• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:33
CEST 00:33
KST 07:33
  • 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] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
StarCraft open world shooter announced at BlizzCon97Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?175Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Team Liquid Map Contest #22: Results and Winners
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
New 3v3 BGH Ladder (and more) on ShieldBattery! Official StarCraft website teases new content ahead of BlizzCon? [D] Brainstorming a balance patch for Brood war Making an Online Broodwar Manager Game [ASL22] Ro16 Preview: Holy Diver
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro16 Group C [ASL22] Ro16 Group B [ASL22] Ro16 Group A
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Stormgate/Frost Giant Megathread Diablo IV [Maplestory Hardcore] Let's Play~!!
Dota 2
Official 'what is Dota anymore' discussion
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 Artificial Intelligence Thread Russo-Ukrainian War Thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
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 Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8827 users

The Science of 3-3 Marines (vs. Zerg Lair Tech)

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 6 7 Next All
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
Last Edited: 2013-08-13 07:26:49
August 12 2013 05:42 GMT
#1
Note: This is NOT a balance discussion (personally, I enjoy ZvT match ups the most, even though I am a protoss fan). Just want to provide a thorough mathematical analysis.

A lot of casters talk about why 3-3 marines are pretty good against a Lair Zerg!

Let's look at the numbers and see why:

General Scenario for Lair Tech:

- Mutalisks do not get armor upgrades (most progamers usually go for attack upgrades)
- Mutalisk Regeneration is included, so the DPS against mutalisks will be subtracted by 1.
- For other zerg units regeneration, they are given + 1 hp (zerg units immediately regenerate after taking damage. (Hive units included)
- Best case scenario for zerg on lair tech: 2/2 upgrades for melee units and 2/0 for mutalisks
- Infestors are excluded because their damage are merely complementary and spell-based

Marine Damage Per Second:

+ Show Spoiler +
Fully upgraded (w/ stim):
Original DPS: 15.683
Against Unarmored Mutalisks: 14.684 dps
Against 2/2 lings and banelings: 12.197 dps
Time to Kill: Mutalisk (8.17 seconds), 2/2 ling (2.95 seconds), 2/2 baneling (2.54 seconds)

LVL 2 weapons (w/ stim):
Original DPS: 13.940 dps
Against Mutalisks: 12.940 dps
Against 2/2 lings and banelings: 10.455 dps
Time to Kill: Mutalisk (9.27 seconds), 2/2 ling (3.44 seconds), 2/2 baneling (2.97 seconds)

Observations:
- Already a + 1.5 dmg boost after the upgrade!
- Approximately a 20% boost in damage effectiveness against the 2/2 ling/banelings!
- The time decrease to kill: 11.9% for mutalisk, 14.2% for ling, 14.5% for baneling


Armor Analysis:

Note: The actual amount of units required to kill the marine will definitely be greater than I calculated here because the surround does not guarantee the zerg units to attack simultaneously. Without the simultaneous attack, the influence of the medivac healing factor will be greater and would theoretically mitigate some of the damage inflicted by the zerg units.

+ Show Spoiler +
Scenario for Every Armor Analysis:
- The marine is a pacifist and won't attack the cute happy CARBOT zerg units
- Medivac have invented overheal. In other words, it can give extra HP.
- Mutalisk Bounce analysis excluded
- After the zerg units attack, the marine will immediately be healed.
- The goal of the zerg units to kill the marine in 1 second.
- The medivac healing will trigger immediately after the attack (+13.5 hp bonus of the marine)
[image loading]
- The Zerg Units get the PERFECT surround! :D

Healing rate of medivac: 13.5 hp/sec (game seconds)

Fully upgraded armor (w/ healing from medivac):

Against one 2/2 ling: 7.75 OVERHEAL/second
How many 2/2 lings required to attack simultaneously: approximately 12

Against 2/2 banelings: 26.5 damage taken/second

Against one LVL 2 attack mutalisk: 8.32 OVERHEAL/second
How many 2/0 mutalisks required to attack simultaneously: approximately 14

LVL 2 armor (w/ healing from medivac):

Against one 2/2 ling: 6.32 OVERHEAL/second
How many 2/2 lings required to attack simultaneously: approximately 10

Against 2/2 banelings: 29.5 damage taken/second

Against one LVL 2 attack mutalisk: 7.67 OVERHEAL/second
How many 2/0 mutalisks required to attack simulateously: approximately 12

Observations:
- The number of units required to kill are increased by 2 (approximately 20% increase for zerglings and 16.7% for mutalisks), when the marine gets +1 armor upgrade.

---
Now, let's look at the HIVE Tech!

General Scenario for Hive Tech:

- Best case scenario for zerg on high tech: fully upgraded zerglings/banelings/ultralisks, 3/0 for air units (we rarely see the air 3/3 scenario, unless it is super duper late game)
- Mutalisks are excluded because progamers tend to use hive units at this phase of the game.
- Marines are still 3/3

Marine Damage Per Second:

+ Show Spoiler +
Scenario:
- Perfect Broodlord control, where marines can't reach the broodlords. (i.e: Broodlords are excluded in this part of the analysis)

Against 5/3 ultralisks: 5.23 dps
Against 4/3 ultralisks: 6.97 dps
Against 3/3 lings/banelings: 10.455 dps

Time to Kill for 3/3: ultralisk (95.8 seconds), 3/3 ling (3.44 seconds), 3/3 baneling (2.97 seconds)
Time to Kill for 2/2:ultralisk (71.9 seconds) ling (2.95 seconds), baneling (2.54 seconds)


Observations:
[image loading]
- Ultralisks are great tanking units against marines!
- Time to Kill increase from zerg LVL 2/2 to 3/3: 33.2% (ultralisks), 16.6% (lings), 16.9% (banelings)


Armor Analysis:

+ Show Spoiler +
Against one 3/3 Ultralisk: 38.1 damage taken/ second
Against one 3/3 Broodlord: 24.9 damage taken + 1.1 OVERHEAL/second
Against one 3/3 Broodlord (average damage): 8.1 damage taken/second
Against 3/3 cracklings: 4.98 OVERHEAL/second

Amount of 3/3 crackling required to attack simultaneously: Approximately 9

Observations:
- Hive tech units can eat up 3/3 marines supported by medivacs
- Amount of lings required to kill decreased by 3, when cracklings are researched!


TLDR: As a zerg, NEVER EVER settle with Lair tech, even if you have a huge lead! 3/3 marines are very powerful in the middle-late game. Get your hive tech to reach to the late game phase! So, no more balance whining about marines please!

EDIT: Also, we can argue about how Widow Mines and Marauders still cause major problems, which I can relate. However, this thread is meant to focus mainly on marines, which is arguably one of the most cost-effective units in the game.
Seed's # 1 fan!!! #ForVengeance
beg
Profile Blog Joined May 2010
991 Posts
August 12 2013 05:47 GMT
#2
hm, i never heard casters specifically talking about 3/3 vs lair, but rather "3/3 vs ling bling muta". i always wondered why 3/3 terran would be so special against 3/3 zerg. it makes no sense to me at all.
LiLSighKoh
Profile Blog Joined October 2010
United States588 Posts
August 12 2013 05:49 GMT
#3
On August 12 2013 14:47 beg wrote:
hm, i never heard casters specifically talking about 3/3 vs lair, but rather "3/3 vs ling bling muta". i always wondered why 3/3 terran would be so special against 3/3 zerg. it makes no sense to me at all.

Their DPS is so fast and that extra boost makes everything just die so quick :[
Just go around and drop 4 marauders sniping hatches like their creep tumors haha
"Want some? Go get some!"
dWarreN
Profile Joined May 2013
117 Posts
August 12 2013 05:51 GMT
#4
Yes! WoL style 12 minute brood lords! I miss the good ole' days.. nice write up! Always nice to see someone that goes really indepth with the math behind it.
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
August 12 2013 06:02 GMT
#5
The issue is more that all terran players do is try to get super aggressive right when the zerg would like to go Hive, they never feel safe buying upgrades/tech because they have to keep making banelings.

I think it goes without saying that the longer a game is, the more important it is to finish your upgrades. Finding the money to do it at the right times is easier said than done.
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
August 12 2013 06:05 GMT
#6
On August 12 2013 15:02 darkscream wrote:
The issue is more that all terran players do is try to get super aggressive right when the zerg would like to go Hive, they never feel safe buying upgrades/tech because they have to keep making banelings.

I think it goes without saying that the longer a game is, the more important it is to finish your upgrades. Finding the money to do it at the right times is easier said than done.


Yeah, I noticed that. Terran players like Innovation and Polt utilize constant aggression to prevent zerg players from reaching the hive comfortably. However, there are some instances such as Jaedong vs. Polt and Soulkey vs. Innovation (one proleague match before the GSL finals) when the zerg players stayed on Lair tech for too long.

However, terran players are aggressive during the 2/2 phase, so zerg should learn how to balance teching and defend.
Seed's # 1 fan!!! #ForVengeance
MstrJinbo
Profile Joined March 2011
United States1251 Posts
August 12 2013 06:08 GMT
#7
On August 12 2013 14:47 beg wrote:
hm, i never heard casters specifically talking about 3/3 vs lair, but rather "3/3 vs ling bling muta". i always wondered why 3/3 terran would be so special against 3/3 zerg. it makes no sense to me at all.


In general, Zergs need a hive to get 3/3 so terrans will almost always get 3/3 first. So its a pretty obvious timing window to do major damage. Also in reality 3/3 wrecks roach hydra if the Zerg is behind on the upgrades too so its not specific to ling/bane/muta. Although with mutas, zergs typically only get attack upgrades so the marine upgrades rip them apart especially quick.
ETisME
Profile Blog Joined April 2011
12874 Posts
August 12 2013 06:11 GMT
#8
On August 12 2013 14:47 beg wrote:
hm, i never heard casters specifically talking about 3/3 vs lair, but rather "3/3 vs ling bling muta". i always wondered why 3/3 terran would be so special against 3/3 zerg. it makes no sense to me at all.

in SC2, some units can bypass upgrade disadvantage. Widow mines, the pre nerf hellbats (can always deal with 3/3 zealots very well even if they are only 0/0), spells such as storms and fungals.
3/3 bio is stronger than (and much more cost efficient) 3/3 zerg should not be that surprising because zerg has fungal. (which is still kinda dealable by the terran with the power of medivac)
The problem of cause, is that infestors nowadays are just not what they used to be in WoL and muta is almost needed to stay alive from the drops, make it harder to get to hive tech
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
FakeDouble
Profile Blog Joined September 2010
Australia676 Posts
Last Edited: 2013-08-12 06:23:56
August 12 2013 06:19 GMT
#9
In today's series between Jaedong and Polt, there was one game where JD went ling bane infestor into quick hive and quick 3/3 upgrades. He survived the longest vs Polt in that game because he was 3/3 on ground vs 2/2. When Polt caught up to 3/3 JD started falling apart.
Ling bane muta gets stuck around 2/2 because you don't already have an infestor pit, and you don't need as many infestors as mutas. Infestors recharge energy and mutas regen health, but it is easier to lose a muta here and there to marines as it is infestors which should stay in the back. Infestors may cost more per unit, but over 10 minutes of back and forth, zerg probably makes a lot more muta. Also, a good fungal can make your banelings much more cost effective since it denies splitting. But of course, with infestors, it's harder to keep the medivac numbers down, unless they clump and you get a nice chain fungal off.

But you kind of need mutas due to the threat of drops.

Also armor is useless against mines, they do spell damage.

There's no magical counter, you just need to be better than your opponent it seems.
Formerly known as carbonaceous
zenkicker
Profile Joined December 2008
257 Posts
August 12 2013 06:21 GMT
#10
Yep just like Innovation and SK during SPL Finals.
I you cant beat them, join them.
hansonslee
Profile Blog Joined April 2011
United States2027 Posts
Last Edited: 2013-08-12 06:27:03
August 12 2013 06:23 GMT
#11
I think there a lot of misunderstanding on what is going on. I am specifically focusing on 3/3 marines.

Widow Mines and Marauders are a completely different matter. (Although I am inclined to believe that widows could use some reworking because widow mines are actually hindering zerg units from making correct engagements, even with the creep advantage).

As for the balancing, yes, it's true how zerg is having a hard time at the moment. But for now, let's just give the meta some time to develop before we argue what's overpowered.

This analysis was meant to hopefully provide a possible solution for the zerg's problem against 3/3.
Seed's # 1 fan!!! #ForVengeance
Entirety
Profile Blog Joined April 2012
1423 Posts
August 12 2013 06:27 GMT
#12
On August 12 2013 15:19 FakeDouble wrote:
In today's series between Jaedong and Polt, there was one game where JD went ling bane infestor into quick hive and quick 3/3 upgrades. He survived the longest vs Polt in that game because he was 3/3 on ground vs 2/2. When Polt caught up to 3/3 JD started falling apart.
Ling bane muta gets stuck around 2/2 because you don't already have an infestor pit, and you don't need as many infestors as mutas. Infestors recharge energy and mutas regen health, but it is easier to lose a muta here and there to marines as it is infestors which should stay in the back. Infestors may cost more per unit, but over 10 minutes of back and forth, zerg probably makes a lot more muta. But of course, with infestors, it's harder to keep the medivac numbers down, unless they clump and you get a nice chain fungal off.

Also armor is useless against mines, they do spell damage.


The worst part about Infestors is trying to deal with drops... that's an absolute nightmare unless you are really superb at multitasking. The Medivac count starts accumulating (very bad!), and Zerg loses the harassment utility of Mutalisks. The trade-off is that you can have more gas, especially if you invest in some static defense.

- Mutalisks
- Infestors
- 3/3 Upgrades
- Ultralisks

In the end, Zerg players probably need all four of those, but perhaps the order may be shifted around. Perhaps it would be cool to get out a couple of Infestors (to delay the push), and get Hive ASAP. Then, while Hive is done, get your 3/3 upgrades and throw down a Spire... only then do you get Mutalisks. Then finally you get Ultralisks?
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
Zenbrez
Profile Joined June 2012
Canada5973 Posts
Last Edited: 2013-08-12 06:31:42
August 12 2013 06:30 GMT
#13
Only Scarlett and Suppy (foreigners, oddly enough) regularly get a good hive timing vs terran, and try their best to get ultras and 3/3 out, Roro does a decent job at it too, but he has trouble holding a 4th on most maps. Zergs just about always have at least 100 gas floating, just drop an infestation pit! It's so common zergs start their 2/2 before the terran, but terran finish 3/3 before the zerg even has a fester pit down. You can give excuses, but you can't seriously tell me the zerg needed every single bit of gas throughout the entire game. If he spends 100 gas on a pit, instead of 1 mutalisk, he's not going to lose the game.

It takes a hell of a long time for zerg to get access to 3/3, don't wait til 2/2 is finished to start your fester pit.
Refer to my post.
FakeDouble
Profile Blog Joined September 2010
Australia676 Posts
Last Edited: 2013-08-12 06:40:03
August 12 2013 06:37 GMT
#14
I guess, ideally zerg wants more than 8 geysers then vs endless bio mine parade? That means taking a 5th just for gas and keeping it alive though which can be a tough ask.

Edit: zenbrez makes a good argument. It's 150 for infestor pit and 150 for hive so it's 3 mutas, but similar idea.
Formerly known as carbonaceous
Baroninthetree
Profile Joined August 2012
United States473 Posts
August 12 2013 06:38 GMT
#15
On August 12 2013 15:23 hansonslee wrote:
I think there a lot of misunderstanding on what is going on. I am specifically focusing on 3/3 marines.

Widow Mines and Marauders are a completely different matter. (Although I am inclined to believe that widows could use some reworking because widow mines are actually hindering zerg units from making correct engagements, even with the creep advantage).

As for the balancing, yes, it's true how zerg is having a hard time at the moment. But for now, let's just give the meta some time to develop before we argue what's overpowered.

This analysis was meant to hopefully provide a possible solution for the zerg's problem against 3/3.

But there are not only 3/3 marines, also marauders.
Ulralisks are not the ultimate solution in this case. A superior economy is still key which nowadays zerg players are struggled to get.
digmouse
Profile Blog Joined November 2010
China6331 Posts
August 12 2013 06:38 GMT
#16
Yeah I was thinking about is it Jaedong's super late Hive and 3/3 that cost him 4 games in a row? But on the other hand, it seems he never actually got the spare money to spend on Infestation Pit and Hive because Polt was so aggressive that he can't spend resources on things other than lings and banes.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
August 12 2013 06:39 GMT
#17
On August 12 2013 15:30 Zenbrez wrote:
Only Scarlett and Suppy (foreigners, oddly enough) regularly get a good hive timing vs terran, and try their best to get ultras and 3/3 out, Roro does a decent job at it too, but he has trouble holding a 4th on most maps. Zergs just about always have at least 100 gas floating, just drop an infestation pit! It's so common zergs start their 2/2 before the terran, but terran finish 3/3 before the zerg even has a fester pit down. You can give excuses, but you can't seriously tell me the zerg needed every single bit of gas throughout the entire game. If he spends 100 gas on a pit, instead of 1 mutalisk, he's not going to lose the game.

It takes a hell of a long time for zerg to get access to 3/3, don't wait til 2/2 is finished to start your fester pit.


You need a Hive for 3/3 upgrades. That's a completed infestation pit plus the time it takes for the hive to morph. Then you can start the upgrades. Terran just needs an armory which incidentally they already have if they have +2/2. So no, it's not so simple as having 100 gas lying around.
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
August 12 2013 06:41 GMT
#18
On August 12 2013 15:30 Zenbrez wrote:
Only Scarlett and Suppy (foreigners, oddly enough) regularly get a good hive timing vs terran, and try their best to get ultras and 3/3 out, Roro does a decent job at it too, but he has trouble holding a 4th on most maps. Zergs just about always have at least 100 gas floating, just drop an infestation pit! It's so common zergs start their 2/2 before the terran, but terran finish 3/3 before the zerg even has a fester pit down. You can give excuses, but you can't seriously tell me the zerg needed every single bit of gas throughout the entire game. If he spends 100 gas on a pit, instead of 1 mutalisk, he's not going to lose the game.

It takes a hell of a long time for zerg to get access to 3/3, don't wait til 2/2 is finished to start your fester pit.


You are totally disregarding total gas cost of

Infestor pit
Hive
3/3 upgrade
crackling

That is a lot of gas that otherwise might lead to you dying.
Msr
Profile Joined March 2011
Korea (South)495 Posts
August 12 2013 06:43 GMT
#19
is there a reason protoss and terran do not need another tech path for +3? Zerg has to add on two buildings.. one of them being completely useless
Insoleet
Profile Joined May 2012
France1806 Posts
August 12 2013 06:44 GMT
#20
On August 12 2013 15:27 Entirety wrote:
Show nested quote +
On August 12 2013 15:19 FakeDouble wrote:
In today's series between Jaedong and Polt, there was one game where JD went ling bane infestor into quick hive and quick 3/3 upgrades. He survived the longest vs Polt in that game because he was 3/3 on ground vs 2/2. When Polt caught up to 3/3 JD started falling apart.
Ling bane muta gets stuck around 2/2 because you don't already have an infestor pit, and you don't need as many infestors as mutas. Infestors recharge energy and mutas regen health, but it is easier to lose a muta here and there to marines as it is infestors which should stay in the back. Infestors may cost more per unit, but over 10 minutes of back and forth, zerg probably makes a lot more muta. But of course, with infestors, it's harder to keep the medivac numbers down, unless they clump and you get a nice chain fungal off.

Also armor is useless against mines, they do spell damage.


The worst part about Infestors is trying to deal with drops... that's an absolute nightmare unless you are really superb at multitasking. The Medivac count starts accumulating (very bad!), and Zerg loses the harassment utility of Mutalisks. The trade-off is that you can have more gas, especially if you invest in some static defense.

- Mutalisks
- Infestors
- 3/3 Upgrades
- Ultralisks

In the end, Zerg players probably need all four of those, but perhaps the order may be shifted around. Perhaps it would be cool to get out a couple of Infestors (to delay the push), and get Hive ASAP. Then, while Hive is done, get your 3/3 upgrades and throw down a Spire... only then do you get Mutalisks. Then finally you get Ultralisks?


I was wondering the same actually...

What if zerg wanted to get safely to 3/3 thanks to infestors (so they are on 3-4 bases, you can defend without muta)

And then, throw down a spire, upgrade mutalisks and add them to get a ~25 muta ball. Its pretty easy on 4/5 bases mining gas, especially if you already have your infestors...
The other good point is that terran players will start adding marauders very early on once they see you are rushing Hive, and muta are the best answer to marauders in this matchup.
1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 11h 27m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
HiyA 72
soO 36
910 34
Dota 2
monkeys_forever642
NeuroSwarm184
League of Legends
JimRising 569
Counter-Strike
Fnx 796
Super Smash Bros
PPMD49
Other Games
summit1g9017
FrodaN1072
shahzam514
XaKoH 292
Pyrionflax153
Organizations
Other Games
gamesdonequick2421
[ Show 15 non-featured ]
StarCraft 2
• RyuSc2 44
• Hupsaiya 44
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• blackmanpl 46
• Eskiya23 16
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22003
Other Games
• imaqtpie708
• Shiphtur170
Upcoming Events
Afreeca Starleague
11h 27m
Snow vs Shinee
Shine vs EffOrt
GSL
12h 27m
PiGosaur Cup
1d 1h
The PondCast
1d 11h
Kung Fu Cup
1d 12h
Replay Cast
2 days
KCM Race Survival
2 days
IntoTheTV X SOOP
2 days
Replay Cast
3 days
IntoTheTV X SOOP
3 days
[ Show More ]
Replay Cast
4 days
GSL
4 days
Replay Cast
5 days
GSL
5 days
Shopify Rebellion Sundays
5 days
Spirit vs Mixu
Replay Cast
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Blizzard Classic Cup 2026
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Proleague 2026-09-14
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.