• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:19
CET 15:19
KST 23:19
  • 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
[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win22025 RSL Offline Finals Dates + Ticket Sales!9BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION1Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest3
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Could we add "Avoid Matchup" Feature for rankgame Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win The New Patch Killed Mech! Chinese SC2 server to reopen; live all-star event in Hangzhou
Tourneys
Crank Gathers Season 2: SC II Pro Teams 2025 RSL Offline Finals Dates + Ticket Sales! Merivale 8 Open - LAN - Stellar Fest $5,000+ WardiTV 2025 Championship $3,500 WardiTV Korean Royale S4
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion BSL Team A vs Koreans - Sat-Sun 16:00 CET [ASL20] Finals Preview: Arrival
Tourneys
[ASL20] Grand Finals The Casual Games of the Week Thread BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION ASL final tickets help
Strategy
PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2 Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Path of Exile Nintendo Switch Thread Dawn of War IV
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread The Chess Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Just for future reference, …
Peanutsc
Reality "theory" prov…
perfectspheres
The Benefits Of Limited Comm…
TrAiDoS
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1496 users

Find out your winning chances in ladder matches

Forum Index > SC2 General
Post a Reply
1 2 3 Next All
Not_That
Profile Joined April 2011
287 Posts
Last Edited: 2011-08-18 16:01:25
August 18 2011 10:03 GMT
#1
This post will describe how much chances did you have to win a ladder match, based on the amount of points that you've won / lost in the end of it.

For this we are going to assume a few things about Blizzard ladder system, none of them are far fetched:

First, that Blizzard ladder system rewards and subtracts points based on the players' winning chances. Since Blizzard has access to million of matches, it's reasonable to assume their formulas are fairly accurate.

Second, that if a player's skill is constant, then his points will reach an amount which reflects his skill level and stay near that point (disregarding bonus pool points). Since ladder points shift towards a player's MMR, this assumption assumes that Blizzard's system is a zero-sum system with regard to MMR, or at the very least that the shifts in MMR are slow occurring.

Lastly, this method is only applicable once your points have reached a level that reflects your MMR. You can tell when you've reached this point when the amount of points that you win for matches, and the amount of points that you lose for matches, both become more or less constant. For most players this will be when they start winning / losing around 12 points per match. For very high MMR players, they might reach this point when they are winning much less than 12 points per match, and losing much more. Similarly for very low MMR players, the opposite is true.

Basically you need to have played enough games first before you can use the method described in this post.

The formula:
WinningChances = 100 - PointsWon * 25/6

Some math:
+ Show Spoiler +
WinningChances: How much chance in percents did you have to win the match.
WinAmount: How many points you've won (in case of a win)
LoseAmount: How many points you've lost (in case of a loss)
Note that LoseAmount = WinAmount - 24, due to assumption 2.

WinningChances * WinAmount + (100 - WinningChances) * LoseAmount = 0
The above is true because if you play a great enough number of games, your points will not change.

WinningChances * WinAmount + 100 * LoseAmount - WinningChances * LoseAmount = 0
WinningChances * (WinAmount - LoseAmount) = -100 * LoseAmount

WinningChances = -100 * LoseAmount / (WinAmount - LoseAmount)
WinningChances = -100 * (WinAmount - 24) / (WinAmount - (WinAmount - 24))
WinningChances = -100 * (WinAmount - 24) / 24
WinningChances = -25 * (WinAmount - 24) / 6

WinningChances = (WinAmount - 24) * -25/6
WinningChances = WinAmount * -25/6 + 24*25/6
WinningChances = WinAmount * -25/6 + 100
WinningChances = 100 - WinAmount * 25/6


The numbers:
Points won for a match -- your winning chances

0 100.00
1 95.83
2 91.67
3 87.50
4 83.33
5 79.17
6 75.00
7 70.83
8 66.67
9 62.50
10 58.33
11 54.17
12 50.00
13 45.83
14 41.67
15 37.50
16 33.33
17 29.17
18 25.00
19 20.83
20 16.67
21 12.50
22 8.33
23 4.17
24 0.00

* If you lost the match, simply add 24 to the amount of points that you lost and use the formula. For example if you lost 4 points, then you should look at the row corresponding to 20 points won.
**Note that you should disregard any bonus points won, only actual points matter.
Tatari
Profile Blog Joined January 2011
United States1179 Posts
Last Edited: 2011-08-18 10:17:06
August 18 2011 10:16 GMT
#2
Wow never mind. I think I should just sleep. =_=
A fed jungler is no longer a jungler, but a terrorist.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
August 18 2011 10:25 GMT
#3
But. If i have a 0% chance of winning, how did i win?

I think you're confusing future odds with informed predictions due to past results.

Also, I doubt the system is that simple. Where did you draw these conclusions from? Is it merely the fact that points go up to +/- 24?
aka ChillyGonzalo / GnozL
TDN3
Profile Joined August 2011
United States81 Posts
August 18 2011 10:27 GMT
#4
I just won 20 straight games using 1/1/1 build against protoss and zerg. How do you calculate this?
Not_That
Profile Joined April 2011
287 Posts
August 18 2011 10:31 GMT
#5
On August 18 2011 19:25 Fishgle wrote:
But. If i have a 0% chance of winning, how did i win?

I think you're confusing future odds with informed predictions due to past results.

Also, I doubt the system is that simple. Where did you draw these conclusions from? Is it merely the fact that points go up to +/- 24?


It shows 0% of winning because the amount of points won is an integer. Obviously each amount represents a certain range of odds you had at winning. For example a player you have 98% chance to win against falls somewhere between 0 and 1 points won range. Which one is it we can not know.

If blizzard rewarded point fractions then it's likely you would never win a full 24 points, precisely because that would indicate that this is a player that you can not beat.

theang123
Profile Blog Joined February 2011
Malaysia103 Posts
August 18 2011 10:41 GMT
#6
the points won for a match column is for winning streak or every single win?
I live to die.
Not_That
Profile Joined April 2011
287 Posts
Last Edited: 2011-08-18 10:46:50
August 18 2011 10:45 GMT
#7
On August 18 2011 19:41 theang123 wrote:
the points won for a match column is for winning streak or every single win?


Every single win.

When you are on a long winning streak, the formula becomes less accurate. This is because MMR is very volatile and changes much faster than your points (this is the reason Blizzard added the entire point system, instead of simply telling us our MMR).
theang123
Profile Blog Joined February 2011
Malaysia103 Posts
Last Edited: 2011-08-18 10:52:23
August 18 2011 10:47 GMT
#8
so assuming i have 40wins and 25loses, how would the calculation be?

i think having an example is easier for ppl
______________________________________________________________
edit:

sorry OP i misunderstood the calculation.
we just have to see how many points we earn after winning a game to decide the winning rate.
I live to die.
MyNameIsAlex
Profile Joined March 2011
Greece827 Posts
August 18 2011 10:51 GMT
#9
pretty cool

how did you reach those percentages? studied samples of points + winratios?
AmericanUmlaut
Profile Blog Joined November 2010
Germany2580 Posts
August 18 2011 10:56 GMT
#10
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.
The frumious Bandersnatch
Not_That
Profile Joined April 2011
287 Posts
August 18 2011 11:07 GMT
#11
On August 18 2011 19:51 MyNameIsAlex wrote:
pretty cool

how did you reach those percentages? studied samples of points + winratios?


I didn't study any samples of win ratios. I reached these percentages from the two assumptions that I mentioned in the OP. Let me clarify:

I am making a statement that for any given 2 players on battle net, if they were to play each other an infinite amount of ladder games (or a sufficient amount), then by the end of it their points will not change much. This is true for any 2 players, assuming that in the initial state their points closely reflected on their MMR, and that the players skill hasn't changed during their matches.

From this statement, I'm extrapolating that by seeing the amount of points won/lost, it's possible to know what odds the system places on each player winning.
Not_That
Profile Joined April 2011
287 Posts
Last Edited: 2011-08-18 11:12:56
August 18 2011 11:11 GMT
#12
On August 18 2011 19:56 AmericanUmlaut wrote:
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.


Take ELO system for example. It tries to adjust player ratings based off wins / losses in such a way, that no matter the skill difference of 2 opponents, if they kept playing and playing there will be little movement in their points. Otherwise it would be possible for top (or bottom) players to gain an edge and increase their rating by playing with players with a big skill gap from themselves. The same is true for the ladder system. If Blizzard allowed players to get 24 points for a win and lose 0 points for a loss by playing an opponent they have 10% win chance against, then a very effective method of increasing your points would be to play opponents whom you have 10% chance to win against.
aksfjh
Profile Joined November 2010
United States4853 Posts
August 18 2011 11:21 GMT
#13
There is one HUGE assumption in all of this: the correlation is linear. For all we know, a 70% chance to win would still net you 11 points. The only certainties we have on this is 12 points is even, 0 is hugely favored, and 24 is hugely unfavored.
Not_That
Profile Joined April 2011
287 Posts
Last Edited: 2011-08-18 11:27:07
August 18 2011 11:25 GMT
#14
On August 18 2011 20:21 aksfjh wrote:
There is one HUGE assumption in all of this: the correlation is linear. For all we know, a 70% chance to win would still net you 11 points. The only certainties we have on this is 12 points is even, 0 is hugely favored, and 24 is hugely unfavored.


If you got 11 points for beating an opponent you had 70% to win against, then after playing 10 games against that player you would end up with 38 more points than you started with (assuming 7 wins 3 losses). It would be extremely weird if the ladder system worked that way, because player's points would keep inflating massively.
Giku
Profile Joined October 2010
Netherlands368 Posts
August 18 2011 11:26 GMT
#15
On August 18 2011 20:25 Not_That wrote:
Show nested quote +
On August 18 2011 20:21 aksfjh wrote:
There is one HUGE assumption in all of this: the correlation is linear. For all we know, a 70% chance to win would still net you 11 points. The only certainties we have on this is 12 points is even, 0 is hugely favored, and 24 is hugely unfavored.


If you got 11 points for beating an opponent you had 70% to win against, then after playing 10 games against that player you would end up win 38 more points than you started with (assuming 7 wins 3 losses). It would be extremely weird if the ladder system worked that way, because player's points would keep inflating massively.

The points are inflating.. Look at Season 1 points.
Let the music be the fuse that'll spark my soul
Not_That
Profile Joined April 2011
287 Posts
August 18 2011 11:28 GMT
#16
On August 18 2011 20:26 Giku wrote:
Show nested quote +
On August 18 2011 20:25 Not_That wrote:
On August 18 2011 20:21 aksfjh wrote:
There is one HUGE assumption in all of this: the correlation is linear. For all we know, a 70% chance to win would still net you 11 points. The only certainties we have on this is 12 points is even, 0 is hugely favored, and 24 is hugely unfavored.


If you got 11 points for beating an opponent you had 70% to win against, then after playing 10 games against that player you would end up win 38 more points than you started with (assuming 7 wins 3 losses). It would be extremely weird if the ladder system worked that way, because player's points would keep inflating massively.

The points are inflating.. Look at Season 1 points.


What you're seeing are the bonus pool points causing fixed inflation. I am specifically discussing points not including bonus pool points.
Navillus
Profile Joined February 2011
United States1188 Posts
August 18 2011 11:39 GMT
#17
On August 18 2011 20:11 Not_That wrote:
Show nested quote +
On August 18 2011 19:56 AmericanUmlaut wrote:
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.


Take ELO system for example. It tries to adjust player ratings based off wins / losses in such a way, that no matter the skill difference of 2 opponents, if they kept playing and playing there will be little movement in their points. Otherwise it would be possible for top (or bottom) players to gain an edge and increase their rating by playing with players with a big skill gap from themselves. The same is true for the ladder system. If Blizzard allowed players to get 24 points for a win and lose 0 points for a loss by playing an opponent they have 10% win chance against, then a very effective method of increasing your points would be to play opponents whom you have 10% chance to win against.


This isn't a problem for Blizzard because you don't decide who you get to play against.
"TL gives excellent advice 99% of the time. The problem is no one listens to it." -Plexa
Not_That
Profile Joined April 2011
287 Posts
August 18 2011 11:50 GMT
#18
On August 18 2011 20:39 Navillus wrote:
Show nested quote +
On August 18 2011 20:11 Not_That wrote:
On August 18 2011 19:56 AmericanUmlaut wrote:
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.


Take ELO system for example. It tries to adjust player ratings based off wins / losses in such a way, that no matter the skill difference of 2 opponents, if they kept playing and playing there will be little movement in their points. Otherwise it would be possible for top (or bottom) players to gain an edge and increase their rating by playing with players with a big skill gap from themselves. The same is true for the ladder system. If Blizzard allowed players to get 24 points for a win and lose 0 points for a loss by playing an opponent they have 10% win chance against, then a very effective method of increasing your points would be to play opponents whom you have 10% chance to win against.


This isn't a problem for Blizzard because you don't decide who you get to play against.


Even so, it makes sense for the system to be this way. Having a system designed in a way that encourages players to seek out opponents that are higher / similar / lower than themselves is inviting trouble. Players can choose the time of day they play for instance. By playing at hours when ladder is mostly empty they can sometimes find different skilled opponents. Stream sniping proves that players have some control over who their opponent is.

Even if players have no say about what opponent they get, there will be players who play opponents further in skill than themselves more than others simply by pure chance alone. Also consider the top / bottom players. They play players higher / lower rated than themselves regularly.

I think a good ladder system should be built according to the assumption that I made. I can't think of a reason why Blizzard's ladder system would behave differently.
Navillus
Profile Joined February 2011
United States1188 Posts
August 18 2011 12:01 GMT
#19
On August 18 2011 20:50 Not_That wrote:
Show nested quote +
On August 18 2011 20:39 Navillus wrote:
On August 18 2011 20:11 Not_That wrote:
On August 18 2011 19:56 AmericanUmlaut wrote:
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.


Take ELO system for example. It tries to adjust player ratings based off wins / losses in such a way, that no matter the skill difference of 2 opponents, if they kept playing and playing there will be little movement in their points. Otherwise it would be possible for top (or bottom) players to gain an edge and increase their rating by playing with players with a big skill gap from themselves. The same is true for the ladder system. If Blizzard allowed players to get 24 points for a win and lose 0 points for a loss by playing an opponent they have 10% win chance against, then a very effective method of increasing your points would be to play opponents whom you have 10% chance to win against.


This isn't a problem for Blizzard because you don't decide who you get to play against.


Even so, it makes sense for the system to be this way. Having a system designed in a way that encourages players to seek out opponents that are higher / similar / lower than themselves is inviting trouble. Players can choose the time of day they play for instance. By playing at hours when ladder is mostly empty they can sometimes find different skilled opponents. Stream sniping proves that players have some control over who their opponent is.

Even if players have no say about what opponent they get, there will be players who play opponents further in skill than themselves more than others simply by pure chance alone. Also consider the top / bottom players. They play players higher / lower rated than themselves regularly.

I think a good ladder system should be built according to the assumption that I made. I can't think of a reason why Blizzard's ladder system would behave differently.


Now this is silly, stream sniping affects literally about .0001 percent of the players on the ladder and no one is going to alter the time of day they're playing because it may or may not change the average skill of who they're playing, and honestly even if they did I have no idea how anyone would find out at all how average skill alters over time of day. Frankly I think most of this is useless anyway, the Blizzard matchmaking system is very good at placing people against others who have similar odds at winning, having a 10% chance to win or lose is going to be so rare as to not matter to the overall ladder.

Considering top/bottom I point out that this only affects the extreme top and bottom also something like .0001 percent, and they are going to continue in the direction they're going anyway because they're the very top or bottom.
"TL gives excellent advice 99% of the time. The problem is no one listens to it." -Plexa
AmericanUmlaut
Profile Blog Joined November 2010
Germany2580 Posts
August 18 2011 12:03 GMT
#20
On August 18 2011 20:50 Not_That wrote:
Show nested quote +
On August 18 2011 20:39 Navillus wrote:
On August 18 2011 20:11 Not_That wrote:
On August 18 2011 19:56 AmericanUmlaut wrote:
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.


Take ELO system for example. It tries to adjust player ratings based off wins / losses in such a way, that no matter the skill difference of 2 opponents, if they kept playing and playing there will be little movement in their points. Otherwise it would be possible for top (or bottom) players to gain an edge and increase their rating by playing with players with a big skill gap from themselves. The same is true for the ladder system. If Blizzard allowed players to get 24 points for a win and lose 0 points for a loss by playing an opponent they have 10% win chance against, then a very effective method of increasing your points would be to play opponents whom you have 10% chance to win against.


This isn't a problem for Blizzard because you don't decide who you get to play against.


Even so, it makes sense for the system to be this way. Having a system designed in a way that encourages players to seek out opponents that are higher / similar / lower than themselves is inviting trouble. Players can choose the time of day they play for instance. By playing at hours when ladder is mostly empty they can sometimes find different skilled opponents. Stream sniping proves that players have some control over who their opponent is.

Even if players have no say about what opponent they get, there will be players who play opponents further in skill than themselves more than others simply by pure chance alone. Also consider the top / bottom players. They play players higher / lower rated than themselves regularly.

I think a good ladder system should be built according to the assumption that I made. I can't think of a reason why Blizzard's ladder system would behave differently.

Like I said above, I think your assumptions are reasonable from the standpoint of what makes sense for a ladder system, but based on what you're saying, they are just assumptions and not observations or logical deductions based on observations. There are no natural or mathematical laws forcing Blizzard to design its ladder system well, and based on the parts of b.net that we can observe well, it seems reasonable to suppose they might not have.

Since you'll never (or rarely) face the same opponent many times, the ladder could be built with the goal that your points will stay the same over a very large number of games against the opponents the ladder picks for you, rather than the ELO concept that they'd stay constant against a given opponent. Which means that the earlier poster's idea that the point distribution could be nonlinear would still work, and so would mine that the cutoff points aren't at the 0 bound, since the resulting point drift would be cancelled out by the fact that you're playing opponents both stronger and weaker than yourself.

What you might be able to do to get a better foundation for your assumptions is to go find the b.net game histories of high-level professional players, who in fact are generally matched up against people only on one side of the spectrum from themselves. If you can demonstrate that there is neither upward nor downward drift, that would bolster your argument somewhat, though you'd still have the issue that skill changes over time.

Again, I don't actually think you're wrong, but if we're going to do this kind of thought experiment without evidence, we should really consider the possibilities and not just assume that the most intellectualy pleasing solution is the right one.
The frumious Bandersnatch
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
CrankTV Team League
13:00
Playoffs: 2 Bo9s
Shopify Rebellion vs Team FalconLIVE!
BASILISK vs Team Liquid
LiquipediaDiscussion
OSC
12:00
King of the Hill #229
WardiTV656
IndyStarCraft 124
iHatsuTV 22
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko416
RotterdaM 164
IndyStarCraft 124
ProTech88
Rex 82
Codebar 19
StarCraft: Brood War
Horang2 12402
Bisu 2785
BeSt 903
actioN 368
Mini 268
EffOrt 255
sSak 254
Soulkey 160
Light 107
Mind 73
[ Show more ]
Larva 65
ToSsGirL 60
PianO 45
Aegong 41
soO 14
Sacsri 14
scan(afreeca) 12
sorry 8
HiyA 7
Terrorterran 6
Rock 5
Dota 2
Gorgc3750
qojqva1594
Dendi596
XcaliburYe208
420jenkins186
BananaSlamJamma134
Fuzer 103
Counter-Strike
fl0m1605
olofmeister1346
Other Games
singsing2030
B2W.Neo829
hiko571
crisheroes347
DeMusliM307
Pyrionflax197
Hui .165
Sick148
Beastyqt124
byalli122
Mew2King63
syndereN59
Organizations
Counter-Strike
PGL9230
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• HeavenSC 14
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• HerbMon 20
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1781
• WagamamaTV17
League of Legends
• Jankos2799
• TFBlade467
Upcoming Events
OSC
1h 41m
Replay Cast
8h 41m
The PondCast
18h 41m
CrankTV Team League
22h 41m
Replay Cast
1d 19h
WardiTV Invitational
1d 21h
ByuN vs Spirit
herO vs Solar
MaNa vs Gerald
Rogue vs GuMiho
CrankTV Team League
1d 22h
Replay Cast
2 days
BSL Team A[vengers]
2 days
Dewalt vs Shine
UltrA vs ZeLoT
BSL 21
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
BSL Team A[vengers]
3 days
Cross vs Motive
Sziky vs HiyA
BSL 21
4 days
Wardi Open
4 days
Monday Night Weeklies
5 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
WardiTV TLMC #15
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
CranK Gathers Season 2: SC II Pro Teams
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025

Upcoming

SC4ALL: Brood War
YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
META Madness #9
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 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.