• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:03
CEST 15:03
KST 22:03
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week5[ASL19] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7Weekly Cups (June 30 - July 6): Classic Doubles6[BSL20] Non-Korean Championship 4x BSL + 4x China10Flash Announces Hiatus From ASL70
StarCraft 2
General
RSL Revival patreon money discussion thread TL Team Map Contest #4: Winners Esports World Cup 2025 - Final Player Roster Server Blocker RSL Season 1 - Final Week
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event $5,100+ SEL Season 2 Championship (SC: Evo) $25,000 Streamerzone StarCraft Pro Series announced Sparkling Tuna Cup - Weekly Open Tournament
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
A cwal.gg Extension - Easily keep track of anyone Script to open stream directly using middle click BW General Discussion ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Last Minute Live-Report Thread Resource! [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile CCLP - Command & Conquer League Project The PlayStation 5 Nintendo Switch Thread
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 Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Accidental Video Game Porn Archive Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 591 users

The inefficiency of DT tech in PvP - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 10 11 12 Next All
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2010-06-13 01:56:49
June 13 2010 01:53 GMT
#21
i was working on a dt build that is decent against every build like we had in bw but i never tried it vs anyone. then beta went down.

On June 13 2010 10:49 AncienTs wrote:
OP... why is it so important that a DT "rush" becomes standard viable play?

If DT rushing was such a viable opening that PvP players don't get punished adequately for its failure... then what kind of "interesting" meta-game would that bring?

I'm getting my fireproof jacket ready as I claim that "DT rushing" is borderline cheese-play. Why would anyone stake their game upon a unit that's dependent on the single attribute that it is cloaked.

All-in-all, its not a safe opening, one deserves to get punished for rushing DT... you're playing as the protoss, not japanese ninjas.

Oh, and DTs probably won't even win against a 4-gate all-in.

in BW, the "dt rush" was really just the standard way of going templar tech as opposed to mass dragoon or robotics tech. you'd send out dt's and expand, build cannons at expansion, get high templar with storm. dt could usually contain long enough so that when an attack finally comes (even if it has reavers, which could outrange cannons) there would be enough storm to fend it off. so you dont rely on the dt's doing a ton of actual damage, but their role is very important. they buy time
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Alou
Profile Blog Joined March 2010
United States3748 Posts
June 13 2010 01:58 GMT
#22
On June 13 2010 10:43 iamtt1 wrote:
Show nested quote +
On June 13 2010 10:36 Severedevil wrote:
If you're not using Phoenix, you have no right to complain that PvP is boring.

I've not been very impressed with DT builds in any matchup, but bear in mind that DT allows you to backtech Charge or Blink, and if your opponent doesn't have at least two observers (one in their base and one with their army) they can't move out, because you can either DT counter or cut up their army. A DT rush followed by some combination of Speedlot/Sentry/DT/Archon might be viable against robo openings.

But, seriously, if you want to rape Robo openings, get Phoenix.


again ur relying on wat ur opponent is doing, u have to be under the assumption that he does have 2 obs and he did scout ur b.o, any mass gate follow up after dting puts u behind macrowise because 1base collo is so strong, ud get overrun


Oh, I see what you are saying. It's not so much the Dark Templar, but rather transitioning into something else and your opponent not just a moving into your base with the standard robo build. I don't think this problem is coming from the DT as a unit, but rather from just not finding a good transition. I only see DT harass working in PvP if you get lucky and can sneak around. And if you want to go DT's in PvP your harass is going to have to be really good, if the tech is going to be worth it. The only thing I can think of for a transition is going blink stalkers and focusing down observers. Then just run away and let some DT's kill enough of the zealots and damage tanking units so you can come back and focus the immortals and colossi quickly. Even that seems like a really big longshot anyways. But as I can't play Beta I really can't experiment with anything either.

I see what you're saying, and I'm glad other people want some variety in PvP (because we need it), but I don't think changing the tech to fix PvP will help the overall game.

On June 13 2010 10:49 AncienTs wrote:
OP... why is it so important that a DT "rush" becomes standard viable play?


Because PvP is boring as hell with just robo all the time. I can't even use void rays in PvP anymore. He just wants variety in the match ups and more options, which PvP needs. PvP is pretty much as bad as ZvZ was.
Life is Good.
Swede
Profile Joined June 2010
New Zealand853 Posts
Last Edited: 2010-06-13 02:09:30
June 13 2010 02:00 GMT
#23
"i challenge anyone to come up with a macro build that u can transition into after dt rushing (assuming your dt rush was blocked) that is safe vs every b.o.. theres nothing you can do"

I am a Zerg player, so I have no idea about whether Dark Templars are inefficient in PvP or not, but I would like to draw your attention to a fatal flaw in your thinking. That is, why would there be a transition that is safe versus every build order? If there was, then there would be no risk in going Dark Templars. The point of Dark Templars is that it's a big risk but with a potentially big payoff.

And if you know that there are only certain builds that you can use Dark Templars against AND safely transition back out of, then why not ONLY use Dark Templars versus those builds? You can't expect Dark Templars to be good against every build, so only use Dark Templars when you think they will be.

Everywhere I look there's someone whinging about some unit/build that doesn't work when they want it to, therefore it's 'inefficient', 'imbalanced' - whatever. Every build doesn't (and shouldn't) work against every build safely/effectively. You should be scouting your opponent so you can select the best build possible rather than guessing, failing, then coming on TL to complain about it.

Once again, I have no idea on the actual efficiency of Dark Templars in PvP, but if you could demonstrate it via a replay showcasing a flawless execution in the RIGHT situation and it still not working, then I will happily admit that you are right.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
June 13 2010 02:03 GMT
#24
I think you should rename this "The Inefficiency of DT tech in all matchups"

because as it is now with them split and the DS taking 10 years to build..plus the really easily accessed detection i just dont even see a reason to go DT at all cause its just going to fail most likely..
Artillery spawned from the forges of Hell
TT1
Profile Blog Joined December 2008
Canada10004 Posts
Last Edited: 2010-06-13 02:06:10
June 13 2010 02:04 GMT
#25
On June 13 2010 10:49 AncienTs wrote:
OP... why is it so important that a DT "rush" becomes standard viable play?

If DT rushing was such a viable opening that PvP players don't get punished adequately for its failure... then what kind of "interesting" meta-game would that bring?

I'm getting my fireproof jacket ready as I claim that "DT rushing" is borderline cheese-play. Why would anyone stake their game upon a unit that's dependent on the single attribute that it is cloaked.

All-in-all, its not a safe opening, one deserves to get punished for rushing DT... you're playing as the protoss, not japanese ninjas.

Oh, and DTs probably won't even win against a 4-gate all-in.


dts were of one the main elements of pvp metagame in sc1, it adds an extra element to the mu, right now the mu is so 1 dimentional that there arnt any mind games involved, players dted in sc1 to keep their opponents honest when they tried to be greedy, if it did fail you wouldnt risk much because you had a follow up(it would put you behind because youd have no idea what your opponent wat your opponent was doing but not as much as it currently does in sc2).. in sc2 if ur dt rush fails you might as well f10 + q, just the thought of having a b.o control the outcome of a game is proof enought that somethings wrong

honestly its hard to explain but as a competitive player i can feel like theres something missing in the mu.. it feels unsastisfying
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
AncienTs
Profile Joined March 2010
Japan227 Posts
Last Edited: 2010-06-13 02:12:54
June 13 2010 02:11 GMT
#26
On June 13 2010 10:53 Liquid`NonY wrote:
i was working on a dt build that is decent against every build like we had in bw but i never tried it vs anyone. then beta went down.

in BW, the "dt rush" was really just the standard way of going templar tech as opposed to mass dragoon or robotics tech. you'd send out dt's and expand, build cannons at expansion, get high templar with storm. dt could usually contain long enough so that when an attack finally comes (even if it has reavers, which could outrange cannons) there would be enough storm to fend it off. so you dont rely on the dt's doing a ton of actual damage, but their role is very important. they buy time



imo, dts are so far down the tech tree in sc2 (arriving 6~7mins after game begins when playing standard), establishing map control with them seem a bit exorbitant in comparison to using blink stalkers.

i agree with the mentality that DTs aim to buy time (and also their role in bw), but how much time can they buy, really? and for what, especially in PvP?

In PvP:
early game blink stalkers from 3~4 gates puts a lot of pressure on your opponent (reference: white-ra vs tester on metalopolis)

*to OP: yeah i agree it's unsatisfying, but the way things are right now with the dark shrine deviating from HT and costing 250 gas... it seems like phoenix into speed-upgraded void rays might be a better choice.
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
June 13 2010 02:12 GMT
#27
I'm pretty sure Broodwar also had builds that bent DT rushes over a table. Builds that got 1 gateway + dragoon range + robo obs + nexus early, for example.

I doubt DT openings will ever be very strong against Robo openings (particularly now that obs are cheaper and faster to build), hence my suggestion of Phoenix, which are strong against Robo openings. DT openings might end up strong against Phoenix openings, or strong against mass gate openings which might in turn be strong against Phoenix openings.

But larger maps will probably help, as they slow down a robotics push and pre-DT rushes without delaying your DTs' arrival via warpgate.
My strategy is to fork people.
OneOther
Profile Blog Joined August 2004
United States10774 Posts
Last Edited: 2010-06-13 02:19:29
June 13 2010 02:16 GMT
#28
i basically agree with most of the problems you addressed. the exact reason why DTs aren't used in sc2 is that dark shrine tech/the actual units take forever to build, and there is no strong follow-up to it. some obvious solutions come to mind: combining dark shrine and templar archives like you mentioned or implementing a storm tech on dark shrine somehow with increased cost, build time or something. i remember a pvp game on metapolis - nony vs nazgul, i believe - where nony goes for dt and nazgul does a 3 gate - expo - robo build. even though nazgul's robo was ridiculously late, the obs arrived just a few seconds too late and nony was able to inflict sufficient damage to take the lead. he followed it up with cannons/expo + warp gate. i just see too many holes with this build as of now though. the fact that a straight up standard robo/2 gate or even 3 warpgate into robo beats this dt build doesn't really make sense. the match-up has "shrunk" down, in a way. if dark templars remain expensive, i am not certain why combining dark shrine and templar archives would cost problems.
AncienTs
Profile Joined March 2010
Japan227 Posts
June 13 2010 02:20 GMT
#29
it's more of an escalating arms race, the ramp mechanics in sc2 doesn't allow you to defend until dt tech or any deviant play like that, unfortunately
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
TT1
Profile Blog Joined December 2008
Canada10004 Posts
Last Edited: 2010-06-13 02:26:27
June 13 2010 02:24 GMT
#30
On June 13 2010 11:16 OneOther wrote:
i basically agree with most of the problems you addressed. the exact reason why DTs aren't used in sc2 is that dark shrine tech/the actual units take forever to build, and there is no strong follow-up to it. some obvious solutions come to mind: combining dark shrine and templar archives like you mentioned or implementing a storm tech on dark shrine somehow with increased cost, build time or something. i remember a pvp game on metapolis - nony vs nazgul, i believe - where nony goes for dt and nazgul does a 3 gate - expo - robo build. even though nazgul's robo was ridiculously late, the obs arrived just a few seconds too late and nony was able to inflict sufficient damage to take the lead. he followed it up with cannons/expo + warp gate. i just see too many holes with this build as of now though. the fact that a straight up standard robo/2 gate or even 3 warpgate into robo beats this dt build doesn't really make sense. the match-up has "shrunk" down, in a way. if dark templars remain expensive, i am not certain why combining dark shrine and templar archives would cost problems.


yea there are so many options, either mass gating and busting their front works, going collo and busting their front, making a pylon outside their base and warping units into their base with an ob to see the high ground, a warp prism elevator... there are soooo many holes, it would be impossible to defend everything
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
NonY
Profile Blog Joined June 2007
8748 Posts
June 13 2010 02:29 GMT
#31
On June 13 2010 11:00 Swede wrote:
The point of Dark Templars is that it's a big risk but with a potentially big payoff.

I think it's foolish to say what the point of a unit is. A unit has strengths and weaknesses and it can do certain things and it can't do certain things. There are plenty of uses of DT's that don't involve big risks. For example, harassing with just 2-3 DT's here and there in the late game can take advantage of an opponent lazy with detection while not risking much at all (a strong 3+ base economy makes the cost of 3 DT's small).

If Blizzard looked at the DT build in PvP and said they were satisfied with it because it's high risk high reward, then they're misguided. But I doubt they did that.

That's all TT1 is trying to say is that in BW there was more than one tech option that had a relatively safe build. It made the matchup better. And hell, both options had riskier ways of doing it and safer ways of doing it. A Robotics build can cut Probes and get Shuttle Reaver before any Observers, which is slightly risky against a possible DT opening but not fatal. And that first attack is risky anyway. The DT build could skip Dragoon range or build the Nexus before the Cannons, etc. Risk isn't determined by what tech you choose but rather by a number of other variables that can be adjusted. If a Templar tech build could work in SC2 PvP, it'd improve the matchup.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Swede
Profile Joined June 2010
New Zealand853 Posts
June 13 2010 02:29 GMT
#32
Another thing I have a problem with: "(assuming that your dt rush was blocked)". Well, obviously Dark Templars will be inefficient if they are blocked. This is terrible reasoning. You may as well have said "Assuming that Dark Templars are inefficient, Dark Templars are inefficient".

kyarisan
Profile Joined May 2010
United States347 Posts
June 13 2010 02:31 GMT
#33
i have a feeling blizzard really won't want to remove a building for DT's as it might cause some of their single player campaign some issues, but i think a good way to mitigate that factor would be to require a templar archives in order to make the dark shrine, but make it a less expensive building with little warp-in time - that way it is more like the robotics support bay in terms of being a step forward into a tech tree, but impacts the game balance in a positive way.
Swede
Profile Joined June 2010
New Zealand853 Posts
Last Edited: 2010-06-13 02:50:40
June 13 2010 02:36 GMT
#34
On June 13 2010 11:29 Liquid`NonY wrote:
Show nested quote +
On June 13 2010 11:00 Swede wrote:
The point of Dark Templars is that it's a big risk but with a potentially big payoff.

I think it's foolish to say what the point of a unit is. A unit has strengths and weaknesses and it can do certain things and it can't do certain things. There are plenty of uses of DT's that don't involve big risks. For example, harassing with just 2-3 DT's here and there in the late game can take advantage of an opponent lazy with detection while not risking much at all (a strong 3+ base economy makes the cost of 3 DT's small).


Actually I completely agree with that. I suppose I should have mentioned that I was referring to fast Dark Templars, or at the very least, going Dark Templars before your economy has the room for them to fail (as I got the feeling that that was what the OP was talking about).

It's like going 1 base mutas, finding out that your opponent has mass stalkers, and subsequently losing when he counter attacks.

1 base mutas will work in a limited number of situations, and likewise 1 base Dark Templars will only work in a limited number of situations. The key is in finding out when they will work and when they won't.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
June 13 2010 02:36 GMT
#35
well in bw, dts were something that you did a long the way. You used them to buy time like ppl have said and harrass and such. Then you would do a smooth switch to templars with storm because it comes from the same building. But in SC2 the dark shrine is expensive and only allows you to make dts. This is really whats messing everything up because if you then want to switch to templar you have to build a new building first. Not to mention that the dark shrine set you back quite a bit since its pretty expensive for not allowing you to build ht's. So most people (if they go the templar route) will skip dt's alltogether since its an expensive investment and go straight high templars.

Dt's should never be the goal. You shouldn't, in my opinion, say "ill go dt's and win." You should go dt's to harrass to buy time for storm. If you win with dt's then sweet, you got lucky, but that should never be the end of your plan. Right now, if you go dt's, you have basically commited to that prettys strongly because of how expensive the dark shrine and dt's themselves are. It was a commitment in sc1, but its a much bigger one in sc2 imo.
Kill the Deathball
FiWiFaKi
Profile Blog Joined February 2009
Canada9858 Posts
June 13 2010 02:39 GMT
#36
Wow tt1, Im really dissapointed in your post, while we are dealing with balancing issues, why arent scouts viable in PvP in BW? But seriously we all know there are only two builds that consistently work in PvP and there is very little room for creativity, but take BW zvz for example, it works the same way, hold off the mass ling attack (gate units) until you get mutalisks (immortals) and youre ahead.

I will say that making DTs stronger or faster build time wont likely unbalance the game since their use is very limited but fast DTs will make PvP a rock paper scissors match up, DTs beat 4 gate, robo beats dt, and well 4 gate doesnt really beat robo so 1 gate robo would be standard. I think PvP will evolve like SC1 zvz and there will be some interesting things, i dont see a way to change PvP without completely redesigning the game.
In life, the journey is more satisfying than the destination. || .::Entrepreneurship::. Living a few years of your life like most people won't, so that you can spend the rest of your life like most people can't || Mechanical Engineering & Economics Major
cive
Profile Blog Joined May 2010
Canada370 Posts
June 13 2010 02:43 GMT
#37
So the problem is that when the DT tech'ed toss wants to follow up with macro, he gets stomped by the opposing army... i think the key is to keep the 2nd DT alive assuming the first one died at his base. The key term is "alive" as in consistently slashing something to let him know that you have a threat. It doesnt have to be something important, you r just telling him to look at it and beef up his security. This should by you some time. Recently, instead of fast DT which makes ur army very zealot heavy, making it with spare gas while going blink stalker works pretty well. the building itself puts pressure on opponent and its just an excellent unit to stop/kill expansions. Gomtv Star2play Clan battle: oGs vs Prime had an excellent example of this when sSks(tester) did a near impossible come back against anypro in game 7.
Play Terran
TT1
Profile Blog Joined December 2008
Canada10004 Posts
June 13 2010 02:46 GMT
#38
On June 13 2010 11:39 Skillz_Man wrote:
Wow tt1, Im really dissapointed in your post, while we are dealing with balancing issues, why arent scouts viable in PvP in BW? But seriously we all know there are only two builds that consistently work in PvP and there is very little room for creativity, but take BW zvz for example, it works the same way, hold off the mass ling attack (gate units) until you get mutalisks (immortals) and youre ahead.

I will say that making DTs stronger or faster build time wont likely unbalance the game since their use is very limited but fast DTs will make PvP a rock paper scissors match up, DTs beat 4 gate, robo beats dt, and well 4 gate doesnt really beat robo so 1 gate robo would be standard. I think PvP will evolve like SC1 zvz and there will be some interesting things, i dont see a way to change PvP without completely redesigning the game.


lol wat, so ur saying because people didnt scout rush in sc1 pvp they shouldnt be able to dt rush without dying in sc2?
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Alou
Profile Blog Joined March 2010
United States3748 Posts
June 13 2010 02:49 GMT
#39
On June 13 2010 11:29 Swede wrote:
Another thing I have a problem with: "(assuming that your dt rush was blocked)". Well, obviously Dark Templars will be inefficient if they are blocked. This is terrible reasoning. You may as well have said "Assuming that Dark Templars are inefficient, Dark Templars are inefficient".


He's saying if the DT's are blocked you have no transition to save the game. Not that if the DT's are blocked they are an inefficient unit.
Life is Good.
Swede
Profile Joined June 2010
New Zealand853 Posts
June 13 2010 02:58 GMT
#40
On June 13 2010 11:49 Alou wrote:
Show nested quote +
On June 13 2010 11:29 Swede wrote:
Another thing I have a problem with: "(assuming that your dt rush was blocked)". Well, obviously Dark Templars will be inefficient if they are blocked. This is terrible reasoning. You may as well have said "Assuming that Dark Templars are inefficient, Dark Templars are inefficient".


He's saying if the DT's are blocked you have no transition to save the game. Not that if the DT's are blocked they are an inefficient unit.


But that's no different than rushing ANY other higher tier unit in the early game. If it doesn't pay for itself then you are massively behind because of the investment you made in that higher tier unit.

Like Nony said, the later in the game you go for Dark Templars (or x unit) the less risk there is if they are blocked because your economy has more wiggle room.
Prev 1 2 3 4 5 10 11 12 Next All
Please log in or register to reply.
Live Events Refresh
FEL
12:00
Cracov 2025: Qualifier #3
IndyStarCraft 746
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 746
Lowko225
Rex 97
Hui .72
MindelVK 22
StarCraft: Brood War
Jaedong 1291
EffOrt 620
Mini 532
Larva 445
Light 374
ToSsGirL 364
firebathero 346
Stork 338
BeSt 300
Last 255
[ Show more ]
PianO 227
Nal_rA 219
JulyZerg 219
Snow 199
soO 100
Mind 91
Pusan 48
sas.Sziky 39
sSak 34
zelot 31
sorry 30
Movie 26
Barracks 26
Shinee 21
Terrorterran 15
Icarus 12
Noble 11
SilentControl 9
ivOry 3
Dota 2
Gorgc4220
qojqva2072
XcaliburYe395
Counter-Strike
oskar386
chrisJcsgo142
edward39
Heroes of the Storm
Khaldor258
Other Games
tarik_tv17656
gofns11472
FrodaN4348
B2W.Neo1909
singsing646
DeMusliM469
shahzam396
crisheroes377
Fuzer 363
KnowMe197
SortOf95
ArmadaUGS62
Trikslyr25
Organizations
Other Games
gamesdonequick33837
StarCraft: Brood War
UltimateBattle 356
CasterMuse 30
lovetv 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 70
• HeavenSC 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3852
Upcoming Events
FEL
2h 57m
Gerald vs PAPI
Spirit vs ArT
CSO Cup
2h 57m
BSL20 Non-Korean Champi…
4h 57m
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
DaveTesta Events
4h 57m
Sparkling Tuna Cup
20h 57m
RSL Revival
20h 57m
Classic vs Clem
FEL
1d 1h
BSL20 Non-Korean Champi…
1d 4h
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Wardi Open
1d 21h
Replay Cast
2 days
[ Show More ]
WardiTV European League
3 days
PiGosaur Monday
3 days
uThermal 2v2 Circuit
4 days
Replay Cast
4 days
The PondCast
4 days
Replay Cast
5 days
Epic.LAN
5 days
CranKy Ducklings
6 days
Epic.LAN
6 days
Liquipedia Results

Completed

KCM Race Survival 2025 Season 2
HSC XXVII
NC Random Cup

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
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
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.