days
WardiTV Invitational
5 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
5 days
Liquipedia Results

Completed

Proleague 2026-11-04
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
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 © 2026 TLnet. All Rights Reserved.