• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:49
CEST 06:49
KST 13:49
  • 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
[ASL19] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Weekly Cups (June 30 - July 6): Classic Doubles2[BSL20] Non-Korean Championship 4x BSL + 4x China9Flash Announces Hiatus From ASL66Weekly Cups (June 23-29): Reynor in world title form?14FEL Cracov 2025 (July 27) - $8000 live event22
StarCraft 2
General
The GOAT ranking of GOAT rankings The SCII GOAT: A statistical Evaluation Weekly Cups (June 23-29): Reynor in world title form? Weekly Cups (June 30 - July 6): Classic Doubles Program: SC2 / XSplit / OBS Scene Switcher
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 Preliminary Maps [ASL19] Finals Recap: Standing Tall SC uni coach streams logging into betting site Flash Announces Hiatus From ASL
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China [BSL20] Grand Finals - Sunday 20:00 CET CSL Xiamen International Invitational The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Summer Games Done Quick 2025! US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2024!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
momentary artworks from des…
tankgirl
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 606 users

How to calculate your MMR from results of 1 match - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 17 Next All
qiza
Profile Joined April 2011
Germany37 Posts
May 08 2012 21:40 GMT
#181
awsome work there!
erstauning!
Zergrush!
Sweetfrost
Profile Joined October 2010
Sweden211 Posts
May 09 2012 07:49 GMT
#182
I admire that you take your time to make this extreme post. It's very intresting even though it took me a while to read it.
Before practice, we ate Kimchi soup made my MMA. His cooking has made me so depressed that I think we may lose GSTL." -Miya
MysticaL
Profile Joined December 2003
Canada118 Posts
May 09 2012 15:30 GMT
#183
Great tool and work, do you think you could make the download link more obvious?
Phael
Profile Joined May 2010
United States281 Posts
May 10 2012 00:59 GMT
#184
If this helps your data any:

I just got promoted from Diamond to Master's league (was Masters when Sc2 came out but stopped playing for about 6 months and recently came back).

My MMR for the last 5 games I played - all of which I won:

73 +/- 16 (not sure what's up with this one)
129 +/- 16
78 +/- 16
-13 +/-16
-40 +/-16

Roughly 60% of my past 30 games have been against Master's opponents, and I went 19-11 in those thirty games.
lIlIIlllIIlll
Profile Joined May 2012
11 Posts
May 10 2012 01:16 GMT
#185
the amount of effort you put in this post is extraordinary. thank you and i hope you make more of these kinds of quality post.
dextrin303
Profile Joined May 2011
Sweden320 Posts
May 10 2012 16:13 GMT
#186
wow really cool, don't understand most of it but still cool
-Aura-
Profile Blog Joined March 2011
United States209 Posts
May 11 2012 20:08 GMT
#187
Ok, I'm in diamond and I just played a master. I did all the stuff, and I got -89/-121. Does that mean how far I am from master? Can I figure out how far I am up in diamond? Is there anything useful I can do with his information lol?
¯\_(ツ)_/¯ Liquid get more Terrans please...
Not_That
Profile Joined April 2011
287 Posts
May 11 2012 23:57 GMT
#188
On May 12 2012 05:08 -Aura- wrote:
Ok, I'm in diamond and I just played a master. I did all the stuff, and I got -89/-121. Does that mean how far I am from master? Can I figure out how far I am up in diamond? Is there anything useful I can do with his information lol?


Sure. It means you're roughly 130 points below Diamond-Master line, and probably around 160 points or so from a promotion provided you can get it and keep it for a long enough period of games.

As for doing anything useful for this information, you could sell it on ebay.
-Aura-
Profile Blog Joined March 2011
United States209 Posts
May 13 2012 03:53 GMT
#189
On May 12 2012 08:57 Not_That wrote:
Show nested quote +
On May 12 2012 05:08 -Aura- wrote:
Ok, I'm in diamond and I just played a master. I did all the stuff, and I got -89/-121. Does that mean how far I am from master? Can I figure out how far I am up in diamond? Is there anything useful I can do with his information lol?


Sure. It means you're roughly 130 points below Diamond-Master line, and probably around 160 points or so from a promotion provided you can get it and keep it for a long enough period of games.

As for doing anything useful for this information, you could sell it on ebay.


Good man ^^. How many points away from the plat- diamond breakoff? Or is there no way to know that? (I've been diamond since season 1, it would be cool to know how much progress I've made)
¯\_(ツ)_/¯ Liquid get more Terrans please...
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
May 14 2012 18:41 GMT
#190
FYI: The F function is not linear. Sent you a PM in greater detail.

Let the monkeywork resume!
Moderator
Phanekim
Profile Joined April 2003
United States777 Posts
May 14 2012 23:42 GMT
#191
although i'm into the same heavy duty stats you guys are ...i would never dedicate any time to figuring it out.

so kudos to the people that do dedicate the time! lol.
i like cheese
FairForever
Profile Joined February 2011
Canada2392 Posts
May 14 2012 23:44 GMT
#192
On May 15 2012 03:41 Excalibur_Z wrote:
FYI: The F function is not linear. Sent you a PM in greater detail.

Let the monkeywork resume!


uh oh... never good news to hear this...
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2012-05-15 02:02:06
May 15 2012 01:58 GMT
#193
On May 15 2012 08:44 FairForever wrote:
Show nested quote +
On May 15 2012 03:41 Excalibur_Z wrote:
FYI: The F function is not linear. Sent you a PM in greater detail.

Let the monkeywork resume!


uh oh... never good news to hear this...

I had the feeling it cant be linear just from the way skillfuctions work.
But this function should still give good results as long as the changepoints are not to far away from 0 (+-12)
We did not analyse the data yet because my tool had to many bugs to be secure.
But so far we did not find data where this f function is wrong. ( if you dont trust data from guys with very few games because i think there is a special rule for them)

i have data of different leagues that show very good graphs/results using it. So it must raise very slow at the beginning. What makes sense if you think about what this function try to do.
Save gaming: kill esport
celeryman
Profile Joined January 2011
United States54 Posts
Last Edited: 2012-05-16 19:39:10
May 16 2012 19:38 GMT
#194
If this thread is still alive, I'd like to ask some questions about this initial methodology because there's some things that are not clear about it. I also looked over some people's code and I'm not certain about some of the assumptions.

This paragraph (bolded especially) needs explanation:


Before I could plot them on a single graph I had to normalize the results of the 7 different players by adding a different value for each (representing their individual MMRs). When I did that I was able to get a graph that was fairly linear.


Now that there's some suggestion the point-to-mmr function is not linear (because why would it be really... the entire Trueskill system works on a basic gaussian distribution function; the core math of trueskill is PDF and CDF functions) this especially makes me wonder what you were doing.

Did you just take 7 player's points, assume they had the same mmr (you say that), then add arbitrary point values to each until the curve was linear? If I can add arbitrary values to raw data I can make any function linear.

The second thing I think you were doing, but seemed to be unstated, is using only masters/GM players, because those are the only leagues without division offsets. That seems fine because otherwise the divisions offsets can screw up your calculations. However... if you stick with purely intra-league matchups, you should be able to average out those differences if you can get enough game observations.

My final question is a practical one. The bonus pool as well as the data-gathering methods make this process all cumbersome. One issue is if I want to track the last 10 games of a player, I have to work backwards, adding and subtracting points as I go, and I have to make the correct assumptions about the bonus pool as I do it. If you have the exact times available to you, this is possible. But the in-game display system starts to round the times after 24 hours, (i.e. 1 day ago, 1 week ago, 4 weeks ago, 6 weeks ago, etc.). So your bonus pool calculations have got some serious error introduced into them when you get beyond 24 hours. And even if you did take the exact times into account, it takes some fiddling to do the bonus pool calculations too. Did you incorporate those factors into your original calculations?

There is something very valuable here, and I think it's possible to get close to what you're talking about, at least on relative terms, but could you re-state your original methodology with a little more precision?
Not_That
Profile Joined April 2011
287 Posts
Last Edited: 2012-05-16 22:03:56
May 16 2012 22:02 GMT
#195
On May 17 2012 04:38 celeryman wrote:
If this thread is still alive, I'd like to ask some questions about this initial methodology because there's some things that are not clear about it. I also looked over some people's code and I'm not certain about some of the assumptions.

This paragraph (bolded especially) needs explanation:

Show nested quote +

Before I could plot them on a single graph I had to normalize the results of the 7 different players by adding a different value for each (representing their individual MMRs). When I did that I was able to get a graph that was fairly linear.


Now that there's some suggestion the point-to-mmr function is not linear (because why would it be really... the entire Trueskill system works on a basic gaussian distribution function; the core math of trueskill is PDF and CDF functions) this especially makes me wonder what you were doing.

Did you just take 7 player's points, assume they had the same mmr (you say that), then add arbitrary point values to each until the curve was linear? If I can add arbitrary values to raw data I can make any function linear.


It's still alive so far as people are actively trying to figure the ladder system out. Skeletor and I are working on it daily via the sc2gears plugin and the data we gather from it. Beside that it's hard for me to say who else is actively on the case. You can find us on TL teamspeak quite often.

I started out with the assumption that F was linear. We now know that's probably not the case, although it's possible that linear F with slope of 32 is a good approximation.

What I did in the part of the OP you're referring to was look at 7 players, assume that for each player, his own MMR didn't change across the data points I looked at. Then because each player has a different MMR, I added a different value to each player's MMR (same value to all of that player's data points) to see if they would fit on a line. Does this prove that F is linear? Clearly not. But to me this strengthened my feeling that it's possible and worth checking, which is what I do in the rest of the OP.



On May 17 2012 04:38 celeryman wrote:
The second thing I think you were doing, but seemed to be unstated, is using only masters/GM players, because those are the only leagues without division offsets. That seems fine because otherwise the divisions offsets can screw up your calculations. However... if you stick with purely intra-league matchups, you should be able to average out those differences if you can get enough game observations.


If you have enough observations, sure. Since at the time I was getting data manually from in game that was not the case. Also, it depends on what you find to achieve. If you want to find the offsets for the different leagues / tiers, then yes you need to look at games below Master as well. However if for start you just want to find F, then players below Master only make things more complicated unnecessarily.



On May 17 2012 04:38 celeryman wrote:
My final question is a practical one. The bonus pool as well as the data-gathering methods make this process all cumbersome. One issue is if I want to track the last 10 games of a player, I have to work backwards, adding and subtracting points as I go, and I have to make the correct assumptions about the bonus pool as I do it. If you have the exact times available to you, this is possible. But the in-game display system starts to round the times after 24 hours, (i.e. 1 day ago, 1 week ago, 4 weeks ago, 6 weeks ago, etc.). So your bonus pool calculations have got some serious error introduced into them when you get beyond 24 hours. And even if you did take the exact times into account, it takes some fiddling to do the bonus pool calculations too. Did you incorporate those factors into your original calculations?

There is something very valuable here, and I think it's possible to get close to what you're talking about, at least on relative terms, but could you re-state your original methodology with a little more precision?


I explain why it's in fact not possible to get accurate adjusted points data of a player retroactively at all here. My original methodology is flawed. IF it were possible, it wouldn't make a difference whether the game was played 3 hours ago or 3 weeks ago (beside 3 hours games would be more convenient to backtrack to), so long as you gather all the results in a single point in time they will all share the same total BP (the BP at the time of you taking the results). This is merely technical discussion atm because as I said, you can not infer a player's adjusted points retroactively anyway. The only two ways to collect accurate data are:
1) Do it manually (only practical for your own matches). Write your and your opponent's adj points before the game and points change. If you lost and opponent won, you will most likely have to ask him for his points change without bonus (make sure you ask before leaving the game otherwise chances are he won't even remember by the time you ask him). The only time you can know for certain how many adj points your opponent won is when he has unspent BP left after the match, then you know he got exactly half the points his match history says.

2) Use the sc2gears plugin. It basically automates the first option without having to rely on the opponent to volunteer data. It does it by checking bnet web profile for both players before and after the match, and seeing their adjusted points change.
celeryman
Profile Joined January 2011
United States54 Posts
Last Edited: 2012-05-16 23:48:30
May 16 2012 23:47 GMT
#196
Thank you for your responses.

One clarification:
Then because each player has a different MMR, I added a different value to each player's MMR (same value to all of that player's data points) to see if they would fit on a line.


I understand that you took a set offset for each player, and then used that across all their games. I don't think your assumption that MMR doesn't fluctuate between the games you sampled is bad; there's very little bias I could imagine being introduced from that fact (MMRs should fluctuate randomly with the exception that some bias might be upward, but that's a slow, and consistent bias).

But how did you determine which player got which offset, and how were the offsets spaced?


Bonus pool thought
Does the sc2gears plugin back-calculate the bonus pool adjustment? Here's why I ask. If someone's bonus pool is zero, then it's easy, just subtract the total pool from their total points (with the exception of if they ever lost with their points at 0, but even then, small detail).

But imagine a player who's on day one (bp at 0) gets 500 points. Almost all of those points will be non-bonus. Then, they don't play a few days (bp at 100). By our standard formula, at this later date they should have 400 adjusted points. But, they actually have 500.

This problem will show up for any player who plays with a bonus pool at 0, and then later has an unspent bonus pool. The degree to which it skews the calculations will be a function of the time played while bonus was at 0 (think most high level players), and how large the unspent is.

Maybe in practice it's not big and we can ignore it, but when taking the raw data to try and establish the "F" function, the data needs to be only players with BPs at or near 0. I'd like to know if you think, from the data you've seen, that's a common phenomena.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
May 17 2012 00:06 GMT
#197
On May 17 2012 08:47 celeryman wrote:
Thank you for your responses.

One clarification:
Show nested quote +
Then because each player has a different MMR, I added a different value to each player's MMR (same value to all of that player's data points) to see if they would fit on a line.


I understand that you took a set offset for each player, and then used that across all their games. I don't think your assumption that MMR doesn't fluctuate between the games you sampled is bad; there's very little bias I could imagine being introduced from that fact (MMRs should fluctuate randomly with the exception that some bias might be upward, but that's a slow, and consistent bias).

But how did you determine which player got which offset, and how were the offsets spaced?


Bonus pool thought
Does the sc2gears plugin back-calculate the bonus pool adjustment? Here's why I ask. If someone's bonus pool is zero, then it's easy, just subtract the total pool from their total points (with the exception of if they ever lost with their points at 0, but even then, small detail).

But imagine a player who's on day one (bp at 0) gets 500 points. Almost all of those points will be non-bonus. Then, they don't play a few days (bp at 100). By our standard formula, at this later date they should have 400 adjusted points. But, they actually have 500.

This problem will show up for any player who plays with a bonus pool at 0, and then later has an unspent bonus pool. The degree to which it skews the calculations will be a function of the time played while bonus was at 0 (think most high level players), and how large the unspent is.

Maybe in practice it's not big and we can ignore it, but when taking the raw data to try and establish the "F" function, the data needs to be only players with BPs at or near 0. I'd like to know if you think, from the data you've seen, that's a common phenomena.


That's a very good point and emphasizes the importance of pulling information immediately following a game. Even a minor delay of 5 to 10 minutes could mean the difference between a player having 0 or 1 unspent bonus pool and introducing (minor but still statistically significant) inaccuracy.
Moderator
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2012-05-17 00:14:07
May 17 2012 00:12 GMT
#198
On May 17 2012 08:47 celeryman wrote:
Thank you for your responses.

One clarification:
Show nested quote +
Then because each player has a different MMR, I added a different value to each player's MMR (same value to all of that player's data points) to see if they would fit on a line.


I understand that you took a set offset for each player, and then used that across all their games. I don't think your assumption that MMR doesn't fluctuate between the games you sampled is bad; there's very little bias I could imagine being introduced from that fact (MMRs should fluctuate randomly with the exception that some bias might be upward, but that's a slow, and consistent bias).

But how did you determine which player got which offset, and how were the offsets spaced?


Bonus pool thought
Does the sc2gears plugin back-calculate the bonus pool adjustment? Here's why I ask. If someone's bonus pool is zero, then it's easy, just subtract the total pool from their total points (with the exception of if they ever lost with their points at 0, but even then, small detail).

But imagine a player who's on day one (bp at 0) gets 500 points. Almost all of those points will be non-bonus. Then, they don't play a few days (bp at 100). By our standard formula, at this later date they should have 400 adjusted points. But, they actually have 500.

This problem will show up for any player who plays with a bonus pool at 0, and then later has an unspent bonus pool. The degree to which it skews the calculations will be a function of the time played while bonus was at 0 (think most high level players), and how large the unspent is.

Maybe in practice it's not big and we can ignore it, but when taking the raw data to try and establish the "F" function, the data needs to be only players with BPs at or near 0. I'd like to know if you think, from the data you've seen, that's a common phenomena.

To find out the adjustment points i do:
His points - his unspend unspend points 20 sek after the game is finished - total bonuspool of this sec of the server he play on.
So the guy with 500 points have:
500 points +100 unspend -100 total = 500 adjusted

To find out first two i can check the webpage. For the total bonuspool i could check a inactive player but thats a very dirty method.
Instead i calculate it with the bliz bonuspool algo from the time back the session starts.
The session start time i backcaluated depending on the bonuschange +- 5 sec.
The bonus pool is calculated with your computer clock and for the case this one is not accurate i backcheck a internet atomic clock.

Save gaming: kill esport
Not_That
Profile Joined April 2011
287 Posts
Last Edited: 2012-05-17 00:16:06
May 17 2012 00:15 GMT
#199
We calculate adjusted points based on the total BP at the time of the calculation. Adj pts = ladder points + unspent bonus pool - total server BP.
Total server BP is known to increase by 1 every 112 minutes since season start. Once we pin point the minute of season start (we try to get it as close to the exact second as possible, but there's some noise due to funny behavior of bnet website) we should always calculate adjusted points to the exact number, or very rarely be off by 1.
celeryman
Profile Joined January 2011
United States54 Posts
Last Edited: 2012-05-17 01:34:12
May 17 2012 00:16 GMT
#200
On May 17 2012 09:12 skeldark wrote:
Show nested quote +
On May 17 2012 08:47 celeryman wrote:
Thank you for your responses.

One clarification:
Then because each player has a different MMR, I added a different value to each player's MMR (same value to all of that player's data points) to see if they would fit on a line.


I understand that you took a set offset for each player, and then used that across all their games. I don't think your assumption that MMR doesn't fluctuate between the games you sampled is bad; there's very little bias I could imagine being introduced from that fact (MMRs should fluctuate randomly with the exception that some bias might be upward, but that's a slow, and consistent bias).

But how did you determine which player got which offset, and how were the offsets spaced?


Bonus pool thought
Does the sc2gears plugin back-calculate the bonus pool adjustment? Here's why I ask. If someone's bonus pool is zero, then it's easy, just subtract the total pool from their total points (with the exception of if they ever lost with their points at 0, but even then, small detail).

But imagine a player who's on day one (bp at 0) gets 500 points. Almost all of those points will be non-bonus. Then, they don't play a few days (bp at 100). By our standard formula, at this later date they should have 400 adjusted points. But, they actually have 500.

This problem will show up for any player who plays with a bonus pool at 0, and then later has an unspent bonus pool. The degree to which it skews the calculations will be a function of the time played while bonus was at 0 (think most high level players), and how large the unspent is.

Maybe in practice it's not big and we can ignore it, but when taking the raw data to try and establish the "F" function, the data needs to be only players with BPs at or near 0. I'd like to know if you think, from the data you've seen, that's a common phenomena.

To find out the adjustment points i do:
His points - his unspend unspend points 20 sek after the game is finished - total bonuspool of this sec of the server he play on.
So the guy with 500 points have:
500 points +100 unspend -100 total = 500 adjusted

To find out first two i can check the webpage. For the total bonuspool i could check a inactive player but thats a very dirty method.
Instead i calculate it with the bliz bonuspool algo from the time back the session starts.
The session start time i backcaluated depending on the bonuschange +- 5 sec.
The bonus pool is calculated with your computer clock and for the case this one is not accurate i backcheck a internet atomic clock.



The problem is when he then plays the next 100 points off (say wins 100 actual + 100 bonus). Now your formula will have him off by 100. I didn't include that second step because I thought it was implicit.

Update: What I wrote in this post is wrong, and about the original adjusted point calculation, but the underlying point remains. See below.
Prev 1 8 9 10 11 12 17 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5h 11m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 201
Tasteless 85
ProTech68
StarCraft: Brood War
GuemChi 1025
Leta 525
PianO 266
Snow 40
Dewaltoss 24
Bale 19
Icarus 10
League of Legends
JimRising 764
Counter-Strike
Stewie2K690
Super Smash Bros
Mew2King184
Other Games
summit1g9684
monkeys_forever474
WinterStarcraft378
SortOf90
NeuroSwarm57
Organizations
Other Games
gamesdonequick41719
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Berry_CruncH314
• practicex 45
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• Diggity6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Lourlo977
• Rush722
• masondota2247
• HappyZerGling54
Other Games
• Scarra1963
• Shiphtur319
Upcoming Events
Sparkling Tuna Cup
5h 11m
WardiTV European League
11h 11m
MaNa vs sebesdes
Mixu vs Fjant
ByuN vs HeRoMaRinE
ShoWTimE vs goblin
Gerald vs Babymarine
Krystianer vs YoungYakov
PiGosaur Monday
19h 11m
The PondCast
1d 5h
WardiTV European League
1d 7h
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
uThermal 2v2 Circuit
1d 11h
Replay Cast
1d 19h
RSL Revival
2 days
ByuN vs SHIN
Clem vs Reynor
Replay Cast
2 days
RSL Revival
3 days
Classic vs Cure
[ Show More ]
FEL
3 days
RSL Revival
4 days
FEL
4 days
FEL
4 days
CSO Cup
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
Sparkling Tuna Cup
5 days
RSL Revival
5 days
FEL
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Liquipedia Results

Completed

BSL Season 20
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
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
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.