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Active: 1716 users

Blizzard's thoughts on Swarm Hosts

Forum Index > SC2 General
1050 CommentsPost a Reply
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Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2014-05-22 17:41:40
May 06 2014 17:28 GMT
#1
[image loading]


Update May 22
http://us.battle.net/sc2/en/forum/topic/12944584332
Balance Patch Coming Soon

While testing the recent Brood Lord changes, we realized we’re nearly ready to release the balance update.

We’d like to adjust Terran as soon as possible, and we feel comfortable with the previously-proposed Hellbat/Hellion transformation changes. We’ve carefully listened to every top player that was willing to consult us on this, and found the at-large community response to this change extremely positive. It’s also clear that Terran needs to slow down Zerg economy in the mid-game, in order to better compete throughout the course of the game.

Regarding these quick-turnaround Brood Lord changes:
1. This is a very strategic change that is intended to only affect the ZvZ late game.
2. We agree with player feedback that this will prevent Brood Lords from being taken out by primarily base defenses.
3. Only a handful of players around the world are playing at the level this change addresses, so we don’t see a strong case for extensively public-testing it.

Overall, we believe this is one of those times when we need to move quickly, and we’re looking to release this balance patch as soon as possible.

Thank you very much! Please feel free to raise any concerns (based on your experience in the balance test map) here.






Update May 20
http://us.battle.net/sc2/en/forum/topic/12877968284
Balance Test Map Update Soon

Hello everyone,

Thank you for your feedback and continued help with the current balance test map changes. After further evaluation and discussion, we’re leaning towards testing ZvZ changes that will strictly focus on the late game.

Therefore, we’d like to try these two changes instead of the current Spore and Hydralisk changes.

- Broodlord gains the Frenzy ability.
- Frenzy is changed to also be immune to movement altering abilities.

With these newly proposed changes, the ZvZ match-up can remain the same as it is now, while also providing a clear counter to the rare Swarm Host stalemate games. Please let us know your thoughts regarding these changes, and we’ll move from there.

Thank you.


Poll: Broodlord is immune to abduct, gains modified Frenzy.

Yuhuuuuuu! (91)
 
65%

Noooo! (25)
 
18%

Meh. (25)
 
18%

141 total votes

Your vote: Broodlord is immune to abduct, gains modified Frenzy.

(Vote): Yuhuuuuuu!
(Vote): Noooo!
(Vote): Meh.








Update May 14
http://us.battle.net/sc2/en/forum/topic/12674900022?
Balance Test Map Discussion - Updated: May 14

We’ve recently published a new version of the Balance Test Map to the StarCraft II Custom Games list titled " MerryGoRoundLE (2.1.1 Balance v1.1)" in order to test a couple of Zerg changes alongside the existing Terran balance tweaks. This version of the map will be testing the following changes:

Terran
Removed Transformation Servos upgrade
Changed Hellion/Hellbat transform requirement to Armory

Zerg
Spore Crawler damage decreased from 15 + 30 vs biological to 15 + 10 vs biological
Hydralisk damage against air increased from 12 to 12 + 4 vs biological

While we previously announced our plans to decrease Spore Crawler damage to 15 + 15 vs biological, we’ve decided to test out 15 + 10 vs biological instead. This new value further reduces the Spore Crawler’s effectiveness against Brood Lords while leaving its power against Mutalisks unchanged.

We'd encourage everyone to jump into Battle.net and check out the new changes! Once you feel you've had enough time to test the changes thoroughly, we'd love to hear your thoughts! Feel free to use this thread to post any feedback you have on these changes.

If you're interested in the StarCraft II Balance Team's reasoning behind each change, you can check out David Kim's recent forum posts on both the Terran and Zerg changes.




Update May 7
http://us.battle.net/sc2/en/forum/topic/12673098909
New topic named 'ZvZ Anti-stalemate Testing - May 7'

Thank you for your feedback everyone. After evaluating your feedback and discussing this subject more in detail, we’re currently thinking of adding these two changes to the balance test map (and extension mod):

- Spore Crawler damage decreased from 15+30bio to 15+15bio
- Hydralisk damage against air increased from 12 to 12+4bio

Please focus further discussion around the above adjustments only, and again, thank you very much.




David Kim shared their thoughts on Swarm Hosts, alongside possible changes to the game, to start a discussion about the unit.

http://us.battle.net/sc2/en/forum/topic/12675108879


We wanted to share our thoughts and start a discussion about the Swarm Host because, like many of you, we were watching along on Saturday during Lone Star Clash 3 where there was an abnormally long ZvZ stalemate game. The potential for such with Swarm Hosts has been a consistent topic of conversation, and I assure you we’ve heard what you had to say about it. We don’t feel this type of play is healthy for the game or exciting for spectators.

Over the last few months, we’ve been internally playtesting a variety of design changes to the Swarm Host. We’ve come to believe that, in the long term, a change to overall Swarm Host design could be a good thing, but in the short term, we’d prefer to not disrupt the interesting non-stalemate Swarm Host play we currently see. Therefore, we don’t believe in removing the unit or completely redesigning to it at this time. Drastic changes to the way the Swarm Host currently works could affect the game negatively, as the unit plays a key role in various matchups.

We’ve also regularly seen feedback from players who want fewer balance changes and more time for strategies to adapt to playstyles like this one. We definitely respect that opinion, but with issues like this, we do more than just listen.

Here are the main thoughts we’re working from:

1. Of course, we don't want there to ever be 1+ hour long games that are nothing except Locusts vs. Locusts.

2. We’ve only seen this a handful of times at the highest level of play.

3. As we look down the ladder, we don’t see a significant percentage of games that last more than 25 minutes, especially in the leagues below Master.

4. This playstyle is clearly not a requirement in ZvZ, and that raises questions:
-1. How much do we risk negatively impacting Zerg styles and strategies (that are also fun and entertaining to watch)?
-2. Are we seeing any shift (even a very slow shift) in how players answer this playstyle?
-3. How do potential changes to the unit play out?

5. Because ZvZ is a mirror matchup, it doesn’t impact balance. That means we can target any changes we might make the way we did with the Spore Crawler vs. Mutalisks.

At this point, we’re taking public our discussion about finding the best adjustments that address the issue without affecting the ZvP and ZvT matchups in negative ways.

We’re thinking along these lines:

- Revert spore buff and buff hydralisk anti-air vs. biological units only.
o With this, even if Broodlords are Abducted by Vipers, they would still be great against base Defenses.
o The Mutalisk strength in ZvZ could possibly be countered a bit better by Hydralisks.
o The effect on ZvZ would be acceptable, and the potential effects on ZvP and ZvT are minor.

- Change the Viper’s Abduct ability to make massive units immune to it.
o By making Brood Lords immune to Abduct, we’d solve the stalemate. Late game ZvZ would be mostly about who wins in the air.
o There are downsides -- Abduct is a really cool ability, and it is something Zerg needs vs. Colossi in PvZ.
o To address that, we’d consider a potential buff to Blinding Cloud so that Vipers would still be a valuable utility unit in the ZvP matchup.

As always, please remember that what we’re doing here is talking -- not yet playing publicly on a balance test map. We’d really love to hear and evaluate your thoughts on these and other changes before taking further steps. Please try to keep in mind that Swarm Hosts are needed in other places in the game (such as vs. Mech), so we don’t have an option to just remove the unit.

Thank you very much, and we’re be looking forward to your feedback.




Old Polls:
+ Show Spoiler +
Poll: Revert spore buff and buff Hydra vs biological air?

Yes! (968)
 
66%

No! (319)
 
22%

Not sure. (173)
 
12%

1460 total votes

Your vote: Revert spore buff and buff Hydra vs biological air?

(Vote): Yes!
(Vote): No!
(Vote): Not sure.





Poll: Change the Viper Abduct, possibly Blinding Cloud?

No! (1218)
 
74%

Yes! (335)
 
20%

Not sure. (96)
 
6%

1649 total votes

Your vote: Change the Viper Abduct, possibly Blinding Cloud?

(Vote): Yes!
(Vote): No!
(Vote): Not sure.

Facebook Twitter Reddit
Maru and Serral are probably top 5.
Noocta
Profile Joined June 2010
France12578 Posts
May 06 2014 17:30 GMT
#2
Drastic changes to the way the Swarm Host currently works could affect the game negatively, as the unit plays a key role in various matchups.


But.. WHERE ?
Seriously, I haven't seen Swarm Host being used outside of the stalemate type of games. At all.

Why not changing the cause of the problem instead of always going around it....
" I'm not gonna fight you. I'm gonna kick your ass ! "
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 06 2014 17:33 GMT
#3
I like the idea of just making them easier to kill by buffing other units, rather then a straight up redesign. If you can murder try swarm hosts, problem solved.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
Last Edited: 2014-05-06 17:33:56
May 06 2014 17:33 GMT
#4
I don't think they should make all massive units immune to abduct. I think it's fine vs stuff like Tempests and Colossi. I like the suggestion some people made about just making brood lords immune to it so they dont just get pulled into spores and can instead be used to break entrenched positions

Hydra buff could be ok too
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
myRZeth
Profile Joined June 2011
Germany1047 Posts
May 06 2014 17:35 GMT
#5
yet again they ignore the real problem:

the swarmhost
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
May 06 2014 17:35 GMT
#6
On May 07 2014 02:30 Noocta wrote:
Show nested quote +
Drastic changes to the way the Swarm Host currently works could affect the game negatively, as the unit plays a key role in various matchups.


But.. WHERE ?
Seriously, I haven't seen Swarm Host being used outside of the stalemate type of games. At all.

Why not changing the cause of the problem instead of always going around it....

Revival uses a group of 10 swarmhosts that he repositions around the map in addition with his roach army. It's a much more interesting style of play than most swarm host usage
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
May 06 2014 17:36 GMT
#7
It's great that they are so much more open nowadays!
Here's to hoping Psione will respond on these forums as well :D
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 06 2014 17:38 GMT
#8
On May 07 2014 02:35 Shellshock wrote:
Show nested quote +
On May 07 2014 02:30 Noocta wrote:
Drastic changes to the way the Swarm Host currently works could affect the game negatively, as the unit plays a key role in various matchups.


But.. WHERE ?
Seriously, I haven't seen Swarm Host being used outside of the stalemate type of games. At all.

Why not changing the cause of the problem instead of always going around it....

Revival uses a group of 10 swarmhosts that he repositions around the map in addition with his roach army. It's a much more interesting style of play than most swarm host usage

Or jumping with Swarm Hosts through the map with Nyduses while Locusts are doing their job and sniping expansions.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
May 06 2014 17:40 GMT
#9
On May 07 2014 02:30 Noocta wrote:
Show nested quote +
Drastic changes to the way the Swarm Host currently works could affect the game negatively, as the unit plays a key role in various matchups.


But.. WHERE ?
Seriously, I haven't seen Swarm Host being used outside of the stalemate type of games. At all.

Why not changing the cause of the problem instead of always going around it....

Because the next expansion has to have selling points, basically. We also don't want to give up the "great" SH vs mech games now do we...

Head Coach Park: "They should buff tanks!"
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 06 2014 17:40 GMT
#10
On May 07 2014 02:35 myRZeth wrote:
yet again they ignore the real problem:

the swarmhost

No, they are not. They are just trying to buff other units to murder the swarm hosts. They are trying to empower you to remove them from the game.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
vult
Profile Blog Joined February 2012
United States9400 Posts
May 06 2014 17:41 GMT
#11
On May 07 2014 02:30 Noocta wrote:
Show nested quote +
Drastic changes to the way the Swarm Host currently works could affect the game negatively, as the unit plays a key role in various matchups.


But.. WHERE ?
Seriously, I haven't seen Swarm Host being used outside of the stalemate type of games. At all.

Why not changing the cause of the problem instead of always going around it....


What about one base swarm host?
I used to play random, but for you I play very specifically.
Thalandros
Profile Blog Joined July 2012
Netherlands1151 Posts
May 06 2014 17:44 GMT
#12
I kind of like the proposed ideas actually, I don't think they're gonna help much except the ''Massive unit abduct immunity'' thing. That's a big change and I feel TOO big of a change for ZvP. Abduct is almost PURELY for Collosus (and immortals sometimes) and you'd remove the ability in the matchup. Blinding cloud is good and cool, sure, but abduct loses it's purpose and we don't want to ''trade'' abduct to fix swarm hosts, we want to REMOVE the stalemate games and NOT get a replacing negative effect.
|| ''I think we have all experienced passion that is not in any sense reasonable.'' ||
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
Last Edited: 2014-05-06 17:45:01
May 06 2014 17:44 GMT
#13

David Kim wrote:
- Revert spore buff and buff hydralisk anti-air vs. biological units only.
o With this, even if Broodlords are Abducted by Vipers, they would still be great against base Defenses.
o The Mutalisk strength in ZvZ could possibly be countered a bit better by Hydralisks.
o The effect on ZvZ would be acceptable, and the potential effects on ZvP and ZvT are minor.

- Change the Viper’s Abduct ability to make massive units immune to it.
o By making Brood Lords immune to Abduct, we’d solve the stalemate. Late game ZvZ would be mostly about who wins in the air.
o There are downsides -- Abduct is a really cool ability, and it is something Zerg needs vs. Colossi in PvZ.
o To address that, we’d consider a potential buff to Blinding Cloud so that Vipers would still be a valuable utility unit in the ZvP matchup.

Alright.

As for the first one, I actually like it! I would even like to see an overall buff to Hydralisk anti-air! Just give it like 2 more damage verse Aerial units!
The Spore buff was overboard, but shouldn't be completely reverted. The incredible mobility of Mutalisk compared to Hydralisk means the defending player can never move out against a Mutalisk player willing to basetrade, which was one of the premier problems with mutalisk from the beginning.

As for the second change, I don't like this. All of a sudden, Collosi/Tempest would become nigh impossible to beat. Furthermore, a couple of really exciting Viper Mutalisk strategies verse Mech are popping up, and I don't want those gone either. I'd prefer allowing Abduct to effect Spore Crawlers and Spine Crawlers and uproot them when they land - all of a sudden, Broodlords or Mutalisk Strategies stand a chance against Spore Crawlers.
For the Blinding Cloud, there's no way possible to buff it verse Protoss without once again hitting Terran Mech in the face. I'd even like to see it nerfed to decrease range by 6. This would only leave Collosi, Sieged Tanks, Bunkered Marauders/Ghost, Anti-Air Thors and Static Defense not fully affected. Unsieged Tanks, Ground Thors, Bunkered Marauders/Ghost would be reduced to 1 range, only a tiny bit better than melee range. Same goes for the Static Defense. 1 Range is only a tiny bit bigger than 0 range.

Any comments on that?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Musicus
Profile Joined August 2011
Germany23576 Posts
May 06 2014 17:45 GMT
#14
My worry is, if they once again ignore the SH and instead change other units to counter it, what happnes once they tackle the root of the problem and change or remove it with LotV? Do they change Abduct or the Hydra back again?
Maru and Serral are probably top 5.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
May 06 2014 17:46 GMT
#15
On May 07 2014 02:40 Sapphire.lux wrote:
Show nested quote +
On May 07 2014 02:30 Noocta wrote:
Drastic changes to the way the Swarm Host currently works could affect the game negatively, as the unit plays a key role in various matchups.


But.. WHERE ?
Seriously, I haven't seen Swarm Host being used outside of the stalemate type of games. At all.

Why not changing the cause of the problem instead of always going around it....

Because the next expansion has to have selling points, basically. We also don't want to give up the "great" SH vs mech games now do we...


PvZ Swarmhost games are getting more figured out and active by the day; same goes for most Mech vs Swarm Hosts.

The exception to this is the lower level players that don't understand zoning and army positioning. Should we balance the game for people who can practically only amove their army at leasure? Nope.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
May 06 2014 17:46 GMT
#16
Well at least they're paying attention. Stephano pretty much shoved it in their faces this weekend >_>

I don't know if I like these but at these they seem to be more drastic changes than what I'd normally expect. Which is a good thing in this case.

I think they're narrowly missing the mark on the hydralisk though. I think the unit needs a flat buff to biological units in general, not just aerial-biological. That might put a dent in the roach dominance of the matchup and further diversify things.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
May 06 2014 17:46 GMT
#17
On May 07 2014 02:45 Musicus wrote:
My worry is, if they once again ignore the SH and instead change other units to counter it, what happnes once they tackle the root of the problem and change or remove it with LotV? Do they change Abduct or the Hydra back again?

It's an expansion, they can do anything.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Waise
Profile Joined June 2013
3165 Posts
Last Edited: 2014-05-06 17:50:01
May 06 2014 17:47 GMT
#18
still dancing around the overall issue which is that zerg needs swarm hosts vs p/ground mech because there's no other tech we have that can't be gradually countered into uselessness by the enemy composition, which forces zerg into predictable tech timing based aggression (brood lord push etc) that can be beaten by a strong defensive player

brood lords, make a few tempests. ultras, add more immortals and archons. vipers, add templar (tempests are great against them too). mech is more vulnerable than protoss because terran lacks the depth of defensive tools protoss has and therefore less viable, but successful mech play ultimately does the same thing toss does, i.e. turtle into an impossibly strong composition that no amount of tech switching or macro can bust

as a zerg player, fuck the swarm host, redesign it, kill it, whatever. but then you HAVE TO give us an alternate tech for an extended late macro game against deathball compositions or weaken the P/T counters to our existing hive tech. it creates a lopsided meta when one race has a huge incentive to turtle up to a perfect and superior composition and the other race has to hit a timing and bust through. right now that defensive race is zerg with swarm hosts/corruptor/viper/infestor/static D. take away swarm hosts and that race becomes protoss.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
May 06 2014 17:48 GMT
#19
On May 07 2014 02:46 FrostedMiniWheats wrote:
I think they're narrowly missing the mark on the hydralisk though. I think the unit needs a flat buff to biological units in general, not just aerial-biological. That might put a dent in the roach dominance of the matchup and further diversify things.

It's also very risky to do this because of the 2/2 Roach Hydra shove against Terran. It's already really hard to hold of.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Noocta
Profile Joined June 2010
France12578 Posts
May 06 2014 17:48 GMT
#20
On May 07 2014 02:46 SC2Toastie wrote:
Show nested quote +
On May 07 2014 02:45 Musicus wrote:
My worry is, if they once again ignore the SH and instead change other units to counter it, what happnes once they tackle the root of the problem and change or remove it with LotV? Do they change Abduct or the Hydra back again?

It's an expansion, they can do anything.


They can but they won't.
It's obvious at this point David Kim doesn't want or can't change anything deep from the game.
" I'm not gonna fight you. I'm gonna kick your ass ! "
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PGL Cluj-Napoca 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
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