• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:19
CET 02:19
KST 10:19
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !9Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
Micro Lags When Playing SC2? ComeBackTV's documentary on Byun's Career ! When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
$100 Prize Pool - Winter Warp Gate Masters Showdow $5,000+ WardiTV 2025 Championship Winter Warp Gate Amateur Showdown #1 Sparkling Tuna Cup - Weekly Open Tournament RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Mechabellum PC Games Sales Thread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1173 users

Heart of the Swarm Unit Stats - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 48 Next All
MentalGNT
Profile Joined January 2011
Denmark1264 Posts
Last Edited: 2012-06-09 13:49:29
June 09 2012 13:48 GMT
#161
On June 09 2012 22:22 Anima4 wrote:
I don't like the fact that the mothership core costs supply

Well, it's kinda like a macro mechanics but with several defensive/offensive options. Queens cost supply as well.
What a player
s3rp
Profile Joined May 2011
Germany3192 Posts
June 09 2012 13:49 GMT
#162
On June 09 2012 22:37 SarcasmMonster wrote:
Show nested quote +
On June 09 2012 22:31 s3rp wrote:
45 more HP for Helions in Battle Form doesn't seem like much not sure if they don't insta melt in Battleform either and if they're only 2.25 speed with 2 range how in the world will they ever hit anything without hugging more valuable units . ? Reapers with 7 range but no speed will make it useful in TvT and TvP useless in TvZ all the Zerg Units are way too fast

Btw the Speed ability for BC's seems useless if its for 100 Energy and only 6 seconds other than wasting the Energy for something.


I disagree. That's a 50% increase in hp. Now they are almost as tanky as Zealots for the same cost, which is exactly what mech needed. Since they can be reactored, it will (almost ^_^) be as good as Gateways.


Hmm ok still doesn't solve the problem that they're slower than just about every Zerg and Toss unit they're supposed to kill with melee range. I guess they only become good if you manage to fight from a fortified position.
ohampatu
Profile Joined July 2010
United States1448 Posts
June 09 2012 13:50 GMT
#163
On June 09 2012 22:44 SimDawg wrote:
Show nested quote +
On June 09 2012 21:32 MCDayC wrote:
I like everything bar the warhound. Mech doesn't need a ground attack unit, they've got the fucking tank. Whats the point of an A move 2 legged walker? It's a Thor without it's interest anti air mechanic, or a Marauder, without stim. WTF? I love the mine, and pretty mech everything else, but I really don't understand the point of the warhound, bar just "Make factory good vs Toss".


That's as deeply as these guys think. They design units to do things as narrowly as possible. When things are used creatively they have a hissy fit.



did something change about the warhound thats diff in the op?

Warhound should be a really good unit, makes mech almost viable in every MU, you have a new unit that takes the place of marine/rauder it sounds like. With spidermines now, i think mech will indeed be possible in all MU's. Im not finding any info that the autocastable ability is unit specific.

TvT looks like it will stay relatively the same in its 'core'. Mech or bio'mech being the comps that sound like they will be the 'standards'. TvZ looks like Mech or BioMech will be viable, although im not complete sure. Depends on how good warhound is vs armored. Otherwise me might see a rauder-mech style come out. TvP i can't even fathom currently. Bio-Mech looks like it will remain stronger than full mech, or rather rauder-tank with spidermines.

I know alot of T dont like bio-mech strats because of the range of upgrades needed, and they end up falling behind on upgrades late-late game, but HotS is looking legit. Deathball styles will be easier to break in all MU's.
I am become death, for I am the destroyer of worlds.....You will be missed KT Violet!!!
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-06-09 13:51:58
June 09 2012 13:51 GMT
#164
On June 09 2012 22:40 Sapphire.lux wrote:
Show nested quote +
On June 09 2012 22:31 s3rp wrote:
45 more HP for Helions in Battle Form doesn't seem like much not sure if they don't insta melt in Battleform either and if they're only 2.25 speed with 2 range how in the world will they ever hit anything without hugging more valuable units . ? Reapers with 7 range but no speed will make it useful in TvT and TvP useless in TvZ all the Zerg Units are way too fast

Btw the Speed ability for BC's seems useless if its for 100 Energy and only 6 seconds other than wasting the Energy for something.

If it's instant, it might be a decent way to burn energy against HT.


Yeah that the only use i mean 100 Energy is quite alot and 6 seconds is pretty short you're not gonna suddenly chase something with BC's with this. Hell even running away seems hard on bigger maps.
drbrown
Profile Joined March 2012
Sweden442 Posts
June 09 2012 13:51 GMT
#165
The only thing i wonder is how they intended for zerg to counter the tempest.

The only unit composition in WoL that is reliable in ZvP is infestor/brood lord, anything else will fall to a lategame protoss army. If they can take pot shots at the brood lords/infestors all day long with range 22 Tempests how exactly are we supposed to respond?

Abduct has 7 range, Neural Parasite 7, Corruptors 6, Fungal Growth roughly 7.

This problem gets amplified by the fact that protoss will be a lot more mobile than zerg in the lategame with mothership core, cant put flying units in a nydus.
I'm probably being ironic
ZenithM
Profile Joined February 2011
France15952 Posts
June 09 2012 13:51 GMT
#166
On June 09 2012 22:49 s3rp wrote:
Show nested quote +
On June 09 2012 22:37 SarcasmMonster wrote:
On June 09 2012 22:31 s3rp wrote:
45 more HP for Helions in Battle Form doesn't seem like much not sure if they don't insta melt in Battleform either and if they're only 2.25 speed with 2 range how in the world will they ever hit anything without hugging more valuable units . ? Reapers with 7 range but no speed will make it useful in TvT and TvP useless in TvZ all the Zerg Units are way too fast

Btw the Speed ability for BC's seems useless if its for 100 Energy and only 6 seconds other than wasting the Energy for something.


I disagree. That's a 50% increase in hp. Now they are almost as tanky as Zealots for the same cost, which is exactly what mech needed. Since they can be reactored, it will (almost ^_^) be as good as Gateways.


Hmm ok still doesn't solve the problem that they're slower than just about every Zerg and Toss unit they're supposed to kill with melee range. I guess they only become good if you manage to fight from a fortified position.

Well they're meant as a buffer for mech against lings and zealots, what did you expect? Blink and 7 range?
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
June 09 2012 13:54 GMT
#167
I don't understand the lack of AA on the warhound. I thought that was the whole point of the unit.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-06-09 13:55:23
June 09 2012 13:54 GMT
#168
On June 09 2012 22:51 ZenithM wrote:
Show nested quote +
On June 09 2012 22:49 s3rp wrote:
On June 09 2012 22:37 SarcasmMonster wrote:
On June 09 2012 22:31 s3rp wrote:
45 more HP for Helions in Battle Form doesn't seem like much not sure if they don't insta melt in Battleform either and if they're only 2.25 speed with 2 range how in the world will they ever hit anything without hugging more valuable units . ? Reapers with 7 range but no speed will make it useful in TvT and TvP useless in TvZ all the Zerg Units are way too fast

Btw the Speed ability for BC's seems useless if its for 100 Energy and only 6 seconds other than wasting the Energy for something.


I disagree. That's a 50% increase in hp. Now they are almost as tanky as Zealots for the same cost, which is exactly what mech needed. Since they can be reactored, it will (almost ^_^) be as good as Gateways.


Hmm ok still doesn't solve the problem that they're slower than just about every Zerg and Toss unit they're supposed to kill with melee range. I guess they only become good if you manage to fight from a fortified position.

Well they're meant as a buffer for mech against lings and zealots, what did you expect? Blink and 7 range?


So hug your tanks and cross your fingers i guess ? Doesn't seem very creative and opens you up to Area of Effect which Mech to be honest is already weak to considering you barely have more HP than Bio but basically can't ever dodge anything.
MekTypro
Profile Joined July 2010
France360 Posts
June 09 2012 13:55 GMT
#169
Does the warhound attacks air ? I think I read somewhere it did not but I feel like everybody here think it does.

If it doesn't, air units will still be very dangerous against mech and I'm not sure if widow mines will be enough.

Btw, if a mine attach itself to a mutalisk and a mutalisk fly over a group of marine as the mine explodes, do the marine take some damage or not ? Same goes the other way, if a ground unit dies to a mine, will the air unit take damage ?
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 09 2012 13:55 GMT
#170
On June 09 2012 22:49 s3rp wrote:
Show nested quote +
On June 09 2012 22:37 SarcasmMonster wrote:
On June 09 2012 22:31 s3rp wrote:
45 more HP for Helions in Battle Form doesn't seem like much not sure if they don't insta melt in Battleform either and if they're only 2.25 speed with 2 range how in the world will they ever hit anything without hugging more valuable units . ? Reapers with 7 range but no speed will make it useful in TvT and TvP useless in TvZ all the Zerg Units are way too fast

Btw the Speed ability for BC's seems useless if its for 100 Energy and only 6 seconds other than wasting the Energy for something.


I disagree. That's a 50% increase in hp. Now they are almost as tanky as Zealots for the same cost, which is exactly what mech needed. Since they can be reactored, it will (almost ^_^) be as good as Gateways.


Hmm ok still doesn't solve the problem that they're slower than just about every Zerg and Toss unit they're supposed to kill with melee range. I guess they only become good if you manage to fight from a fortified position.


Yeah, mech will always be less mobile than the mobile compositions of the other races lol.

As long as Battlehellions can cost effectively hold ground, then it's doing its job. The siege tank can sure use a buff though...
MMA: The true King of Wings
Noocta
Profile Joined June 2010
France12578 Posts
June 09 2012 13:56 GMT
#171
If Reaper have 7 range and the nitropack speed, they could be pretty damn good.
" I'm not gonna fight you. I'm gonna kick your ass ! "
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-06-09 13:56:56
June 09 2012 13:56 GMT
#172
On June 09 2012 22:55 SarcasmMonster wrote:
Show nested quote +
On June 09 2012 22:49 s3rp wrote:
On June 09 2012 22:37 SarcasmMonster wrote:
On June 09 2012 22:31 s3rp wrote:
45 more HP for Helions in Battle Form doesn't seem like much not sure if they don't insta melt in Battleform either and if they're only 2.25 speed with 2 range how in the world will they ever hit anything without hugging more valuable units . ? Reapers with 7 range but no speed will make it useful in TvT and TvP useless in TvZ all the Zerg Units are way too fast

Btw the Speed ability for BC's seems useless if its for 100 Energy and only 6 seconds other than wasting the Energy for something.


I disagree. That's a 50% increase in hp. Now they are almost as tanky as Zealots for the same cost, which is exactly what mech needed. Since they can be reactored, it will (almost ^_^) be as good as Gateways.


Hmm ok still doesn't solve the problem that they're slower than just about every Zerg and Toss unit they're supposed to kill with melee range. I guess they only become good if you manage to fight from a fortified position.


Yeah, mech will always be less mobile than the mobile compositions of the other races lol.

As long as Battlehellions can cost effectively hold ground, then it's doing its job. The siege tank can sure use a buff though...


Sad thing though its not just the mobile compositions its basically every ground composition that exists is faster than Mech thanks to Thors and Siege Tanks.
ohampatu
Profile Joined July 2010
United States1448 Posts
June 09 2012 13:56 GMT
#173
On June 09 2012 22:51 drbrown wrote:
The only thing i wonder is how they intended for zerg to counter the tempest.

The only unit composition in WoL that is reliable in ZvP is infestor/brood lord, anything else will fall to a lategame protoss army. If they can take pot shots at the brood lords/infestors all day long with range 22 Tempests how exactly are we supposed to respond?

Abduct has 7 range, Neural Parasite 7, Corruptors 6, Fungal Growth roughly 7.

This problem gets amplified by the fact that protoss will be a lot more mobile than zerg in the lategame with mothership core, cant put flying units in a nydus.



You can't take WoL 'Metagame' and add in a single unit. Currently in WoL infestor/brood is the go to strat because its so fucking strong. But stephano style play works as well. Infestor/brood isn't the only style, just the best 'lategame comp'.

Your adding protoss Tempest in while forgetting all the good zerg stuff added. Deathballs shouldn't kill zerg anymore, at least not Protoss deathballs, they have alot of options to split the opponent up/tear him apart. As long as the maps are good the MU will be great. Collosus wont be an issue anymore, and to be honest with you im thinking Tempest is going to be good for Defense, or for Containment. It wont be a unit that makes or breaks a composition, its too slow/etc.
I am become death, for I am the destroyer of worlds.....You will be missed KT Violet!!!
ohampatu
Profile Joined July 2010
United States1448 Posts
June 09 2012 13:58 GMT
#174
On June 09 2012 22:56 s3rp wrote:
Show nested quote +
On June 09 2012 22:55 SarcasmMonster wrote:
On June 09 2012 22:49 s3rp wrote:
On June 09 2012 22:37 SarcasmMonster wrote:
On June 09 2012 22:31 s3rp wrote:
45 more HP for Helions in Battle Form doesn't seem like much not sure if they don't insta melt in Battleform either and if they're only 2.25 speed with 2 range how in the world will they ever hit anything without hugging more valuable units . ? Reapers with 7 range but no speed will make it useful in TvT and TvP useless in TvZ all the Zerg Units are way too fast

Btw the Speed ability for BC's seems useless if its for 100 Energy and only 6 seconds other than wasting the Energy for something.


I disagree. That's a 50% increase in hp. Now they are almost as tanky as Zealots for the same cost, which is exactly what mech needed. Since they can be reactored, it will (almost ^_^) be as good as Gateways.


Hmm ok still doesn't solve the problem that they're slower than just about every Zerg and Toss unit they're supposed to kill with melee range. I guess they only become good if you manage to fight from a fortified position.


Yeah, mech will always be less mobile than the mobile compositions of the other races lol.

As long as Battlehellions can cost effectively hold ground, then it's doing its job. The siege tank can sure use a buff though...


Sad thing though its not just the mobile compositions its basically every ground composition that exists is faster than Mech thanks to Thors and Siege Tanks.



I still dont get why terrans complain about thors and siege tanks speed. Those units are supposed to be slow. If you want them to run as fast as your othe runits, use your 5-6 empty medivacks to transport the tanks across the map in the air above your bio/faster units. Protoss players use Warpprisms and HT because of slowness and it helps protect them. As long as you respond fast enough to drop your tanks once you get close to enemy territory your fine.
I am become death, for I am the destroyer of worlds.....You will be missed KT Violet!!!
s3rp
Profile Joined May 2011
Germany3192 Posts
June 09 2012 14:00 GMT
#175
Quite honestly alot of the new stuff viability will depend on Maps. If the maps in HOTS have as many open area as they have currently Mech will still suck and not be playable , new units or not.
HeroMystic
Profile Joined March 2011
United States1217 Posts
June 09 2012 14:01 GMT
#176
On June 09 2012 22:50 ohampatu wrote:
Show nested quote +
On June 09 2012 22:44 SimDawg wrote:
On June 09 2012 21:32 MCDayC wrote:
I like everything bar the warhound. Mech doesn't need a ground attack unit, they've got the fucking tank. Whats the point of an A move 2 legged walker? It's a Thor without it's interest anti air mechanic, or a Marauder, without stim. WTF? I love the mine, and pretty mech everything else, but I really don't understand the point of the warhound, bar just "Make factory good vs Toss".


That's as deeply as these guys think. They design units to do things as narrowly as possible. When things are used creatively they have a hissy fit.



did something change about the warhound thats diff in the op?

Warhound should be a really good unit, makes mech almost viable in every MU, you have a new unit that takes the place of marine/rauder it sounds like. With spidermines now, i think mech will indeed be possible in all MU's. Im not finding any info that the autocastable ability is unit specific.

TvT looks like it will stay relatively the same in its 'core'. Mech or bio'mech being the comps that sound like they will be the 'standards'. TvZ looks like Mech or BioMech will be viable, although im not complete sure. Depends on how good warhound is vs armored. Otherwise me might see a rauder-mech style come out. TvP i can't even fathom currently. Bio-Mech looks like it will remain stronger than full mech, or rather rauder-tank with spidermines.

I know alot of T dont like bio-mech strats because of the range of upgrades needed, and they end up falling behind on upgrades late-late game, but HotS is looking legit. Deathball styles will be easier to break in all MU's.



If the Warhound's missiles can hit biological units, then I'll be happy with the Warhound. If it only hits Mechanical units, then it's way too specific and loses nearly all application vs Zerg and MMM.
Seiniyta
Profile Joined May 2010
Belgium1815 Posts
June 09 2012 14:04 GMT
#177
On June 09 2012 22:56 ohampatu wrote:
Show nested quote +
On June 09 2012 22:51 drbrown wrote:
The only thing i wonder is how they intended for zerg to counter the tempest.

The only unit composition in WoL that is reliable in ZvP is infestor/brood lord, anything else will fall to a lategame protoss army. If they can take pot shots at the brood lords/infestors all day long with range 22 Tempests how exactly are we supposed to respond?

Abduct has 7 range, Neural Parasite 7, Corruptors 6, Fungal Growth roughly 7.

This problem gets amplified by the fact that protoss will be a lot more mobile than zerg in the lategame with mothership core, cant put flying units in a nydus.



You can't take WoL 'Metagame' and add in a single unit. Currently in WoL infestor/brood is the go to strat because its so fucking strong. But stephano style play works as well. Infestor/brood isn't the only style, just the best 'lategame comp'.

Your adding protoss Tempest in while forgetting all the good zerg stuff added. Deathballs shouldn't kill zerg anymore, at least not Protoss deathballs, they have alot of options to split the opponent up/tear him apart. As long as the maps are good the MU will be great. Collosus wont be an issue anymore, and to be honest with you im thinking Tempest is going to be good for Defense, or for Containment. It wont be a unit that makes or breaks a composition, its too slow/etc.


I can see for example the zerg army attacking at the protoss army and the tempest being a bit further back to snipe key units like Infestors and broodlords/vipers. The Tempest is pretty expensive but I think much more useful then the carrier.
Pokemon Master
raf3776
Profile Blog Joined August 2010
United States1904 Posts
June 09 2012 14:04 GMT
#178
I wonder if you can make the widowmine not latch on automatically. Hold it back manually and then release it when you want to
WWJD (What Would Jaedong Do)
s3rp
Profile Joined May 2011
Germany3192 Posts
June 09 2012 14:08 GMT
#179
On June 09 2012 22:58 ohampatu wrote:
Show nested quote +
On June 09 2012 22:56 s3rp wrote:
On June 09 2012 22:55 SarcasmMonster wrote:
On June 09 2012 22:49 s3rp wrote:
On June 09 2012 22:37 SarcasmMonster wrote:
On June 09 2012 22:31 s3rp wrote:
45 more HP for Helions in Battle Form doesn't seem like much not sure if they don't insta melt in Battleform either and if they're only 2.25 speed with 2 range how in the world will they ever hit anything without hugging more valuable units . ? Reapers with 7 range but no speed will make it useful in TvT and TvP useless in TvZ all the Zerg Units are way too fast

Btw the Speed ability for BC's seems useless if its for 100 Energy and only 6 seconds other than wasting the Energy for something.


I disagree. That's a 50% increase in hp. Now they are almost as tanky as Zealots for the same cost, which is exactly what mech needed. Since they can be reactored, it will (almost ^_^) be as good as Gateways.


Hmm ok still doesn't solve the problem that they're slower than just about every Zerg and Toss unit they're supposed to kill with melee range. I guess they only become good if you manage to fight from a fortified position.


Yeah, mech will always be less mobile than the mobile compositions of the other races lol.

As long as Battlehellions can cost effectively hold ground, then it's doing its job. The siege tank can sure use a buff though...


Sad thing though its not just the mobile compositions its basically every ground composition that exists is faster than Mech thanks to Thors and Siege Tanks.



I still dont get why terrans complain about thors and siege tanks speed. Those units are supposed to be slow. If you want them to run as fast as your othe runits, use your 5-6 empty medivacks to transport the tanks across the map in the air above your bio/faster units. Protoss players use Warpprisms and HT because of slowness and it helps protect them. As long as you respond fast enough to drop your tanks once you get close to enemy territory your fine.


I don't think anyone having a Mech army will have 5-6 Medivacs. Or do you build 5-6 Warpprisms ? A mixed Bio/Mech army that is upgraded well enough on everything to compete beyond midgame doesn't exist .
kratos-23
Profile Joined March 2011
303 Posts
June 09 2012 14:09 GMT
#180
On June 09 2012 23:04 raf3776 wrote:
I wonder if you can make the widowmine not latch on automatically. Hold it back manually and then release it when you want to

and which target you want, that would be cool indeed.
Prev 1 7 8 9 10 11 48 Next All
Please log in or register to reply.
Live Events Refresh
Ladder Legends
19:00
WWG Amateur Showdown
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft516
ProTech186
StarCraft: Brood War
Hyuk 830
EffOrt 146
Shuttle 58
GoRush 27
NaDa 19
Mong 17
Dota 2
monkeys_forever337
febbydoto58
LuMiX2
Counter-Strike
summit1g10793
Super Smash Bros
hungrybox208
Heroes of the Storm
Khaldor222
Other Games
FrodaN660
JimRising 320
Mew2King151
Trikslyr48
ViBE48
kaitlyn22
Organizations
Other Games
gamesdonequick1575
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• RyuSc2 44
• mYiSmile16
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22734
League of Legends
• Doublelift5062
Other Games
• imaqtpie3972
Upcoming Events
Sparkling Tuna Cup
8h 41m
Ladder Legends
15h 41m
BSL 21
18h 41m
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
1d 7h
Wardi Open
1d 10h
Monday Night Weeklies
1d 15h
WardiTV Invitational
3 days
Replay Cast
4 days
WardiTV Invitational
4 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
5 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.