• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:43
CET 16:43
KST 00:43
  • 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] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
No more SC2 streamers on team liquid? [D] Hacker peak in sc2 ? Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [D] the control group Simple Questions/Answers [G] How to playtest arcade maps
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Sagi.gg Launcher Released Top Players of October 2026 (EBPD Rankings) BW General Discussion Rollback Netcode in Brood War
Tourneys
[Megathread] Daily Proleagues KCM Race Survival 2026 Season 4 [Mixed-Gender CK] Rush+4 vs Best+4 [BSL23] RO24 Group F - Sunday 21:00 CET
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
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 Russo-Ukrainian War Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
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
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 18157 users

The Protoss deathball vs 2010 Zerg swarm

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 16 17 18 Next All
Polatrite
Profile Joined August 2010
United States135 Posts
Last Edited: 2011-04-18 20:50:56
April 18 2011 20:40 GMT
#1
The following is an analysis of the modern Protoss deathball currently sweeping tournaments as compared to the Zerg swarm last fall that was having good results for Zerg players.

Let's take an objective glance at part of the metagame. Ever since SC2 launched, Zerg has been all about taking an economic advantage and then killing their opponent in the late game. During a period of time after the Zealot and Reaper build time nerfs, Zergs were finally able to fend off substantial early harassment and build up these economic leads with far more ease than was possible before. After a short period of time, Zergs were enjoying strategies that basically involved "macro hard to win!" and many Zergs learned a lot of the intricacies of when to drone and when not to drone. Zerg enjoyed a brief trip to the top - Korean and foreign polls were all declaring that Zerg was far and away the top race (77% voted that Zerg was the strongest race on a leading Korean forum, the "TL" of the Korean scene). IdrA was considered a much bigger favorite than he is currently (comparatively - he's still a great favorite), and players like Fruitdealer and Nestea were (and in the case of Nestea, are) considered the players to watch.

The shift was ironic, because the exact same polls had shown Terran in a commanding lead for "strongest race" just two months earlier with 81% voting in favor. This was the time when MorroW won IEM away from IdrA with Reaper play, and Terran were placing 3-out-of-4 slots in the top 4 of many tournaments, if not winning outright. Protoss was widely considered the weakest race with the most flimsy and gimmicky mechanics (force field, Void Ray, Mothership, or just builds involving a Stargate at all).

Unfortunately for Zerg, the "reign" was relatively short-lived. One particular player, MarineKing, showed that an ultra-aggressive high pressure style could perform very well against many Zergs. Theorycrafting on Teamliquid produced results, and Terran and Protoss learned ways to pressure the Zerg and keep the drone count lower, leading to less economic dominance going into the midgame. The Zerg style was, in a sense, "found out" and a reasonable - but not always effective - counter was discovered that put the races on even footing.

Fast forward many months to season 2, jumping many major tournaments down the line. Zerg has had less than spectacular results recently as Terran and Protoss styles have grown to accommodate pressuring on Zerg to force army production and reduce the exponential growth possibilities of Spawn Larva. Except we notice that a peculiar shift of events has occurred.

Not only is Zerg under-represented in the top 16 of many tournaments, but now Protoss is over-represented. And what is causing that? In many cases it is a series of Protoss timing attacks combined with an eventual deathball off of an economic turtle style play. Isn't that exactly what Zerg were using only a few months before - a style that tried to command an economic advantage and "survive" until their advantage eventually peaked and they could win the game? Except now Protoss is doing a similar strategy - instead of requiring bases and resources to ascertain victory, Protoss simply requires that their army stay relatively unharmed in order to build up the critical mass of units necessary to sweep army after opponent army. This is a different strategy than Zerg, who welcomed the opportunity to exchange armies with an opponent due to the vastly increased economy and production capability with which to quickly reproduce an army, compared to the other two races slow acquisition of key units (Tanks, Colossus).

If you look at the post history of the strategy boards back in late 2010, you'll find an overwhelming amount of threads asking the question "How do I punish Zerg?" Eventually, with time, this was figured out. Balance changes were NOT made to cause Zerg to "fall from power" so to speak (in fact, the only balance changes during this time were pro-Zerg and con-Terran). With dedication (and whining) the players eventually figured out how to take care of the Zerg threat.

Now if we look at the strategy forums recently, it's a complete shift - the Protoss deathball is getting a lot of attention. And for good reason - it's very powerful! However it's not substantially more powerful than it has ever been (Zealot charge and Void Ray massive damage are the big changes), but only recently has it become the "most powerful strategy in the game" that allows "noobs" to beat "pros" by abusing the strategy.

TL;DR and conclusion:

So what happens now? The point of this post is to give you a little brief example of how the metagame can shift entirely. Zerg used to want to command the 200/200 army (or even the "300 food push") to destroy their opponents. After that style was figured out, ironically, Protoss adopted a similar line of thought. Instead of bases and resources being the decided factor, building army size without losses became the primary objective for these Protoss players. How do we, as a community, learn to deal with this new shift and take out the Protoss deathball?

The answer could be in light balance tweaks - but maybe it isn't. We didn't need Terran and Protoss buffs to take care of Zerg. Are we sure that we need balance tweaks to take care of Protoss?
I'm not going to cut my hair any time soon. I'm gonna let it grow out - I'm gonna become a shag monster. Shaggy monster, I guess, is what I should have said. I will ALSO be a shag monster. day[9] the shag monster, who plays both games and girls *snap*
bonifaceviii
Profile Joined May 2010
Canada2890 Posts
April 18 2011 20:42 GMT
#2
Uh, the same info appears twice in here. Copy-paste error?
Stay a while and listen || http://www.teamliquid.net/forum/viewmessage.php?topic_id=354018
Antedelerium
Profile Joined June 2010
United States224 Posts
April 18 2011 20:49 GMT
#3
Definitely a copy-paste error. Regardless, OP does make an interesting point with the comparison of how macro Zergs used to be scary while the Protoss deathball strategy goes along the same lines. I highly doubt balance tweaks will be necessary to counter the deathball, but we'll see what happens in higher levels of play. That's how it always goes. Sooner or later, someone figures out how to counter a specific type of strategy. As good as MC is, sooner or later someone will figure out how to consistently stop his insane pushes. Sooner or later, someone will just figure out how to dismantle Cruncher in ZvP in convincing fashion (some pros probably can already and just haven't faced him).
"Isn't it ironic to yell the word silence?" ~B.C.
Polatrite
Profile Joined August 2010
United States135 Posts
April 18 2011 20:51 GMT
#4
I knew this post looked too damn long - thanks for the tip. I edited it and removed the duplicate info.
I'm not going to cut my hair any time soon. I'm gonna let it grow out - I'm gonna become a shag monster. Shaggy monster, I guess, is what I should have said. I will ALSO be a shag monster. day[9] the shag monster, who plays both games and girls *snap*
lambchops
Profile Joined April 2011
United States63 Posts
April 18 2011 20:53 GMT
#5
I still think this game is fairly new in terms of strategy. Zerg can easily be the most 'OP' race in a few months or years given time to fully understand it's potential. All I can think of when I read the last sentence/question in the OP, I thought of the latest SotG where Tyler and Sean talked about how the players have to stop whining about imbalances and waiting for Blizzard to patch the game. Instead, as players we should learn to play around the imbalances like they did back in BW. I think the game is at a decent place in terms of balance. Just because people out micro/macro you doesn't mean their race is OP, the pros take games off other pros all the time, it's just as a race people have found ways to abuse what they have, like in the OP mentioning timing pushes and aggression.

Also there has been talk about possibly nerfing the collosus for protoss. Personally I feel that is completely unnecessary. Nerfing the templar was one thing, but if they take away the collosus, most protoss players would be forced to stay on gateway tech due to how cost inefficient it would be to tech to collosus. (though it may force the use of the new unit: carriers :D) with proper scouting, anything can be stopped, including the massive 'deathball' of the protoss army. (the Thorzain vs Tyler series comes to mind when thinking about making collosus useless, the 250mm cannons ripped those collosi new holes)
Jerax
Profile Joined August 2010
Canada189 Posts
Last Edited: 2011-04-18 20:57:36
April 18 2011 20:54 GMT
#6
On April 19 2011 05:49 Antedelerium wrote:
Definitely a copy-paste error. Regardless, OP does make an interesting point with the comparison of how macro Zergs used to be scary while the Protoss deathball strategy goes along the same lines. I highly doubt balance tweaks will be necessary to counter the deathball, but we'll see what happens in higher levels of play. That's how it always goes. Sooner or later, someone figures out how to counter a specific type of strategy. As good as MC is, sooner or later someone will figure out how to consistently stop his insane pushes. Sooner or later, someone will just figure out how to dismantle Cruncher in ZvP in convincing fashion (some pros probably can already and just haven't faced him).


But balance tweaks have already been made. The infestor buff hard counters protoss death balls, being highly effective against pretty much the whole protoss composition.

edit: from the situation report 1.3

The +30% armored damage change was more strictly targeted towards stalker-based protoss armies, as well as marauder-based terran armies. We wanted infestors to be more of a core unit in the ZvP matchup while keeping them just as useful vs. terran. The stun duration reduction change by itself didn’t allow these two things, so we had to make this damage change as well in order to arrive at the right place for the infestor.
Noocta
Profile Joined June 2010
France12578 Posts
April 18 2011 20:57 GMT
#7
On April 19 2011 05:54 Jerax wrote:
Show nested quote +
On April 19 2011 05:49 Antedelerium wrote:
Definitely a copy-paste error. Regardless, OP does make an interesting point with the comparison of how macro Zergs used to be scary while the Protoss deathball strategy goes along the same lines. I highly doubt balance tweaks will be necessary to counter the deathball, but we'll see what happens in higher levels of play. That's how it always goes. Sooner or later, someone figures out how to counter a specific type of strategy. As good as MC is, sooner or later someone will figure out how to consistently stop his insane pushes. Sooner or later, someone will just figure out how to dismantle Cruncher in ZvP in convincing fashion (some pros probably can already and just haven't faced him).


But balance tweaks have already been made. The infestor buff hard counters protoss death balls, being highly effective against pretty much the whole protoss composition.


And yet every pro don't make them.
Broodlords with infestors&anything support destroy any kind of stalkers/colossi deathball protoss can make.
But everyone is still sticking to roaches hydra corruptor. :/
" I'm not gonna fight you. I'm gonna kick your ass ! "
purecarnagge
Profile Joined August 2010
719 Posts
April 18 2011 20:57 GMT
#8
zergs are not being aggressive enough there is no reason to let a protoss get a ball of death going... keep them on 2 base keep pressuring... zergs drone so hard they lose sight of this and suddenly protoss has map control and zerg is trying not to die... not an optimal way to play....
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2011-04-18 20:58:42
April 18 2011 20:57 GMT
#9
I don't think it's so much a metagame shift as it is the mid-game and late-game becoming more mapped out in SC2.

A big reason why zerg has such a hard time taking out the protoss deathball is that getting 4 or more bases provides only a marginal increase in economy over 3 bases (as outlined in LaLuSh's macro analysis thread). Because of this, 4/5 base zerg doesn't really give much of an increased economy over 3 base. Also, once protoss gets a 3rd base, they have enough to make a maxed army; since protoss' maxed army is the strongest in the game, it's at this point in a game where protoss is stronger than zerg. And with the sheer amount of DPS, a protoss maxed army can steamroll a maxed zerg army AND any reinforcements that come immediately after.
next week on Everybody Loves HypnoToad:
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
April 18 2011 21:04 GMT
#10
No, of course not. And I like that although your point is simple, it is detailed and hopefully everyone will see that not everything needs to be balanced immediately with actual tweaking but rather by development of the metagame by the players themselves.

Then again, how do I know Protoss, unlike the Terran and Zerg reigns, will not need a real balance tweak? Well I guess I don't know, but either way, it's up to Blizzard whether they will be tweaked or not, regardless of whether they "should" be tweaked.

Anyway, one point I'd like to throw out there is that many people don't realize how diverse the Protoss ball is, but instead qq, asking over and over for one unit that can counter the entire deathball; unfortunately that can't happen, as deathballs are made up of: Zealots, Sentries, Stalkers, Voids, Colossi, sometimes even more. 5 units in total, which is like 2/3 of the Zerg race.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
dere
Profile Blog Joined September 2010
United States153 Posts
April 18 2011 21:06 GMT
#11
This entire post does not even account for the map changes. Which I personally believe has the largest impact on gameplay.
Tennessee Regional Rankings: http://sc2ranks.com/c/8473/tennessee-region-division/
fadestep
Profile Blog Joined October 2008
United States605 Posts
April 18 2011 21:07 GMT
#12
Pretty sure we could not make a single change to the game and within a year or two Zerg would be flat out unstoppable.
not a hero
b_unnies
Profile Blog Joined March 2006
3579 Posts
Last Edited: 2011-04-18 21:10:31
April 18 2011 21:10 GMT
#13
i have already gone away from the stalker/colossus/voidray composition already, other protoss will soon change as well
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
April 18 2011 21:10 GMT
#14
Only time will tell. In 3-4 months if the protoss deathball is still ripping zergs limb from limb then it could be time to evaluate balance. Until then zergs need to work on builds and timings.
On April 19 2011 05:57 purecarnagge wrote:
zergs are not being aggressive enough there is no reason to let a protoss get a ball of death going... keep them on 2 base keep pressuring... zergs drone so hard they lose sight of this and suddenly protoss has map control and zerg is trying not to die... not an optimal way to play....

Refer to TSL3 Mondragon vs CrunCher.
Absence of evidence is not evidence of absence.
On_Slaught
Profile Joined August 2008
United States12190 Posts
April 18 2011 21:11 GMT
#15
On April 19 2011 06:06 dere wrote:
This entire post does not even account for the map changes. Which I personally believe has the largest impact on gameplay.


I agree but if anything Zerg should be doing better now with these maps since zergs across the board wanted bigger maps. They got what they wanted but things have either stayed the same or gotten worse statistically.
Bluerain
Profile Joined April 2010
United States348 Posts
April 18 2011 21:12 GMT
#16
On April 19 2011 05:54 Jerax wrote:
Show nested quote +
On April 19 2011 05:49 Antedelerium wrote:
Definitely a copy-paste error. Regardless, OP does make an interesting point with the comparison of how macro Zergs used to be scary while the Protoss deathball strategy goes along the same lines. I highly doubt balance tweaks will be necessary to counter the deathball, but we'll see what happens in higher levels of play. That's how it always goes. Sooner or later, someone figures out how to counter a specific type of strategy. As good as MC is, sooner or later someone will figure out how to consistently stop his insane pushes. Sooner or later, someone will just figure out how to dismantle Cruncher in ZvP in convincing fashion (some pros probably can already and just haven't faced him).


But balance tweaks have already been made. The infestor buff hard counters protoss death balls, being highly effective against pretty much the whole protoss composition.

edit: from the situation report 1.3

Show nested quote +
The +30% armored damage change was more strictly targeted towards stalker-based protoss armies, as well as marauder-based terran armies. We wanted infestors to be more of a core unit in the ZvP matchup while keeping them just as useful vs. terran. The stun duration reduction change by itself didn’t allow these two things, so we had to make this damage change as well in order to arrive at the right place for the infestor.


too bad collosi outranges infestors
shakenbake
Profile Joined August 2010
United States207 Posts
April 18 2011 21:13 GMT
#17
people need to look at spanishiwas play and learn from it. he CRUSHES P's with his sick play and usually he is equal in drones and bases.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2011-04-18 21:14:37
April 18 2011 21:13 GMT
#18
On April 19 2011 05:57 Noocta wrote:
Show nested quote +
On April 19 2011 05:54 Jerax wrote:
On April 19 2011 05:49 Antedelerium wrote:
Definitely a copy-paste error. Regardless, OP does make an interesting point with the comparison of how macro Zergs used to be scary while the Protoss deathball strategy goes along the same lines. I highly doubt balance tweaks will be necessary to counter the deathball, but we'll see what happens in higher levels of play. That's how it always goes. Sooner or later, someone figures out how to counter a specific type of strategy. As good as MC is, sooner or later someone will figure out how to consistently stop his insane pushes. Sooner or later, someone will just figure out how to dismantle Cruncher in ZvP in convincing fashion (some pros probably can already and just haven't faced him).


But balance tweaks have already been made. The infestor buff hard counters protoss death balls, being highly effective against pretty much the whole protoss composition.


And yet every pro don't make them.
Broodlords with infestors&anything support destroy any kind of stalkers/colossi deathball protoss can make.
But everyone is still sticking to roaches hydra corruptor. :/


BL/Infestor are incredibly hard to get out safely which is why you don't see them more often. On top of that imagine a Protoss deathball, but your 'ball' moves at 1.4 speed (instead of 2.25 speed). I know personally I've had situations where P will just run stalkers right around the (well blink around) the broodlords and then proceed to wreck havoc in your base. Sure you FG them, but at 4 seconds it's not like your BLs are going to catch up very much if they weren't initially in range. So you end up refungaling the same stalkers 2-3 times while the rest of the pack can just move on or you fungal everything once or twice and then they break free before the bl's catch up and kill them. Now on maps without good flanking possibilities, close-ish bases, or when the P hasn't spread out at all BL/Infestor is great. You basically need to be able to do what Mondragon does and get out BL/Infestor + a crap ton of crawlers to defend which is going to be well after you have to initially max on units if you want to last that long.

I'm also curious about this so-called period of Zerg domination. All I remember is 2 players pulling out against all odds to win a tournament and IdrA being the favorite because of how long he had been training in Korea at a time when the SC2 scene was still really young and developing.


On April 19 2011 06:11 On_Slaught wrote:
Show nested quote +
On April 19 2011 06:06 dere wrote:
This entire post does not even account for the map changes. Which I personally believe has the largest impact on gameplay.


I agree but if anything Zerg should be doing better now with these maps since zergs across the board wanted bigger maps. They got what they wanted but things have either stayed the same or gotten worse statistically.


Bigger maps help vs the aggression options, but hurt vs the turtle play if they get too large. So it's been a give and take for Zerg.
Logo
Insouciant
Profile Joined July 2010
United States47 Posts
April 18 2011 21:13 GMT
#19
I watched idra wreck some protoss players and their death balls just by going heavy baneling.

Its not the same as going against pros but if idra can completely wreck the ball using uncommon units against inferior players then its possible that a slight change in mechanics can make these methods work vs pro players too.

The death ball is strong and easy to make but I think that discovering the counter will unleash a satisfying wave of protoss late game tears.
You're about as useful as a one-legged man in an arse kicking contest.
Dragar
Profile Joined October 2010
United Kingdom971 Posts
April 18 2011 21:13 GMT
#20
On April 19 2011 06:11 On_Slaught wrote:
Show nested quote +
On April 19 2011 06:06 dere wrote:
This entire post does not even account for the map changes. Which I personally believe has the largest impact on gameplay.


I agree but if anything Zerg should be doing better now with these maps since zergs across the board wanted bigger maps. They got what they wanted but things have either stayed the same or gotten worse statistically.


No, it was a tremendous buff to zerg in ZvT. Some people (correctly) predicted it would also be a huge, if not bigger buff to Protoss.
1 2 3 4 5 16 17 18 Next All
Please log in or register to reply.
Live Events Refresh
OSC
23:00
King of the Hill #267
EmpressLilyy61
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 260
SHIN 137
BRAT_OK 82
ByuN (SOOP) 26
EnDerr 3
StarCraft: Brood War
Jaedong 1344
Horang2 1174
Light 784
Mini 656
Bisu 582
Soma 405
Soulkey 350
Stork 337
BeSt 319
actioN 254
[ Show more ]
ggaemo 248
Snow 203
firebathero 182
hero 164
ZerO 151
Hyuk 132
ProTech124
Bonyth 112
Mind 107
Hyun 99
Leta 88
Sharp 80
Mong 76
Zeus 70
Sea.KH 58
Killer 45
Shinee 34
JYJ 32
Bale 31
HiyA 30
sorry 27
Hm[arnc] 23
Shine 22
Aegong 19
ajuk12(nOOB) 17
zelot 17
Sacsri 14
soO 13
Bishop 12
scan(afreeca) 12
Terrorterran 11
Dota 2
qojqva2879
Dendi986
BananaSlamJamma296
monkeys_forever269
League of Legends
Reynor110
Heroes of the Storm
crisheroes309
Other Games
Liquid`RaSZi1024
B2W.Neo907
Lowko471
syndereN339
Fuzer 258
XaKoH 182
Liquid`VortiX154
Mew2King111
QueenE76
ArmadaUGS75
NeuroSwarm52
Railgan26
Trikslyr21
Chillindude18
ZerO(Twitch)13
Organizations
Counter-Strike
PGL247
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 22
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• FirePhoenix4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV582
League of Legends
• TFBlade802
Other Games
• Shiphtur523
Upcoming Events
IntoTheTV X SOOP
1d 19h
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
IPSL
2 days
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
2 days
IntoTheTV X SOOP
2 days
IPSL
3 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
3 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Invitational
4 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
5 days
[ Show More ]
The PondCast
6 days
KCM Race Survival
6 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

Proleague 2026-11-04
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
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
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals 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.