• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:57
CET 04:57
KST 12:57
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
Serral's getting trashed by New Catsle's Mind No more SC2 streamers on team liquid? StarCraft open world shooter announced at BlizzCon [D] Hacker peak in sc2 ? Liquibets sc2 season 30
Tourneys
SC2 iNu's Battles #22 SC4ALL: II Venue Change Announcement! Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [G] How to playtest arcade maps [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ List of top players active on ShieldBattery Rollback Netcode in Brood War [Megathread] Daily Funny Videos BW General Discussion
Tourneys
[Megathread] Daily Proleagues [$1250] International ShieldBattery League Small VOD Thread 2.0 KCM Race Survival 2026 Season 4
Strategy
Nuke strategy worked in K-League 2026-11-09 50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy)
Other Games
General Games
ZeroSpace Early Access is Now Live! Path of Exile Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread Dating: How's your luck? Things Aren’t Peaceful in Palestine
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Playlenda
Playlendapro
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 13733 users

Statistics behind map balance - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 All
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 25 2011 11:54 GMT
#61
On November 25 2011 20:35 Belha wrote:
Nice analisys. However the stats are flawed for a simple reason. Every match up win% in every map must be considered in the same balance patch. So old classics like shattered and shakuras have gone through different patches that favored different races.


On cmon...how many times to I have to say that that's the point? And that's why I've been saying that the map changes were not necessary, since the meta-game and other balance changes could have sorted out the problems, but were never given the chance because the map was changed beforehand.
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
November 25 2011 14:02 GMT
#62
On November 25 2011 20:54 Hassybaby wrote:
Show nested quote +
On November 25 2011 20:35 Belha wrote:
Nice analisys. However the stats are flawed for a simple reason. Every match up win% in every map must be considered in the same balance patch. So old classics like shattered and shakuras have gone through different patches that favored different races.


On cmon...how many times to I have to say that that's the point? And that's why I've been saying that the map changes were not necessary, since the meta-game and other balance changes could have sorted out the problems, but were never given the chance because the map was changed beforehand.


that's a pretty flawed argument. You could easily reverse this to say map changes are neccesary as that makes balancing the game easier. If maps are flawed you don't get to see the full spectrum of strategies and it get's more difficult to determine the general balance.
Also map makers and tournament hosts have more information then given in your thread, they also have the opinion of pro's and perhaps even access to data like inhouse training sessions (directly or indirectly).

Also it's a completely subjective argument what counts as enough proof that a map is balanced or not.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
November 25 2011 14:16 GMT
#63
20 games, let alone 10 is enough to give any indication of what race a map favors. Some of those statistics should not even be considered at all.
gruff
Profile Joined September 2010
Sweden2276 Posts
November 25 2011 14:22 GMT
#64
I think you forgot a 'not' in there.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
Last Edited: 2011-11-25 14:29:09
November 25 2011 14:28 GMT
#65
Yeah

Also, the gold base changes on antiga and dual sight obviously weren't going to change much. If you let a terran safely get a 4th on either of those bases then you're in a bad position regardless of whether it's gold or not. It's not like xel naga where it's an easy 3rd.
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 25 2011 14:46 GMT
#66
On November 25 2011 23:28 Itsmedudeman wrote:
Yeah

Also, the gold base changes on antiga and dual sight obviously weren't going to change much. If you let a terran safely get a 4th on either of those bases then you're in a bad position regardless of whether it's gold or not. It's not like xel naga where it's an easy 3rd.



the problem was the gold being taken as the first base, or the first expansion in certain situations. Basically happening on most maps lately, thats why tournaments removed the golds. Rocks would have had the same effect. But if you have won an engagement and are able to contain the opponent, take the gold and you can mess up alot they still won't be able to break the contain. Thus golds prevent comebacks, thats why they got removed. (and because golds without rocks force a protoss to do one base play)
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
November 25 2011 14:52 GMT
#67
Doesn't make much sense to say we had shakuras since the beta, it was a party map back then and I doubt any of your sample games come from before the time it was released for the ladder.
ChaosTerran
Profile Joined August 2011
Austria844 Posts
November 25 2011 15:03 GMT
#68
Really objective post.

54% win rate for Protoss - "seems really balanced"
55% win rate for Terran - "seems to favor terran"

let me guess, you are a protoss player?
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 25 2011 17:42 GMT
#69
On November 25 2011 23:02 Markwerf wrote:
Show nested quote +
On November 25 2011 20:54 Hassybaby wrote:
On November 25 2011 20:35 Belha wrote:
Nice analisys. However the stats are flawed for a simple reason. Every match up win% in every map must be considered in the same balance patch. So old classics like shattered and shakuras have gone through different patches that favored different races.


On cmon...how many times to I have to say that that's the point? And that's why I've been saying that the map changes were not necessary, since the meta-game and other balance changes could have sorted out the problems, but were never given the chance because the map was changed beforehand.


that's a pretty flawed argument. You could easily reverse this to say map changes are neccesary as that makes balancing the game easier. If maps are flawed you don't get to see the full spectrum of strategies and it get's more difficult to determine the general balance.
Also map makers and tournament hosts have more information then given in your thread, they also have the opinion of pro's and perhaps even access to data like inhouse training sessions (directly or indirectly).

Also it's a completely subjective argument what counts as enough proof that a map is balanced or not.


You do get the full spectrum, because players start to try anything that can do to help them on a map that is possibly flawed. Its the same problem that 1-1-1 had. Players tried pretty much everything to stop it, but couldn't when it was well executed. At that point, we had balance changes to help the case.

On November 26 2011 00:03 doko100 wrote:
Really objective post.

54% win rate for Protoss - "seems really balanced"
55% win rate for Terran - "seems to favor terran"

let me guess, you are a protoss player?


Random actually
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
ChaosTerran
Profile Joined August 2011
Austria844 Posts
November 25 2011 17:44 GMT
#70
On November 26 2011 02:42 Hassybaby wrote:
Show nested quote +
On November 25 2011 23:02 Markwerf wrote:
On November 25 2011 20:54 Hassybaby wrote:
On November 25 2011 20:35 Belha wrote:
Nice analisys. However the stats are flawed for a simple reason. Every match up win% in every map must be considered in the same balance patch. So old classics like shattered and shakuras have gone through different patches that favored different races.


On cmon...how many times to I have to say that that's the point? And that's why I've been saying that the map changes were not necessary, since the meta-game and other balance changes could have sorted out the problems, but were never given the chance because the map was changed beforehand.


that's a pretty flawed argument. You could easily reverse this to say map changes are neccesary as that makes balancing the game easier. If maps are flawed you don't get to see the full spectrum of strategies and it get's more difficult to determine the general balance.
Also map makers and tournament hosts have more information then given in your thread, they also have the opinion of pro's and perhaps even access to data like inhouse training sessions (directly or indirectly).

Also it's a completely subjective argument what counts as enough proof that a map is balanced or not.


You do get the full spectrum, because players start to try anything that can do to help them on a map that is possibly flawed. Its the same problem that 1-1-1 had. Players tried pretty much everything to stop it, but couldn't when it was well executed. At that point, we had balance changes to help the case.

Show nested quote +
On November 26 2011 00:03 doko100 wrote:
Really objective post.

54% win rate for Protoss - "seems really balanced"
55% win rate for Terran - "seems to favor terran"

let me guess, you are a protoss player?


Random actually



so a 1% difference in win rate is enough for you to go from "pretty balanced" to "favors race x". can you explain the thought behind this because I don't understand it.
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 25 2011 18:42 GMT
#71
On November 26 2011 02:44 doko100 wrote:
Show nested quote +
On November 26 2011 02:42 Hassybaby wrote:
On November 25 2011 23:02 Markwerf wrote:
On November 25 2011 20:54 Hassybaby wrote:
On November 25 2011 20:35 Belha wrote:
Nice analisys. However the stats are flawed for a simple reason. Every match up win% in every map must be considered in the same balance patch. So old classics like shattered and shakuras have gone through different patches that favored different races.


On cmon...how many times to I have to say that that's the point? And that's why I've been saying that the map changes were not necessary, since the meta-game and other balance changes could have sorted out the problems, but were never given the chance because the map was changed beforehand.


that's a pretty flawed argument. You could easily reverse this to say map changes are neccesary as that makes balancing the game easier. If maps are flawed you don't get to see the full spectrum of strategies and it get's more difficult to determine the general balance.
Also map makers and tournament hosts have more information then given in your thread, they also have the opinion of pro's and perhaps even access to data like inhouse training sessions (directly or indirectly).

Also it's a completely subjective argument what counts as enough proof that a map is balanced or not.


You do get the full spectrum, because players start to try anything that can do to help them on a map that is possibly flawed. Its the same problem that 1-1-1 had. Players tried pretty much everything to stop it, but couldn't when it was well executed. At that point, we had balance changes to help the case.

On November 26 2011 00:03 doko100 wrote:
Really objective post.

54% win rate for Protoss - "seems really balanced"
55% win rate for Terran - "seems to favor terran"

let me guess, you are a protoss player?


Random actually



so a 1% difference in win rate is enough for you to go from "pretty balanced" to "favors race x". can you explain the thought behind this because I don't understand it.


Lemme double check which exact numbers you're referring to. the 54% is for TDA 1.0 PvT, and the 55% is Shakuras v2.0 TvP, correct?
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
alpinefpOPP
Profile Blog Joined June 2011
United States134 Posts
November 25 2011 18:52 GMT
#72
i dont know about anyone else's opinion but personally since the last patch ive felt so so much better about the maps, its been such an improvement to me.
Warble
Profile Joined May 2011
137 Posts
Last Edited: 2011-11-25 23:13:58
November 25 2011 23:09 GMT
#73
Besides the arguments already made, I decided to spot check some of your calculations.

For the original Belshir ZvT with 10-6:

μ = 62.5%, which agrees with you.
σ =12.5%, which is smaller than your 15%.
95% confidence interval = 24.5%, which is larger than your 15%.

I thought perhaps you'd used the sample se instead of the hypothesis testing se for a binomial distribution, so I checked that too:

σ = 12.1%, which is smaller than your 15%.
95% confidence interval = 23.7%, which is larger than your 15%.

So I'm not sure how you got your standard errors since that's the only common mistake that comes to mind.

I suspect the same mistakes are made in the other stats threads that pop up. In your case, I think it's commendable that your presentation is transparent because that allows your results to be verified. I am troubled by the other stats threads that aren't verifiable because I suspect they may also have mistakes in their error calculations - after all, in those other threads, the errors were added as afterthoughts upon community request, which is not a good sign since errors are such a fundamental part of statistics.

For the other threads, this means that their results show significance when actually there is no significance. In your presentation, I decided to check some other results for significance:

Belshir Winter TvZ with 5-2:

μ = 71.4%, which agrees with you.
σ = 18.9%
95% confidence interval = 37.0%.

Your results show that TvZ is significant but in reality it is not. Similarly for PvZ and TvP.

However, in the case of Belshir, there's a bigger issue in that you analysed your results even though your sample sizes are so small, the normal approximation is illegitimate. In these cases it is best not to draw any conclusions at all.

Shakuras 2.0 TvZ with 356-292:

μ = 54.9%, which agrees with you.
95% confidence interval = 3.85%, a larger interval than yours, but the result remains significant, which agrees with you.



For future reference, your standard errors for hypothesis testing should be calculated using σ = 0.5/sqrt(n), where n is your sample size.
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
November 25 2011 23:43 GMT
#74
I actually used σ = sqrt(a)/n

Where a is the smallest number of the wins and the losses, and n is the sample size. Errors have never been my strong point, so I had help there. If you want, you can have a look at the data I was using.

https://rapidshare.com/files/1308210131/Map_stats_article.xlsx

Maybe it was a bad idea to draw conclusions on Bel'Shir, but it felt very weak to just give the results and then not conclude anything, so I gave a personal opinion. Not my best move in hindsight
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
Warble
Profile Joined May 2011
137 Posts
Last Edited: 2011-11-26 00:39:18
November 26 2011 00:33 GMT
#75
All right, I'll recheck my equation. I suspect I may have confused the sample distribution with the sampling distribution.
mlspmatt
Profile Joined October 2011
Canada404 Posts
November 26 2011 00:59 GMT
#76
Terran had a good run the last few months off the back of Blue Flame, 1-1-1, and heavy ghost usage. That's all been dealt with and the dust hasn't settled from the latest changes. Wait to see how the overall percentages pan out over the nest couple months then revisit the maps.
Gryffes
Profile Blog Joined March 2010
United Kingdom763 Posts
Last Edited: 2011-11-26 01:29:22
November 26 2011 01:18 GMT
#77
Sample size in some cases is way too small, ~200 games played is probably a reasonable sample.
www.youtube.com/gryffes - Random Gaming Videos.
Snorkle
Profile Blog Joined October 2010
United States1648 Posts
November 26 2011 01:19 GMT
#78
Including Antiga and Bel-shir in this analysis was a mistake. Especially trying to draw conclusions about the effects of the map changes from one version to the next. You say there is no choice but to "take them as they are" but that is not true. The choice is to not include them because drawing conclusions from that small of a sample is idiotic. I just went to a "coin flipping" website flipped 10 coins and got 3 heads and 7 tails. Should I conclude that tails is extremely favored over heads or should I not conclude anything because the sample is far too small to mean anything?
emc
Profile Joined September 2010
United States3088 Posts
November 26 2011 01:39 GMT
#79
if there isn't enough data, then you kind of wasted your time because I look at belshir beach and how little results there are and I ignore that post. Thanks for taking your time to do this, some of this I already knew but should help some players (or hurt them by making them realize they can't ever win a game on a certain map so they QQ and blame it on blizzard instead of themselves)
Warble
Profile Joined May 2011
137 Posts
Last Edited: 2011-11-26 06:31:04
November 26 2011 06:25 GMT
#80
What's the theory behind the formula you use for your standard errors? Does it have a name?

I checked your formula against mine for some dummy scenarios and your formula certainly overestimates the standard errors (a good thing), sometimes by a very wide margin (a bad thing). My formula tended to underestimate the standard errors, but they were much closer to the real value, especially when P = 50%.

However, considering the relatively small sample sizes, you don't actually need to use approximations (which are only reliable for massive sample sizes anyway). Your largest sample is only about 700 observations, so you can solve all of them directly using the binomial distribution. The downside is that you can't easily solve this using a basic calculator.

Here's a sample calculation comparing our methods:

Using your data for Shakuras Plateau 2.0 (from your post, not your raw data):

TvZ: 356-292 (54.94% ± 2.6% to Terran)

Using my formula, we get a se of 1.96%, and a p-value of 0.012. This is significant at the 95% level.

Using your formula, we get a se of 2.64% and a p-value of 0.0614. This is not significant at the 95% level.

What is the real value? Solving using the binomial distribution directly, I obtained a 1-sided p-value of 0.006634, i.e. a 2-tailed p-value of 0.013, which is significant at the 95% level.

As you can see, my formula resulted in a much closer approximation, with a tendency for underestimation of the se. The outcome is that we now have sufficient evidence that Shakuras Plateau 2.0 is imbalanced in TvZ whereas using your formula we couldn't say that.



I think you will find that the tighter se calculations will be useful for your cause. A quick glance through your results, using your numbers, show that:

There is insufficient evidence of imbalance on any version of TDA, and thus it never needed updates.

There is insufficient evidence of imbalance on any version of Antiga, even if we ignore the small sample sizes, and thus it never needed any updates.

There is evidence that TvP is imbalanced on Shakuras Plateau 2.0 and none before, so the changes were actually detrimental.

There is evidence of imbalance on Lost Temple in TvZ, and on Shattered Temple 1.0 in TvZ, and on Shattered Temple 1.1 TvZ and ZvP.

So overall it looks like Shattered Temple 1.1 has been made more favourable for zerg, going from 70% in TvZ to just 58%, and from 55% in ZvP to 60%. So I agree with your assessment about the large effects of removing close spawns, and it certainly agrees with conventional wisdom that close spawns are bad for zerg. And we can see that close spawns are bad for zerg in both ZvP and ZvT.

And we ignore Belshir Beach due to the small sample size.



Imagine how much more you could say if you calculated your se's using the binomial distribution directly?

Just be careful that there are some tricky details involved. If your results don't exactly match mine, you should recheck your methodology.

I think these sorts of statistics are fun to look at. I just wish people didn't have such knee-jerk reactions to them as we've seen in many of the responses here, and I also wish people wouldn't use them as fuel for balance whines (cheese and whine seem to be SC2's primary industries). Overall I think it's a good effort and regardless of significance levels, it's interesting to see the ideas involved.



There are simple ways to account for skill levels, but the data preparation is tedious without cooperation from a source like the TLPD.

As for accounting for metagame changes, if it is possible to break down the data for each map into small chunks, we can get a better idea of how gameplay on a particular map has developed over time. For example, with Shakuras Plateau 2.0, you have about 600 observations for each matchup. If there was a way to separate the data into, say, 6 parts based on when they were played, each with 100 observations per matchup, it would be easier to get a clearer idea of how gameplay has evolved despite there being no changes to the map. I think the TLPD already has the facilities to do this, although does require some work. Then it is simply a matter of choosing which time periods to break the data over. It can even be done to get an idea of the effects of balance changes. One interesting outcome to look out for is a sudden change in the matchup statistics in the later life of a map before it is updated. For example, a map that looks TvZ favoured overall could be TvZ favoured in the first 5 periods and then swing towards a slight ZvT favour in the final period before it is updated to a new version. This would indicate that the update occurred at an inopportune time.

And, yes, this would actually involve deliberately reducing the sample sizes in your analysis. Oh, the horror. :-P
Prev 1 2 3 4 All
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
ISSL: Premier - Final Day
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 209
SpeCial 44
StarCraft: Brood War
GuemChi 2332
Artosis 473
Dewaltoss 40
Force[name] 5
LuMiX 1
League of Legends
Doublelift6787
Counter-Strike
taco 437
xp32
Super Smash Bros
hungrybox397
Other Games
summit1g9926
Coldzera 836
JimRising 625
shahzam573
WinterStarcraft312
C9.Mang0305
XaKoH 191
Maynarde107
NeuroSwarm94
Mew2King0
Organizations
Other Games
gamesdonequick739
BasetradeTV188
Counter-Strike
PGL49
[ Show 12 non-featured ]
StarCraft 2
• davetesta27
• Light_VIP 27
• practicex 14
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush765
Upcoming Events
Sparkling Tuna Cup
6h 4m
WardiTV Invitational
8h 4m
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
OSC
19h 4m
ByuN vs MaxPax
herO vs Krystianer
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
PiGosaur Cup
21h 4m
INu's Battles
1d 8h
ByuN vs Classic
3D!Clan Event
1d 12h
The PondCast
2 days
KCM Race Survival
2 days
WardiTV Invitational
2 days
Ultimate Battle
3 days
[ Show More ]
CranKy Ducklings
4 days
IPSL
4 days
TerrOr vs IJ_Terran
rasowy vs Hazorath
Sparkling Tuna Cup
5 days
IPSL
5 days
Art_Of_Turtle vs KameZerg
Radley vs George
Replay Cast
5 days
WardiTV Weekly
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-11-09
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.