• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:11
CEST 06:11
KST 13:11
  • 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
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence5Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups3WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
Team Liquid Map Contest #21 - Presented by Monster Energy #1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
WardiTV TL Team Map Contest #5 Tournaments Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
Diplomacy, Cosmonarchy Edition [ASL20] Ro16 Preview Pt2: Turbulence BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion
Tourneys
[ASL20] Ro16 Group D [ASL20] Ro16 Group C [IPSL] ISPL Season 1 Winter Qualis and Info! Is there English video for group selection for ASL
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile General RTS Discussion Thread Nintendo Switch Thread Borderlands 3
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1255 users

[D]Are mutalisks overpowered in WOL?? - Page 98

Forum Index > SC2 General
Post a Reply
Prev 1 96 97 98 99 100 103 Next
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
January 24 2012 09:09 GMT
#1941
On January 24 2012 17:44 CeroFail wrote:
Show nested quote +
On January 23 2012 21:04 Excludos wrote:
On January 23 2012 12:28 CeroFail wrote:
Mutas are not OP at all, in fact, they're probably one of the best units in terms of design as they take skill to use and aren't overpowered since there are so many units which can counter them in each MU. (Infestors, Templar, Thor, Marine, Stalker, Phoenix, Archon, stationary defense, Hydra)


I think you're confusing "counters" with "able to do any kind of damage towards". Stalkers certainly doesn't counter mutalisks. Phoenixes have been mentioned before as not viable. Archons do work somewhat, but with enough numbers of mutalisks they can oneshot them, and at that point you can't spread them out to defend all your bases. Canons are properly useless as well when the ball gets bigger. Ironically the only unit that really works is one you didn't mention, the high templar.

Think the biggest problem with mutalisks is that their damage increases dramatically the more you get of them, up to the point where they can oneshot an entire worker line.. And at that point, they're pretty much impossible to deal with.


I did mention Templar. But anyways, the thing is, depending on how Protoss plays, you'll be able to deny them from getting such a large muta flock and even if they do, correct me if I'm wrong, your deathball which would have probably been modified to include units such as templar, mothership and etc would be able to kill them in a straight up fight. Of course, if a base trade scenario occurs, then it's debatable who would win.

Of course, I guess that if they catch you off guard without the correct tech with mass mutas, it would be pretty OP since it'd take too much time to get an appropriate response.

Also, I don't have much experience with playing long macro PvZ's against mass muta but couldn't you just leave a few high templar at each base or open stargate?


As protoss you can certainly kill a zerg who goes for fast mutas. The zerg can safely get a large muta flock later, once they have the roaces and spines to defend themselves. The protoss can get multiple observers by this point, so the short version is: by the time zerg can safely get a large muta flock then protoss can easily prepare for it.

Protoss does not modify a deathball to account for mutas. Protoss does not usually make a deathball against mutas but rather go into heavy stalker in the midgame and generally play a more turtle + harass style. If protoss tries to get one big deathball and move across the map then a base race occurs. However, it is not debatable who will win the base race, the zerg will win the base race, hence why protoss only ever goes for it after the game is already lost.

Lategame vs mutas is templar at bases, as you say. It will normally be 2 templar per base along with some cannons. Mutalisks are not strong in the lategame, assuming the protoss survives the midgame with an equal economy then the zerg needs to trade and switch out of mutas quickly.

Once a spire is up, the stargate is only really good for allowing access to the fleet beacon later. Even the very best protoss players (MC etc) tend to fail miserably when using phoenix vs mutas. To be fair though, it takes a brave zerg to go mutas vs MC.
Zairair
Profile Joined August 2011
87 Posts
Last Edited: 2012-01-24 09:11:21
January 24 2012 09:09 GMT
#1942
It actually is the best way and is just fine for you to do. Its the most effective I have faced and seen in GSL when a zerg goes muta. I am glad most tosses don't do this though


And I've faced and seen GSL games where they try that and zerg just roflexpands and takes the map for free.
opisska
Profile Blog Joined February 2011
Poland8852 Posts
January 24 2012 09:10 GMT
#1943
I don't really agree that mutas are good to watch. Lately I am seeing more and more games of "Zerg makes a lot of muta, Prototoss is stuck to two bases, runs around in circles then goes for something desperate, it either works or not". how is that good for spectator e-sports? Moreover, the muta metagame stipulates the Protoss to do a 2 base all-in before mutas are out in numbers - either way, I have not seen a good long back-and-forth PvZ in ages. The whole matchup is absurdly lame to watch at the moment. God forbid, but I would rather watch evene PvP now!

The fact that this happens to me - a low leaguer - all the time may be considered irrelevant, but it has come to a stage where it ruins professional games.

On a personal low-league experience, I don't even buy this "mutas are well designed" theory that is based on the "fact" that hey are good for harras, but bad for straight-up fights. I lose most of my PvZ at the moment when the muta ball is big enough to just go, snipe all my HTs and then straight up kill all the stalkers. They can one-shot Archoon, one-shot cannons ... that is VERY different from how they worked in BW.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
January 24 2012 09:11 GMT
#1944
On January 24 2012 18:09 Zairair wrote:
And I've faced and seen GSL games where they try that and zerg just roflexpands and takes the map for free.


Templar as defense only comes when protoss has 3 fully operational bases (and wants to move out with his stalkers). Stalkers defend mutas midgame, templar lategame.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
January 24 2012 09:12 GMT
#1945
On January 24 2012 18:09 Zairair wrote:
Show nested quote +
It actually is the best way and is just fine for you to do. Its the most effective I have faced and seen in GSL when a zerg goes muta. I am glad most tosses don't do this though


And I've faced and seen GSL games where they try that and zerg just roflexpands and takes the map for free.


Yeah if you are trying it off 2 bases sure that's what'll happen lol you need at least 3 bases as that is when you need to start doing it.
When I think of something else, something will go here
Zairair
Profile Joined August 2011
87 Posts
Last Edited: 2012-01-24 09:15:28
January 24 2012 09:13 GMT
#1946
On January 24 2012 18:11 hzflank wrote:
Show nested quote +
On January 24 2012 18:09 Zairair wrote:
And I've faced and seen GSL games where they try that and zerg just roflexpands and takes the map for free.


Templar as defense only comes when protoss has 3 fully operational bases (and wants to move out with his stalkers). Stalkers defend mutas midgame, templar lategame.


Late game mass muta vs protoss??? Instead of roach/infestor/broodlord? In the GSL? I'm so confused why this theorycrafting is even going on. But okay, yea you can use templar to defend late game EVERYTHING, not just muta?
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-01-24 09:16:15
January 24 2012 09:15 GMT
#1947
On January 24 2012 18:13 Zairair wrote:
Show nested quote +
On January 24 2012 18:11 hzflank wrote:
On January 24 2012 18:09 Zairair wrote:
And I've faced and seen GSL games where they try that and zerg just roflexpands and takes the map for free.


Templar as defense only comes when protoss has 3 fully operational bases (and wants to move out with his stalkers). Stalkers defend mutas midgame, templar lategame.


Late game mass muta vs protoss??? Instead of roach/infestor/broodlord? In the GSL? I'm so confused why this theorycrafting is even going on. But okay, yea you can use templar to defend late game EVERYTHING, not just muta?


well at some point you have to know what is coming at you. if he doesn't go mass muta, you have to eventually switch out mutadefense.
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
January 24 2012 09:20 GMT
#1948
On January 24 2012 18:13 Zairair wrote:
Show nested quote +
On January 24 2012 18:11 hzflank wrote:
On January 24 2012 18:09 Zairair wrote:
And I've faced and seen GSL games where they try that and zerg just roflexpands and takes the map for free.


Templar as defense only comes when protoss has 3 fully operational bases (and wants to move out with his stalkers). Stalkers defend mutas midgame, templar lategame.


Late game mass muta vs protoss??? Instead of roach/infestor/broodlord? In the GSL? I'm so confused why this theorycrafting is even going on. But okay, yea you can use templar to defend late game EVERYTHING, not just muta?


Lategame as in the time that your main is mining out and you are taking a 4th. If the zerg has gone muta then he wont have broodlord infestor at this point.

Stalkers work fine for defense as long as you are keeping them all at home and letting the zerg take the map. But that is fine as protoss never needs more than 3 operational bases. If you are saying that you cant let the zerg take the map because of broodlord/infestor then that is a different thing altogether, as this thread is about mutas.
Zairair
Profile Joined August 2011
87 Posts
Last Edited: 2012-01-24 10:33:34
January 24 2012 09:21 GMT
#1949
On January 24 2012 18:20 hzflank wrote:
Show nested quote +
On January 24 2012 18:13 Zairair wrote:
On January 24 2012 18:11 hzflank wrote:
On January 24 2012 18:09 Zairair wrote:
And I've faced and seen GSL games where they try that and zerg just roflexpands and takes the map for free.


Templar as defense only comes when protoss has 3 fully operational bases (and wants to move out with his stalkers). Stalkers defend mutas midgame, templar lategame.


Late game mass muta vs protoss??? Instead of roach/infestor/broodlord? In the GSL? I'm so confused why this theorycrafting is even going on. But okay, yea you can use templar to defend late game EVERYTHING, not just muta?


Lategame as in the time that your main is mining out and you are taking a 4th. If the zerg has gone muta then he wont have broodlord infestor at this point.

Stalkers work fine for defense as long as you are keeping them all at home and letting the zerg take the map. But that is fine as protoss never needs more than 3 operational bases. If you are saying that you cant let the zerg take the map because of broodlord/infestor then that is a different thing altogether, as this thread is about mutas.


Well the whole premise of blade5555's argument was that you mass mutas in the late game in GSL. I was just blown away at that statement.

I mean if you're going to already have templars on 3or3+ bases it's already late game right? So why is there even still pure making mass muta (in a GSL level game)? At this point (where a psi storm templar wielding protoss has 3 bases already), muta's aren't the threat for protoss so much that 900 dedicated gas (2 templar at each base or the equivalent of 18 potential blink stalkers) is needed to stay and defend all your base when that 900 gas can be in your main army.
Hypatio
Profile Joined September 2010
549 Posts
January 24 2012 09:24 GMT
#1950
Zerg really only has the mutalisk as an effective harassment unit, although it is one of the best in the game at that task. Zerglings are also very good but are ultimately limited by the fact that they are melee units, and the opportunity cost of banelings makes them an uncertain investment. Meanwhile protoss have colossi, blink stalkers, dark templar, and the warp in mechanic; and terran has tanks, hellions, and vikings (reapers too, but they have all the combined drawbacks of zerglings and banelings combined without much of the benefits).

I just don't think zerg is well designed.

You might point out nydus canals which have so much design potential but are almost useless because the accompany an alert and are only useful when transporting large units (zergling/baneling transpot is just too slow for ambush techniques). Personally I think they should get rid of the alert and require you to build them on creep, then at least the overlord creep mechanic would have a direct application.
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
January 24 2012 09:25 GMT
#1951
Sorry my bad. I havent really seen anyone stay on mutas past the 20 minute mark.
Keyboard Warrior
Profile Joined December 2011
United States1178 Posts
January 24 2012 09:26 GMT
#1952
On January 23 2012 21:04 Excludos wrote:
Show nested quote +
On January 23 2012 12:28 CeroFail wrote:
Mutas are not OP at all, in fact, they're probably one of the best units in terms of design as they take skill to use and aren't overpowered since there are so many units which can counter them in each MU. (Infestors, Templar, Thor, Marine, Stalker, Phoenix, Archon, stationary defense, Hydra)


I think you're confusing "counters" with "able to do any kind of damage towards". Stalkers certainly doesn't counter mutalisks. Phoenixes have been mentioned before as not viable. Archons do work somewhat, but with enough numbers of mutalisks they can oneshot them, and at that point you can't spread them out to defend all your bases. Canons are properly useless as well when the ball gets bigger. Ironically the only unit that really works is one you didn't mention, the high templar.

Think the biggest problem with mutalisks is that their damage increases dramatically the more you get of them, up to the point where they can oneshot an entire worker line.. And at that point, they're pretty much impossible to deal with.

I think it balances out once you consider the investment and the risk involved in mass muta play. It's all about reacting at the right time.
Not your regular Keyboard Warrior ¯\_(ツ)_/¯
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
January 24 2012 10:11 GMT
#1953
We can always go back and compare to BW to find a suitable solution. In BW, you never (at least from what I've seen) use more than 11 mutas. This is because of the Shark micro where 11 mutas + 1 overlord makes 1 supermuta if you micro correctly. This means mutas are extremely strong and good, but you don't see a late game decided by them, they aren't even used. They are an insanely good midgame unit which harasses your opponent, scouts the map and holds your opponent back. They are a force you can't ignore, but what you can do is defend well and get to the endgame where the mutalisks become second rate citizens.

Maybe what they want is for something like this to come back. I think we can all agree that games, especially ZvP, which end with the zerg player having over 50 mutalisks and just flying around one-shotting everything with them is boring.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-01-24 10:29:26
January 24 2012 10:29 GMT
#1954
On January 24 2012 19:11 Tobberoth wrote:
We can always go back and compare to BW to find a suitable solution. In BW, you never (at least from what I've seen) use more than 11 mutas. This is because of the Shark micro where 11 mutas + 1 overlord makes 1 supermuta if you micro correctly. This means mutas are extremely strong and good, but you don't see a late game decided by them, they aren't even used. They are an insanely good midgame unit which harasses your opponent, scouts the map and holds your opponent back. They are a force you can't ignore, but what you can do is defend well and get to the endgame where the mutalisks become second rate citizens.

Maybe what they want is for something like this to come back. I think we can all agree that games, especially ZvP, which end with the zerg player having over 50 mutalisks and just flying around one-shotting everything with them is boring.


Well, I think that it is equally boring to not see Protoss give up after they have been 2base vs 3base for 50% or longer of the game.
Or Terrans staying in the game after trading all their tanks and marines for zerglings and banelings at 10mins, but not shooting down a single one of the 7mutas.

Guess what... those are the two situations in which zergs go for mass mutas. Of course I wish I could just straight up win the game when I crush an army, but that's not how defensive play works.
ZenithM
Profile Joined February 2011
France15952 Posts
January 24 2012 11:07 GMT
#1955
The worst cases with "mutas vs Protoss" are imo:

1) When they come before your third and you don't have enough anti-air at that point to take the third safely. They will just deny your third over and over and take the whole map while you die slowly, not having the resources to go templars AND stalkers.

2) The mass mutas "surprise" switch lategame when 20+ mutas pop up out of nowhere at one of your bases. It's not like you can scout it easily, Zerg will always have a spire for corruptors, so unless you see them pop at a hatchery, you're bound to defend that shit on the fly (no pun intended), and it's hard.

However if you didn't go for a build that dies instantly to the first 8-10 mutas (like zealots-sentries-immortals with warpprism drops), and the map allows it (yes I'm looking at you Crossfire!), you can take your third, turtle up and tech to templars and you should be fine.
It's not very fun from the Protoss side though, you're really forced to turtle on 3 bases for a while, with mass cannons and templars at each base and shit. You can maybe slip in a warpprism for chargelots or maybe some DTs but that's about it.
Hantak
Profile Joined April 2011
Chile59 Posts
January 24 2012 11:57 GMT
#1956
What reallly happened on SC2 is that at mosts of ZvT and ZvP's The zerg player will go mutas, if they have any sort of success with the harass... (killing workers, denying expanding, sniping buildings,etc,) they will just continue adding more mutas.
So why is this different from what happened on BW? the fact that theres no unit selection cap really boosts the mutas from its harass only role, to be a real menace against a small army when mutas get to 15+.

Im not sure about the new toss capitol ship...i think that phoenix where a rather good counter to mutas, the only issue with them is that you needed to chase mutas to effectively counter them, and if you ever get fungaled... well thats almost free units for the Z.

The only real way to avoid mass muta strats would be to make mutas cost 3 supply.... but hey.. thats not gonna happen.
So for the time beign i like any kind of new unit that can help against mass muta while performing well on other roles.
It's getting too hot.
Jayson X
Profile Blog Joined November 2006
Switzerland2431 Posts
January 24 2012 15:20 GMT
#1957
Oh the irony. Blizzard takes out the corsair for SC2 and bring it back because toss can't handle mutas. But before they bring them back they just make them huge, slow and strip em of all their micro abilities.
Vul
Profile Blog Joined April 2011
United States685 Posts
January 24 2012 15:33 GMT
#1958
On January 24 2012 19:11 Tobberoth wrote:
We can always go back and compare to BW to find a suitable solution. In BW, you never (at least from what I've seen) use more than 11 mutas. This is because of the Shark micro where 11 mutas + 1 overlord makes 1 supermuta if you micro correctly. This means mutas are extremely strong and good, but you don't see a late game decided by them, they aren't even used. They are an insanely good midgame unit which harasses your opponent, scouts the map and holds your opponent back. They are a force you can't ignore, but what you can do is defend well and get to the endgame where the mutalisks become second rate citizens.

Maybe what they want is for something like this to come back. I think we can all agree that games, especially ZvP, which end with the zerg player having over 50 mutalisks and just flying around one-shotting everything with them is boring.


Haha, so you're saying Zerg is boring for using mutas (a harassment unit, by the way) in ZvP but the fact that P tends to sit in their base and do not much before making one big push doesn't bother you? Maybe you just don't like micro, lol
liberal
Profile Joined November 2011
1116 Posts
Last Edited: 2012-01-24 15:47:20
January 24 2012 15:46 GMT
#1959
No, mutas are not overpowered at all. Terran has enough means of dealing with them, as does protoss.

Really though, the best way to deal with mutalisks is to pressure and not sit there and turtle. Protoss like to turtle as they work toward their max army and then complain when they get contained to 2 bases by mutas. Same thing with terran, the best way to reduce or delay the effectiveness of mutas is to force the zerg to spend gas on banelings and roaches.

At least blizzard is being consistent in their trend away from micro. I really believe they base their balance decisions more on what the average weak player wants and not what the top gamers want.
Big J
Profile Joined March 2011
Austria16289 Posts
January 24 2012 15:54 GMT
#1960
On January 25 2012 00:20 Jayson X wrote:
Oh the irony. Blizzard takes out the corsair for SC2 and bring it back because toss can't handle mutas. But before they bring them back they just make them huge, slow and strip em of all their micro abilities.

lol... what microability would a Corsair in SC2 have? Without Scourge the Corsair is reduced to an 1a role, to counter mass stacked air. Possibly disrubtion web, but I guess that's not really the point you were trying to make with "micro".
Prev 1 96 97 98 99 100 103 Next
Please log in or register to reply.
Live Events Refresh
OSC
00:00
Mid Season Playoffs #2
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 161
Livibee 82
ROOTCatZ 77
StarCraft: Brood War
Noble 73
soO 27
JulyZerg 26
ajuk12(nOOB) 26
sSak 16
Bale 11
Icarus 6
Dota 2
monkeys_forever495
NeuroSwarm140
League of Legends
JimRising 619
Counter-Strike
Stewie2K649
semphis_18
Super Smash Bros
C9.Mang0314
Other Games
summit1g6341
shahzam784
Maynarde111
SortOf91
Trikslyr63
RuFF_SC215
Organizations
Other Games
gamesdonequick885
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Diggity4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1235
• Lourlo815
• Stunt275
Upcoming Events
Sparkling Tuna Cup
5h 50m
Afreeca Starleague
5h 50m
Light vs Speed
Larva vs Soma
2v2
6h 50m
OSC
8h 50m
PiGosaur Monday
19h 50m
LiuLi Cup
1d 6h
RSL Revival
2 days
Maru vs Reynor
Cure vs TriGGeR
The PondCast
2 days
RSL Revival
3 days
Zoun vs Classic
Korean StarCraft League
3 days
[ Show More ]
BSL Open LAN 2025 - War…
4 days
RSL Revival
4 days
BSL Open LAN 2025 - War…
5 days
RSL Revival
5 days
Online Event
5 days
Wardi Open
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 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.