• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:15
CEST 07:15
KST 14:15
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Balance hotfix patch 5.0.16b (July 16)39Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!5Weekly Cups (July 6 - 12): Protoss strike back12BSL Season 22 Full Overview & Conclusion8
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) [D] Wireframe Casting Removed Clem: "I don't have that much hope in Blizzard" Reynor: GSL Loss Wasn't About Preparation Format Is the larve respawn broken?
Tourneys
Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) Etiquete rules in Asl? BW General Discussion Recent recommended BW games Recommended FPV games (post-KeSPA)
Tourneys
Escore Tournament - Season 3 [Megathread] Daily Proleagues Small VOD Thread 2.0 [IPSL] Spring 2026 Grand Finals - This Weekend!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Path of Exile Nintendo Switch Thread Beyond All Reason Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 McBoner: A hockey love story Tennis[sport] Formula 1 Discussion
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Poker (part 2)
Nebuchad
The Experiences We Want and …
TrAiDoS
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8218 users

Gold Minerals Evaluated

Forum Index > SC2 General
Post a Reply
1 2 3 Next All
Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
Last Edited: 2010-07-31 05:03:51
June 19 2010 14:25 GMT
#1
I watch many commentaries and was a low Diamond player before the Beta went down. And I've noticed that although there is a general understanding that 'Gold Minerals mine faster!' there is also a lack of stated depth in the community concerning how desirable the Gold Minerals are and exactly why they are desirable. This post's purpose is to educate and clarify the precise effects of taking the Gold.

Rather the standard blue or the luxurious Gold all Mineral Patches have 1500 Minerals.
Your first base (the one you start with) will always have 8 Mineral Patches. That is 12000 Minerals. The optimal worker efficiency is approximately 2.5 workers per patch. With that presumption 20 workers is the optimal number for each main base.

-Net Worth of 8 Mineral Patches: 12000
-Net Worth of 7 Mineral Patches: 10500
-Net Worth of 6 Mineral Patches: 9000

After producing these workers that is 50 Minerals every 17 seconds (in Game Time) that can be spent on other things. Now of course it's generally best to continue production of workers even after reaching this economical critical mass to transfer to your Natural Expansion but for now I'm just talking about that single base's optimal harvesting.

-The Natural Expansion will have either 8 or 7 Mineral Patches depending on the map and how easy it is to defend.
-Other Expansions aside from your natural have 7 Mineral Patches.
-Island Expansions have 6 Mineral Patches.
-Gold Expansions have 6 Mineral Patches.

These facts may become false as map evolution changes and more or less Blizzard maps make up the professional scene. But for now these statements are accurate assessments of the state of the game.

It's plain to see that any other base except Island Expansions have higher net Mineral values than Gold Expansions. And if their color was the only difference to between a Gold Mineral Expansion than a standard blue one it would make much less sense to take it. Fortunately, however, color is not their only characteristic.

-Workers harvest Standard Minerals at 5 per trip .
-Workers harvest Gold Minerals at 7 per trip.
That is 40% faster.
And if for mathematical simplicities sake the optimal worker/mineral-patch ratio is 2.5:1 then 15 workers for a Gold Expansion is preferable.
In Game Time it takes 85 less seconds from beginning to end to saturate a Gold Expansion than a main base if you are building from one Hach/Nexus/CC.
Plainly put: Less Workers, Less Time, Faster Income.

However, because a Gold Expansion has 6 Mineral Patches compared to 8 for a standard base a fully saturated Gold Expansion does not produce a full 40% more income than a regular base, but rather less than 40%. To do the math:....

Summary:
Rate comparison:
assumptions: saturation ratio is 2.5 workers for 1 mineral patch.

8 mineral patches = 20 workers

7 mineral patches = 18 workers (rounded up)

6 mineral patches = 15 workers

Fully Saturated:
gold expansion (6 patches) VS 8 mineral patches
(6 x 1.4 = 8.4) VS 8
8.4 / 8 = 1.05
5% faster

Fully Saturated:
gold expansion (6 patches) VS 7 mineral patches
(6 x 1.4 = 8.4) VS 7
8.4 / 7 = 1.20
20% faster

Same Number of Workers:
saturated gold expansion (i.e. 15 workers) VS
(15 x 1.4 = 21) VS 15
21 / 15 = 1.4
40% faster
The richest man is not he who has the most, but he who needs the least.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
June 19 2010 14:33 GMT
#2
Interesting, I usually save my mules, float a CC over to the old, call down the mules and even if i lose the gold ive made profit
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
StarStruck
Profile Blog Joined April 2010
25339 Posts
Last Edited: 2010-06-19 14:37:25
June 19 2010 14:37 GMT
#3
Hm, very informative. I always get a ridiculous amount of workers with a lot of expos but still it feels like my gas input is really slow with 3 workers on them. I usually have 3 to 1 ratio of workers to my army when playing just to get decent production going. In many cases its 4:1. Meh.
Warri
Profile Joined May 2010
Germany3208 Posts
June 19 2010 14:39 GMT
#4
Full saturated Gold produces 5% more income than a fullsaturated 8patch normal expansion, yet is mined out way faster. Mules are an exception here.
You can rarely take a gold as first as its too far away or blocked by a rock. So whenever you take a gold or any other expansions at that time you usually have enough wrokers left over to transfer them and instantly saturate them.

Also its 3 workers per patch.
guN-viCe
Profile Joined March 2010
United States687 Posts
June 19 2010 14:50 GMT
#5
isnt this stuff we already know? take 1 scv and mine a patch, now mine a patch from a gold expo, extrapolate the results.

still, this is a good reminder to get gold expansions asap, as they are obviously very useful.

lets talk about mules on gold expansions, id test it myself but my sc2 computer is going in for repair
Never give up, never surrender!!! ~~ Extraordinary claims require extraordinary evidence -Sagan
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
June 19 2010 15:13 GMT
#6
On June 19 2010 23:39 Warri wrote:
Full saturated Gold produces 5% more income than a fullsaturated 8patch normal expansion, yet is mined out way faster. Mules are an exception here.
You can rarely take a gold as first as its too far away or blocked by a rock. So whenever you take a gold or any other expansions at that time you usually have enough wrokers left over to transfer them and instantly saturate them.

Also its 3 workers per patch.


Please. It's 2 workers per patch. Don't get this wrong anymore. Please.



Ghostcom
Profile Joined March 2010
Denmark4783 Posts
June 19 2010 15:21 GMT
#7
On June 20 2010 00:13 Endorsed wrote:
Show nested quote +
On June 19 2010 23:39 Warri wrote:
Full saturated Gold produces 5% more income than a fullsaturated 8patch normal expansion, yet is mined out way faster. Mules are an exception here.
You can rarely take a gold as first as its too far away or blocked by a rock. So whenever you take a gold or any other expansions at that time you usually have enough wrokers left over to transfer them and instantly saturate them.

Also its 3 workers per patch.


Please. It's 2 workers per patch. Don't get this wrong anymore. Please.



You are in fact both wrong (or right) as it depends on the distance between the patch and the Cc/nex/hatch - the farthest benefits from having 3 and the closest not so much. 2.5 is therefor a pretty good estimation.
Barnabas
Profile Joined April 2010
United States74 Posts
Last Edited: 2010-06-19 16:34:15
June 19 2010 16:27 GMT
#8
Gold:
6 x 7 = 42 per trip
9000 minerals
Regular expansion:
8 x 5 = 40 per trip
12000 minerals.

Ignoring mules is 2 minerals a cycle worth a 1/3 smaller over all income.
I honestly dont know.

Also 7 instead of 5 may be 40% faster, but over all 42/40 isnt much.
I'm Barnabas. You haven't heard of me. Gosu Camp Attendee.
Airdraken
Profile Joined May 2010
United Kingdom64 Posts
June 19 2010 16:42 GMT
#9
On June 20 2010 01:27 Barnabas wrote:
Gold:
6 x 7 = 42 per trip
9000 minerals
Regular expansion:
8 x 5 = 40 per trip
12000 minerals.

Ignoring mules is 2 minerals a cycle worth a 1/3 smaller over all income.
I honestly dont know.

Also 7 instead of 5 may be 40% faster, but over all 42/40 isnt much.



you must remember barnabas that it takes alot fewer scvs to saturate the minerals.

say 2.5 per mineral. thats roughly 5 scvs, thats 250 minerals. sure in the lategame its not huge,but in the mid game when your deciding whether to take the risky gold or the safer blue, you can have 250 more minerals for defenses for that expansion / for your army.

or perhaps your thinking of your first expansion and you only have 20 drones mining,perhaps u want both to be saturated asap. it may be a possiblity to take the gold as by the time it is made you may have 30 scvs so you may prefer to take that gold expansion instead to get the saturation up asap. just something to consider.
Barnabas
Profile Joined April 2010
United States74 Posts
June 19 2010 17:40 GMT
#10
On June 20 2010 01:42 Airdraken wrote:
Show nested quote +
On June 20 2010 01:27 Barnabas wrote:
Gold:
6 x 7 = 42 per trip
9000 minerals
Regular expansion:
8 x 5 = 40 per trip
12000 minerals.

Ignoring mules is 2 minerals a cycle worth a 1/3 smaller over all income.
I honestly dont know.

Also 7 instead of 5 may be 40% faster, but over all 42/40 isnt much.



you must remember barnabas that it takes alot fewer scvs to saturate the minerals.

say 2.5 per mineral. thats roughly 5 scvs, thats 250 minerals. sure in the lategame its not huge,but in the mid game when your deciding whether to take the risky gold or the safer blue, you can have 250 more minerals for defenses for that expansion / for your army.

or perhaps your thinking of your first expansion and you only have 20 drones mining,perhaps u want both to be saturated asap. it may be a possiblity to take the gold as by the time it is made you may have 30 scvs so you may prefer to take that gold expansion instead to get the saturation up asap. just something to consider.


So 6 x 2.5 = 15 scvs
And 8 x 2.5 = 20

Agreed 250 minerals. But if ur replaceing an existing expansion or ur main ull already have those 5 workers
Also, 12000 vs 9000 total minerals lifetime ur getting less of an over all investment in ur defenses. That 250 doesnt equal much long term. But lets add it to the short term list.

Recap:
Gold/regular
42/40 income per trip
9000/12000 total minerals
250 less saturation cost if entirely new base, also if new base 40% faster while building up to saturation, so its up cheaper and faster to set up, less life, slightly higher max yield rate (42/40).
I'm Barnabas. You haven't heard of me. Gosu Camp Attendee.
Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
Last Edited: 2010-06-20 02:49:02
June 20 2010 02:36 GMT
#11
On June 19 2010 23:39 Warri wrote:
Full saturated Gold produces 5% more income than a fullsaturated 8patch normal expansion, yet is mined out way faster.

That is true.
The richest man is not he who has the most, but he who needs the least.
routine
Profile Joined January 2010
United States40 Posts
June 20 2010 03:03 GMT
#12
this thread should have a little bit of plus minus of taking gold patches. risk, reward, situations etc... Really nice mathematical analysis, can't argue with numbers
There's a fine line between looking good and looking gay
nEAnS
Profile Joined April 2010
Canada161 Posts
Last Edited: 2010-06-20 04:02:38
June 20 2010 04:02 GMT
#13
On June 19 2010 23:25 Perdition wrote:
I watch many commentaries and was a low Diamond player before the Beta went down. And I've noticed that although there is a general understanding that 'Gold Minerals mine faster!' there is also a lack of stated depth in the community concerning how desirable the Gold Minerals are and exactly why they are desirable. This post's purpose is to educate and clarify the precise effects of taking the Gold.

Rather the standard blue or the luxurious Gold all Mineral Patches have 1500 Minerals.
Your first base (the one you start with) will always have 8 Mineral Patches. That is 12000 Minerals. The optimal worker efficiency is approximately 2.5 workers per patch. With that presumption 20 workers is the optimal number for each main base.

-Net Worth of 8 Mineral Patches: 12000
-Net Worth of 7 Mineral Patches: 10500
-Net Worth of 6 Mineral Patches: 9000

After producing these workers that is 50 Minerals every 17 seconds (in Game Time) that can be spent on other things. Now of course you it's generally best to continue production of workers even after reaching this economical critical mass to transfer to your Natural Expansion but for now I'm just talking about that single base's optimal harvesting.

-The Natural Expansion will have either 8 or 7 Mineral Patches depending on the map and how easy it is to defend.
-Other Expansions aside from your natural have 7 Mineral Patches.
-Island Expansions have 6 Mineral Patches.
-Gold Expansions have 6 Mineral Patches.

These facts may become false as map evolution changes and more or less Blizzard maps make up the professional scene when the game actually comes out. But for now these statements are accurate assessments of the state of the game.

It's plain to see that any other base except Island Expansions have higher net Mineral values than Gold Expansions. And if their color was the only difference to between a Gold Mineral Expansion than a standard blue one it would make much less sense to take it. Fortunately, however, color is not their only characteristic.

-Workers harvest Standard Minerals at 5 per trip .
-Workers harvest Gold Minerals at 7 per trip.
That is 40% faster.
And if for mathematical simplicities sake the optimal worker/mineral-patch ratio is 2.5:1 then 15 workers for a Gold Expansion is preferable. In Game Time it takes 85 less seconds from beginning to end to saturate a Gold Expansion. Plainly put: Less Workers, Less Time, Faster Income.
However, because a Gold Expansion has 6 Mineral Patches compared to 8 for a standard base a fully saturated Gold Expansion does not produce 40% more income than a regular base. Granted, it takes more more workers to saturate a regular base. But once it is saturated because it has more minerals it produces not 40% less income.

-Fully saturated with 15 workers a Gold Expansion produces 5% more income than a fully saturated base with 8 Mineral Patches.
-15 workers at a Gold Expansion harvest 40% faster than 15 workers at a base with 8 Mineral Patches.

EDIT: Revised post. Much of my math was blatantly incorrect.

Thanks for reading, I hope my post was helpfully informative. Please comment with criticism.


To sum that up very neatly:

Expansion at blue minerals good; Expansion at gold minerals better.

Now what does that mean now that you did all the mathcraft? Should you just expand to the gold right away? Well the answer to that is depends.

General rule of thumb about expanding is that if you can't keep an expansion up for 3 minutes fully saturated then it is not cost effective (correct me if I'm wrong but that's what I remember reading somewhere on TL). In terms of a Gold expo I'm sure the time for that is slightly less.

So when should you actually expand to a Gold expansion instead of a normal one? There are several situations:

1) Sneaking an expansion at the gold
You take the gold expansion and hope your opponent doesn't find it. However, this works on some maps better than others and also depends on your spawn location. For example, If you are on the same side of the map on Kulas Ravine directly North or South, sneaking a gold expansion on the other side of the map early/mid game would be easier then say Metapolis,

2) Gold expansion is logical course with map
Lost Temple is a perfect example of this (depending if its inbetween you and your opponent). Your 3rd would be close by to your main so its very safe to expand there.

3) Aggressive play
The age old tactic of being aggressive towards your opponent while expanding. In some cases, being aggressive can make you look like you are doing some kind of an all in build which your opponent needs to defend. If you make it look like you're pushing instead while expanding at the gold then you set yourself up for a more macro intensive game. Remember that the best defense is offense.

Hopefully this adds to the post! These types of timings are more for early/mid game as you should have already have mass expos should you enter into late game.
TitleRug
Profile Blog Joined May 2010
United States651 Posts
June 20 2010 04:06 GMT
#14
That is a interesting find. I would have thought a gold expansion was at least 50 % better than a regular expansion.
coLCruncher fighting!
Ichabod
Profile Joined May 2010
United States1659 Posts
June 20 2010 04:13 GMT
#15
Hmm...so you can get access to gold minerals more quickly, but return less in the long run, since it only has 6 rocks (1500 ea) and other expos have 7-8 (usually) rocks, also at 1500 ea. There must be some long-term intersection between the amount of minerals you can spend (more you can spend, the better gold mineral expo-taking becomes) and the amount you want to save up for later...

Not all of that might make sense...but instead of deleting it all and trying to re-explain my thoughts---
TL;DR: Getting gold minerals might not be worth it early if you don't plan on spending it asap (or the risk of expanding to it might not be worth it if there's another, safer, expansion).
zenias
Profile Joined June 2010
United States2 Posts
June 20 2010 04:14 GMT
#16
Unless you have a ton of drones at the main base a gold will pay off faster because as you try to saturate the expansion the drones will be more efficient during those vital first couple minutes. Gold expansions also have a psychological effect, players do not want to allow an opponent a gold and you can count on a gold expansion drawing firepower and can use that to your advantage in unit positioning.
Myv382
Profile Joined May 2010
China31 Posts
June 20 2010 04:20 GMT
#17
Interesting stuff...I really don't have much to add, just that the Gas intake is not accounted for. Often in TvT, the gold Expansion is not really worth the trouble (Steppes of War, Blistering Sands, Gay Lava Map), and would only risk SCVs and forcing the army to be spread too thin, as the entire match up is about gas.
Perdition
Profile Blog Joined June 2010
American Samoa77 Posts
June 20 2010 04:29 GMT
#18
On June 20 2010 13:20 Myv382 wrote:
Interesting stuff...I really don't have much to add, just that the Gas intake is not accounted for. Often in TvT, the gold Expansion is not really worth the trouble (Steppes of War, Blistering Sands, Gay Lava Map), and would only risk SCVs and forcing the army to be spread too thin, as the entire match up is about gas.


My post isn't supposed to support or devalue taking the Gold. It was to explain exactly what the Gold does.
The richest man is not he who has the most, but he who needs the least.
virgozero
Profile Joined May 2010
Canada412 Posts
Last Edited: 2010-06-20 04:32:16
June 20 2010 04:30 GMT
#19
u guys dont take into account risk and drone count !!!!!!

edit:


Like if you over saturate, that is in theory wasting minerals because all those workers couldve been moola. If your going for gold, perhaps u can bring a portion of ur perfectly saturated natural into the gold and since the natural is nearly worn out, it may be perfect.

So especailly for zerg it gives u options to build other stuff stead of drones.

Just my $0.02
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2010-06-20 04:40:50
June 20 2010 04:39 GMT
#20
okay, so if theoretically you float to a gold expo early, you come out ahead as long as you take <85 seconds to float there, and are able to get enough defenses to prevent an early attack?


also on desert oasis the high yields have high yield gas in addition to minerals, making those expos very desirable.
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Crank Gathers S4: Group Stage
LiquipediaDiscussion
PSISTORM Gaming Misc
23:00
FSL playoffsTeamLeague STvsASH
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft647
SortOf 89
FoxeR 65
StarCraft: Brood War
Leta 501
Shuttle 452
Dewaltoss 86
Terrorterran 26
Dota 2
NeuroSwarm221
LuMiX1
League of Legends
JimRising 766
Counter-Strike
summit1g9638
Heroes of the Storm
Trikslyr48
Other Games
PiGStarcraft359
XaKoH 109
amsayoshi44
Organizations
StarCraft: Brood War
Afreeca ASL 3700
Other Games
gamesdonequick2365
StarCraft: Brood War
UltimateBattle 209
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota245
League of Legends
• Stunt387
Other Games
• Scarra1878
Upcoming Events
RSL Revival
3h 45m
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
4h 45m
Epic.LAN
7h 45m
IPSL
10h 45m
Dragon vs Hawk
RSL Revival
1d 3h
Classic vs Trap
herO vs SHIN
Sparkling Tuna Cup
1d 4h
OSC
1d 7h
IPSL
1d 10h
Bonyth vs Ret
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
[ Show More ]
PiGosaur Cup
3 days
The PondCast
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
5 days
CrankTV Team League
6 days
Korean StarCraft League
6 days
Liquipedia Results

Completed

Escore Tournament S3: W3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
ASL S22 SEASON OPEN Day 1
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.