• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:21
CET 19:21
KST 03:21
  • 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
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational10SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)21Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
PhD study /w SC2 - help with a survey! Oliveira Would Have Returned If EWC Continued StarCraft 2 not at the Esports World Cup 2026 [Short Story] The Last GSL Stellar Fest "01" Jersey Charity Auction
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
[ASL21] Potential Map Candidates Fantasy's Q&A video BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues Azhi's Colosseum - Season 2 Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Current Meta Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
Dota 2
Official 'what is Dota anymore' discussion
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3037 users

New HotS Units/Abilities in Blizzcon - Page 255

Forum Index > SC2 General
Post a Reply
Prev 1 253 254 255 256 257 378 Next
Lazerlike42
Profile Joined July 2011
United States104 Posts
October 22 2011 03:22 GMT
#5081
On October 22 2011 12:17 SnowK wrote:
Show nested quote +
On October 22 2011 12:15 sc2holar wrote:
On October 22 2011 12:12 awesomoecalypse wrote:
compare that to 0 gas for 4 hellions or 200 gas for TWO banshees that cause permanent economic damage.


400 gas for 4 Hellions...which will definitely die if/when used for harass. Oh, and to get them into your opponent's base, they either need to make a mistake, or you need drop tech. And you'll likely want BFH as well. So really, to get Hellion drops really up and running you need an upgrade, two different production buildings,and a 100/100 medivac in addition to the Hellions themselves, after which they may or may not do huge damage, but will almost certainly die.

Whereas for an Oracle ready to harass you need one building, and once you have an Oracle you can hit their mineral line again and again, and can much more easily keep your Oracle alive throughout. It also opens up other utility like shutting down defense or screwing with tech or improved scouting.

There are advantages and disadvantages to each. But saying "400 minerals to kill a whole mineral line vs. 200 gas to not kill anything, T imba P sucks!!!11!" is really, really reductive and silly.

Right now, JYP has had a decent amount of success with sentry drops. Those take multiple tech structures for the prism and the sentries, and cost a ton of gas. The Oracle does the same thing much, much better, for less investment. For twice the gas of a Phoenix it does vastly better harass than two Phoenixes ever will (and, if you want to combine them, they synergize well).


1. hellions dont cost gas.
2. Killing 20 workers>preventing 20 workers from minging for a limited amount of time. even if its last for a crazy duration like 1 minute, its still better to actually KILL workers and, you know, preventing them from doing anything for the rest of the game.

its pretty simple maths. there is no advantage to forcefielding a mineral line compared to killing actual workers.


I'd also like to mention the fact that workers can just kill the mineral FFs - you should never see full duration unless they have a silly amount of HP.


What? You can't attack FFs.
OffCuts
Profile Joined September 2011
10 Posts
October 22 2011 03:22 GMT
#5082
Finally, some changes that dont force terran to use bio. Really looking forward to these mech changes.

Also, great to see spider mines make a return... good to see that you wont need 15 tanks and 50 missile turrets in 1 spot to control space.

Finally, hellions have a use outside of 'lol lets see if I can make enough to tank 2 seconds worth of dmg/tanking' in a straight up mid-late game fight.

I am sceptical about the Warhound though. I hope it can do decent damage against armoured air.

Kind of sad they didnt do anything with the viking. Thought there was potential there, but i guess you cant have everything.

I still think they should have nerfed the shit out of the marauder or removed it. Stupid unit.

Im happy for zerg getting more utility. They look even more scary now.

Protoss looks like they get to max a death ball while turtling whilst being able to teleport it back to base and have uber base defence whilst its out doing stuff. Ouch.

Im glad blizzard took a bit of a risk adding 3 units for each race. Really looking forward to seeing how this plays out.
Ironside for life
Thebbeuttiffulland
Profile Joined October 2011
Brazil288 Posts
October 22 2011 03:23 GMT
#5083
On October 22 2011 12:17 TheAntZ wrote:
Oh good, terrans got the spider mine. Hopefully with all the new units being mech terran can move away from just spamming marines all game every MU
probably not though

if terrans had high templars or infestors i dont think they wouldnt use them it all depends on what other units they will have
truth is out there
SnowK
Profile Joined June 2011
United States245 Posts
Last Edited: 2011-10-22 03:24:10
October 22 2011 03:23 GMT
#5084
On October 22 2011 12:22 Lazerlike42 wrote:
Show nested quote +
On October 22 2011 12:17 SnowK wrote:
On October 22 2011 12:15 sc2holar wrote:
On October 22 2011 12:12 awesomoecalypse wrote:
compare that to 0 gas for 4 hellions or 200 gas for TWO banshees that cause permanent economic damage.


400 gas for 4 Hellions...which will definitely die if/when used for harass. Oh, and to get them into your opponent's base, they either need to make a mistake, or you need drop tech. And you'll likely want BFH as well. So really, to get Hellion drops really up and running you need an upgrade, two different production buildings,and a 100/100 medivac in addition to the Hellions themselves, after which they may or may not do huge damage, but will almost certainly die.

Whereas for an Oracle ready to harass you need one building, and once you have an Oracle you can hit their mineral line again and again, and can much more easily keep your Oracle alive throughout. It also opens up other utility like shutting down defense or screwing with tech or improved scouting.

There are advantages and disadvantages to each. But saying "400 minerals to kill a whole mineral line vs. 200 gas to not kill anything, T imba P sucks!!!11!" is really, really reductive and silly.

Right now, JYP has had a decent amount of success with sentry drops. Those take multiple tech structures for the prism and the sentries, and cost a ton of gas. The Oracle does the same thing much, much better, for less investment. For twice the gas of a Phoenix it does vastly better harass than two Phoenixes ever will (and, if you want to combine them, they synergize well).


1. hellions dont cost gas.
2. Killing 20 workers>preventing 20 workers from minging for a limited amount of time. even if its last for a crazy duration like 1 minute, its still better to actually KILL workers and, you know, preventing them from doing anything for the rest of the game.

its pretty simple maths. there is no advantage to forcefielding a mineral line compared to killing actual workers.


I'd also like to mention the fact that workers can just kill the mineral FFs - you should never see full duration unless they have a silly amount of HP.


What? You can't attack FFs.


The Oracle Mineral FF's can be attacked.

the first one is a mineral-block, that puts a shield around enemy mineral-fields, preventing them to be mined until the spell expire, or until the shields are destroyed.


http://www.reddit.com/r/starcraft/comments/lkmi0/full_breakdown_of_the_sc2_multiplayer_panel/
"Its like someone went 'What does protoss need.... I know, more ways to be an obnoxious cunt'" - Liquid`Jinro
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
October 22 2011 03:24 GMT
#5085
On October 22 2011 12:22 Lazerlike42 wrote:
Show nested quote +
On October 22 2011 12:17 SnowK wrote:
On October 22 2011 12:15 sc2holar wrote:
On October 22 2011 12:12 awesomoecalypse wrote:
compare that to 0 gas for 4 hellions or 200 gas for TWO banshees that cause permanent economic damage.


400 gas for 4 Hellions...which will definitely die if/when used for harass. Oh, and to get them into your opponent's base, they either need to make a mistake, or you need drop tech. And you'll likely want BFH as well. So really, to get Hellion drops really up and running you need an upgrade, two different production buildings,and a 100/100 medivac in addition to the Hellions themselves, after which they may or may not do huge damage, but will almost certainly die.

Whereas for an Oracle ready to harass you need one building, and once you have an Oracle you can hit their mineral line again and again, and can much more easily keep your Oracle alive throughout. It also opens up other utility like shutting down defense or screwing with tech or improved scouting.

There are advantages and disadvantages to each. But saying "400 minerals to kill a whole mineral line vs. 200 gas to not kill anything, T imba P sucks!!!11!" is really, really reductive and silly.

Right now, JYP has had a decent amount of success with sentry drops. Those take multiple tech structures for the prism and the sentries, and cost a ton of gas. The Oracle does the same thing much, much better, for less investment. For twice the gas of a Phoenix it does vastly better harass than two Phoenixes ever will (and, if you want to combine them, they synergize well).


1. hellions dont cost gas.
2. Killing 20 workers>preventing 20 workers from minging for a limited amount of time. even if its last for a crazy duration like 1 minute, its still better to actually KILL workers and, you know, preventing them from doing anything for the rest of the game.

its pretty simple maths. there is no advantage to forcefielding a mineral line compared to killing actual workers.


I'd also like to mention the fact that workers can just kill the mineral FFs - you should never see full duration unless they have a silly amount of HP.


What? You can't attack FFs.

the thing the oracle uses to stop mining can be attacked afaik
Disciple....Top 3 control in Clarion County
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
October 22 2011 03:24 GMT
#5086
On October 22 2011 12:22 Lazerlike42 wrote:
Show nested quote +
On October 22 2011 12:17 SnowK wrote:
On October 22 2011 12:15 sc2holar wrote:
On October 22 2011 12:12 awesomoecalypse wrote:
compare that to 0 gas for 4 hellions or 200 gas for TWO banshees that cause permanent economic damage.


400 gas for 4 Hellions...which will definitely die if/when used for harass. Oh, and to get them into your opponent's base, they either need to make a mistake, or you need drop tech. And you'll likely want BFH as well. So really, to get Hellion drops really up and running you need an upgrade, two different production buildings,and a 100/100 medivac in addition to the Hellions themselves, after which they may or may not do huge damage, but will almost certainly die.

Whereas for an Oracle ready to harass you need one building, and once you have an Oracle you can hit their mineral line again and again, and can much more easily keep your Oracle alive throughout. It also opens up other utility like shutting down defense or screwing with tech or improved scouting.

There are advantages and disadvantages to each. But saying "400 minerals to kill a whole mineral line vs. 200 gas to not kill anything, T imba P sucks!!!11!" is really, really reductive and silly.

Right now, JYP has had a decent amount of success with sentry drops. Those take multiple tech structures for the prism and the sentries, and cost a ton of gas. The Oracle does the same thing much, much better, for less investment. For twice the gas of a Phoenix it does vastly better harass than two Phoenixes ever will (and, if you want to combine them, they synergize well).


1. hellions dont cost gas.
2. Killing 20 workers>preventing 20 workers from minging for a limited amount of time. even if its last for a crazy duration like 1 minute, its still better to actually KILL workers and, you know, preventing them from doing anything for the rest of the game.

its pretty simple maths. there is no advantage to forcefielding a mineral line compared to killing actual workers.


I'd also like to mention the fact that workers can just kill the mineral FFs - you should never see full duration unless they have a silly amount of HP.


What? You can't attack FFs.


The new mineral FFs. Artosis said tht they're realllly really fast and he said he loves them
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Monsyphon
Profile Blog Joined August 2011
Canada190 Posts
October 22 2011 03:25 GMT
#5087
Are these all the new units for HoTS, or are they revealing more as time goes on?
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
October 22 2011 03:25 GMT
#5088
On October 22 2011 12:22 Lazerlike42 wrote:
Show nested quote +
On October 22 2011 12:17 SnowK wrote:
On October 22 2011 12:15 sc2holar wrote:
On October 22 2011 12:12 awesomoecalypse wrote:
compare that to 0 gas for 4 hellions or 200 gas for TWO banshees that cause permanent economic damage.


400 gas for 4 Hellions...which will definitely die if/when used for harass. Oh, and to get them into your opponent's base, they either need to make a mistake, or you need drop tech. And you'll likely want BFH as well. So really, to get Hellion drops really up and running you need an upgrade, two different production buildings,and a 100/100 medivac in addition to the Hellions themselves, after which they may or may not do huge damage, but will almost certainly die.

Whereas for an Oracle ready to harass you need one building, and once you have an Oracle you can hit their mineral line again and again, and can much more easily keep your Oracle alive throughout. It also opens up other utility like shutting down defense or screwing with tech or improved scouting.

There are advantages and disadvantages to each. But saying "400 minerals to kill a whole mineral line vs. 200 gas to not kill anything, T imba P sucks!!!11!" is really, really reductive and silly.

Right now, JYP has had a decent amount of success with sentry drops. Those take multiple tech structures for the prism and the sentries, and cost a ton of gas. The Oracle does the same thing much, much better, for less investment. For twice the gas of a Phoenix it does vastly better harass than two Phoenixes ever will (and, if you want to combine them, they synergize well).


1. hellions dont cost gas.
2. Killing 20 workers>preventing 20 workers from minging for a limited amount of time. even if its last for a crazy duration like 1 minute, its still better to actually KILL workers and, you know, preventing them from doing anything for the rest of the game.

its pretty simple maths. there is no advantage to forcefielding a mineral line compared to killing actual workers.


I'd also like to mention the fact that workers can just kill the mineral FFs - you should never see full duration unless they have a silly amount of HP.


What? You can't attack FFs.


You can the mineral stasis.. and yeah 16 scvs should do the job quickly depending on the amount of SCVs
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
October 22 2011 03:25 GMT
#5089
On October 22 2011 12:25 Monsyphon wrote:
Are these all the new units for HoTS, or are they revealing more as time goes on?

I'd think these are all. There are quite a bit here, I don't see why they'd add more
How devious | http://anartisticanswer.blogspot.com.au/
Lazerlike42
Profile Joined July 2011
United States104 Posts
October 22 2011 03:25 GMT
#5090
On October 22 2011 12:23 SnowK wrote:
Show nested quote +
On October 22 2011 12:22 Lazerlike42 wrote:
On October 22 2011 12:17 SnowK wrote:
On October 22 2011 12:15 sc2holar wrote:
On October 22 2011 12:12 awesomoecalypse wrote:
compare that to 0 gas for 4 hellions or 200 gas for TWO banshees that cause permanent economic damage.


400 gas for 4 Hellions...which will definitely die if/when used for harass. Oh, and to get them into your opponent's base, they either need to make a mistake, or you need drop tech. And you'll likely want BFH as well. So really, to get Hellion drops really up and running you need an upgrade, two different production buildings,and a 100/100 medivac in addition to the Hellions themselves, after which they may or may not do huge damage, but will almost certainly die.

Whereas for an Oracle ready to harass you need one building, and once you have an Oracle you can hit their mineral line again and again, and can much more easily keep your Oracle alive throughout. It also opens up other utility like shutting down defense or screwing with tech or improved scouting.

There are advantages and disadvantages to each. But saying "400 minerals to kill a whole mineral line vs. 200 gas to not kill anything, T imba P sucks!!!11!" is really, really reductive and silly.

Right now, JYP has had a decent amount of success with sentry drops. Those take multiple tech structures for the prism and the sentries, and cost a ton of gas. The Oracle does the same thing much, much better, for less investment. For twice the gas of a Phoenix it does vastly better harass than two Phoenixes ever will (and, if you want to combine them, they synergize well).


1. hellions dont cost gas.
2. Killing 20 workers>preventing 20 workers from minging for a limited amount of time. even if its last for a crazy duration like 1 minute, its still better to actually KILL workers and, you know, preventing them from doing anything for the rest of the game.

its pretty simple maths. there is no advantage to forcefielding a mineral line compared to killing actual workers.


I'd also like to mention the fact that workers can just kill the mineral FFs - you should never see full duration unless they have a silly amount of HP.


What? You can't attack FFs.


The Oracle Mineral FF's can be attacked.

Show nested quote +
the first one is a mineral-block, that puts a shield around enemy mineral-fields, preventing them to be mined until the spell expire, or until the shields are destroyed.


http://www.reddit.com/r/starcraft/comments/lkmi0/full_breakdown_of_the_sc2_multiplayer_panel/


Oh, right. Sorry, I thought you were talking about sentry FFs.
StayFrosty
Profile Joined February 2010
Canada743 Posts
October 22 2011 03:26 GMT
#5091
On October 22 2011 12:22 OffCuts wrote:


Also, great to see spider mines make a return... good to see that you wont need 15 tanks and 50 missile turrets in 1 spot to control space.



Wait what? Where does it say spider mines are back???
Carras
Profile Joined August 2010
Argentina860 Posts
October 22 2011 03:27 GMT
#5092
the general direction this is taking seems good.. i dont agree with the free cannon and recall..

and in the current metagame i think battle hellion would be to powerfull.. imagine, you mass hellions to harras and deny map control or 3rd base to the zerg..just like now..but then,when you move out with your marine tank push,you also have some badass battlehellions that tank a lot of damage and still deal splash...
Smurphy
Profile Blog Joined November 2010
United States374 Posts
October 22 2011 03:27 GMT
#5093
On October 22 2011 12:17 R3demption wrote:
Show nested quote +
On October 22 2011 10:32 Gorg wrote:
so david kim and dustin browder acknowledged a few months ago that early scouting is a big problem in the game at the moment and all they do is remove the only viable scouting option zerg had with the overseer? i hope there will be some kind of substitute specifically for scouting.


Overlords


So... right now... in the current game state... the developers state that Zerg lack early scouting. The poster of the original comment here hopes there is a substitute.

You respond by just naming a unit that exists in the game in the current state. The original post clearly states, in no uncertain terms, that "scouting is a big problem in the game at the moment." How is your comment helpful? If you are claiming that that the developers of the game are incorrect in their stance that "Zerg scouting is a big problem in the early game at the moment" could you please explain why?
Tazerenix
Profile Joined December 2010
Australia340 Posts
October 22 2011 03:27 GMT
#5094
On October 22 2011 12:26 StayFrosty wrote:
Show nested quote +
On October 22 2011 12:22 OffCuts wrote:


Also, great to see spider mines make a return... good to see that you wont need 15 tanks and 50 missile turrets in 1 spot to control space.



Wait what? Where does it say spider mines are back???

He is referring to the area control unit (the shredder i think) and how it has a similar space control ability to spider mines.
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
October 22 2011 03:28 GMT
#5095
On October 22 2011 12:27 Carras wrote:
the general direction this is taking seems good.. i dont agree with the free cannon and recall..

and in the current metagame i think battle hellion would be to powerfull.. imagine, you mass hellions to harras and deny map control or 3rd base to the zerg..just like now..but then,when you move out with your marine tank push,you also have some badass battlehellions that tank a lot of damage and still deal splash...

blizzard thinks hellions have no utility in the late game
what rubbish
lalala
Shiori
Profile Blog Joined July 2011
3815 Posts
October 22 2011 03:29 GMT
#5096
i'm baffled at david kim's comment that p has a "too strong" deathball or a "lot of options." O_O
MuK_x
Profile Blog Joined August 2011
743 Posts
October 22 2011 03:30 GMT
#5097
On October 22 2011 12:26 StayFrosty wrote:
Show nested quote +
On October 22 2011 12:22 OffCuts wrote:


Also, great to see spider mines make a return... good to see that you wont need 15 tanks and 50 missile turrets in 1 spot to control space.



Wait what? Where does it say spider mines are back???

Shredder is completly doing same job with spider mine
IdrA "TT1 actually fucked up and didn't see the hatchery,so im at a really big advantage right now,assuming he reacts intelligently which is not something you should assume with TT1"
Thebbeuttiffulland
Profile Joined October 2011
Brazil288 Posts
Last Edited: 2011-10-22 03:32:35
October 22 2011 03:30 GMT
#5098
On October 22 2011 12:27 Carras wrote:
the general direction this is taking seems good.. i dont agree with the free cannon and recall..

and in the current metagame i think battle hellion would be to powerfull.. imagine, you mass hellions to harras and deny map control or 3rd base to the zerg..just like now..but then,when you move out with your marine tank push,you also have some badass battlehellions that tank a lot of damage and still deal splash...

its not like the zerg remains with same units u know that those lurkers who shoot broodlings take like 2-3 tank shots to kill -.-i mean broodlings take 2-3 shots from tanks :D
truth is out there
red4ce
Profile Blog Joined January 2011
United States7313 Posts
October 22 2011 03:30 GMT
#5099
Holy shit. David some done it.
Crisco
Profile Joined March 2011
1170 Posts
October 22 2011 03:31 GMT
#5100
On October 22 2011 12:27 Smurphy wrote:
Show nested quote +
On October 22 2011 12:17 R3demption wrote:
On October 22 2011 10:32 Gorg wrote:
so david kim and dustin browder acknowledged a few months ago that early scouting is a big problem in the game at the moment and all they do is remove the only viable scouting option zerg had with the overseer? i hope there will be some kind of substitute specifically for scouting.


Overlords


So... right now... in the current game state... the developers state that Zerg lack early scouting. The poster of the original comment here hopes there is a substitute.

You respond by just naming a unit that exists in the game in the current state. The original post clearly states, in no uncertain terms, that "scouting is a big problem in the game at the moment." How is your comment helpful? If you are claiming that that the developers of the game are incorrect in their stance that "Zerg scouting is a big problem in the early game at the moment" could you please explain why?


not everyone was blessed with above average intelligence. don't think too much into it
Prev 1 253 254 255 256 257 378 Next
Please log in or register to reply.
Live Events Refresh
BSL 21
15:00
N-Korea Champ Playoff Day 1/2
Dewalt vs BonythLIVE!
Mihu vs TBD
QiaoGege vs TBD
ZZZero.O376
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 137
Rex 95
Livibee 74
ForJumy 54
MindelVK 49
StarCraft: Brood War
Shuttle 480
ZZZero.O 376
Soulkey 50
Mind 34
scan(afreeca) 20
NaDa 12
Terrorterran 10
Bale 9
Stormgate
BeoMulf122
Dota 2
qojqva2908
singsing1912
Dendi826
LuMiX0
Counter-Strike
fl0m2818
ptr_tv29
Super Smash Bros
hungrybox714
Heroes of the Storm
Khaldor458
Liquid`Hasu318
Other Games
summit1g5800
Grubby2502
QueenE172
KnowMe169
Hui .153
Harstem152
XaKoH 130
febbydoto6
OptimusSC24
Organizations
Other Games
EGCTV1458
gamesdonequick733
StarCraft: Brood War
Kim Chul Min (afreeca) 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• Berry_CruncH80
• Adnapsc2 27
• printf 18
• davetesta11
• Laughngamez YouTube
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Pr0nogo 15
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV541
League of Legends
• Jankos2620
• TFBlade1163
Other Games
• imaqtpie1456
• Shiphtur521
Upcoming Events
Replay Cast
5h 39m
Replay Cast
14h 39m
RongYI Cup
16h 39m
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
17h 39m
BSL 21
20h 39m
Replay Cast
1d 5h
Wardi Open
1d 19h
Monday Night Weeklies
1d 22h
OSC
2 days
WardiTV Invitational
2 days
[ Show More ]
WardiTV Invitational
3 days
The PondCast
4 days
Korean StarCraft League
6 days
Liquipedia Results

Completed

Escore Tournament S1: W5
OSC Championship Season 13
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Rongyi Cup S3
Underdog Cup #3
Tektek Cup #1
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Acropolis #4 - TS4
Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 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.