• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:22
CEST 20:22
KST 03:22
  • 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 TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence7Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
Weekly Cups (Sept 8-14): herO & MaxPax split cups #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
SC4ALL $6,000 Open LAN in Philadelphia Sparkling Tuna Cup - Weekly Open Tournament WardiTV TL Team Map Contest #5 Tournaments Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
[ASL20] Ro16 Preview Pt2: Turbulence Diplomacy, Cosmonarchy Edition BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion ASL20 General Discussion
Tourneys
[ASL20] Ro16 Group D [ASL20] Ro16 Group C [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile General RTS Discussion Thread Nintendo Switch Thread Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1275 users

SC2 Ladder Analysis: Part 2 - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 19 20 21 Next All
catamorphist
Profile Joined May 2010
United States297 Posts
August 08 2010 03:08 GMT
#21
How did you infer all this? Do you have a lot of mined data sitting around about wins and losses?
http://us.battle.net/sc2/en/profile/281144/1/catamorphist/
paralleluniverse
Profile Joined July 2010
4065 Posts
August 08 2010 03:10 GMT
#22
On August 08 2010 11:56 virgozero wrote:
Show nested quote +
On August 08 2010 11:33 vanick wrote:

I left a point out in my writeup that I probably should have included. TrueSkill, and likely SC2's ladder, have a factor based off the time since your last game that increases the player's uncertainty level (sigma) by an amount related to that.

yes but thats also very icky because we have no idea how accurate that is and how that differentiates from person to person. I am assuming it is a constant which would assume all players learn @ the same rate which they don't. Sure you can get a general consensus that in 1 week time a player should be X better and therefor we would adjust our system in accordance with X by mutliplying certain varaibles by Y or w/e but it still won't be accurate or anything near accurate.

Show nested quote +

Even if you're playing games back to back this factor will have a minimum value that will still increase sigma. This allows the system to adapt to a player whose skill increases over time.

Again I dont quite understand how this can be accurate though, this minimum value? Can you explain a lil more.

The way it determines your skill level (MMR) is to move your MMR up and down until it finds a point where you win and lose 50% of your games.

This post explains it in great detail for WoW: http://forums.worldofwarcraft.com/thread.html?topicId=14910422788&sid=1&pageNo=3#49

Of course, we would get such an explanation for SC2.
Necrosjef
Profile Joined March 2010
United Kingdom530 Posts
August 08 2010 03:11 GMT
#23
Interesting read. Conclusions appear to be accurate and tie in with the evidence.

Europe Server Diamond Player: ID=Necrosjef Code=957
Synwave
Profile Joined July 2009
United States2803 Posts
August 08 2010 03:13 GMT
#24
On August 08 2010 12:08 catamorphist wrote:
How did you infer all this? Do you have a lot of mined data sitting around about wins and losses?


Good question. I think obviously is the answer but Im curious too.
♞Nerdrage is the cause of global warming♞
paralleluniverse
Profile Joined July 2010
4065 Posts
August 08 2010 03:16 GMT
#25
On August 08 2010 12:13 Synwave wrote:
Show nested quote +
On August 08 2010 12:08 catamorphist wrote:
How did you infer all this? Do you have a lot of mined data sitting around about wins and losses?


Good question. I think obviously is the answer but Im curious too.

From the way the WoW arena system works.
vanick
Profile Joined August 2010
United States53 Posts
Last Edited: 2010-08-08 03:38:38
August 08 2010 03:33 GMT
#26
On August 08 2010 12:13 Synwave wrote:
Show nested quote +
On August 08 2010 12:08 catamorphist wrote:
How did you infer all this? Do you have a lot of mined data sitting around about wins and losses?


Good question. I think obviously is the answer but Im curious too.

No mined data. We don't have that for SC2. It is based on what we know about WoW Arena, what we know about SC2 ladder, and how Bayesian inference ranking systems work. This isn't necessarily how it works, though obviously I believe this is close to the truth. I'm sure there are incorrect parts not only of this post, but of the original ladder analysis. This is a theory that tries to describe the behavior we're observing, since the actual ladder mechanics occur within a black box.

virgo: paralleluniverse is right. Your MMR is an approximation of your true skill, and it moves according to your performance by winning/losing. How much it moves depends on many factors, as detailed in the original post.
SnakeChomp
Profile Joined May 2010
Canada125 Posts
Last Edited: 2010-08-08 03:44:12
August 08 2010 03:41 GMT
#27
On August 08 2010 08:59 Excalibur_Z wrote:
Q: So how do bonus points affect all this? Wouldn’t that mess up the rating gains over time?
A: Yes, they would. I am not sure how they correct for this. It’s possible that they inflate MMR over time by an equal amount so things still work. It’s possible they correct for the bonus pool instead. I don’t know.


I don't think the displayed rating value has any bearing on match making at all. If it did then the bonus pool would make no sense. I'm a freshly placed platinum player and I was winning 42 points on a win (due to my bonus pool) and losing 2 or 4 for losses. Assuming I was going 50/50 for my first few games (I wasn't but that isn't the point), it is an impossibility for my MMR to constantly be sky rocketing after each win and not changing after each loss; otherwise the system would not be an accurate reflection of my performance. No, I believe that the displayed points are purely fluff which is inflated by the bonus pool to make everyone feel as if they are constantly progressing when playing multiplayer. It is used to reflect rank on the ladder, again purely for the sense of progression, but does not and cannot reflect skill.

Further consider that the displayed rating cannot be compared across divisions as stated by Blizzard; therefore it makes no sense to use displayed rating to influence the "opponent is favored" display because your opponents can come from divisions other than your own.
virgozero
Profile Joined May 2010
Canada412 Posts
Last Edited: 2010-08-08 03:47:26
August 08 2010 03:46 GMT
#28
Okay so heres what Im stuck on
1.) You play a game
2.) The system assigns you a random MMR with a 50% uncertainty factor
3.) You play more games
4.) The system moves your uncertainty factor up or down depending on how correct the system was in guessing your MMR (if you win vs the ones you should win, the ufactor goes down and if you loose vs the one you should win, the ufactor goes up)

If that is rigth so far, I am asking on the fact that between 2-4, you are required to play more games.
"4.)" is based upon the games from "3.)" and the analyzation from "2.)".
If you have improved since "2.)" then how would that be accurate?

Vanick tells me there is this
Even if you're playing games back to back this factor will have a minimum value that will still increase sigma. This allows the system to adapt to a player whose skill increases over time

This factor will have a minimum value that wil still increase sigma? I dont quite understand that?
What is this minimum value and how do they come about it?

Rumpfriction
Profile Joined August 2010
7 Posts
August 08 2010 03:51 GMT
#29
hopefully you can help me with this as you know so much about the ladder (maybe its a glitch?), but i went 5-0 in placements then im 3-3 in platinum. my question is, even though ive been placed in a league i havent been giving a rank and judging by my score (wins - losses in points) i should be somewhere in the middle of the pack? my score screen shows me as undefined, or after a matched ranked something like 327. any ideas??

thanks,

Rump
vanick
Profile Joined August 2010
United States53 Posts
Last Edited: 2010-08-08 04:03:10
August 08 2010 03:57 GMT
#30
On August 08 2010 12:41 SnakeChomp wrote:
Show nested quote +
On August 08 2010 08:59 Excalibur_Z wrote:
Q: So how do bonus points affect all this? Wouldn’t that mess up the rating gains over time?
A: Yes, they would. I am not sure how they correct for this. It’s possible that they inflate MMR over time by an equal amount so things still work. It’s possible they correct for the bonus pool instead. I don’t know.


I don't think the displayed rating value has any bearing on match making at all. If it did then the bonus pool would make no sense. I'm a freshly placed platinum player and I was winning 42 points on a win (due to my bonus pool) and losing 2 or 4 for losses. Assuming I was going 50/50 for my first few games (I wasn't but that isn't the point), it is an impossibility for my MMR to constantly be sky rocketing after each win and not changing after each loss; otherwise the system would not be an accurate reflection of my performance. No, I believe that the displayed points are purely fluff which is inflated by the bonus pool to make everyone feel as if they are constantly progressing when playing multiplayer. It is used to reflect rank on the ladder, again purely for the sense of progression, but does not and cannot reflect skill.

Further consider that the displayed rating cannot be compared across divisions as stated by Blizzard; therefore it makes no sense to use displayed rating to influence the "opponent is favored" display because your opponents can come from divisions other than your own.


Excal thought this Q/A was worded confusingly and I said "nooo that's impossible" but it is true

I agree with you that displayed rating value has no bearing. The question here arises from my theory on how display rating change is calculated, since it seems that the change in displayed rating comes from the comparison of that rating to the opponent's MMR. I was merely illustrating an unanswered question regarding that. Change in MMR is always purely a result of the players' MMRs and sigmas. I've asked Excal to help clarify this segment.

virgo: Please read through the TrueSkill primer and other pages on the site if you're having trouble understanding the post. A lot of the concepts are better explained on the Microsoft Research site.
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2010-08-08 04:00:30
August 08 2010 03:57 GMT
#31
On August 08 2010 12:46 virgozero wrote:
Okay so heres what Im stuck on
1.) You play a game
2.) The system assigns you a random MMR with a 50% uncertainty factor
3.) You play more games
4.) The system moves your uncertainty factor up or down depending on how correct the system was in guessing your MMR (if you win vs the ones you should win, the ufactor goes down and if you loose vs the one you should win, the ufactor goes up)

If that is rigth so far, I am asking on the fact that between 2-4, you are required to play more games.
"4.)" is based upon the games from "3.)" and the analyzation from "2.)".
If you have improved since "2.)" then how would that be accurate?

Vanick tells me there is this
Show nested quote +
Even if you're playing games back to back this factor will have a minimum value that will still increase sigma. This allows the system to adapt to a player whose skill increases over time

This factor will have a minimum value that wil still increase sigma? I dont quite understand that?
What is this minimum value and how do they come about it?


You don't start with a random MMR, you start with an average MMR, i.e. a new player is assume to be better than 50% of players, and worse than 50% of players.

This MMR and sigma moves up and down depending on your performance in games.

You seem to think that the system guesses a random MMR and tests whether its guess is correct. That's not how it works.

The link above to a thread on the WoW forums explains this better.
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
August 08 2010 04:08 GMT
#32
wow fancy stuff. some peoples sure is smart

On a more serious note, thanks for your efforts here, this is quality work.
potatoedoughnut
Profile Joined July 2008
United States334 Posts
August 08 2010 04:09 GMT
#33
Thanks for the summary of this type of matchmaking.

It would be really nice if we had a way to see our MMR & σ, rather than just a league and "rating" which don't mean much.

I'm interested in how the bonus pool plays into this. Do you think eventually the available pool points will do down as a player's rating value approaches their MMR? Or will it stay entirely separate from the MMR rating? I don't know how this worked in WoW Arena, or if they will use the system the same way.
Eagles may soar, but weasels do not get sucked into jet engines.
virgozero
Profile Joined May 2010
Canada412 Posts
August 08 2010 04:12 GMT
#34
On August 08 2010 12:57 paralleluniverse wrote:
Show nested quote +
On August 08 2010 12:46 virgozero wrote:
Okay so heres what Im stuck on
1.) You play a game
2.) The system assigns you a random MMR with a 50% uncertainty factor
3.) You play more games
4.) The system moves your uncertainty factor up or down depending on how correct the system was in guessing your MMR (if you win vs the ones you should win, the ufactor goes down and if you loose vs the one you should win, the ufactor goes up)

If that is rigth so far, I am asking on the fact that between 2-4, you are required to play more games.
"4.)" is based upon the games from "3.)" and the analyzation from "2.)".
If you have improved since "2.)" then how would that be accurate?

Vanick tells me there is this
Even if you're playing games back to back this factor will have a minimum value that will still increase sigma. This allows the system to adapt to a player whose skill increases over time

This factor will have a minimum value that wil still increase sigma? I dont quite understand that?
What is this minimum value and how do they come about it?


You don't start with a random MMR, you start with an average MMR, i.e. a new player is assume to be better than 50% of players, and worse than 50% of players.

This MMR and sigma moves up and down depending on your performance in games.

You seem to think that the system guesses a random MMR and tests whether its guess is correct. That's not how it works.

The link above to a thread on the WoW forums explains this better.

Alright thanks for that clarification. But the problem I am proposing remains there, the system will keep on adjusting your mmr and sigma but it will never reach a point that is accurate or anywhere near accurate of you.

Is anyone understanding what I am saying or am I stuck in my own world lol.
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2010-08-08 04:29:31
August 08 2010 04:26 GMT
#35
On August 08 2010 13:09 potatoedoughnut wrote:
Thanks for the summary of this type of matchmaking.

It would be really nice if we had a way to see our MMR & σ, rather than just a league and "rating" which don't mean much.

I'm interested in how the bonus pool plays into this. Do you think eventually the available pool points will do down as a player's rating value approaches their MMR? Or will it stay entirely separate from the MMR rating? I don't know how this worked in WoW Arena, or if they will use the system the same way.

I personally think the bonus pool will inflate everyone's points equally and indefinitely, at least until the ladder resets.

On August 08 2010 13:12 virgozero wrote:
Show nested quote +
On August 08 2010 12:57 paralleluniverse wrote:
On August 08 2010 12:46 virgozero wrote:
Okay so heres what Im stuck on
1.) You play a game
2.) The system assigns you a random MMR with a 50% uncertainty factor
3.) You play more games
4.) The system moves your uncertainty factor up or down depending on how correct the system was in guessing your MMR (if you win vs the ones you should win, the ufactor goes down and if you loose vs the one you should win, the ufactor goes up)

If that is rigth so far, I am asking on the fact that between 2-4, you are required to play more games.
"4.)" is based upon the games from "3.)" and the analyzation from "2.)".
If you have improved since "2.)" then how would that be accurate?

Vanick tells me there is this
Even if you're playing games back to back this factor will have a minimum value that will still increase sigma. This allows the system to adapt to a player whose skill increases over time

This factor will have a minimum value that wil still increase sigma? I dont quite understand that?
What is this minimum value and how do they come about it?


You don't start with a random MMR, you start with an average MMR, i.e. a new player is assume to be better than 50% of players, and worse than 50% of players.

This MMR and sigma moves up and down depending on your performance in games.

You seem to think that the system guesses a random MMR and tests whether its guess is correct. That's not how it works.

The link above to a thread on the WoW forums explains this better.

Alright thanks for that clarification. But the problem I am proposing remains there, the system will keep on adjusting your mmr and sigma but it will never reach a point that is accurate or anywhere near accurate of you.

Is anyone understanding what I am saying or am I stuck in my own world lol.

The MMR will get more accurate as sigma, which is the uncertainty, decreases.

As sigma decreases your MMR is adjusted less after each game, because the system is more certain of your skill.

The WoW forum link above has an explicit numerical example of this.
Synwave
Profile Joined July 2009
United States2803 Posts
August 08 2010 04:30 GMT
#36
I love how even the feedback is so above me Im looking at cherubs.
Thats a quality OP right there.
Fix that stuff for the cherubs OP! or not...I wouldn't know lol
♞Nerdrage is the cause of global warming♞
Excalibur_Z
Profile Joined October 2002
United States12237 Posts
August 08 2010 04:33 GMT
#37
On August 08 2010 12:41 SnakeChomp wrote:
Show nested quote +
On August 08 2010 08:59 Excalibur_Z wrote:
Q: So how do bonus points affect all this? Wouldn’t that mess up the rating gains over time?
A: Yes, they would. I am not sure how they correct for this. It’s possible that they inflate MMR over time by an equal amount so things still work. It’s possible they correct for the bonus pool instead. I don’t know.


I don't think the displayed rating value has any bearing on match making at all. If it did then the bonus pool would make no sense. I'm a freshly placed platinum player and I was winning 42 points on a win (due to my bonus pool) and losing 2 or 4 for losses. Assuming I was going 50/50 for my first few games (I wasn't but that isn't the point), it is an impossibility for my MMR to constantly be sky rocketing after each win and not changing after each loss; otherwise the system would not be an accurate reflection of my performance. No, I believe that the displayed points are purely fluff which is inflated by the bonus pool to make everyone feel as if they are constantly progressing when playing multiplayer. It is used to reflect rank on the ladder, again purely for the sense of progression, but does not and cannot reflect skill.

Further consider that the displayed rating cannot be compared across divisions as stated by Blizzard; therefore it makes no sense to use displayed rating to influence the "opponent is favored" display because your opponents can come from divisions other than your own.


I edited the second question to make it easier to understand:


Q: So how do bonus points affect the display rating changes? If the displayed rating change is based upon the comparison of the opponent's MMR with the player's displayed rating + the player's league cutoff, then wouldn't bonus points inflate the displayed rating and cause problems?
A: I'm not sure how they account for this. One possibility is they keep track of bonus points that make up your displayed rating, and ignore them when performing the calculation in the back-end.

Excal: It seems more likely that the bonus pool is only used to increase the displayed rating for division ranking purposes and ignored in back-end calculation because the bonus pool increases at the same rate for all players. This introduces a constant that is easily discarded when assessing actual skill within the system. Furthermore, if bonus points were considered in the process of point calculation, it would present an unfair advantage for players who have not yet used up their bonus pool (because their rating is therefore inflated giving them more to lose).



Better?
Moderator
Synwave
Profile Joined July 2009
United States2803 Posts
August 08 2010 04:35 GMT
#38
I do hardware support and make more money than my buddy that knows math like a super genious (sic)
You win sir
♞Nerdrage is the cause of global warming♞
Sabu113
Profile Blog Joined August 2009
United States11057 Posts
August 08 2010 04:54 GMT
#39
Very readable. Pretty interesting actually and I have only a basic stat background.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Jonoman92
Profile Blog Joined September 2006
United States9104 Posts
August 08 2010 05:00 GMT
#40
Thanks for the research.

http://research.microsoft.com/en-us/projects/trueskill/details.aspx that is supposed to be laymen? Very surprised xbox uses such a complex system...
Prev 1 2 3 4 5 19 20 21 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 39m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 631
UpATreeSC 92
ProTech90
IndyStarCraft 69
JuggernautJason38
StarCraft: Brood War
Calm 4186
Bisu 1607
Shuttle 598
Mini 492
PianO 367
Dewaltoss 142
hero 86
Backho 82
soO 42
sorry 29
[ Show more ]
Aegong 21
Noble 12
SilentControl 4
Hm[arnc] 4
Dota 2
qojqva4234
Fuzer 288
capcasts106
Counter-Strike
fl0m1016
Stewie2K389
Other Games
Grubby1228
ceh9598
FrodaN582
Beastyqt566
Hui .270
QueenE148
FunKaTv 64
Trikslyr64
NeuroSwarm50
MindelVK28
fpsfer 2
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Reevou 2
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• intothetv
• IndyKCrew
StarCraft: Brood War
• FirePhoenix14
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3866
• WagamamaTV603
League of Legends
• Nemesis3673
• TFBlade697
Other Games
• imaqtpie745
• Shiphtur232
Upcoming Events
OSC
4h 39m
PiGosaur Monday
5h 39m
LiuLi Cup
16h 39m
OSC
1d
RSL Revival
1d 15h
Maru vs Reynor
Cure vs TriGGeR
The PondCast
1d 18h
RSL Revival
2 days
Zoun vs Classic
Korean StarCraft League
3 days
BSL Open LAN 2025 - War…
3 days
RSL Revival
3 days
[ Show More ]
BSL Open LAN 2025 - War…
4 days
RSL Revival
4 days
Online Event
4 days
Wardi Open
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
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

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
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.