• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:36
CEST 16:36
KST 23:36
  • 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
[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism8Official StarCraft website teases new content ahead of BlizzCon?125Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30! SC4ALL II: StarCraft 2 Player Announcement 7/8 Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16)
Tourneys
IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
Broodwar Prediction Market [D] Brainstorming a balance patch for Brood war Official StarCraft website teases new content ahead of BlizzCon? Terran or Protoss [ASL22] Ro16 Preview: Rough Waters
Tourneys
Escore Tournament - Season 3 [ASL22] Ro16 Group B [ASL22] Ro16 Group A Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Replay Review Process - What do you do? Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8652 users

6-7 Pool to Top 400 NA - Your Thoughts? - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 24 Next All
rottenpotato
Profile Joined March 2011
Canada130 Posts
April 10 2011 23:28 GMT
#101
On April 11 2011 08:26 teamsolid wrote:
I have a question, which build is actually more effective in ZvP, 6 pool or 7 pool? I was always curious. I know 7 pool comes ~7 seconds later, but you have enough cash to start 3 sets of lings as opposed to 2. And considering the large map sizes, does that 7 seconds really matter?


I found the 6 was better overall against P. You don't need that 7th drone at all. The timing works out so that you have exactly 150 minerals when your spawning pool finishes. You usually find yourself absolutely drenched in minerals after 2 minutes.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
April 10 2011 23:29 GMT
#102
On April 11 2011 08:24 rottenpotato wrote:
Show nested quote +
On April 11 2011 08:23 wherebugsgo wrote:
On April 11 2011 08:16 rottenpotato wrote:
On April 11 2011 08:14 wherebugsgo wrote:
On April 11 2011 07:26 Whiplash wrote:
On April 11 2011 07:21 rottenpotato wrote:
Protoss players got absolutely pissed(most), and I don't blame them.

That VTWhiplash guy's brain exploded.

The replay pack is more to see the BM that people portray or if people want to learn how to stop it. It includes all the games I lost as well.

(also blizz should make a spawning pool require 2 overlords, dustin browder's excuse for keeping 6 pool in the game is that they want the player to be on the edge of their seat from the start of the game which is some BS)


WTF? Glad you're not on the balancing team, cause if that was a serious remark (as it sounds like) you're a dumbass. You probably don't even realize that a standard 14/14 build comes before the second overlord.

Let's remove proxy gates, 4 gates, and cannon rushes, while we're at it, with some dumb arbitrary rule like "no pylons may be built within a certain range of the opponent's main"

The best part is that a 6 pool is really easily held with some basic worker micro.


It's really not. It's very, very hard to hold off, if not impossible, if all you have is workers.


Rofl. You are misinformed. Worker drills make 6 pools a joke. While it was an 8 pool, Tosyad vs Fruitdealer demonstrates this. Fruitdealer had only 14 drones, cause he went hatch first. I don't believe he lost a single drone.

I've done it plenty of times myself. You can do one of two things: you can go for a surround using a worker drill, or you can just run in circles until your zealot/cannon completes. If the opponent attacks the probes, you run. If he attacks the gateway/cannon/pylon, you poke and run as soon as he changes targets.


I hate to start shit, but I'm the one who posted the replay pack. I think I know what happens in 6-7 pools


Just because people lost to you doing a 6 pool, doesn't mean it's actually hard to hold off. Most people who play SC2 don't know how to stop cheese (which is why there's always so much rage about 4 gate, proxy gate, 6 pool, 8 pool, proxy rax, cannon rush, etc. etc.)

That sounds like a surefire solution if he magically has all his lings in 1 control group so that he can't attack your probes and your pylon at the same time.


?? I don't understand this.

You'll have 12-14 workers when the 6 pool hits, depending on the map. He'll have 6 lings. If he splits his lings, then he's going to lose, simply because you will seriously outnumber whichever group is closest to your workers.
ShynZ
Profile Joined September 2010
331 Posts
April 10 2011 23:30 GMT
#103
lol how to stop this 6pool with terran?
rottenpotato
Profile Joined March 2011
Canada130 Posts
April 10 2011 23:31 GMT
#104

You'll have 12-14 workers when the 6 pool hits, depending on the map. He'll have 6 lings. If he splits his lings, then he's going to lose, simply because you will seriously outnumber whichever group is closest to your workers.


The idea is that you keep them off mining while your army size gets bigger and bigger.
Monocle
Profile Joined February 2011
United States1509 Posts
April 10 2011 23:31 GMT
#105
On April 11 2011 08:30 ShynZ wrote:
lol how to stop this 6pool with terran?


Wall in?
Jeffbelittle
Profile Joined August 2010
United States468 Posts
Last Edited: 2011-04-10 23:34:36
April 10 2011 23:32 GMT
#106
On April 11 2011 08:27 KallWest wrote:
I think there should be a gentlements agreement between players to not cheese. As the win percentage of the OP shows, 6/7 pools clearly are much harder to defend than to execute, which gives the attacker an unfair advantage in most cases. People say it's part of the game, but I think that is not an honorable opinion.

It's like a wild west duel with both shooters waiting to 12 o'clock to shoot. There is nothing to really stop one person to shoot at 11.59, but that would make him a coward and an asshole. I feel similarily about cheesers.

Cheese does serve the purpose of making high level tournament players unpredictable and keeping their opponents on their feet, and it is a useful tool for them, but the rest of us, which is 99,999% of Starcraft players, should not cheese out of fairness and respect for our opponent.


It's about making people modest dude. That's what all cheese is about. Making a person modest about their scouting.

Protoss players who play blind to a Zerg and haven't walled off yet for obvious reasons, deserve to lose to an early rush. It's a reason why walling off so early is so important, and it's the reason scouting is so important.

Every cheese is about keeping a players scouting modest. If a Zerg is reluctant to sac an overlord at around 5:25, then he has only himself to blame when he is ill-prepared for a 4 gate.

Without cheese, there'd be no reason to scout as frequently as we do, and there'd be less reason for people to learn how to prepare for EEHAN timing attacks. You should thank cheese for raising the skill cap of this game by forcing players to scout more often and better.
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
April 10 2011 23:32 GMT
#107
that 85-95 vs P seems kinda unreal for me.. how much do you win against P who forge expands? I can't believe you would win a single game for example at shakuras if P goes for forge first and then adds gate+gate to complete wallin when he scouts your 7 pool.
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
blazingblue16
Profile Joined February 2011
Canada41 Posts
April 10 2011 23:32 GMT
#108
Doesn't a 6 pool auto lose when it's cross position on a large map?
ManyCookies
Profile Joined December 2010
1164 Posts
April 10 2011 23:34 GMT
#109
And considering the large map sizes, does that 7 seconds really matter?


A huge deal when it comes to 6/7 pools. 7 seconds of extra cannon fire is almost 6 extra shots (3 zerglings/drones dead), or the difference between a 25/25 pylon and a 75/75 pylon.
teamsolid
Profile Joined October 2007
Canada3668 Posts
April 10 2011 23:35 GMT
#110
On April 11 2011 08:28 rottenpotato wrote:
Show nested quote +
On April 11 2011 08:26 teamsolid wrote:
I have a question, which build is actually more effective in ZvP, 6 pool or 7 pool? I was always curious. I know 7 pool comes ~7 seconds later, but you have enough cash to start 3 sets of lings as opposed to 2. And considering the large map sizes, does that 7 seconds really matter?


I found the 6 was better overall against P. You don't need that 7th drone at all. The timing works out so that you have exactly 150 minerals when your spawning pool finishes. You usually find yourself absolutely drenched in minerals after 2 minutes.

That's not true at least in the 2-3 reps I've watched from the pack.

You ended up with ~100 minerals as the pool finished each time since you made an overlord, so could only start 2 sets of lings which finish at ~2:10. The next ling starts 15 secs later end finishes at ~2:25.

Meanwhile with a 7 pool, you actually end up with exactly 150 minerals as the pool finishes and all 6 hatch at ~2:18 from my own test.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
Last Edited: 2011-04-10 23:38:34
April 10 2011 23:36 GMT
#111
On April 11 2011 08:31 rottenpotato wrote:
Show nested quote +

You'll have 12-14 workers when the 6 pool hits, depending on the map. He'll have 6 lings. If he splits his lings, then he's going to lose, simply because you will seriously outnumber whichever group is closest to your workers.


The idea is that you keep them off mining while your army size gets bigger and bigger.


This still doesn't make sense, lol.

The idea to defend a 6 pool is to stall until your zealot comes out. In ZvZ, it's the first batch of lings. In TvZ, it's the first marine into the bunker. In PvZ you just have to stall for about 20 seconds and you're done; most P players lose in that time frame because they don't know how to worker drill/stall for time or they forget to protect their pylon. Most T players will win because it takes very little micro to get the marine into the bunker, and it's almost impossible for the 6 pool to win after the bunker is up. Most Z players lose for the same reasons P players lose, minus the pylon, obviously.

As I play random, I get a lot of 6/8 pools because people don't like playing against randoms. I also get cannon rushed and proxy gated a lot, so whenever I see cheese it's almost like an auto-win now.

EDIT: The hardest to hold is the 6 pool with drones. I've held that as P plenty of times, as I only go FFE/nexus first against Z. I think with a gate first it'd probably be pretty damn hard to hold, though.
Toadvine
Profile Joined November 2010
Poland2234 Posts
April 10 2011 23:36 GMT
#112
Cheeses and all-ins are just really good in SC2 in general, and, as a rule, a lot more difficult to defend than to execute. Dustin Browder and his team wanted to make the early game really exciting for you, so appreciate their effort.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
April 10 2011 23:36 GMT
#113
What I find so frustrating when playing PvZ is that the build orders to block fast pools put you way behind vs a zerg that macro's. Once the 1st lings are out you can't scout and know when the zerg starts droning. I've had zergs early pool and make just 2 lings to kill my probe then go into macro mode. It takes so much time to get out Zealots to stop the amount of lings that can come out. Pretty scary that you got that high up with it though
:)
rottenpotato
Profile Joined March 2011
Canada130 Posts
April 10 2011 23:36 GMT
#114
On April 11 2011 08:32 ondik wrote:
that 85-95 vs P seems kinda unreal for me.. how much do you win against P who forge expands? I can't believe you would win a single game for example at shakuras if P goes for forge first and then adds gate+gate to complete wallin when he scouts your 7 pool.


As the guy above corrected me, it was more like 60-65% win ratio. But most of the P losses were towards the end. It's fair to say it's around 50% vs P at 3500-3900, and 90-95% from 1500-3500.

If he forge fast expands first he basically loses. It's impossible to block off the entire area in time. 6 lings on a photon cannon is a dead photon cannon.

On April 11 2011 08:32 blazingblue16 wrote:
Doesn't a 6 pool auto lose when it's cross position on a large map?


Definitely not.
rottenpotato
Profile Joined March 2011
Canada130 Posts
April 10 2011 23:38 GMT
#115
On April 11 2011 08:35 teamsolid wrote:
Show nested quote +
On April 11 2011 08:28 rottenpotato wrote:
On April 11 2011 08:26 teamsolid wrote:
I have a question, which build is actually more effective in ZvP, 6 pool or 7 pool? I was always curious. I know 7 pool comes ~7 seconds later, but you have enough cash to start 3 sets of lings as opposed to 2. And considering the large map sizes, does that 7 seconds really matter?


I found the 6 was better overall against P. You don't need that 7th drone at all. The timing works out so that you have exactly 150 minerals when your spawning pool finishes. You usually find yourself absolutely drenched in minerals after 2 minutes.

That's not true at least in the 2-3 reps I've watched from the pack.

You ended up with ~100 minerals as the pool finished each time since you made an overlord, so could only start 2 sets of lings which finish at ~2:10. The next ling starts 15 secs later end finishes at ~2:25.

Meanwhile with a 7 pool, you actually end up with exactly 150 minerals as the pool finishes and all 6 hatch at ~2:18 from my own test.


Sorry I meant the 7pool, I got my rushes mixed up.

You're right, 4 lings at the start. If he built a forge, which he should have if he wants any chance to win, it will be in the front to help block. There is room for 4 lings to hit it unless his positioning is utterly terrible. You want to hit that forge as soon and as hard as you can.

As the max room is 4 lings, the 6 is better overall as you get that little extra window of damage done against it.
eNbee
Profile Joined July 2010
Belgium487 Posts
April 10 2011 23:40 GMT
#116
On April 11 2011 08:36 Reborn8u wrote:
What I find so frustrating when playing PvZ is that the build orders to block fast pools put you way behind vs a zerg that macro's. Once the 1st lings are out you can't scout and know when the zerg starts droning. I've had zergs early pool and make just 2 lings to kill my probe then go into macro mode. It takes so much time to get out Zealots to stop the amount of lings that can come out. Pretty scary that you got that high up with it though


Whenever I scout a 6pool and I didn't go forge first I just complete my walloff with a forge and another pylon and make a cannon asap, and stop making probes so you can re-walloff. As soon as the cannon finishes just continue on as normal. If you went forge first then the zerg just lost
hmmmm
sinani206
Profile Blog Joined November 2010
United States1959 Posts
Last Edited: 2011-04-10 23:46:30
April 10 2011 23:40 GMT
#117
I'm combining this with saying "corrupter brood lord ultralisk" at the beginning of every game. I haven't lost one yet!

EDIT: Also, you can have 150 mins with a 6-pool

6 OV scout close-air
6 pool
5 drone
6 drone (scout close-pos if its 4-player)
7 @100% pool, 150 minerals, 3 lings
10 extractor (trick)
10 zergling
10 cancel extractor
11 OV
lings until they hold it off
queen
drones
16 OV
~20 gas
~25 expo
literally everything is wifom just shut the fuck up
eNbee
Profile Joined July 2010
Belgium487 Posts
April 10 2011 23:42 GMT
#118
On April 11 2011 08:36 rottenpotato wrote:


It's impossible to block off the entire area in time. .


I'm no so sure about that, as a toss if you stop making probes as soon as you see it coming you should have the money to make 2 gates and a cannon
hmmmm
Acritter
Profile Joined August 2010
Syria7637 Posts
April 10 2011 23:42 GMT
#119
On April 11 2011 08:32 Jeffbelittle wrote:
Show nested quote +
On April 11 2011 08:27 KallWest wrote:
I think there should be a gentlements agreement between players to not cheese. As the win percentage of the OP shows, 6/7 pools clearly are much harder to defend than to execute, which gives the attacker an unfair advantage in most cases. People say it's part of the game, but I think that is not an honorable opinion.

It's like a wild west duel with both shooters waiting to 12 o'clock to shoot. There is nothing to really stop one person to shoot at 11.59, but that would make him a coward and an asshole. I feel similarily about cheesers.

Cheese does serve the purpose of making high level tournament players unpredictable and keeping their opponents on their feet, and it is a useful tool for them, but the rest of us, which is 99,999% of Starcraft players, should not cheese out of fairness and respect for our opponent.


It's about making people modest dude. That's what all cheese is about. Making a person modest about their scouting.

Protoss players who play blind to a Zerg and haven't walled off yet for obvious reasons, deserve to lose to an early rush. It's a reason why walling off so early is so important, and it's the reason scouting is so important.

Every cheese is about keeping a players scouting modest. If a Zerg is reluctant to sac an overlord at around 5:25, then he has only himself to blame when he is ill-prepared for a 4 gate.

Without cheese, there'd be no reason to scout, and there'd be less reason for people to learn how to prepare for EEHAN timing attacks. You should thank cheese for raising the skill cap of this game by forcing players to scout more often and better.


The problem with this kind of cheese is that it's so incredibly successful. This is a build that CANNOT be interrupted that the OP reports a winrate of over 80% with (bar Terran). It's a serious fucking problem when a build has that kind of winrate. But that's not the worst thing about it. The worst is that once the 6pool goes down, we're facing a short game no matter WHAT. That's unbelievably stupid. Screw Brood Lords and Colossi, screw late-game transitions, screw taking your third, we have a game with the 6POOL! In my opinion, we and Blizzard shouldn't be encouraging play that cuts out a huge portion of the game, and the portion that takes most of the skill.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-04-10 23:52:38
April 10 2011 23:43 GMT
#120
On April 11 2011 07:31 CanucksJC wrote:
Umm no... if you scout 6 pool second last or last on 4 player maps, you lose. I'm pretty sure it's unwinnable if you scout last on these huge maps now lol. You scout their base when lings are already in :s


I usually do the bisu style double probe scout, was pretty much able to block early pools with pylons/gateways/etc by seeing lings halfway across the map with my second probe. Even if you were banking that money for an FE its not like you are any more behind than they are.

The advantage of a big ass 4 player map is your buildings will be warped in earlier so its still easier to defend.

At least you can perfect wall easily in SC2, in BW there was basically nothing you could do unless you were stork.



On April 11 2011 08:42 Acritter wrote:
Show nested quote +
On April 11 2011 08:32 Jeffbelittle wrote:
On April 11 2011 08:27 KallWest wrote:
I think there should be a gentlements agreement between players to not cheese. As the win percentage of the OP shows, 6/7 pools clearly are much harder to defend than to execute, which gives the attacker an unfair advantage in most cases. People say it's part of the game, but I think that is not an honorable opinion.

It's like a wild west duel with both shooters waiting to 12 o'clock to shoot. There is nothing to really stop one person to shoot at 11.59, but that would make him a coward and an asshole. I feel similarily about cheesers.

Cheese does serve the purpose of making high level tournament players unpredictable and keeping their opponents on their feet, and it is a useful tool for them, but the rest of us, which is 99,999% of Starcraft players, should not cheese out of fairness and respect for our opponent.


It's about making people modest dude. That's what all cheese is about. Making a person modest about their scouting.

Protoss players who play blind to a Zerg and haven't walled off yet for obvious reasons, deserve to lose to an early rush. It's a reason why walling off so early is so important, and it's the reason scouting is so important.

Every cheese is about keeping a players scouting modest. If a Zerg is reluctant to sac an overlord at around 5:25, then he has only himself to blame when he is ill-prepared for a 4 gate.

Without cheese, there'd be no reason to scout, and there'd be less reason for people to learn how to prepare for EEHAN timing attacks. You should thank cheese for raising the skill cap of this game by forcing players to scout more often and better.


The problem with this kind of cheese is that it's so incredibly successful. This is a build that CANNOT be interrupted that the OP reports a winrate of over 80% with (bar Terran). It's a serious fucking problem when a build has that kind of winrate. But that's not the worst thing about it. The worst is that once the 6pool goes down, we're facing a short game no matter WHAT. That's unbelievably stupid. Screw Brood Lords and Colossi, screw late-game transitions, screw taking your third, we have a game with the 6POOL! In my opinion, we and Blizzard shouldn't be encouraging play that cuts out a huge portion of the game, and the portion that takes most of the skill.


IMO I'd rather face a 6 pool as Protoss than a 4 warpgate as Terran because it is basically the same as a proxy 4 gate in BW without the disadvantages, and that shit was almost unbeatable. Now you can't even defend with 1 siege tank and a bunker so the example is tantamount to how ridiculous the build actually is and the reason why Terrans 1 base so much.

6 pool only that effective in BO1 where most of the matches aren't 6 pool, and I haven't faced a 6 pool in yonks, so it's not actually a problem. If all zergs 6 pooled you wouldn't get the same winrate, in fact you would get the opposite, it would basically be auto-lose, so all the zergs would stop doing it anyway.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Prev 1 4 5 6 7 8 24 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 39m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko416
StarCraft: Brood War
Britney 46621
Calm 9377
EffOrt 319
firebathero 202
Rush 168
Pusan 92
Sea.KH 89
Dewaltoss 87
Mong 75
hero 55
[ Show more ]
NaDa 38
soO 36
Free 21
JulyZerg 17
Rock 14
Noble 13
Shine 8
ajuk12(nOOB) 8
Dota 2
qojqva3510
syndereN823
KheZu172
Counter-Strike
ScreaM287
kRYSTAL_203
Other Games
singsing1915
hiko648
DeMusliM364
crisheroes364
Pyrionflax230
Hui .164
XaKoH 147
djWHEAT83
ArmadaUGS59
Rex53
QueenE36
TKL 34
Trikslyr15
Organizations
StarCraft 2
IntoTheiNu 1255
StarCraft: Brood War
lovetv 10
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 87
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Michael_bg 15
• FirePhoenix1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2767
League of Legends
• Nemesis2382
• Jankos1693
• TFBlade442
Other Games
• WagamamaTV381
Upcoming Events
RotterdaM Event
1h 39m
The PiG Daily
8h 24m
CranKy Ducklings
19h 24m
WardiTV Invitational
20h 24m
Cure vs Zoun
SHIN vs Classic
ByuN vs MaxPax
Percival vs YoungYakov
OSC
1d 5h
Sparkling Tuna Cup
1d 19h
WardiTV Invitational
1d 20h
Shopify Rebellion Sundays
2 days
Spirit vs Mixu
Clem vs TBD
RSL Revival
2 days
Serral vs Rogue
BlizzCon
2 days
IdrA vs MC
[ Show More ]
Replay Cast
2 days
Afreeca Starleague
2 days
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
2 days
Monday Night Weeklies
3 days
Afreeca Starleague
3 days
Snow vs Shinee
Shine vs EffOrt
GSL
3 days
PiGosaur Cup
4 days
The PondCast
4 days
Kung Fu Cup
4 days
Replay Cast
5 days
KCM Race Survival
5 days
IntoTheTV X SOOP
5 days
Replay Cast
6 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-09-10
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #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

Upcoming

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 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.