• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:46
CEST 00:46
KST 07:46
  • 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
Team Liquid Map Contest #22 - The Finalists11[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers10Maestros of the Game 2 announced32026 GSL Tour plans announced9Weekly Cups (April 6-12): herO doubles, "Villains" prevail0MaNa leaves Team Liquid19
StarCraft 2
General
2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid Maestros of the Game 2 announced
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly) $5,000 WardiTV TLMC tournament - Presented by Monster Energy
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
Pros React To: Tulbo in Ro.16 Group A Data needed BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion ASL21 General Discussion
Tourneys
[ASL21] Ro16 Group B [Megathread] Daily Proleagues [ASL21] Ro16 Group A [ASL21] Ro24 Group F
Strategy
What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates Muta micro map competition
Other Games
General Games
General RTS Discussion Thread Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2965 users

The Roach is whats wrong with SC2. - Page 13

Forum Index > SC2 General
Post a Reply
Prev 1 11 12 13 14 15 28 Next All
Lordpen
Profile Joined March 2010
Sweden21 Posts
April 05 2010 07:07 GMT
#241
Why not make marauders and roaches cost like 50+ gas, or even more? That way you can not just mass them because you'd get a surplus of minerals. This would give players no choice but to mix up units.
Doc Daneeka
Profile Joined March 2010
United States577 Posts
April 05 2010 07:20 GMT
#242
On April 05 2010 16:02 Ultra Brian wrote:
however I think George Lucas has a legitamate grievance with starcraft copying the droid from the new star wars movie that rolls around and puts up its shields to fight. Huge rip off..


yeah but starcraft rips everything off in sci-fi. as does warcraft in fantasy. blizzard is like the one-stop disaster shelter supply of speculative fiction.
payed off security
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-05 07:37:52
April 05 2010 07:24 GMT
#243
On April 05 2010 16:02 Ultra Brian wrote:
I've seen alot of smack talk about roaches on this forum and I think its pretty ridiculous. I don't think they should be removed to rid the world of immortals and marauders. How about instead of getting rid of marauders and immortals they sh,uld decrease there power against tier one units. If starcraft is so keen on having hard counters they should have units that are supposed to counter immortals and marauders work better. The fact marauders are starting to look like terrans main attack units should get blizzard to realize they shouldn't create units that are so effective against everything. I don't have as much problems with immortals as they are harder to mass, since they are high tech and expensive. however I think George Lucas has a legitamate grievance with starcraft copying the droid from the new star wars movie that rolls around and puts up its shields to fight. Huge rip off..


Your grammatical errors and completely unrelated reference to George Lucas does not help your credibility.

Yes, the majority of "smack talk" about units in general is usually unfounded. The OP is not "smack-talking" Roaches. The OP is not advocating the removal of Roaches. The OP is addressing an error in the design of Starcraft 2 that adversely affects unit relationships with other units. The roach is simply REPRESENTATIVE of this issue.

The issue: Tier 1.5 units deal too much damage and are too robust for their cost.

EDIT: Apologies if I come off as a jerk, but if there is one thing I hate, it's people missing the point of something.
REEBUH!!!
Rucky
Profile Joined February 2008
United States717 Posts
Last Edited: 2010-04-05 07:35:29
April 05 2010 07:35 GMT
#244
so make them deal less damage and make them less robust for their cost
Beyond the Game
jacen
Profile Blog Joined April 2004
Austria3644 Posts
April 05 2010 07:43 GMT
#245
i have been thinking at the same thing the thread is about for the last week.
marauders/roaches/immortals do feel a bit broken.

i'm eager to see if blizz attends to this before going life with wings of liberty or decides to leave this for the next sc2 release.
(micronesia) lol we aren't going to just permban you (micronesia) "we" excludes Jinro
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 05 2010 07:44 GMT
#246
On April 05 2010 16:35 Rucky wrote:
so make them deal less damage and make them less robust for their cost

This needs to be a comprehensive change throughout most units in Starcraft 2.
REEBUH!!!
patrick321
Profile Joined August 2004
United States185 Posts
April 05 2010 07:50 GMT
#247
On April 05 2010 14:32 Azarkon wrote:
+ Show Spoiler +
Koltz, biomech might work in rare situations but in the pro-scene meta-game it doesn't work. But why focus on biomech, which is an entire suite of units? Hard counters definitely do exists in BW and to a large degree:

Lurkers vs. zealots - it doesn't even matter how well you micro your zealots; half a dozen lurkers at a choke point will make them wasted minerals

Zerglings vs. dragoons - again, unless you're blocking a ramp (something you can do in SC 2, as well), dragoons cannot go against mass zerglings no matter how well you micro

Reavers vs. zerglings - again, doesn't matter how well you micro; a reaver in a shuttle, or even two reavers on ground, will kill any number of zerglings

Vultures vs. zerglings - same thing; this, along with biomech hard countering hydras, is the reason TVZ's meta game is lurkers & mutas

Siege tanks & vultures vs. biomech - biomech just doesn't work, which is the reason TVT is mech vs. mech

And of course, the whole stealth & air vs. ground hard counters that have always been in SC.


I disagree strongly with the idea behind this post and would contend that the only hard counter here worth mentioning is that cracklings > goons. Even then, 3 gate goon builds exist pvz which rely on superior micro to take out the opposing lings. The rest of your supposed hard counters are merely duplications of a single theme: splash units deal very well with low hp units.

The key factor to understand is that in starcraft all of those low hp units are given superior speed to make up for their other shortcomings which enable them to beat your listed hard counters through superior micro. We don't frequently see this in mid to late game because as the army sizes grow it becomes increasingly difficult to apply the right micro and avoid the increased amount of area attacks. That doesn't stop us from seeing zealots surround and kill lurkers PvZ. Or oov surprising some terran with mid game mm before siege splash reached critical mass. Or forgg beating kal with mm + tank despite kal's awe inspiring reaver control (link). Heck, there used to be a micro ums map where you had to kill a reaver with 8 lings. I contend that the majority of starcraft units are merely soft counters to each other and nothing you have shown proves otherwise.

I can't speak from experience as i don't have a sc2 key but from what i understand this isn't always the case in that game. The hard counters are actually one unit defeating another so thoroughly that no amount of micro will help; akin to firebats against golies in sc1. This kind of hard counter is something that should be minimized in most situations but isn't. But, again, i don't have the sc2 experience to confirm or deny that.

ps. How could you think lurkers have 200 hp?!
MavercK
Profile Joined March 2010
Australia2181 Posts
April 05 2010 07:54 GMT
#248
i agree heavily with OP in this thread and although no-ones going to listen to my post due to low post count (i've lurked for many years just never posted)
i think roaches with an armor nerf. maybe even damage nerf.
marauders with attack speed/damage nerf
immortals... i think are fine. they are tech 2. extremly costly to mass. they seem fine. i know +50 damage is alot and they absolutely remove tanks amazing damage (unless your good with EMP) but yea. my 2 cents.

i feel like this would reduce roaches to nice tanky units (although im still HEAVILY against zerg having a "tanky" unit except for ultras. it doesn't seem to fit zergs playstyle of heavy mapcontrol at all)
marauders would be tank'ish supporting units.
and immortals would stay the same i really feel they are fine.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
barthos
Profile Joined September 2009
United States30 Posts
April 05 2010 07:56 GMT
#249
they should make roaches appear to be naked women so that i can be interested when i watch them crawling around. when they go underground, their formation should automatically phallic.

good at watching replays
roemy
Profile Joined April 2010
Germany432 Posts
April 05 2010 07:59 GMT
#250
i find myself agreeing with the op.

i can't say if its due to the damage system, but (who'd have guessed) it's all connected.
what currently happens is 4 roaches have as much HP as an ultralisk - which needs his extra upgrade to finally get 1 more armor than them.
granted, ultralisks can't be slowed by marauders or lifted by phoenixes and it might be "easier" to use a queen's transfusion on them. but why spend 200gas on an ultralisk when 4 roaches are 100gas. the ully deals a fully upgraded 24damage, a single roach 22. i believe the range takes care of the AoE argument as well. and then there's immortals' shields ofc.

but that's just one disparity [which could still be relatively-easily salvaged by removing the "armored" attribute on the ully]; basically the roach is a zealot with range 3, an option of cloak-like mobility, and unsplit damage - which is great for anything except immortals.

but yes, the marauder is equally "cost efficient". if it was introduced because of the roach i cannot say. but it sure took away the role of the tank - unsieged anyways. why try to micro with a tank when a marauder can be stim'ed, has "slow" and can be healed for free.
i know i know: it's not like we did it a lot in sc:bw - but still; it costs more gas and more supply and i still don't feel like it deals more damage despite its type being converted to what would have been "normal".

but yes, about the damage system in general - allow me to employ the roach as an example:
a damage upgrade adds +2 damage. any defensive upgrade only adds +1.
this used to be ok in sc:bw because there was such a thing as reduced damage due to size: if a goon shot a zergling, only 10+1 of his 20+2 damage was calculated against any armor values. this is no longer the case in s][c - there is no reduction of any kind anywhere.
it may not make as much difference as it sounds: unless an un-upgraded roach shoots a +2 armored marine, it'll always require 3 shots.
it gets a bit more dramatic when +3 roaches can always kill zerglings with 2 shots, and there's nothing the opponent can do about it. aforementioned zealot cannot pull this off due to split damage.
but anyways, it is also the reason why "bigger" units fare so badly: with these quite high damage values on lower units, having a meager 1 base armor is just a slap in the face.

tl;dr - yes, high dmg and relatively high hp on lower tiers is bawww
rock is fine.. paper could need a buff, but scissors have to be nerfed
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 05 2010 08:02 GMT
#251
On April 05 2010 16:54 MavercK wrote:
i agree heavily with OP in this thread and although no-ones going to listen to my post due to low post count (i've lurked for many years just never posted)
i think roaches with an armor nerf. maybe even damage nerf.
marauders with attack speed/damage nerf
immortals... i think are fine. they are tech 2. extremly costly to mass. they seem fine. i know +50 damage is alot and they absolutely remove tanks amazing damage (unless your good with EMP) but yea. my 2 cents.

i feel like this would reduce roaches to nice tanky units (although im still HEAVILY against zerg having a "tanky" unit except for ultras. it doesn't seem to fit zergs playstyle of heavy mapcontrol at all)
marauders would be tank'ish supporting units.
and immortals would stay the same i really feel they are fine.


What are you talking about. The Lurker is pure map control unit. Banelings are supposed to be replacement but fail because they cost too much larvae to be effective.

Roaches were modified to make Zerg more robust mid-game. A very short-sighted modification by Blizzard, if you ask me. In this respect, it needs to be modified in combination with other similar Tier units.

Marauder attack speed/damage nerf would make them worse as support units. If you want an effective support unit, it must have negligible effectiveness on its own. So, lower hp, higher build time or gas cost.

Immortals build too quickly for its damage and health. Build time should be balanced taking Chrono Boost into consideration to force Protoss to make a sacrifice in that respect.
REEBUH!!!
GhostFall
Profile Blog Joined March 2010
United States830 Posts
April 05 2010 08:07 GMT
#252
interesting read.

I wanna point out that SC2 tier 1 dynamics feels drastically different than SC1. Compare Marine/Firebat/Medic vs ling/Hydra vs Zealot/Goon from SC1 and Marine/Marauder/Reaper vs ling/Roach/Baneling vs Zealot/Sentry/Stalker.

In SC1, every tier 1 unit feels different, has a unique role, and most importantly the roles are BALANCED. In SC2, not only does the roach fills a similar role as the marauder, but because the roach is so strong, it forces the terran to rely on the role the marauder fills, and thus becomes reliant on them. Balance changes are made with that playstyle in mind and that particular role is buffed. Similarly, none of the roles tier 1 protoss has is strong enough to reliably fight against roaches, so they tech up to immortals. And again, the role immortals fill becomes almost necessary and then balance changes are made based on that play style. So while the end result becomes balanced, the playstyles have all been drastically affected by roaches. And those play styles are what a lot of SC2 players feel is a little off.
Daerthalus
Profile Joined March 2010
Canada73 Posts
Last Edited: 2010-04-05 08:12:10
April 05 2010 08:08 GMT
#253
I think the OP pretty much summed up my thoughts.

Immortals are not OP vs Zerg. Marauders are not OP vs Zerg either, but Immortals invalidate Terran Mech and Marauders are just way too good vs Protoss infantry.

All of this stems from both races (T and P) need to counter Roaches.

Despite that fact that I agree with the OP and would agree that a nerf to the roach should come with a nerf to the Marauder and Immortal, I still think that Terran's anti-armored tech should reside among it's Factory units. A not entirely original suggestion would be to switch Hellion and Marauders. Have the Marauders wield Flame throwers and the Hellions as rocket bikes. But I think that is beyond the scope of this post.
MavercK
Profile Joined March 2010
Australia2181 Posts
April 05 2010 08:09 GMT
#254
lurkers arn't in sc2 so dunno what thats about heh.
and i dunno i just feel roaches make zerg alot less mobile. but thats my feeling alone i guess.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Azarkon
Profile Joined January 2010
United States21060 Posts
Last Edited: 2010-04-05 08:22:34
April 05 2010 08:17 GMT
#255
On April 05 2010 16:50 patrick321 wrote:
The rest of your supposed hard counters are merely duplications of a single theme: splash units deal very well with low hp units.


When low hp units make up the bulk of two races' ground units, the situation is comparable.

The key factor to understand is that in starcraft all of those low hp units are given superior speed to make up for their other shortcomings which enable them to beat your listed hard counters through superior micro. We don't frequently see this in mid to late game because as the army sizes grow it becomes increasingly difficult to apply the right micro and avoid the increased amount of area attacks. That doesn't stop us from seeing zealots surround and kill lurkers PvZ. Or oov surprising some terran with mid game mm before siege splash reached critical mass. Or forgg beating kal with mm + tank despite kal's awe inspiring reaver control (link). Heck, there used to be a micro ums map where you had to kill a reaver with 8 lings. I contend that the majority of starcraft units are merely soft counters to each other and nothing you have shown proves otherwise.


I follow the pro-gaming scene quite closely and I do not have the same impression. Yes, exceptions happen, but exceptions do not prove the rule. Of course micro matters, but it's not the case that micro can simply make up for unit composition mistakes. Eight lings can defeat one reaver in exceptional circumstances, but in a straight-up micro battle between pros, reavers are a hard counter to mass lings and that's why people mix in ultras, defilers, mutas, etc. in late-game ZvP. Every once in a while you can kill off a reaver group with lings, but every once in a while progamers make huge blunders, too. That's not proof of anything.

Personally, my definition of "soft counters" are things like emp vs. arbiters. EMP is clearly designed to be anti-arbiter (among other things) - it literally shuts down the arbiter's abilities. But this doesn't mean arbiters cannot be used when sci vessels are on the field. Rather, it becomes a matter of control - micro, as you said. But the harder the counter, the more difficult it is to micro your way out. Dragoons vs marines, for example, is far harder to deal with than emp vs. arbiters. But even that's not as hard of a counter as some of the things I've listed.

I can't speak from experience as i don't have a sc2 key but from what i understand this isn't always the case in that game. The hard counters are actually one unit defeating another so thoroughly that no amount of micro will help; akin to firebats against golies in sc1. This kind of hard counter is something that should be minimized in most situations but isn't. But, again, i don't have the sc2 experience to confirm or deny that.


Are you sure stimmed firebats can't defeat goliaths once in a while?

As for SC 2, I don't find its counters are that different from SC 1. It's simply that certain units have no hard counters, and therefore gets used ALL THE TIME over units that do have hard counters.
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
April 05 2010 08:23 GMT
#256
The Roach, Immortal and Marauder are all units with no real defined role/purpose other than being ridiculously strong ground-to-ground fighters. They should have a more fleshed out identity.

Roach: Much less damage, a bit fewer HPs, more regeneration. Go back to its role as a tank for other weaker zerg units, or as a microable harass unit with a unique mechanic. Since the regeneration forces the enemy to focus fire them, they shouldn't occur in very large numbers in huge battles and should cost 2 supply.

Immortal: Much less damage, more shield. It should be more of a tank unit than an insane damage dealer. Protoss has other was of dealing damage, templars or colossi for example. This makes the Immortal kinda boring. Maybe give it some ability or an anti air attack to spice it up?

Marauder: I'm not quite sure how to go about the marauder. Certainly reduce HPs, but by how much? What's certain for me is that whatever is stimmable infantry isn't supposed to have such an assload of health. Maybe make it much weaker overall, but also cheaper and more massable? The new role would then be support for marines or mech by means of slow. Still the same boring unit, but at least with a less central role.
abyss
Profile Joined September 2009
Czech Republic139 Posts
Last Edited: 2010-04-05 08:28:38
April 05 2010 08:27 GMT
#257
Its true, remove that bitches

post it on blizzard forum
Stupid is who stupid does
NiGhT_mArE
Profile Joined January 2010
United States35 Posts
Last Edited: 2010-04-05 08:35:37
April 05 2010 08:32 GMT
#258
I wonder if Blizz needs to try random changes like experimenting with balancing Roach damage (also armor dmg)/range/supply count in relation to each other, or to end up causing roach attack to instead have the marauder's slowing mechanic, in combination with larger supply for example so its a unit that harrasses in smaller numbers.

Then experiment with balancing marauder dmg/armor dmg/range/supply count in relation to each other, as well as perhaps giving them something like splash damage, or SOMETHING cool.

Finally experiment with lowering immortal +dmg to armor (but now this makes its OBVIOUS that its a stalker-like repeat, i think immortal needs SOMETHING else besides +armor dmg that gives it some pizzazz, but i have no idea what maybe a defensive ability though sentries already have powerful defensive spells)



Oopps totally overlooked Scorch's post, but GMTA:D
fspikec
Profile Joined March 2010
United States30 Posts
Last Edited: 2010-04-05 08:37:37
April 05 2010 08:36 GMT
#259
Am I the only one that wants roaches removed, hyrdas back down to their BW level, and lurkers brought back? Lurkers were fun and imaginative. Roaches are just plain boring.

Marauders and hellions need to switch roles. Marauders should have the short range fire weapons and hellions are the light armor rocket tanks (like the cobra in the previews for SC2.)

As for protoss, kill the stalker and immortal, or make it more dragoon like. Every single Protoss player wants it back even if it still has bad AI.
lings? again? sigh...
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 05 2010 08:38 GMT
#260
On April 05 2010 17:36 fspikec wrote:
Am I the only one that wants roaches removed, hyrdas back down to their BW level, and lurkers brought back? Lurkers were fun and imaginative. Roaches are just plain boring.

Marauders and hellions need to switch roles. Marauders should have the short range fire weapons and hellions are the light armor rocket tanks (like the cobra in the previews for SC2.)

As for protoss, kill the stalker and immortal, or make it more dragoon like. Every single Protoss player wants it back even if it still has bad AI.

Looks like the SC2 pro mod fits your bill.
REEBUH!!!
Prev 1 11 12 13 14 15 28 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 14m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 134
-ZergGirl 74
SpeCial 3
StarCraft: Brood War
Artosis 369
LancerX 2
Dota 2
canceldota95
capcasts10
LuMiX2
Counter-Strike
fl0m4658
Super Smash Bros
hungrybox488
Other Games
summit1g11989
tarik_tv5151
Grubby2439
FrodaN599
shahzam277
C9.Mang0242
ViBE43
Trikslyr38
ZombieGrub35
Maynarde21
KawaiiRice4
Organizations
Counter-Strike
PGL60
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 79
• davetesta41
• Sammyuel 34
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• HerbMon 30
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21102
League of Legends
• Doublelift3197
Other Games
• imaqtpie986
• Scarra771
• Shiphtur111
Upcoming Events
Replay Cast
1h 14m
The PondCast
11h 14m
WardiTV Map Contest Tou…
12h 14m
CranKy Ducklings
1d 1h
Escore
1d 11h
WardiTV Map Contest Tou…
1d 12h
OSC
1d 16h
Korean StarCraft League
2 days
CranKy Ducklings
2 days
WardiTV Map Contest Tou…
2 days
[ Show More ]
IPSL
2 days
WolFix vs nOmaD
dxtr13 vs Razz
BSL
2 days
Sparkling Tuna Cup
3 days
WardiTV Map Contest Tou…
3 days
Ladder Legends
3 days
BSL
3 days
IPSL
3 days
JDConan vs TBD
Aegong vs rasowy
Replay Cast
4 days
Replay Cast
4 days
Wardi Open
4 days
Afreeca Starleague
4 days
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
4 days
RSL Revival
5 days
Afreeca Starleague
5 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-04-14
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

KCM Race Survival 2026 Season 2
Escore Tournament S2: W3
Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 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.