• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:41
CEST 18:41
KST 01:41
  • 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: Results and Winners6Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)8[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th153Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
High level ptr replays? where can I find them? StarCraft II 5.0.16 PTR Patch Notes may 26th Team Liquid Map Contest #22: Results and Winners TL Poll: How do you feel about the 5.0.16 PTR balance changes? TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
Quality of life changes in BW that you will like ? [BSL22] Non-Korean Championship from 13 to 28 June BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser The Korean Terminology Thread
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread Summer Games Done Quick 2026!
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 Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7822 users

The Mechanics of SC2 [Part 1]

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 6 Next All
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2010-06-22 13:37:09
June 22 2010 13:29 GMT
#1
The Mechanics of Starcraft 2

Part 1


This will be the beginning of a multipart series on the differences of the mechanics of BroodWar and Starcraft 2. It will outline the pros and cons of each, with specific points and examples that hopefully everyone can understand and relate to. People prefer short and sweet, so I will try to get as close to that as possible, hence dividing this article into many threads over time.

What I intend to achieve is to allow more informed discussions about the mechanics of Starcraft 2. I often see irrational replies in threads that are mis-informed due to different use or lack of understanding. BroodWar fans end up looking like stubborn people who don't like change, and Starcraft 2 fans end up looking like people who want to win without trying.

Many of the points represented in this article will consist of estimations, I did not program BroodWar or Starcraft 2 so it's natural that there will be a lot of guess work on my part. Also please take my opinions with a grain of salt and make up your own opinion. Fact is fact, opinion is opinion, this article will contain elements of both.

Unit Control (Part 1)
Unit Control involves the ability to for players to move units in a way that makes them more effective individually, whether it be dealing damage, avoiding damage, or effective movement.

As Unit Control is such a broad topic, this also will have to be split into a few parts. Part 1 will cover aspects revolving around pathfinding.

Pathfinding
Starcraft 2 uses an AI pathfinding technique called flocking or swarm AI, the effect is coordinated movement the same as what you get with a school of fish or a flock of birds. Most likely Starcraft 2 uses an advanced algorithm that finds the fewest amount of waypoints and allows autonomous steering behaviour for units to smoothly hug their way around obstacles and other units.

From a purely development perspective Blizzard has done an extremely good job with this, it's quite a specialised field and there isn't a lot of information on it, with 200 units and chokes and obstacles everywhere it still works very efficiently and flawlessly. It is a technique which is highly regarded in the game development community, so it's understandable why Blizzard did it. Until I started playing BroodWar I also spent a long time trying to learn how to code this too.

BroodWar works a little differently. On an isometric map where each unit can only go in 8 directions, coupled with much lower processing power, this calls for a much more primitive pathfinding algorithm. The most common pathfinding algorithm in this situation would be a tile-based A* (A-Star) algorithm and just by looking at the units I would say this is a pretty good guess.

[image loading]
Tile-based A* Pathfinding Example


[image loading]
BroodWar Dragoons showcasing the A* algorithm


The map is filled with many nodes layed out like tiles, each unit follows these nodes one by one until they get to the destination, the nodes that units can take become waypoints. So while Starcraft 2 can avoid collision by using steering behaviour to hug their way around the small radius of another unit, BroodWar units are constrained by the fact that they are competing for waypoints. This is the main reason why you get much better surround in Starcraft 2 than in BroodWar., but also the reason why units have to spread out so much to move around.

[image loading]
Slight offsets cause the mutalisks take different waypoints when turning 180 degrees


[image loading]
Emulating BroodWar pathfinding by spamming waypoints towards a destination


The difference is that BroodWar relies almost solely on A* to get the units to move from one point to another, mapping every single node the unit needs to traverse over. In Starcraft 2, it seems that a lot of the pathfinding is left up to the unit individual, and waypoints are kept to a minimum.

Collision avoidance is also much more primitive in BroodWar as well. Units avoid collision by stopping to give-way while another unit moves around it or calculates a new path, this is probably one of the first things you learn about dealing with collision avoidance between units. You often see this in BroodWar with worker scouts, when one stops, and the other goes around, or both the players forcefully try to move them past and all it does is hold both the workers up.

In Starcraft 2, units will avoid obstacles and other units (but also flock together) using steering behaviour. Logically, every unit has sensors which when colliding with another unit, will signal for the unit to turn in an appropriate direction to avoid it. This allows units to weave in and out without calculating a whole new path or losing momentum, in a worst case scenario the units can ignore the collision radius, allowing for more fluid movement and higher movement efficiency overall.

[image loading]
OpenSteer: An open source library for autonomous steering behaviour


[image loading]
BroodWar zerglings are busy deciding who goes first, while SC2 zerglings start turning before they even get there


A lot of BroodWar fans dislike the new pathfinding AI and there's good reason to. One of the most effective tactics in the early game is flanking. If units move in a perfect tight ball, flanking will be useless, period. The reason zerglings dish so much damage to marines when they are spread out is because marines are ranged and zerglings are melee units. If you can effectively reduce the "surface area" of your army, your army will receive much less damage. This also becomes a compounded effect due to the difference in army size and damage growing bigger and bigger after each death.

[image loading]
Flash vs Effort (OSL Finals Game 3). Flash's un-attended marines competing for the same waypoints form a spread-out line, Effort punishes this with a well-timed zergling flank killing all the marines. Had Flash concentrated on his marines, this wouldn't have cost him the game


The other issue is that ideally, the amount of effort focused on unit movement should directly correlate to their effectiveness. Players that don't attend to their units should be able to be punished. However in Starcraft 2, there is a feeling that the AI can move the units better than humans, meaning that you get the opposite effect.

I can also see how bad unit movement can be frustrating for newer players, there is nothing worse for blizzard than to show what looks like an un-polished game. I believe that units should spread out if you carelessly move them about, but they should also not glitch out all the time due to bad pathfinding AI. We do not need to have people "fight the interface" to create good gameplay mechanics, but we still need the side-effects that improve gameplay as a result.

"Auto-surround" due to better pathfinding can be mitigated. Zerglings are faster off and on creep in Starcraft 2 than they were in BroodWar. Reducing the Zergling's on-creep and off-creep speed back to that of a worker and widening the radius means that an effective surround is necessary to take out a scouting worker, thus the skill of worker scouting can once again become a defining feature of good play.

[image loading]
A badly executed surround allows the probe to live on to fight another day


In a later issue, I will talk about Starcraft 2's extremely high rates of fire which also severely affects flanking ability and other mechanics. The next issue however will be about magic boxing and stacking, following that, probably moving shot.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
flyinfart
Profile Blog Joined February 2009
United States95 Posts
June 22 2010 13:42 GMT
#2
This is a very cool article. Its nice to see the mechanics behind what we have all noticed, but just don't know enough about to put into an intelligible post. I'll be looking forward to your expansions on this, and how they tie together.
rastaban
Profile Blog Joined May 2010
United States2294 Posts
June 22 2010 13:44 GMT
#3
Thanks for writing this up, I am looking forward to part 2.
Tyler: "...damn it, that's StarCraft. Opening doors is what we do. Being the first to find food is the greatest pleasure a player can have!"
kajeus
Profile Joined May 2010
United States679 Posts
Last Edited: 2010-06-22 13:50:11
June 22 2010 13:48 GMT
#4
It's true that autosurround makes the game easier with regard to melee units. On the other hand, I really like the aesthetic effect of swarming over a group of marines with superfast zerglings in SC2 -- it's beautiful and feels cool.

So while I respect your plea, I think this is a mechanic perhaps best left to BW. Your solution of lowering zergling speed seems like a huge sacrifice simply to encourage possible worker surrounds. Your proposal of having zerglings (etc) spread out when you don't tend to them is interesting, but I'm not sure anyone really understands what you mean. How would they "spread out''? When are they "moved carelessly"? How would this encourage interesting gameplay?

In the end, I think we're stuck with autosurround, and I'm not sure that's bad. Manual surrounds are just a different mechanic for a different era.
pro-MoMaN, pro-HuK, pro-Millenium
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
June 22 2010 13:48 GMT
#5
Thanks for takin the time to write this, enjoyed it.
Silkk
Profile Joined June 2010
United States41 Posts
June 22 2010 13:52 GMT
#6
Great read. From a more casual perspective I think that the improved AI is great. As the game evolves the better players will learn how to manipulate their units in creative ways.

Im looking forward to the firing rate article. My biggest struggle with sc2 so far has been how quickly the battles end.
Silkk
Profile Joined June 2010
United States41 Posts
June 22 2010 13:54 GMT
#7
On June 22 2010 22:48 kajeus wrote:
It's true that autosurround makes the game easier with regard to melee units. On the other hand, I really like the aesthetic effect of swarming over a group of marines with superfast zerglings in SC2 -- it's beautiful and feels cool.

So while I respect your plea, I think this is a mechanic perhaps best left to BW. Your solution of lowering zergling speed seems like a huge sacrifice simply to encourage possible worker surrounds. Your proposal of having zerglings (etc) spread out when you don't tend to them is interesting, but I'm not sure anyone really understands what you mean. How would they "spread out''? When are they "moved carelessly"? How would this encourage interesting gameplay?

In the end, I think we're stuck with autosurround, and I'm not sure that's bad. Manual surrounds are just a different mechanic for a different era.


Yea the aesthetics are very pleasingl.... I love when a patch of zerglings are running through a slower group of hydralisks... Its especially cool when they switch directions.... The swarm!!!!
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
June 22 2010 13:55 GMT
#8
So that's why marines feels that they have tougher skin than SC BW, cause of it's intelligence in path finding than their predecessor. Goodjob at explaining :D
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
Takkara
Profile Blog Joined April 2010
United States2503 Posts
June 22 2010 13:56 GMT
#9
Really good article, an interesting read for sure.

I think I disagree about your line: "A lot of BroodWar fans dislike the new pathfinding AI and there's good reason to. One of the most effective tactics in the early game is flanking. If units move in a perfect tight ball, flanking will be useless, period."

It's shortsighted to say that this is only a negative thing, right? I mean, commentators like Day[9] have been spending the entire Beta lamenting the "one-control group syndrome" that leads to these perfect tight balls. The reason being that AoE abilities like storm, fungal growth, Collossi, etc really eat into groups like this, and units can really be caught out of position.

Lamenting the end of BW flanking is in some ways like the moving shot debate. It's a relic of an old engine, and wasn't likely to be replicated in a new engine. But this new engine has it's only quirks and limitations and it's just a matter of time until they're found. Then when SC3 comes out, we'll lament the end of those things.

At least, that's my hope in all this.
Gee gee gee gee baby baby baby
shawabawa
Profile Joined May 2010
United Kingdom417 Posts
June 22 2010 13:57 GMT
#10
On June 22 2010 22:48 kajeus wrote: Your proposal of having zerglings (etc) spread out when you don't tend to them is interesting, but I'm not sure anyone really understands what you mean. How would they "spread out''? When are they "moved carelessly"? How would this encourage interesting gameplay?

I think his point about spreading out is that if in BW you got a whole bunch of marines and A-clicked the other side of the map, they would spread out into a giant conga line and get owned by flanks, whereas in SC2 they stay in a very tight ball and flanks aren't as effective. He wants it so you have to baby sit your troops more carefully when moving your army.

I prefer how it is in SC2, bad pathfinding is the biggest problem with almost every RTS. I used to love WC3, but since playing SC2 I just can't play it any more because the god damn units just spaz out all the time.
piochelin
Profile Joined January 2010
Spain31 Posts
June 22 2010 13:57 GMT
#11
Soooo it was the AI then... i always thinked my goons were retarded

Really nice post, looking forward for the next
it's all about courage
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 22 2010 13:59 GMT
#12
wow. epic op and great read, thanks for this.
kajeus
Profile Joined May 2010
United States679 Posts
June 22 2010 13:59 GMT
#13
On June 22 2010 22:56 Takkara wrote:
Really good article, an interesting read for sure.

I think I disagree about your line: "A lot of BroodWar fans dislike the new pathfinding AI and there's good reason to. One of the most effective tactics in the early game is flanking. If units move in a perfect tight ball, flanking will be useless, period."

It's shortsighted to say that this is only a negative thing, right? I mean, commentators like Day[9] have been spending the entire Beta lamenting the "one-control group syndrome" that leads to these perfect tight balls. The reason being that AoE abilities like storm, fungal growth, Collossi, etc really eat into groups like this, and units can really be caught out of position.

Lamenting the end of BW flanking is in some ways like the moving shot debate. It's a relic of an old engine, and wasn't likely to be replicated in a new engine. But this new engine has it's only quirks and limitations and it's just a matter of time until they're found. Then when SC3 comes out, we'll lament the end of those things.

At least, that's my hope in all this.

You're absolutely right. "Careless spreading out" would effectively nerf fungal growth, storm, colossi, siege tanks, etc.

It could be lamented as causing the game to require LESS micro!
pro-MoMaN, pro-HuK, pro-Millenium
nihoh
Profile Blog Joined May 2010
Australia978 Posts
June 22 2010 14:02 GMT
#14
On June 22 2010 22:59 kajeus wrote:
Show nested quote +
On June 22 2010 22:56 Takkara wrote:
Really good article, an interesting read for sure.

I think I disagree about your line: "A lot of BroodWar fans dislike the new pathfinding AI and there's good reason to. One of the most effective tactics in the early game is flanking. If units move in a perfect tight ball, flanking will be useless, period."

It's shortsighted to say that this is only a negative thing, right? I mean, commentators like Day[9] have been spending the entire Beta lamenting the "one-control group syndrome" that leads to these perfect tight balls. The reason being that AoE abilities like storm, fungal growth, Collossi, etc really eat into groups like this, and units can really be caught out of position.

Lamenting the end of BW flanking is in some ways like the moving shot debate. It's a relic of an old engine, and wasn't likely to be replicated in a new engine. But this new engine has it's only quirks and limitations and it's just a matter of time until they're found. Then when SC3 comes out, we'll lament the end of those things.

At least, that's my hope in all this.

You're absolutely right. "Careless spreading out" would effectively nerf fungal growth, storm, colossi, siege tanks, etc.

It could be lamented as causing the game to require LESS micro!

U forget that spells like Storm were much more stronger due counter the "spreading out" of units from primitive AI.
Dont look at the finger or you will miss all that heavenly glory.
exnomendei
Profile Joined May 2010
Netherlands122 Posts
June 22 2010 14:11 GMT
#15
Thank you for the excellent post. It's a good short read up that can really benefit your micro if you use this information well. Units behave so differently from BW that micro has to take on different shapes and forms.

Can you give examples of what players can do to improve on the built-in pathing, swarm-effect, etc? I think a major problem with players now is the "one control group" syndrom; people group all their units in one group, and while it makes for effective attacks early on, you really benefit from getting a bigger concave later on in the game. This can be achieved bu just splitting one control group hap-hazardly into two, and moving the groups seperately.

What options do players have to improve their micro, movement-wise?
Trying something wacky, expanding it, adjusting it, perfecting it -> Build order
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2010-06-22 14:39:22
June 22 2010 14:23 GMT
#16
Thanks

On June 22 2010 23:11 exnomendei wrote:
Thank you for the excellent post. It's a good short read up that can really benefit your micro if you use this information well. Units behave so differently from BW that micro has to take on different shapes and forms.

Can you give examples of what players can do to improve on the built-in pathing, swarm-effect, etc? I think a major problem with players now is the "one control group" syndrom; people group all their units in one group, and while it makes for effective attacks early on, you really benefit from getting a bigger concave later on in the game. This can be achieved bu just splitting one control group hap-hazardly into two, and moving the groups seperately.

What options do players have to improve their micro, movement-wise?


You could artificially create one on the spot by spamming waypoints till they form a line (as long as you break the magic box, the radius is 6 distance units wide, if your group is bigger than that it will form a line). If you continue to move in the direction of the line they should stay that way, then if you move sideways they should form a concave faster than normal.

Worth a shot if you think that units take too long to form a concave (its a bit risky though), the other thing though is you can just attack -> move -> attack and hold that ball so then all your units are in range already.

Unfortunately SC2 doesn't give you that much control in that regard, but ill hopefully have more tips with magic boxing and stacking as they are available in SC2 (although not as useful).

Its more about explaining though more than anything else
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Wippen
Profile Joined May 2010
Sweden15 Posts
June 22 2010 14:44 GMT
#17
Really intresting to get some of the mechanics explained. Good job OP.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
June 22 2010 14:47 GMT
#18
Great article.
Peekay.switch
Profile Blog Joined May 2010
Canada285 Posts
June 22 2010 14:47 GMT
#19
One of the best article I've read on TL.

Really well put and I'm really looking forward to Part 2.
I'm currently doing an Engineering Degree in Programming (Think that's what It's called, you'll have to forgive me, I'm French >_>) and Path finding really is an interesting subject, I have learned a whole bunch about it and I'll definitely be digging out OpenSteer.

Once again, very nice article!
mOnion
Profile Blog Joined August 2009
United States5657 Posts
June 22 2010 14:49 GMT
#20
wow this is really freaking impressive
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
15:55
FSL TeamLeague wk 2 PTB vs POG
Freeedom25
Liquipedia
uThermal 2v2 Circuit
15:00
Season Finals: Group Stage 2
Serral2325
uThermal1472
RotterdaM975
TaKeTV 449
mouzHeroMarine244
IndyStarCraft 229
SteadfastSC168
LamboSC242
sc2solar25
Classic24
Shameless13
SpiritSC212
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 2168
uThermal 1543
RotterdaM 929
mouzHeroMarine 279
IndyStarCraft 220
SteadfastSC 168
LamboSC2 48
BRAT_OK 46
sc2solar 32
Classic 23
SpiritSC2 12
StarCraft: Brood War
Britney 31337
Shuttle 1564
EffOrt 1405
Leta 192
Mind 119
ggaemo 69
Hyun 58
Barracks 58
Movie 40
Pusan 38
[ Show more ]
Rock 27
Sacsri 25
GoRush 24
Terrorterran 16
IntoTheRainbow 12
soO 11
ajuk12(nOOB) 10
Dota 2
Dendi2058
syndereN534
LuMiX1
Counter-Strike
fl0m8086
Other Games
gofns39727
tarik_tv12242
singsing2965
Grubby2963
Mlord637
crisheroes299
B2W.Neo182
SHIN 160
XaKoH 152
ArmadaUGS100
KnowMe76
Mew2King39
Trikslyr27
Organizations
Other Games
EGCTV1028
BasetradeTV215
StarCraft 2
angryscii 25
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• iHatsuTV 10
• Kozan
• AfreecaTV YouTube
• intothetv
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Airneanach30
• HerbMon 13
• Michael_bg 10
• FirePhoenix7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis2784
Other Games
• Shiphtur163
Upcoming Events
BSL22 NKC (BSL vs China)
2h 19m
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
Sparkling Tuna Cup
17h 19m
uThermal 2v2 Circuit
22h 19m
BSL22 NKC (BSL vs China)
1d 2h
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
Wardi Open
1d 18h
OSC
2 days
Replay Cast
3 days
The PondCast
4 days
Replay Cast
5 days
OSC
5 days
[ Show More ]
CranKy Ducklings
5 days
Liquipedia Results

Completed

Acropolis #4 - GSB
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
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
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.