• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:12
CEST 10:12
KST 17:12
  • 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
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Real MemoGenesis Reviews from Users: Memory, Focus Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Behind the scenes footage of ASL21 Group E A cwal.gg Extension - Easily keep track of anyone BW General Discussion
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E Azhi's Colosseum - Foreign KCM 🌍 Weekly Foreign Showmatches
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
EZG.com Mega Sale: ARC Raiders Flashpoint Blueprin Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12875 users

How to fix TvZ Mech - Page 18

Forum Index > SC2 General
Post a Reply
Prev 1 16 17 18 19 20 45 Next All
Apolo
Profile Joined May 2010
Portugal1259 Posts
June 03 2010 07:37 GMT
#341
Why is this discussion only TvZ, isn't mech a bit (though not as much i agree) too powerful vs protoss either when combined with ghosts and vikings / turrets?
CheezDip
Profile Joined June 2010
126 Posts
June 03 2010 07:38 GMT
#342
On June 03 2010 15:36 Trok67 wrote:
Show nested quote +
On June 03 2010 15:32 CheezDip wrote:

are you completely stupid man? please stop posting in here.
1 thor + 2 turrets > 10 muta
2 thor + 2 turrets > 15 muta
3 thor + 4 turrets > 30 muta
Does that sound cost efficient to you ? Also if the terran upgrades his thors ( which he obviously will ) it will be even worse of a raping, oh yea and the building armor upgrade + turret range upgrade. lol.


Hi I'm just a nobody jumping into the topic, and I'm a zerg who thinks Terran mech is imbalanced against Zerg (so I'm not trying to be disagreeable), but I just want to comment on the numbers above. I've been playing around with a unit tester to practice different scenarios (I know it doesn't exactly represent actual gameplay).
1 thor + 2 turrets I can consistently beat with 9 mutas.
2 thors with 8 mutas
2 thors + 2 turrets with 11-12 mutas
3 thors + 4 turrets with 23 mutas
^Tested with 3-3 upgrades on both Mutas and Thors, Thors/Turrets both clumped and spread out (i.e. w/ and w/out muta's splash), and barely any micro on my part. This is of course done by flying the whole muta group over the current target, and not by attack moving, so that they never form a vulnerable arc.

The resource cost--in particular gas--for the Zerg is much higher than the Terran to win the above fights, but so long as it does take out all of his in-base defense, it may be considered tactically sound if it allows you to wipe out his workers or other key buildings, or force units to retreat from elsewhere on the map, overall weakening his position.


SCV can repair thors and turrets


I tested again just a few times, but I added 20 SCVs on autorepair.
To defeat 3 thors + 4 turrets consistently the number went up from 23 mutas to 25-26. Not a big difference.
1 thor + 2 turrets went up from 9 to 15 mutas to counter the repairs, but how often will the thor already be surrounded by 20 scvs when you fly in? It takes time to decide if you need to pull the worker line and then actually do it.
2 thors + 2 turrets went up from 12 to 18 mutas. But again the thors were already surrounded by SCVs; in an actual base-raiding scenario, the mutas would kill the thors before the scvs even become a factor.

Mutas fare better against Thors than they're given credit; they just can't be controlled in the sc1 style.
Merikh
Profile Blog Joined June 2010
United States918 Posts
June 03 2010 07:38 GMT
#343
On June 03 2010 16:36 whatthemate wrote:
Show nested quote +
On June 03 2010 16:07 drewbie.root wrote:

i'm sorry but you are an idiot, sheth was hands down the best zerg on USA server 2 months ago, and only reason he isn't now is because he was a bit inactive and stopped playing in tournaments. You aren't going to find any non-korean zergs that can do a better job vs that than sheth.


drewbie root you will be forgotten like many other players trying to make a name for themselves in the beta.

same goes for sheth i spot many mistakes in his play. they are only arrogant just because they think have teamliquid backing them up. 2 months after release, you'll be forgotten and many of the players who didn't have access to beta will crush those who have a closed mindset(not discovering new strats) intent on swearing. You a revolutionist like flash or bisu?

its like saying the old savior/bisu/insert bonjwa is better than the current Flash which is false.

When you let time pass by, the younger generation undiscovered talent will arise to the top.

the best players of beta will be eliminated. How about when sc1 first came out, were they the best players of all time? Nope.


lol you're so narrow minded.
G4MR | I mod day9, djwheat and GLHF's stream
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
June 03 2010 07:39 GMT
#344
lol.... ok we will see, msg me in september, and we see how I'm doing.

sorry to say it but me + the rest of root are here to stay
www.root-gaming.com
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
June 03 2010 07:40 GMT
#345
On June 03 2010 16:36 whatthemate wrote:
Show nested quote +
On June 03 2010 16:07 drewbie.root wrote:

i'm sorry but you are an idiot, sheth was hands down the best zerg on USA server 2 months ago, and only reason he isn't now is because he was a bit inactive and stopped playing in tournaments. You aren't going to find any non-korean zergs that can do a better job vs that than sheth.


drewbie root you will be forgotten like many other players trying to make a name for themselves in the beta.

same goes for sheth i spot many mistakes in his play. they are only arrogant just because they think have teamliquid backing them up. 2 months after release, you'll be forgotten and many of the players who didn't have access to beta will crush those who have a closed mindset(not discovering new strats) intent on swearing. You a revolutionist like flash or bisu?

its like saying the old savior/bisu/insert bonjwa is better than the current Flash which is false.

When you let time pass by, the younger generation undiscovered talent will arise to the top.

the best players of beta will be eliminated. How about when sc1 first came out, were they the best players of all time? Nope.


That is a shitty argument considering we are talking about how Mech is OP right NOW. If you look back at SCBW there were some things that were completely broken and OP that didn't get addressed for years.
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
June 03 2010 07:41 GMT
#346
On June 03 2010 16:36 whatthemate wrote:
Show nested quote +
On June 03 2010 16:07 drewbie.root wrote:

i'm sorry but you are an idiot, sheth was hands down the best zerg on USA server 2 months ago, and only reason he isn't now is because he was a bit inactive and stopped playing in tournaments. You aren't going to find any non-korean zergs that can do a better job vs that than sheth.


drewbie root you will be forgotten like many other players trying to make a name for themselves in the beta.

same goes for sheth i spot many mistakes in his play. they are only arrogant just because they think have teamliquid backing them up. 2 months after release, you'll be forgotten and many of the players who didn't have access to beta will crush those who have a closed mindset(not discovering new strats) intent on swearing. You a revolutionist like flash or bisu?

its like saying the old savior/bisu/insert bonjwa is better than the current Flash which is false.

When you let time pass by, the younger generation undiscovered talent will arise to the top.

the best players of beta will be eliminated. How about when sc1 first came out, were they the best players of all time? Nope.

I'm sorry, who the fuck are you again?
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-06-03 07:45:19
June 03 2010 07:44 GMT
#347
On June 03 2010 16:38 CheezDip wrote:
Show nested quote +
On June 03 2010 15:36 Trok67 wrote:
On June 03 2010 15:32 CheezDip wrote:

are you completely stupid man? please stop posting in here.
1 thor + 2 turrets > 10 muta
2 thor + 2 turrets > 15 muta
3 thor + 4 turrets > 30 muta
Does that sound cost efficient to you ? Also if the terran upgrades his thors ( which he obviously will ) it will be even worse of a raping, oh yea and the building armor upgrade + turret range upgrade. lol.


Hi I'm just a nobody jumping into the topic, and I'm a zerg who thinks Terran mech is imbalanced against Zerg (so I'm not trying to be disagreeable), but I just want to comment on the numbers above. I've been playing around with a unit tester to practice different scenarios (I know it doesn't exactly represent actual gameplay).
1 thor + 2 turrets I can consistently beat with 9 mutas.
2 thors with 8 mutas
2 thors + 2 turrets with 11-12 mutas
3 thors + 4 turrets with 23 mutas
^Tested with 3-3 upgrades on both Mutas and Thors, Thors/Turrets both clumped and spread out (i.e. w/ and w/out muta's splash), and barely any micro on my part. This is of course done by flying the whole muta group over the current target, and not by attack moving, so that they never form a vulnerable arc.

The resource cost--in particular gas--for the Zerg is much higher than the Terran to win the above fights, but so long as it does take out all of his in-base defense, it may be considered tactically sound if it allows you to wipe out his workers or other key buildings, or force units to retreat from elsewhere on the map, overall weakening his position.


SCV can repair thors and turrets


I tested again just a few times, but I added 20 SCVs on autorepair.
To defeat 3 thors + 4 turrets consistently the number went up from 23 mutas to 25-26. Not a big difference.
1 thor + 2 turrets went up from 9 to 15 mutas to counter the repairs, but how often will the thor already be surrounded by 20 scvs when you fly in? It takes time to decide if you need to pull the worker line and then actually do it.
2 thors + 2 turrets went up from 12 to 18 mutas. But again the thors were already surrounded by SCVs; in an actual base-raiding scenario, the mutas would kill the thors before the scvs even become a factor.

Mutas fare better against Thors than they're given credit; they just can't be controlled in the sc1 style.


I didn't know that 2500/2500 of mutas beating 1300/600 worth of thor/turret was a good thing. Seems to me mutas get the right amount of credit as far as killing thors go. Which is almost none.
lu_cid
Profile Joined April 2008
United States428 Posts
June 03 2010 07:45 GMT
#348
Well once the thors are dead you should be able to clean up the tanks, right?
n0ise
Profile Joined April 2010
3452 Posts
June 03 2010 07:45 GMT
#349
On June 03 2010 16:11 Merikh wrote:
I read "Look at Maka vs Check" lol Maka went bio three game's straight with a few tank support. "Zergs on top again" I don't think a terran went pure mech that whole tournament and the finals was ZvZ? Argument invalid much?

Then people talk about Sen vs TLO lol. TLO went bio with 2 tanks and mass vikings (and a few banshee's to harass)? TLO got raped.


Yeah, it's like, these guys are complete scrubs for not going mech ! Or, they actually realised that it's a huuuge investment into something immobile, and difficult to play against heavy spire-play accustomed by the usual Roach gimmicks (drops/burrows). But yeah - hellions, tanks, upgrades, vikings, ravens, missile turrets, thors - easy to get on 1-2 bases.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-06-03 07:46:14
June 03 2010 07:46 GMT
#350
On June 03 2010 16:45 lu_cid wrote:
Well once the thors are dead you should be able to clean up the tanks, right?


Yeah, the problem is that you need to buy literally 2x the gas value of their entire force in mutalisks to come out far enough ahead to do that lol.
lu_cid
Profile Joined April 2008
United States428 Posts
Last Edited: 2010-06-03 07:47:32
June 03 2010 07:46 GMT
#351
.... Yes, but then you kill much more value in tanks.

Also I'm assuming the terran has pushed out here and doesn't have turrets....
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
June 03 2010 07:49 GMT
#352
On June 03 2010 16:46 lu_cid wrote:
.... Yes, but then you kill much more value in tanks.

The problem is getting to that "then" part... If you're going pure mutas, the Terran is going to be a little smarter in investing in more AA. Even throwing excess minerals into marines will make it THAT much harder for the mutas to even deal damage.
Jaedong <3 HOOK'EM HORNS!
blade55555
Profile Blog Joined March 2009
United States17423 Posts
June 03 2010 07:50 GMT
#353
On June 03 2010 16:11 Merikh wrote:
I've been following this thread since it started and I've read a lot of garbage from people trying to defend "mech" not being broken.

I read "Look at Maka vs Check" lol Maka went bio three game's straight with a few tank support. "Zergs on top again" I don't think a terran went pure mech that whole tournament and the finals was ZvZ? Argument invalid much?

Then people talk about Sen vs TLO lol. TLO went bio with 2 tanks and mass vikings (and a few banshee's to harass)? TLO got raped.

With that said, neither of those players went pure mech. (Hellion/Tank/Thor/Viking/Raven) QXC's game was the ONLY game that showed how broken this match up was the best. LZ vs Moman was another good example.

People say drop, attempt dropping with sensor towers up and vikings patrolling the air.
People say nydus, I want to see how bad a terran is to reacting to nydus networks (That overlord shouldn't even get close to terran's base)
Don't run into the army, how the fuck do you engage at all then?
You should of had muta air control - gl getting passed a few turrets and thors (show me a replay)

I'm just tired of nobody's talking about how the match up isn't broken, or it's too early to tell (might be) without ANYONE of these MFers showing their suggestions in a replay response of them doing it. Shit Drewbie (Terran player who knows this match up is broken) fucking called out everyone in this thread to 1v1 mech vs zerg and all the people defending had nothing to say.

With the rage aside, imo to make a drop viable what if overlords were undetected to sensor towers when carrying units.


AH! I knew haven't seen the games so I didn't know if they went mech or not. So that dissproves everyone who's been saying "sen has been raping xx terran player in a money tournament" when they didn't even go mech.

This discussion is zvt imbalance for mech being too strong not everything terran does. Bio I don't see as imbalanced, Mech is. I am wondering if the players who mentioned them watched the games or just saw the results and said it to try and make it seem as if mech was balanced when they didn't even do mech... Interesting.
When I think of something else, something will go here
lu_cid
Profile Joined April 2008
United States428 Posts
June 03 2010 07:51 GMT
#354
That's fine. All I'm saying is that I use this turtle mech strat against zergs all the time and mass mutas can be effective if you spread them out.
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
June 03 2010 07:54 GMT
#355
you guys are moving away from raelcun's OP
"terran mech in the lategame once they get full upgrades and sieged up and fully 200/200 with ravens and energy for spells you CAN NOT beat it. Now the thing is there should be no unbeatable strategy there should be no point at which you have to GG without fighting because you can't win. There needs to be a way to break a strategy with good control or good macro and after Sheth wound up suiciding a combined total of almost 20k minerals and 10k gas it's clear that macro isn't the way to go."
what qxc did was split the map in half and not move out once the entire game, he made like 4-5 thors and 15+ tanks and then alll viking / raven, he had 0 plans for moving out, basically just played ONLY defense, and no amount of mutas can ever break it in the late game, and as long as the terran scouts properly in the mid game, and doesnt get suprised by the muta, then the t will NEVER lose vs mutas
www.root-gaming.com
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
June 03 2010 07:57 GMT
#356
I think the problem falls into the line of how Blizzard patched Terran over the weeks.

Infantry was heavily favored due to more cost efficient and faster to build compared to Mech.

AA was a slight issue for Terran (especially against Mutas), so they decided to give Thors the AA buff.

AFTER this buff, they wanted to buff tanks because they just weren't dealing enough damage with its splash.

Suddenly, we have two extremely cost efficient units that can deal with Zerg air and ground pretty well in the mid game. I think that if Blizzard were to first buff the tanks, they would've realized that the Thor AA didn't have to be so lopsided. Since people would've invested in more marines to go along with the tanks, and this would alone help deal with Mutas better. But since the Thor buff came first, we just have complete AA domination against Zerg. Blizzard needs to adjust the Thor a bit more because of that.
Jaedong <3 HOOK'EM HORNS!
Hikari
Profile Blog Joined May 2010
1914 Posts
June 03 2010 08:02 GMT
#357
I admit I have not spent the time to read all 17 pages of this thread, but here are my thoughts on the problem and possible fixes:

1) Mech is also a rather powerful option against protoss. Late game tanks+ghost with emp and cloak does a very good job nullifying immortals and colosus with tanks.

2) Tanks can probably use a very slight dps nerf in the form of:
- Reduced rate of fire, this may allow certain "fast" units such as zerglings to approach a line of tanks, or
- Reduced AoE radius,which increases the amount of tanks required to create a "zone of death", or
- Reduced damage, same as above, and also allows high health units to approach tanks before being melted away, or
- Increase dead zone radius, which require tank users to pay a lot more attention to the positioning of their tanks, or
- Nerf tank range in siege mode, which will allow neural parasite to safely mind control tanks (if zerg suicide a few overlords for sight), or
- Increase the time it takes for tanks to siege and unsiege and further decrease their movement speed. This will create a much bigger window of opportunity for other races to catch the tanks out of position.

3) Thors+Vikings with Point Defense Drones makes an air counter to mech next to impossible.
- Perhaps nerf thor anti-air damage.
- I believe PDD to be a somewhat OPed of a spell (blocking next 20 missile attacks - that is a LOT of damage). An energy nerf to PDD can fix this. HMS can be buffed in exchange to make it a more attractive option.

4) Neural Parasite range increased, or maybe allow it to be casted while burrowed (this sounds OPed)
nujgnoy
Profile Joined December 2009
United States204 Posts
June 03 2010 08:03 GMT
#358
Watching many asian players, zergs have been doing really well against terrans.

PlayXP held recent tournament where the top zergs achieved multiple kills in a team battle (Prime vs oGS) against terrans and protosses.

And in world cup 3 terrans, 3 tosses, and 8 zergs advanced to 16 from the playoffs., with the top 4 being 3 zergs and 1 terran.

I think if terran mech was unstoppable the top terrans would be winning tournaments frequently against zergs using that strategy. But the real result seems to be otherwise.

Unless the american terrans and zergs here know starcraft2 much better than EU and Asia terrans/zergs.

And I noticed that a lot of casters are not very knowledgeable on the game as their fame masks them to be. I'm not saying that the specific caster here is not a great player, but I have noticed a lot of bad game analysis in the matchups that I'm familiar with. For example, a while ago, a caster was rooting on mass thors against smaller number of battlecruisers. And the caster was very surprised that bcs could take on thors. When thors do 6x4 damage to bcs. With say 3 armor on the bc that's 12 damage a shot to bcs. Even with full upgrades on the thor that's 24 damage against 3 armor on a 500 hp unit that can be repaired.

Personally, I've had games where ultralinghydraroach with infestors was able to break 10+ siege tank lines in long macro games. But in a lot of 2v2s I play a lot of zergs go pure hydraroach and 1a which melt to tanks.
Merikh
Profile Blog Joined June 2010
United States918 Posts
Last Edited: 2010-06-03 08:06:44
June 03 2010 08:04 GMT
#359
On June 03 2010 16:57 cHaNg-sTa wrote:
I think the problem falls into the line of how Blizzard patched Terran over the weeks.

Infantry was heavily favored due to more cost efficient and faster to build compared to Mech.

AA was a slight issue for Terran (especially against Mutas), so they decided to give Thors the AA buff.

AFTER this buff, they wanted to buff tanks because they just weren't dealing enough damage with its splash.

Suddenly, we have two extremely cost efficient units that can deal with Zerg air and ground pretty well in the mid game. I think that if Blizzard were to first buff the tanks, they would've realized that the Thor AA didn't have to be so lopsided. Since people would've invested in more marines to go along with the tanks, and this would alone help deal with Mutas better. But since the Thor buff came first, we just have complete AA domination against Zerg. Blizzard needs to adjust the Thor a bit more because of that.


I'd like to state they didn't buff tanks, they fixed the way splash damage worked for all splash dealing units. That change made tanks stronger. (Guess you could say that's a buff :D)

Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

http://forums.battle.net/thread.html?topicId=23094049316&sid=5000&pageNo=1#12

But in a lot of 2v2s I play a lot of zergs go pure hydraroach and 1a which melt to tanks.

lmao ^
G4MR | I mod day9, djwheat and GLHF's stream
lew
Profile Joined April 2009
Belgium205 Posts
June 03 2010 08:06 GMT
#360
First people complain about terran going always bio. Terrans search for something else, and now people whine about it. EVERY single replay I saw where the Z lost vs a mech T, the Z just 1a'ed his army into the siegetank line from T, EVERYTIME. If mech is so powerfull, why don't we see the terrans dominate in tourneys?

Do we want the ball vs ball back?
Prev 1 16 17 18 19 20 45 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Codebar 36
StarCraft: Brood War
BeSt 156
Leta 68
Mini 60
Soma 51
Sharp 44
NotJumperer 22
yabsab 21
ajuk12(nOOB) 19
soO 17
Dota 2
XaKoH 130
League of Legends
JimRising 540
Counter-Strike
Stewie2K1047
Other Games
ceh9528
Happy249
NeuroSwarm116
Fuzer 1
Organizations
Other Games
gamesdonequick700
StarCraft: Brood War
UltimateBattle 46
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH327
• LUISG 33
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos681
Upcoming Events
RSL Revival
1h 48m
TriGGeR vs Cure
ByuN vs Rogue
Big Brain Bouts
7h 48m
TriGGeR vs Lambo
Replay Cast
15h 48m
RSL Revival
1d 1h
Maru vs MaxPax
BSL
1d 10h
RSL Revival
1d 22h
uThermal 2v2 Circuit
2 days
BSL
2 days
Afreeca Starleague
3 days
Wardi Open
3 days
[ Show More ]
Replay Cast
3 days
Sparkling Tuna Cup
4 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 20: Qualifier 1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
Escore Tournament S2: W1
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 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
BLAST Bounty Winter 2026

Upcoming

CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
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
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 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.