• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:50
CEST 22:50
KST 05:50
  • 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
Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12Code S RO12 Preview: Cure, sOs, Reynor, Solar15[ASL19] Ro8 Preview: Unyielding3Official Ladder Map Pool Update (April 28, 2025)17[ASL19] Ro8 Preview: Rejuvenation8
Community News
Code S Season 1 - RO12 Group A Results (2025)1$1,250 WardiTV May [May 6th-May 18th]4Clem wins PiG Sty Festival #66Weekly Cups (April 28-May 4): ByuN & Astrea break through1Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game29
StarCraft 2
General
Code S RO12 Preview: Maru, Trigger, Rogue, NightMare How does the number of casters affect your enjoyment of esports? Code S Season 1 - RO12 Group A Results (2025) Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Code S RO12 Preview: Cure, sOs, Reynor, Solar
Tourneys
[GSL 2025] Code S:Season 1 - RO12 - Group B GSL 2025 details announced - 2 seasons pre-EWC 2025 GSL Season 2 (Qualifiers) [GSL 2025] Code S:Season 1 - RO12 - Group A $1,250 WardiTV May [May 6th-May 18th]
Strategy
[G] PvT Cheese: 13 Gate Proxy Robo Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise Mutation # 469 Frostbite
Brood War
General
[G] GenAI subtitles for Korean BW content BGH auto balance -> http://bghmmr.eu/ StarCraft & BroodWar Campaign Speedrun Quest ToSsGirL stream thread Battlenet Game Lobby Simulator
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL19] Ro8 Day 4 [ASL19] Ro8 Day 2
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
What do you want from future RTS games? Stormgate/Frost Giant Megathread Grand Theft Auto VI Nintendo Switch Thread Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
Elon Musk's lies, propaganda, etc. US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey Surprisingly good films/Hidden Gems
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard? Logitech mx518 cleaning.
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
SECOND COMMING
XenOsky
What High-Performing Teams (…
TrAiDoS
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
Test Entry for subject
xumakis
Racial Distribution over MMR …
Navane
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11401 users

Khaydarin amulet analysis - Page 58

Forum Index > SC2 General
Post a Reply
Prev 1 56 57 58 59 60 73 Next
Chill: I will now be moderating this thread heavily. Some of the ways people are talking down to each other in here are completely unacceptable.
v3chr0
Profile Blog Joined April 2010
United States856 Posts
Last Edited: 2011-03-11 12:56:02
March 11 2011 12:51 GMT
#1141
On March 11 2011 21:03 Dalavita wrote:
Show nested quote +
On March 11 2011 19:50 julius33 wrote:
IMO, terrans undervalue ghosts and ravens (turrets with they're ridiculous dps and HSMissile) as they are a potential solution to HTs, turrets mostly. As noone is using them now or hasnt even tried there is no point discussing though but im pretty sure there is big potential in them.

Generally, if they do carry through with the removal of KA, its going to be extremely tough to deal with any large drops/mutaballs.


Ravens against HTs..

Oh I don't know, feedback!


Ghosts and Medivacs can die to HTs too, same with BCs... doesn't mean you shouldn't get them, lol. Bad argument #941932.

edit: SC2 is way too new to say anything but the obvious is bad versus something, especially Ravens, a really underused unit in pro games.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Drazzzt
Profile Joined September 2002
Germany999 Posts
March 11 2011 12:58 GMT
#1142
I think I would decrease the energy upgrade to +20 or even +15 OR (probably even better) increase the storm cost to 80 or even 85.
Then, it would take several seconds before it would be possible to storm after a HT has warped in.
Be Nice, Be Fair, Be Mannered.
affliction
Profile Joined January 2011
Germany198 Posts
March 11 2011 13:13 GMT
#1143
Im so tired of this discussion.

Fact every protoss player is aware of:

if the nerf goes live, HT will be completely dead in PvT. Nothing to discuss about THAT i guess.

only possibility left: play Colossus and hope for the terran to not mass vikings.


The patch will result in a pretty one-sided playstyle of Protoss against Terran, which is a pity, because the matchup is not broken. If anyone arguments, that 3 out of 4 players in the semi-finals of GSL are Protoss, then please look at the last GSL where it was the same with terran. (and to clarify: PvT balance has not changed since then).


I hope for Blizzard to remove the nerf OR buff another aspect of the PvT play to make the match-up more interesting.
sysrpl
Profile Joined February 2010
United States222 Posts
March 11 2011 13:25 GMT
#1144
If they do remove amulet, HT should be rebalanced by increasing storm damage or radius (Blizzard reduced the storm area by 70% during the beta).
EmilA
Profile Joined October 2010
Denmark4618 Posts
March 11 2011 13:29 GMT
#1145
On March 11 2011 22:25 sysrpl wrote:
If they do remove amulet, HT should be rebalanced by increasing storm damage or radius (Blizzard reduced the storm area by 70% during the beta).


This has to be a joke. We're trying to get away from the "kill protoss before they reach high tech" and you want to increase their late-game power.
http://dotabuff.com/players/122305951 playing other games
spbelky
Profile Blog Joined October 2010
United States623 Posts
March 11 2011 13:54 GMT
#1146
I couldn't possibly read through all 58 pages, but I skimmed a few of the pages, and here are the points I'd like to emphasize

1) Many people are treating the situation as if HT's will be useless now without the upgrade. I do not agree with this. They are not removing storm, they are just forcing you to plan ahead with your unit production, as the other two races do.

2) Would Protoss rather have A) High Templar keep the amulet upgrade, but be a special case, where they can not be warped in with warp gates, and must be produced from a gateway (with a build time as the other two races must) OR B) Remove the amulet upgrade, and keep High Templar as a Warpgate Unit... I realize this is a hypothetical situation, both of which nerf the HT, but hopefully it gives some perspective on the PvTvZvP analysis.

3) I think the removal of the amulet will force protoss players to warp HTs ahead of time, but more importantly, it will force protoss players to value the life of their HT a little more. Currently, in a PvT if a high templar gets off 1 storm before dying, the protoss considers this a success, because very rarely do HTs get to reach that 150 energy mark in aggressive late games. This leads to a gameplay style where protoss warp in HTs near the location at which they wish to storm, get a storm off, and try to get away, but rarely do. And if they do get away, they will likely not live the required duration to accumulate another 75 energy. I really think this change will force players to value their high templars lives a little more.

Extending #3 a little further. in 200v200 food battles, where both players have an excess of resources, it actually becomes strategically sound to warp in a high templar, storm, and then suicide it to free up the supply to warp in another in order to get another storm. you essentially pay 150gas for a storm, not a high templar.

4) The ability to warp in 2 HT, storm twice right as they spawn, and then morph into an archon, is a bit too cost efficient for me. Not necessarily the resources, but the TIME factor. spending 300 gas for a near instant 2x storm and then wait a few seconds for an archon, seems fair from a mineral/gas perspective, but the speed at which you can accomplish this task is where it is "imbalanced"

5) The other alternative I would offer is that they keep the amulet upgrade, but increase the cooldown HT's put on your warpgate, and only warpgate (the gateway production time would remain the same). Or simply make the upgrade "increases starting energy by 25, but increases the build time by X), where X should equal something >25.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-03-11 14:10:09
March 11 2011 14:09 GMT
#1147
On March 11 2011 21:51 v3chr0 wrote:
Ghosts and Medivacs can die to HTs too, same with BCs... doesn't mean you shouldn't get them, lol. Bad argument #941932.

edit: SC2 is way too new to say anything but the obvious is bad versus something, especially Ravens, a really underused unit in pro games.


Difference is, Ghosts can neutralize HTs and aren't slow as shit, and melt into your main army whereas a big fuckoff raven with 0 range will always get feedbackd.

Seriously, think.

Ravens might be underused, but combating HTs isnt their intended usage.
Toadvine
Profile Joined November 2010
Poland2234 Posts
March 11 2011 16:47 GMT
#1148
For the record, I'd be fine with Storm being buffed as compensation. Then, it would actually be worth it to ferry HTs around in a Warp Prism. Although, I can already feel the incredible QQ storm that would erupt from Storm actually killing Marauders...

On March 11 2011 23:09 Dalavita wrote:
Difference is, Ghosts can neutralize HTs and aren't slow as shit, and melt into your main army whereas a big fuckoff raven with 0 range will always get feedbackd.

Seriously, think.

Ravens might be underused, but combating HTs isnt their intended usage.


Ravens have the same speed as Ghosts...

And both are significantly faster than HTs, and also have a higher sight range.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Novembermike
Profile Joined April 2010
United States102 Posts
March 11 2011 17:02 GMT
#1149
On March 11 2011 22:54 spbelky wrote:

3) I think the removal of the amulet will force protoss players to warp HTs ahead of time, but more importantly, it will force protoss players to value the life of their HT a little more. Currently, in a PvT if a high templar gets off 1 storm before dying, the protoss considers this a success, because very rarely do HTs get to reach that 150 energy mark in aggressive late games. This leads to a gameplay style where protoss warp in HTs near the location at which they wish to storm, get a storm off, and try to get away, but rarely do. And if they do get away, they will likely not live the required duration to accumulate another 75 energy. I really think this change will force players to value their high templars lives a little more.


Have you ever tried to use HT? This is an honest question, it isn't rhetorical or anything.

The reason Protoss players don't value HT is because HT have 80 hp and 1.875 speed (average speed is 2.25). You could theoretically put them in Warp Prisms, but if you've gone Colossi then you've forced vikings so that doesn't seem like a great idea (BW had some issues with Goliaths sniping shuttles, but Goliaths couldn't chase as easily).
Apolo
Profile Joined May 2010
Portugal1259 Posts
March 11 2011 17:06 GMT
#1150
On March 11 2011 22:54 spbelky wrote:
I couldn't possibly read through all 58 pages, but I skimmed a few of the pages, and here are the points I'd like to emphasize

1) Many people are treating the situation as if HT's will be useless now without the upgrade. I do not agree with this. They are not removing storm, they are just forcing you to plan ahead with your unit production, as the other two races do.


Saying useless is a way of saying. Are reapers useless? No. Yet, we rarely see them, and their use is very limited. That's what people are saying.


2) Would Protoss rather have A) High Templar keep the amulet upgrade, but be a special case, where they can not be warped in with warp gates, and must be produced from a gateway (with a build time as the other two races must) OR B) Remove the amulet upgrade, and keep High Templar as a Warpgate Unit... I realize this is a hypothetical situation, both of which nerf the HT, but hopefully it gives some perspective on the PvTvZvP analysis.


well... an "either or" statment doesn't help this debate at all, so i'll skip this.


3) I think the removal of the amulet will force protoss players to warp HTs ahead of time, but more importantly, it will force protoss players to value the life of their HT a little more. Currently, in a PvT if a high templar gets off 1 storm before dying, the protoss considers this a success, because very rarely do HTs get to reach that 150 energy mark in aggressive late games. This leads to a gameplay style where protoss warp in HTs near the location at which they wish to storm, get a storm off, and try to get away, but rarely do. And if they do get away, they will likely not live the required duration to accumulate another 75 energy. I really think this change will force players to value their high templars lives a little more.

Extending #3 a little further. in 200v200 food battles, where both players have an excess of resources, it actually becomes strategically sound to warp in a high templar, storm, and then suicide it to free up the supply to warp in another in order to get another storm. you essentially pay 150gas for a storm, not a high templar.


I'm not sure how toss don't value the life of their HT. It's just that HT they can't outrun stimmed MM. If they die, it's not because toss sends them to suicide, it's because they need to be sent one by one to storm, and come back, but most often, concussive shells and stim, take care of them when they're trying to retreat.


4) The ability to warp in 2 HT, storm twice right as they spawn, and then morph into an archon, is a bit too cost efficient for me. Not necessarily the resources, but the TIME factor. spending 300 gas for a near instant 2x storm and then wait a few seconds for an archon, seems fair from a mineral/gas perspective, but the speed at which you can accomplish this task is where it is "imbalanced"

5) The other alternative I would offer is that they keep the amulet upgrade, but increase the cooldown HT's put on your warpgate, and only warpgate (the gateway production time would remain the same). Or simply make the upgrade "increases starting energy by 25, but increases the build time by X), where X should equal something >25.


I agree with the need for a nerf, though removing KA is far from that. Those two suggestions along with others that have been said as KA increasing maximum energy capacity but only 12 or 15 starting energy would be good.
Punkdp1p3r
Profile Joined January 2011
United States30 Posts
March 11 2011 17:23 GMT
#1151
So. i am a protoss player and i realize that destroying the amulet will wipe out most uses of HTs in the game. But, wouldn't archons be a viable choice? They do + versus bio, and if the terran goes mech, most likely, the gas would be better spent on immortals and voids. I am jsut diamond though so I do not know the play styles of master's league. Also, I like going HT but I do usually start off collosus, and I win a lot of PvT without even getting to HT. So I am curious, how much is this going to change, early game? mid-game? late-game? IMO, this will really affect late-mid-game and late-game more so than anything else, all this will require is a new playstyle.
"Dulce et decorum est pro patria mori."
Novembermike
Profile Joined April 2010
United States102 Posts
March 11 2011 17:31 GMT
#1152
Archons have pathing issues and are slowed by marauders so they'll literally never hit adequately microed bio.
Aequos
Profile Joined October 2010
Canada606 Posts
March 11 2011 17:31 GMT
#1153
On March 11 2011 12:10 HighQuality wrote:
The biggest misconception people have in this thread (and the forums in general) is the idea that tier 1 units should not beat tier 3; that MM shouldn't theoretically be able to beat HT. Starcraft is NOT a game of counters. When battling armies it's about maximizing the utility of each unit, whether they are tier 1 or 3 does not matter.

If Starcraft 2 really was a game of "x beats y", we'd get more crappy games that consist of giant army blobs smashing into each other with no real structure to the actual armies. This is personally the reason why I enjoy players like MarineKing so much, because he understands that keeping his army lean is so much more cost-effective than just massing up blobs consisting of 8 different units. It's dumb that people decry such styles as boring, when it's actually the most dynamic.


The problem isn't that T1 is beating T3 - The issue is that T1 beats T1, T2, and all T3 but the colossus. You don't hear Protoss arguing that the Carrier should roflstomp marines - we know that's not what it's for. However, the High Templar has really one purpose, and that is to kill marines. If it can't do that well, why build it?

As an aside, weakening the energy drain on EMP will help mitigate this a bit, as we probably will be keeping our Templar until they reach higher energy, so a feedback after they EMP is not as unreasonable.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
proot
Profile Joined June 2004
United States126 Posts
March 11 2011 17:37 GMT
#1154
The best thing about this nerf is now protoss has to preplan the amount of storms they have before a major battle, just like the other races. It was pretty annoying to see terrans get emps out, win a major fight, then get worn down by storms along the way because they missed emps or simply ran out.

It's pretty funny to see all the comments about telling terran to go mech. The only situation mech will work is through a narrow choke or close positions. Terran doesn't have spider mines to limit protoss mobility, which means protoss always has the ability to hit soft points of defense. Hellion harass is easily stopped by control of the watchtowers(which protoss will undoubtedly have against a mech terran) and good pylon/obs placement, provided they don't keep their stalkers in 1 control group with their army.

I'm honestly glad we won't see another san vs sc sort of series after the patch. Yeah, it may have been cool to watch, but it showed how little thought it took to use templar against t's army. Whenever sc ran out of ghosts, he was forced to retreat and stop the pressure. When he didn't, he ended up down 50-100 supply to the constant reinforcing storms.
.
Pheint
Profile Joined March 2011
United States73 Posts
March 11 2011 17:56 GMT
#1155
On March 11 2011 19:34 v3chr0 wrote:

It's not about having a similiar time frame. The High Templar is SUPPOSED to be better than the Ghost. .


Oh I agree, I'm just pointing out that they were indeed similar timeframes. The HT should be more powerful than the ghost.
Pheint
Profile Joined March 2011
United States73 Posts
March 11 2011 18:04 GMT
#1156
On March 12 2011 02:37 proot wrote:
The best thing about this nerf is now protoss has to preplan the amount of storms they have before a major battle, just like the other races. It was pretty annoying to see terrans get emps out, win a major fight, then get worn down by storms along the way because they missed emps or simply ran out.


It's less fun to know that a stimmed marauder/marine army destroys your gateway units and one of the two units you use to combat this is getting slightly nerfed. Should be challenging and fun tho.
Novembermike
Profile Joined April 2010
United States102 Posts
March 11 2011 18:08 GMT
#1157
Anyone saying this is a legitimate nerf needs to look at the sanZenith games and see what happens when the toss engages without HT (specifically zealots or archons).
sylverfyre
Profile Joined May 2010
United States8298 Posts
March 11 2011 18:12 GMT
#1158
My biggest problem with this is how nigh-impossible it is to protect HTs. They're the slowest of all casters. Keeping an HT alive for 50 seconds is a LONG TIME during which you have to avoid EMPs and getting sniped. Yes, players like San use their HTs totally suicidally, but honestly... when you go in range for that good storm... the HT just can't run away anymore. It's so slow, M&M is very fast comparitively.

"Just keep them alive for 50 seconds while they generate energy" is such a challenge to expect from the toss. That's the difference that removing Khaydarin Amulet is bringing.
Already Psi Storm must be researched, where fungal and EMP don't, AND it's freaking expensive. I'm not really in favor of a unit currently taking (350min &)400 gas and 3 minutes between the time you decide "I want this unit" and the time that you actually have use of them. That's longer than putting up a new base!

From watching games San's vs T wher he's heavily abusing Khaydarin (I feel like this is some of the best examples of a Protoss player REALLY milking the power of Khaydarin Amulet, between two high level players), I still feel like it's justified. He's on many more bases in order (often +2 bases over the T player) to have the gas to just buy psi storms like that. Also every well-aimed EMP is basically costing him 300 or more gas (with him spreading his HTs out quite a bit!)

Also, note how freaking impossible it was to keep HTs alive against a mobile terran bio player.

I really don't feel like T should be at any special advantages when he's down TWO BASES on the protoss. They SHOULD be fighting a losing battle, and that's really not what it felt like - especially the game on Terminus Re.
zivac
Profile Joined October 2010
Croatia389 Posts
March 11 2011 18:12 GMT
#1159
it would be interesting if marines and marauders would need to wait 45 seconds before they can use stim...
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
March 11 2011 18:24 GMT
#1160
everyone is referring to san vs sc. let me ask you this.
terran was on 2 base most of time, protoss was on 3 and 4.
the fights were almost even.
when i was watching the game, i thought it would be possible for protoss to run out of minerals while terran had 2 more expansions to take on his side of the map.
terran was the one being aggressive. protoss was being defensive yet when it came to money spent vs money spent, terran was much more efficient.

take KA out of the equation, someone tell me how the protoss could have still won.
(of course KA wasn't the only game winning element)
age: 84 | location: california | sex: 잘함
Prev 1 56 57 58 59 60 73 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
17:00
GSL 2025 Group A
IndyStarCraft 311
SteadfastSC99
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 311
ZombieGrub178
SteadfastSC 99
ProTech96
DisKSc2 56
StarCraft: Brood War
Dewaltoss 110
KwarK 37
Dota 2
Gorgc8252
Dendi1250
NeuroSwarm58
Counter-Strike
fl0m1546
pashabiceps1023
Stewie2K514
flusha326
NBK_202
Heroes of the Storm
Grubby3951
Liquid`Hasu431
Khaldor179
Other Games
tarik_tv13732
summit1g2667
mouzStarbuck757
ToD164
Trikslyr58
QueenE34
Organizations
Other Games
gamesdonequick1766
StarCraft 2
ESL.tv132
Other Games
BasetradeTV50
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• davetesta13
• Reevou 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade2282
Other Games
• Shiphtur356
Upcoming Events
Replay Cast
3h 11m
OSC
3h 11m
Replay Cast
3h 11m
The PondCast
13h 11m
Online Event
1d 7h
ShoWTimE vs MaxPax
SHIN vs herO
Clem vs Cure
SHIN vs Clem
ShoWTimE vs SHIN
SOOP
1d 12h
DongRaeGu vs sOs
CranKy Ducklings
1d 13h
WardiTV Invitational
1d 14h
SC Evo League
1d 15h
WardiTV Invitational
1d 17h
[ Show More ]
Chat StarLeague
1d 19h
PassionCraft
1d 20h
Circuito Brasileiro de…
1d 21h
Online Event
2 days
Matvey vs herO
SHIN vs Cure
Clem vs MaxPax
ShoWTimE vs herO
ShoWTimE vs Clem
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
uThermal 2v2 Circuit
2 days
Chat StarLeague
2 days
Circuito Brasileiro de…
2 days
Afreeca Starleague
3 days
BeSt vs Light
Wardi Open
3 days
PiGosaur Monday
4 days
Afreeca Starleague
4 days
Snow vs Soulkey
WardiTV Invitational
4 days
Replay Cast
5 days
GSL Code S
5 days
ByuN vs Rogue
herO vs Cure
Replay Cast
6 days
GSL Code S
6 days
Classic vs Reynor
GuMiho vs Maru
The PondCast
6 days
Liquipedia Results

Completed

FGSL Season 1
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

BSL Nation Wars Season 2
StarCastTV Star League 4
JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
2025 GSL S1
Heroes 10 EU
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21
PGL Cluj-Napoca 2025

Upcoming

CSLPRO Spring 2025
CSLPRO Last Chance 2025
CSLAN 2025
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 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.