• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:41
CEST 16:41
KST 23:41
  • 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] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!29Weekly Cups (August 17-23): Zerg dominate the week5Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru SC2 best pvp 2026 game hypothesis Balance hotfix patch 5.0.16b (July 16) Weekly Cups (August 17-23): Zerg dominate the week Starcraft2 player guess game is Coming~!
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
BW General Discussion New 3v3 BGH Ladder (and more) on ShieldBattery! [ASL22] Ro24 Preview: Siren's Call Farewell Beloved Starcraft (Youtube Videos) BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro24 Group F Escore Tournament - Season 3 KCM Race Survival 2026 Season 3 [ASL22] Ro24 Group E
Strategy
Game Theory for Starcraft Replay Review Process - What do you do? Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
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 Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD 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 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7568 users

[D]Are mutalisks overpowered in WOL?? - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 103 Next
euroboy
Profile Joined September 2010
Sweden536 Posts
Last Edited: 2011-10-25 14:33:12
October 25 2011 14:32 GMT
#181
I wonder what Blizzard is thinking too. I don't think they ever thought of the magic box for mutas the way it works now. So if the thor was the counter to mutas for them, what was marines and turrets?
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
October 25 2011 14:33 GMT
#182
The thor just sort of... doesn't feel right at killing mutas.
In my opinion, the ONLY good use of the thor vs mutas is as an anti harassment tool, or if there are only like 4 or 5 mutas. Once the numbers get larger than that, the thors don't seem to actually do any damage to the mutas and to make it even worse, they're incredibly slow.
With hellions being a unit that's capable of dealing with zealots better and the warhound being a unit that is capable of being massed and dealing with mutalisks, it seems like their main focus for HOTS is making mech viable. Personally I agree with this decision, as tank play is a lot more fun than bioball. WoL had a big focus on one ball of units vs another ball of units... whereas things with tanks, swarm hosts and shredders are likely to involve small clusters of armies being used for other purposes
Goshdarnit
Profile Joined August 2011
United States540 Posts
October 25 2011 14:44 GMT
#183
On October 25 2011 18:23 Whiplash wrote:
Mmm blizzard should have just made the phoenix actually counter the muta instead of adding a whole new unit I think...


So by counter you mean you want 1 phoenix to be able to kill 8 mutas without perfect micro... how else counter phoenix's "counter" mutas anymore than they already do. Most of the people whining about mutas being even slightly overpowered in this thread fail to mention the cost efficency of thier exchanges and of the huge cost it takes to make the theoretical 30 muta flock they are fighting.
I also feel like people are rating archons/HT too lowly against mutalisk. you could lose 5 HT as long as the mutas eat 1 storm. By the same logic you could lose 10 HT as long as the mutas eat two storms. Because as a protoss I would only be losing 1500 gas, whereas the zerg with his theoretical 30+ muta ball would be losing more than twice my amount of gas, and six times my amount of minerals.
S2Lunar
Profile Joined June 2011
1051 Posts
Last Edited: 2011-10-25 14:45:35
October 25 2011 14:45 GMT
#184
As a Terran I feel the Thor is a extremely clunky and immobile unit, and always has problems making his way through my maze of a base in the mid-late game. Also, Thor's aren't good for defending mineral lines because they can be magic boxed so very easily by Mutas, that's pretty much my reasoning for rarely making Thors in TvZ.

I always turret my base up in the late game with 2 - 3 per base and a lot of Turrets around my production, because Mutas are very deadly in large numbers. I don't think Mutalisk are overpowered, but maybe a buff to Thor or something would suffice, magic box seems to easy and mitigates all the splash damage of the Thor.
Toadvine
Profile Joined November 2010
Poland2234 Posts
Last Edited: 2011-10-25 14:58:57
October 25 2011 14:48 GMT
#185
On October 25 2011 23:23 turdburgler wrote:
Show nested quote +
On October 25 2011 22:52 Iamyournoob wrote:
On October 25 2011 18:29 Toadvine wrote:
One thing I don't entirely like about Mutalisks in SC2 is how effective they are when massed. Balance aside, it just looks and feels weird. I know that Zerg use Mutas as a crutch in ZvT especially, but ideally I would prefer huge Muta clouds to be undesirable.

On that note, I do understand why they would want to give Protoss a straight-up answer to huge Muta numbers, because nowadays the answer is simply "don't let it happen". None of the Protoss anti-Muta measures are especially good against like 30+ Mutas. However, their solution is really dumb. Protoss already have an "anti-Muta" air unit, so why not accomplish the same thing by buffing the Phoenix, for example by giving it an upgrade on the Fleet Beacon that enables an energy-based anti-light aoe attack? If there's one thing Protoss does not need, it's extremely expensive reactionary units.

Besides, buffing Phoenix makes for better gameplay, as they're way more interesting than huge a-move wonders like the Tempest.


Quoted for truth - can't say it any better.

Those are exactly my thoughts on the Mutas in WoL and on how I feel about Blizzard aproaching the issue.


i couldnt disagree more. i think it makes the strategy area of the game really shallow and boring when even when the enemy gets out a massive muta cloud (therefore is probably miles ahead and the game should be over) that theres this straight up answer, oh ye you just make a tempest its ezpz. theres no depth to that choice, you dont analyse your gameplay, you dont go back through the 20 minutes before looking for improvements to your game, risks to take, better scouting that could be done.

people like tyler and day9 have said this before, and they are able to get the point across a lot better than me ;/ but one of bw's strengths as a long standing rts was the lack of a simple answer, there were 100 answers to each question, depending on your style, strengths and the situation. that kept the game interesting a fresh (and rewarding) for 10 years, now if we are going to have this simple answer for the situation, the game will get stale and boring.

Show nested quote +
On October 25 2011 23:21 phyren wrote:
I'm not sure about the stats for the warhound, but basically the idea is just to provide diminishing returns. Mutas should be good, and they are, but it should not be desirable to get 40+ mutas.


but it should be desirable for have 50 stalkers, or 100 marines? you're argument is completely arbitrary.

in theory having 100 marines vs a zerg who scouts it, and goes banelings should be a 'bad choice'. but even though he has the advantage (as he should have, scouting you and acting on that information) you can use greater control to still swing the battle in your favour. this balances the effects of having great micro, macro, decision making. with strong counters, micro and to a lesser extent macro start to matter a lot less.


Uh, but that was exactly how it was in BW. Corsairs and Archons were the answer to Mutas, and could destroy a control group of them in a few seconds. In fact, BW specifically made a lot of anti-Muta changes, because they were extremely overpowered in vanilla.

And really, being able to mass a super-mobile flying unit that hits both air and ground is silly, and leads to stupid gameplay, as well as stupid design decisions. Again, Mutas in general don't need a hard counter, but there should be something thar prevents making 40 of them and winning that way.

On October 25 2011 23:44 Goshdarnit wrote:
Show nested quote +
On October 25 2011 18:23 Whiplash wrote:
Mmm blizzard should have just made the phoenix actually counter the muta instead of adding a whole new unit I think...


So by counter you mean you want 1 phoenix to be able to kill 8 mutas without perfect micro... how else counter phoenix's "counter" mutas anymore than they already do. Most of the people whining about mutas being even slightly overpowered in this thread fail to mention the cost efficency of thier exchanges and of the huge cost it takes to make the theoretical 30 muta flock they are fighting.
I also feel like people are rating archons/HT too lowly against mutalisk. you could lose 5 HT as long as the mutas eat 1 storm. By the same logic you could lose 10 HT as long as the mutas eat two storms. Because as a protoss I would only be losing 1500 gas, whereas the zerg with his theoretical 30+ muta ball would be losing more than twice my amount of gas, and six times my amount of minerals.


That's actually not true. Well, it kind of would be true if Storm and Archons were better against Zerg in general. But currently, if you scout the Spire and then tech to Storm/Blink off 2 bases, you can land however many good Storms you want, but the Zerg has already double expanded and reached his desired number of drones, at which point he can just switch into mass Roach, and never let you take a third, because Storm and Archons suck against Roaches.

TLDR: It doesn't matter how cost-inefficient the Zerg is with Mutas, if they allow him to have twice as many mining bases as you do.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
Response
Profile Blog Joined April 2004
United States1938 Posts
October 25 2011 14:49 GMT
#186
At this point unless you scout the spire while its building it can be very difficult to counter mutas ... It's quite easy for zerg to pick a random corner of the map and hide its spire so it becomes increasingly difficult to scout fast enough and if you take damage from the initial set of mutas it allows zerg to double expo and things quickly spiral out of control, when you realize you cannot leave your base. I think they should bring back something similiar to maelstrom to deal with this current problem as it would make it much riskier to just continue to building mutas and also from a spectator perspective maelstrom seems like a pretty exciting option to see how many mutas they hit and whether they hit alot or miss .. I'm not sure how this would be balanced as far as other match ups but I think its worth looking at
the REAL ReSpOnSe
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
October 25 2011 14:50 GMT
#187
No Mutas aren't overpowered, not in most games anyway. But the Thor wasn't a very good unit because it was so large and slow. The new ''Goliath'' is a unit better suited for the competitive game, and it scales much better with the muta pack, which the Thor didn't (Magic box) ^^.

The war hound is also a addition to make mech viable TvP, we're the Thor rarely was seen.

You are looking at it in the wrong way, the warhound wasn't implemented just to give terran better defense against mutas... And yes the warhound is needed.

Now in ZvP i can't really say because I haven't had too much experience with mass muta lategame. But the Carrier wasn't a very good capital ship, and this new Tempest does seem better. Seems fair that Tempest can ''counter'' mass mutas since Protoss if protoss are struggling with it. It's not like Zerg have a hard time tech switching ^^.

I don't like the fact that it may become an addition to a deathball though =/


Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
Last Edited: 2011-10-25 14:52:05
October 25 2011 14:51 GMT
#188
terran needs a factory AA unit so that they can go mech


On October 25 2011 23:50 Zorgaz wrote:
No Mutas aren't overpowered, not in most games anyway. But the Thor wasn't a very good unit because it was so large and slow. The new ''Goliath'' is a unit better suited for the competitive game, and it scales much better with the muta pack, which the Thor didn't (Magic box) ^^.

The war hound is also a addition to make mech viable TvP, we're the Thor rarely was seen.

You are looking at it in the wrong way, the warhound wasn't implemented just to give terran better defense against mutas... And yes the warhound is needed.

Now in ZvP i can't really say because I haven't had too much experience with mass muta lategame. But the Carrier wasn't a very good capital ship, and this new Tempest does seem better. Seems fair that Tempest can ''counter'' mass mutas since Protoss if protoss are struggling with it. It's not like Zerg have a hard time tech switching ^^.

I don't like the fact that it may become an addition to a deathball though =/





Actually, the larger the numbers the more in favor it is for the thors o.o
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
nam nam
Profile Joined June 2010
Sweden4672 Posts
October 25 2011 14:51 GMT
#189
On October 25 2011 23:49 Response wrote:
At this point unless you scout the spire while its building it can be very difficult to counter mutas ... It's quite easy for zerg to pick a random corner of the map and hide its spire so it becomes increasingly difficult to scout fast enough and if you take damage from the initial set of mutas it allows zerg to double expo and things quickly spiral out of control, when you realize you cannot leave your base. I think they should bring back something similiar to maelstrom to deal with this current problem as it would make it much riskier to just continue to building mutas and also from a spectator perspective maelstrom seems like a pretty exciting option to see how many mutas they hit and whether they hit alot or miss .. I'm not sure how this would be balanced as far as other match ups but I think its worth looking at


In how many pro games have a zerg hidden a spire at a random corner of the map? I rarely even see zergs hiding them in their base. Also if you don't see any gas units and no other tech building like infestor pit, what do you think your opponent is going for?
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
October 25 2011 14:53 GMT
#190
Once mutalisks get into the big 15+ numbers it starts to become a problem to deal with as they'll start to overpower the marines and turrents, forcing the terran player to get a thor but it ends up getting magic boxed.

I imagine protoss players have the same problem, except no thor.

Honestly it's up to the Zerg player and not the Terran player to keep his mutalisks alive, so in a weird way I don't want to rely on my Zerg opponent on not making any mistakes.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Fig
Profile Joined March 2010
United States1324 Posts
October 25 2011 14:59 GMT
#191
On October 25 2011 18:29 Toadvine wrote:
One thing I don't entirely like about Mutalisks in SC2 is how effective they are when massed. Balance aside, it just looks and feels weird. I know that Zerg use Mutas as a crutch in ZvT especially, but ideally I would prefer huge Muta clouds to be undesirable.

On that note, I do understand why they would want to give Protoss a straight-up answer to huge Muta numbers, because nowadays the answer is simply "don't let it happen". None of the Protoss anti-Muta measures are especially good against like 30+ Mutas. However, their solution is really dumb. Protoss already have an "anti-Muta" air unit, so why not accomplish the same thing by buffing the Phoenix, for example by giving it an upgrade on the Fleet Beacon that enables an energy-based anti-light aoe attack? If there's one thing Protoss does not need, it's extremely expensive reactionary units.

Besides, buffing Phoenix makes for better gameplay, as they're way more interesting than huge a-move wonders like the Tempest.

Please do this instead of the stupid A-move Deathball Tempest!
Can't elope with my cantaloupe
a176
Profile Blog Joined August 2009
Canada6688 Posts
Last Edited: 2011-10-25 15:03:04
October 25 2011 15:01 GMT
#192
What I worry is the following:

Carrier removed due to uselessness - ie, corrupter bonus vs massive completely hard counters carrier, and well, interceptors suck as well. So why will the tempest be any different? Oh, apparently they do well against corrupter too. So if the tempest can hard counter both muta and corrupter, great. Oh, don't forget oracle completely shutting down muta+corrupter production.

In another thread I asked this, and speed hydra was the answer I got to this. But then hydras are already pretty ass against colossus death ball (I doubt protoss will waste all their food into tempest). So to alleviate this, colossus can now be sniped with GET OVER HERE spell. Its starting to sound more and more ridiculous. Cannot wait to see how blizzard tries to balance this.
starleague forever
AndreiDaGiant
Profile Joined October 2010
United States394 Posts
October 25 2011 15:05 GMT
#193
yea i feel the warhound was added just because it was kinda strange that you paid so much for this unit that was supposed to counter it but in reality you can just magic box it and then your screwed so its mainly for mech... the tempest was added i think because if there are enough mutas vs protoss the only response is an almost even number of Phoenix which are not very good as part of your army
Terran Metal for the Win
Ktk
Profile Blog Joined May 2010
Korea (South)753 Posts
October 25 2011 15:07 GMT
#194
Mutas are a high risk high reward unit, and when controlled correctly looks completely overpowered. But that's sorta the point. The thor itself was a bad unit so the warhound is a step forward, I suppose. Though the warhound looks clunky too, ha.
Deletrious
Profile Joined December 2007
United States458 Posts
October 25 2011 15:08 GMT
#195
I find it amusing that Blizzard seems to be reversing its mistakes between toss and terran.

The Thor is too expensive and too slow to serve as a mech anti-mutalisk unit.

Let's make an expensive high tech slow moving capital ship the new toss anti-mutalisk unit!

The mother ship failed as a one at a time super unit, let's get rid of it.

Let's make the thor a one at a time super unit!
Bow before the Dongjwa.
TutsiRebel
Profile Joined August 2011
United States172 Posts
Last Edited: 2011-10-25 15:14:11
October 25 2011 15:10 GMT
#196
it's really, REALLY hard to get them in such high numbers, but honestly I do think a ball of 30+ mutas has no answer.

Not much of an issue, however, because there's almost always some sort of pressure you can place on a zerg to keep the muta ball from getting out of hand. Mutas are incredibly expensive.



On October 25 2011 18:29 Toadvine wrote:
One thing I don't entirely like about Mutalisks in SC2 is how effective they are when massed. Balance aside, it just looks and feels weird. I know that Zerg use Mutas as a crutch in ZvT especially, but ideally I would prefer huge Muta clouds to be undesirable.

On that note, I do understand why they would want to give Protoss a straight-up answer to huge Muta numbers, because nowadays the answer is simply "don't let it happen". None of the Protoss anti-Muta measures are especially good against like 30+ Mutas. However, their solution is really dumb. Protoss already have an "anti-Muta" air unit, so why not accomplish the same thing by buffing the Phoenix, for example by giving it an upgrade on the Fleet Beacon that enables an energy-based anti-light aoe attack? If there's one thing Protoss does not need, it's extremely expensive reactionary units.

Besides, buffing Phoenix makes for better gameplay, as they're way more interesting than huge a-move wonders like the Tempest.


Wow, this is a fantastic idea.
I can bhop irl
m4gdelen4
Profile Joined October 2008
United States416 Posts
October 25 2011 15:14 GMT
#197
i feel like with the new units terran is starting to look like something from C&C
it does to blue what blue does to you
Fus
Profile Joined August 2010
Sweden1112 Posts
October 25 2011 15:14 GMT
#198
As a protoss i feel like i would want something do deal with armoured flyers such as viking, corr and voidrays. We have stalkers, and voidrays do good vs corr but i feel like all of those units are hard to deal with in big numbers.
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
Azzur
Profile Blog Joined July 2010
Australia6267 Posts
Last Edited: 2011-10-25 15:16:37
October 25 2011 15:15 GMT
#199
I don't like the concept of a massable multi-purpose air unit with no hard counter. There are soft counters to mutas in SC2 but no hard counter. In contrast, terrans or protoss don't have a similar unit to mutas - for instance, banshees can be hard countered by an air unit or phoenixes don't hit ground.

I consider mutas to be a "skill-less" unit, in that it's quite easy to use but hard to deal with.

If you compare with BW, mutas are hard-countered by science vessels.
KevinIX
Profile Joined October 2009
United States2472 Posts
October 25 2011 15:17 GMT
#200
Mutas seem alright to me. It's definitely not fun to play against super mobile Mutalisks, but if you play right, you can prevent any major damage which means you have a good chance to win when you push out.
Liquid FIGHTING!!!
Prev 1 8 9 10 11 12 103 Next
Please log in or register to reply.
Live Events Refresh
Next event in 9h 19m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 182
SHIN 46
StarCraft: Brood War
Britney 76702
Calm 6611
EffOrt 1392
Shuttle 1043
Light 531
firebathero 498
Soma 440
Rush 394
Hyuk 348
Snow 327
[ Show more ]
Stork 248
ZerO 215
hero 149
ggaemo 147
Mind 119
910 66
Sea.KH 56
Liquid`Ret 54
Sexy 27
Aegong 24
Terrorterran 21
Sacsri 14
zelot 14
Dota 2
qojqva3831
Dendi1602
syndereN524
Pyrionflax39
Counter-Strike
fl0m3023
x6flipin98
Super Smash Bros
Mew2King112
Other Games
Gorgc3869
B2W.Neo861
hiko825
crisheroes625
Beastyqt425
Lowko330
DeMusliM171
Hui .153
Liquid`VortiX138
KnowMe83
ArmadaUGS58
QueenE45
ZerO(Twitch)17
Liquid`RaSZi0
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 12
[ Show 11 non-featured ]
StarCraft 2
• mYiSmile119
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2372
• Jankos1815
Upcoming Events
Replay Cast
9h 19m
Escore
19h 19m
IntoTheTV X SOOP
20h 19m
Korean StarCraft League
1d 11h
GSL
1d 20h
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV Weekly
2 days
Afreeca Starleague
3 days
GSL
4 days
[ Show More ]
PiGosaur Cup
5 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 22: Qualifier 1
PiG Sty Festival 8.0
META DYMY #4

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
RSL Revival: Season 6
Light Tournament 2026
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

BSL 2026 LAN: Kraków
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.