• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:29
CEST 08:29
KST 15:29
  • 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 Liquid Map Contest #22: Results and Winners5Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? Team Liquid Map Contest #22: Results and Winners TL.net Map Contest #22 - Voting & Ladder Map Selection Oliveira Would Have Returned If EWC Continued Code S Season 2 (2026): RO4 and Finals Preview
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Douyu Cup 2026 Maestros of The Game 2 announcement and schedule ! GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
Data needed Quality of life changes in BW that you will like ? BGH Auto Balance -> http://bghmmr.eu/ BW fans in southern Sweden, look here! 25 Years Since Brood War Patch 1.08
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Stormgate/Frost Giant Megathread PC Games Sales Thread Nintendo Switch Thread ZeroSpace Megathread Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor 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
Community
General
US Politics Mega-thread Trading/Investing Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] NBA General Discussion McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7341 users

Health per cost

Forum Index > SC2 General
Post a Reply
1 2 3 4 Next All
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
Last Edited: 2012-03-04 15:50:17
March 04 2012 05:13 GMT
#1
DPS for cost is something that gets brought up a lot, mainly in rants ending with "...and that's why marines are imba!!11!" (fun fact: Lings are actually the best dps for cost in the game even over marines--obviously the fact that marines have range lets them apply that dps in much larger numbers however). Obviously, it can be interesting to know these things to a point...but I got to wondering, what about the flip side? What units have the most health for cost?

Now obviously this is a complex question in practice--an armored unit may have substantially more health in theory, but also be much more vulnerable to damaging anti-armor attacks from Immortals or Tanks. Armor is also of variable importance depending on the attack--Ultralisk armor doesn't do a ton vs. Immortals, but is hugely important against marines. Zerg units have regen, and Protoss units tend to have more defense on health than they do on shields, except for the special case of Immortals.

I'm...not going to model any of that. Obviously its important, but there's no simple way to model it, short of breaking down how many shots every units can take from every other unit. If anyone feels like doing that, be my guest.

This is gonna be a much more simplified, reductive list. I'm not accounting for damage mitigation from armor, regen, etc. nor am I accounting for different bonus damage from different attacks. ALL I'm doing is looking at raw health totals vs. cost.

For cost, obviously minerals and gas are valuable for different reasons and open up different possibilities, so its not easy to simply say x amount of gas is worth x number of minerals. That said, we can do a very rough comparison by looking at how much gas a saturated base will harvest vs how many minerals a saturated base will harvest over the same period of time (for P and Z--MULEs screw this up of course). A fully saturated base will harvest 816 minerals and 228 gas per game minute. This means that gas will be roughly 3.58 times as rare as minerals. For purposes of making very broad generalizations, I'm therefore going to treat any gas cost as being equivalent to 3.58 that amount in minerals. For example, Stalkers are 125 minerals 50 gas, so 50*3.58 = 179, so total cost for these purposes would be 125+179, or 304. This is of course super crude, and if anyone has any better suggestions for making a broad generalization about how many minerals gas is "worth", I'm all ears.

Okay, with all the caveats/explanations out of the way, here's the list of health per cost. Numbers are just total health (counting shields as health for Protoss), divided by total cost using the gas to minerals equation outlined above.

Protoss units

Zealot 1.6
Warp Prism 1
Probe .8
Stalker .52
Immortal .49
Mothership .38
Carrier .36 (not counting additional interceptor cost--Interceptor health per cost is a crazy high 3.2)
Phoenix .35
Colossus .34
Void Ray .32
Archon .31 (cost is variable, but surprisingly any way you do it comes out to about .31 health per cost)
Dark Templar .21
Observer .2
Sentry .19
High Templar .13

Zerg

Overlord 2
Zergling 1.4
Queen 1.16
Roach .88
Drone .8
Overseer .6
Utralisk .49
Nydus Worm .44
Corruptor .39
Hydralisk .29
Mutalisk .26
Baneling .21
Brood Lord .19
Infestor .14


Terran

Marine.9 (1.1 with combat shield)
SCV .9
Hellion .9
Marauder .66
Thor .39
Battlecruiser .37
Medivac .33
Viking .3
Tank .27
Banshee .27
Reaper .21
Ghost .18
Raven .17


some interesting takeaways:

Among all combat units, Zealots have clearly the best hp for cost, and thats not even factoring in armor.

Corruptors have the best health for cost of any air unit in the game (except Interceptors, who are a niche case anyway, and Overseers who aren't really combat units). On the other hand, Brood Lord health for cost is awful--much more comparable to spellcasters rather than other capital ships.

Among the core armored tier 1.5 units (Stalkers, Marauders, Roaches), Stalkers have the worst durability for cost by a considerable margin, and thats not even including their wore armor (only half their hp is armored) or regen for Roaches or medivac support for Marauders. Considering they also have the worst dps for cost in the game, the fact that Stalkers are still such an integral unit is a testament to how powerful the combo of high range, high speed, warp-in and blink is.

Unsurprisingly, among T3 ground massive units, Colossi have pretty awful health for cost, and Ultras have the best.

Among drop tech, medivac health for cost is vastly worse than either Overlords or Prisms.

edit: some more numbers
If we’re instead looking at optimally saturated bases rather than fully saturated bases, gas is worth more like 3 times as much as minerals (3.12 if you’ve got 2 workers per mineral patch and 3 per gas, 2.9 if you put 4 on gas, I’m splitting the difference and just using 3). Then here are the numbers

Protoss

Zealot 1.6
Warp Prism 1
Probe .8
Stalker .58
Immortal .55
Mothership .44
Carrier .41
Phoenix .4
Void Ray .36
Colossus .39
Archon .36
Observer .24
Dark Templar .24
Sentry .23
High Templar .16

Zerg

Overlord 2
Zergling 1.4
Queen 1.16
Roach .97
Drone .8
Overseer .67
Utralisk .56
Nydus Worm .5
Corruptor .44
Hydralisk .32
Mutalisk .3
Baneling .24
Brood Lord .21
Infestor .16

Terran

Marine.9 (1.1 with combat shield)
SCV .9
Hellion .9
Marauder .71
Thor .44
Battlecruiser .42
Medivac .38
Viking .33
Tank .3
Banshee .31
Reaper .25
Ghost .2
Raven .2

Now, some people have requested I use a 2:1 ratio for gas value to minerals. I think in many situations this undervalues gas, but I could see how in some situations this might be closer to the truth, so here are the numbers run at a 2:1 ratio

Protoss

Zealot 1.6
Warp Prism 1
Probe .8
Stalker .71
Immortal .67
Mothership .58
Carrier .53
Phoenix .51
Void Ray .45
Colossus .5
Archon .51 (variable, with DTs its more like .48)
Observer .34
Dark Templar .32
Sentry .32
High Templar .23

Zerg

Overlord 2
Zergling 1.4
Queen 1.16
Roach 1.16
Drone .8
Overseer .8
Utralisk .71
Nydus Worm .67
Corruptor .57
Hydralisk .53
Mutalisk .4
Baneling .3
Brood Lord .28
Infestor .23

Terran

Marine.9 (1.1 with combat shield)
SCV .9
Hellion .9
Marauder .83
Thor .57
Battlecruiser .55
Medivac .5
Viking .42
Tank .4
Banshee .4
Reaper .33
Raven .28
Ghost .25


He drone drone drone. Me win. - ogsMC
peekn
Profile Blog Joined June 2010
United States1152 Posts
March 04 2012 05:21 GMT
#2
Interesting numbers, I feel that most of them get overshadowed by things like range, armor type, speed, etc. too bad there isn't an easy way to factory those things in, at least I can't think of one. The Brood Lord health for cost does seem like it has some real world applications, I do feel like they can get sniped rather easily compared to Battlecruisers or Carriers, although we don't see those as much as we do Brood Lords, so it's a little harder to tell. Cool numbers nonetheless.

Go zealots I guess??
archonOOid
Profile Blog Joined March 2011
1983 Posts
Last Edited: 2012-03-04 05:24:47
March 04 2012 05:24 GMT
#3
what's the point? I mean can we make up a new strategy or use a certain unit in a tactical maneuver now?
I'm Quotable (IQ)
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
March 04 2012 05:26 GMT
#4
what's the point? I mean can we make up a new strategy or use a certain unit in a tactical maneuver now?


whats the point of any SC2 post outside the strat forum? to discuss aspects of SC2 we find interesting.
He drone drone drone. Me win. - ogsMC
Promethelax
Profile Joined February 2012
Canada7089 Posts
March 04 2012 05:30 GMT
#5
Interesting numbers but I don't see any corollary between this Heath/cost ratio and usefulness of the units. In fact I think many people would argue that the stalker is better than both the roach and the marauder due to its blink and, range, ability to shoot up and general mobility.

And it is pretty clear that in the current metagame BLs are far superior to the other capitol ships since the others are seen as suicide while refraining from Brood Lord play is also tantamount to Zergy masochism.
TL Mafia. Love it. Play it. http://www.teamliquid.net/forum/index.php?show_part=31 I find Kennigit really attractive. If anyone has a picture of him please feel free to PM it to me.
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2012-03-04 05:37:15
March 04 2012 05:33 GMT
#6
Good news everyone, I've made up an equation unrelated to the OP.

Cost per health per damage per second per armor (is that the way you'd say this: )
((Cost/health)/(maximum upgradable damage per second/maximum upgradable armor)) = My random just made up calculation for unit combat worth.

I guess this would work differently for casters and AoE units.

ps, cool list. I like to know this kind of stuff.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
ropumar
Profile Joined January 2011
Brazil111 Posts
Last Edited: 2012-03-04 05:41:18
March 04 2012 05:37 GMT
#7
I dont like the way you did the gas vs mineral cost.

Is ridiculous high. You should disregard saturation per base, because while u can harvest 3.58 times more mineral you also have to use 3 times more harvesters to do that. Is not a question of rarity, and more a question of investiment u got make to get the resources. Extractors needs to be contructed and harverters take less gas per trip.

Almost everyone does comparison of cost using a 1gas=2minerals or 1gas=1.5minerals. Is way more conservative and give us way more information for analysis. Doing the way u did, only tells that minerals units alway have more health per cost.
StarGalaxy
Profile Joined March 2011
Germany744 Posts
Last Edited: 2012-03-04 05:40:01
March 04 2012 05:38 GMT
#8
Interesting facts. These numbers show how good a unit can tank damage.
But the gas mineral ratio is just ridiculous. I feel like it falsify the numbers. That's why Sentry .19 << Zealot 1.6. This is way too extreme.
I think 1:1 ratio would be better. Sure you don't get as much gas as minerals but why sdould that influence these numbers? The collecting rate per minute and probe is the same.
Cj hero | Zest
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
Last Edited: 2012-03-04 05:43:28
March 04 2012 05:38 GMT
#9
Interesting numbers but I don't see any corollary between this Heath/cost ratio and usefulness of the units.


Certainly the fact that a unit has poor health to cost ratio doesn't make it a bad unit. For example most spellcasters have terrible health to cost, but no one would claim that sentries or infestors are bad units because of that.

But I do think there are some interesting takeaways here. For example...
despite their reputation for flimsiness even post patch, Warp Prism health for cost is actually pretty damn good.
The "imba" nature of marine range and dps also has to consider that without medivac support, their health for cost is easily the worst of any T1 unit even with combat shield.
Overlords have nearly 3 times the health for cost of Overseers (of course overseers have armor and more speed, but still, thats a pretty big gap), which means that if you don't need detection, saccing multiple Overlords for scouting may well be more cost effective than losing an Overseer.
He drone drone drone. Me win. - ogsMC
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
March 04 2012 05:42 GMT
#10
Almost everyone does comparison of cost using a 1gas=2minerals. Is way more conservative and give us way more information for analysis.


That seems off to me. Zerg, for example, tend to be hugely gas starved, whereas minerals don't mean very much to them. protoss are similar. Terran has more uses for minerals so theyre more valuable for them, but due to MULEs they can also harvest a higher proportion of minerals to gas.
He drone drone drone. Me win. - ogsMC
GreenManalishi
Profile Joined July 2009
Canada834 Posts
March 04 2012 05:42 GMT
#11
3.58 is way too high. On a per harvester basis, gas is roughly equivalent to minerals. Mineral heavy units generally have less utility, but overall, a roughly equivalent power to gas heavy units.
Kimaker
Profile Blog Joined July 2009
United States2131 Posts
Last Edited: 2012-03-04 05:44:38
March 04 2012 05:43 GMT
#12
Neat thread. I always like looking at numbers for different situations in the game.

Ignore the haters.

Though your means of getting the numbers could admittedly use some tweaking.
Entusman #54 (-_-) ||"Gold is for the Mistress-Silver for the Maid-Copper for the craftsman cunning in his trade. "Good!" said the Baron, sitting in his hall, But Iron — Cold Iron — is master of them all|| "Optimism is Cowardice."- Oswald Spengler
Chocolate
Profile Blog Joined December 2010
United States2350 Posts
Last Edited: 2012-03-04 05:46:46
March 04 2012 05:43 GMT
#13
Warp Prism health for cost is actually pretty damn good

Compared to medivacs, which are goofed up because of the conversion rate.

Overlords have nearly 3 times the health for cost of Overseers (of course overseers have armor and more speed, but still, thats a pretty big gap), which means that if you're not hurting for detection, saccing multiple Overlords may well be more cost effective than just one Overseer.
Again, because of the conversion rate.

Not saying what you did is bad, just that with some minor tweaking it could be a little better and more accurate. Obviously it's going to be different for all the races though.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
March 04 2012 05:47 GMT
#14
I remain skeptical of a 2:1 gas to mineral ratio as I think it underestimates just how gas-starved both P and Z tend to be (and therefore how much value gas has), but if people are interested in seeing those numbers I'd be happy to run them.
He drone drone drone. Me win. - ogsMC
Chargelot
Profile Blog Joined December 2010
2275 Posts
Last Edited: 2012-03-04 05:48:06
March 04 2012 05:47 GMT
#15
On March 04 2012 14:42 GreenManalishi wrote:
3.58 is way too high. On a per harvester basis, gas is roughly equivalent to minerals. Mineral heavy units generally have less utility, but overall, a roughly equivalent power to gas heavy units.


On a saturated base basis, 3.58 seems pretty accurate.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
docvoc
Profile Blog Joined July 2011
United States5491 Posts
March 04 2012 05:51 GMT
#16
I'd say this is a bit skewed, because DPS/cost is much more useful considering that is what deals damage, we see here that zealots are considerably better tanks than stalkers, but this info is skewed. The fact is that since there are so many types of damage take, i.e. + to light or +armored, its not helpful at all to show this data alone with nothing to accompany it like how many hits of what kill it vs the other tiers. My point is that DPS is a standalone kind of thing where as damage must be taken as a number in context of what is dealing the damage to the unit in question.
User was warned for too many mimes.
ExO_
Profile Blog Joined September 2009
United States2316 Posts
March 04 2012 05:54 GMT
#17
I think basing the value of gas on a max saturated base isn't accurate. Take for example a zerg player on 4+ bases. You think all of those bases are fully saturated? Furthermore, how often are bases fully saturated (3 workers per patch) compared to optimally saturated (2 workers per patch)?

The flaw in this 3.58 figure should be extremely obvious when you get a unit like the roach (145hp) with cost 75/25 (3:1 min-gas ratio) being only .88, and the zealot (150hp) being 1.6....when for 25 more minerals the zealot has 5 more HP (shield + HP). I can understand gas being a more valuable resource, but to this extent is obviously wrong.

Or is the roach really that much lower/worse health for the cost than a unit like the zealot.
Kentredenite
Profile Joined January 2011
United States220 Posts
March 04 2012 05:54 GMT
#18
Gas is worth a little less than in your model in most games because when you aren't saturated, gas income will stay the same (assuming you want the gas, so you mine it) while mineral income will suffer. You can take an expansion just for the two gas with only 6 harvesters but you can't get a fully mineral-mining base as easily.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
March 04 2012 05:54 GMT
#19
My point is that DPS is a standalone kind of thing where as damage must be taken as a number in context of what is dealing the damage to the unit in question.


DPS isn't standalone at all. It is hugely dependant on not only bonus damage (fairly easy to account for), but also the targetted unit's armor value. Marine dps, for example, goes waaay down when facing decent armor values, whereas Tanks are barely effected.

I'm not saying that what I've done isn't reductive, it clearly is and I freely admit it, I'm just saying that dps/cost charts tend to be equally reductive. They have to be because the nature of these things is that they're hugely variable based on what you're fighting.
He drone drone drone. Me win. - ogsMC
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
Last Edited: 2012-03-04 06:09:47
March 04 2012 05:57 GMT
#20
Alright, I'm gonna head to bed, but tomorrow if people are interested I'll run the numbers again at a 2:1 ratio for value of gas to minerals. I think thats underestimating gas value, but perhaps the two sets of data, one for saturated bases and one a more generalized look, will together help paint a clearer picture.

edit: I will not however, that bases which are optimally saturated rather than completely saturated (only 2 workers per mineral patch, 3 on gas), you till get a ratio with gas being 3.12 times as valuable as minerals. Even with 2 workers per patch on minerals and 4 on gas, the ratio is about 2.9. Basically, once you take a new base, there may be a brief window in which you're harvesting, say, only twice as many minerals as gas, but thats going to fairly quickly going to change so that you're harvesting about 3 times as many minerals as gas, and potentially more. A 3:1 gas to mineral value ratio seems much more realistic than 2:1.
He drone drone drone. Me win. - ogsMC
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
OSC
22:30
OSC Elite Rising Star #19
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech81
FoxeR 69
StarCraft: Brood War
GuemChi 3450
Sea 3115
PianO 633
Mind 402
Tasteless 240
Aegong 88
ZergMaN 41
Bale 29
Nal_rA 11
GoRush 11
[ Show more ]
Noble 10
JulyZerg 8
Icarus 6
Dota 2
NeuroSwarm140
League of Legends
JimRising 707
Other Games
summit1g7135
WinterStarcraft503
Nina84
RuFF_SC260
Organizations
Other Games
BasetradeTV186
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1367
Upcoming Events
OSC
6h 31m
Maestros of the Game
7h 31m
Classic vs Maru
Serral vs herO
TBD vs Clem
Replay Cast
17h 31m
CranKy Ducklings
1d 3h
uThermal 2v2 Circuit
1d 8h
BSL22 NKC (BSL vs China)
1d 12h
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
Sparkling Tuna Cup
2 days
uThermal 2v2 Circuit
2 days
BSL22 NKC (BSL vs China)
2 days
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
OSC
2 days
[ Show More ]
Wardi Open
3 days
Replay Cast
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.