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Fezvez's' Co-op guide and hero review - Page 9

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Tankz123
Profile Joined December 2011
Denmark228 Posts
December 17 2015 11:40 GMT
#161
why the hell are people ignoring the fact that he not only gives 15% build speed for every other commander (which is insane), but also speeds up upgrades insanely much? He's a very strong support once he gets to high enough level, and colo/zealot works fine for any attack map as long as you get upgrades for them quickly.

Is he broken? No, is he good? yes.
Xsyq
Profile Joined December 2015
143 Posts
December 17 2015 11:55 GMT
#162
Got Karax to 15 a bit ago, and I have to say he's not as bad as I thought. Leveling him up is just an absolute pain because of the huge difference in playstyle. You really need to prioritize Spear of Adun energy upgrades all the time and just spam Orbital Strikes to win. You can't just build units at level one and win like all the other commanders.

Only thing I've really found Karax to be stellar at is defense once you get to level 11. Cannon/Battery/Monolith is really good at holding the line. Much easier to set up than Swann's turret/tank but not quite as good.

People are all talking about how good Chrono is but the only use I've found for it is saturating your natural quick and boosting upgrades out. Good macro renders the unit-production side of it mostly irrelevant.

Overall, he's decent, but I don't really want to play a hero that turns the game into whack-a-mole all the time.
DrSeRRoD
Profile Joined October 2010
United States490 Posts
December 17 2015 12:35 GMT
#163
Upgrading spear to the 3rd level of solarite regen is pretty strong. You can almost strike non-stop for the rest of the game. I found that just going instant static defense and upgrading spear and just bombarding everything, stunning them with the upgrade, is pretty dang fun, but it feels less like starcraft and more like some other kind of simulation. It was fun getting him to 15 and getting his achievements, trying out units and all possible combinations of other commanders on maps, but I still enjoy making lots of units a bit more than mega-expensive, but not more powerful, units. His level 15 ability seems a bit underwhelming compared to artanis's invulnerability/2nd life, but at least it affects your allies, unlike several of the other commanders. Don't think I'd play with him again unless we get an 'endless wave until you die' map, where he may be the top-tier contender in holding it off.
AMonkeyCourier
Profile Joined December 2015
21 Posts
Last Edited: 2015-12-17 13:35:52
December 17 2015 13:35 GMT
#164
On December 17 2015 19:40 Beo[LMU] wrote:
Colossi alone just don't cut it. I tried it out and although you may firstly end up with bigger armies supply-wise they also die too quickly.


This is your problem. nobody ever said to just build colossi. The zealot meatshield is NOT optional.

You guys keep trying to turret rush like a bunch of clowns. The rest of us will be here, being actually useful and economial in pushes. The fact that people are actually trying to compare turret rushing to the tried and tested brutal soloing comp of zealot colossi is mind boggling. Have you guys even tried these things out on brutal?
Beo[LMU]
Profile Joined December 2015
4 Posts
December 17 2015 13:54 GMT
#165
This is your problem. nobody ever said to just build colossi. The zealot meatshield is NOT optional.

You guys keep trying to turret rush like a bunch of clowns. The rest of us will be here, being actually useful and economial in pushes. The fact that people are actually trying to compare turret rushing to the tried and tested brutal soloing comp of zealot colossi is mind boggling. Have you guys even tried these things out on brutal?


You misunderstood my point! Of course I would never rush out Colossi without a meat shield of some kind (either mine or my ally's) LOL.
The point was that his only special ground unit is the Colussus, which should in theory enable him to have a certain style of play. However Colussus does not do this to a great extent. Colussus is very expensive, not even that durable, and that accounts for a meat shield without which it could not do anything, of course. After play testing I have come to the conclusion that Carriers are better value for money providing guaranteed value.

Of course we play on brutal, otherwise it would make no sense to write suggestions ...

The "turret rushing" as you call it is a well tested means itself (cf. WC3 humans/orcs or SC2 multiplayer) and is highly effective and feared for that. It's new in Coop, though. Given the insta-warp of Karax from level 11 up, Sentinels just pale in comparison. Using defenses offensively also utilize his strengths most effectively. Other from him being a great support character.

Good luck!
AMonkeyCourier
Profile Joined December 2015
21 Posts
Last Edited: 2015-12-17 14:52:37
December 17 2015 14:50 GMT
#166
Colossi don't need to be durable for their cost. That's why you have your mineral dump zealots. Zealots which, I should make clear, have feet that allow them to move your 150 mineral investment from one location to another. Something than cannons can NOT do.

Co-op is about sustained efficiency. You don't gain incremental advantages by pulling off a successful turret rush on the AI's first location and you certainly can't magically win the game by pulling an all-in on the enemy's main while they only have 2 bases in co-op. Comparing co-op turret rushing to multiplayer is just all kinds of nonsensical.
The Bottle
Profile Joined July 2010
242 Posts
Last Edited: 2015-12-17 16:59:48
December 17 2015 16:57 GMT
#167
AMonkeyCourier, it sounds like you're talking about the two offensive maps. Those are the only one where you engage the enemy in their main. So on those ones, I agree with you. Cannon rushes are pretty bad. I usually go zealot/energizer/colossus or zealot/energizer/mirage. The mirages can very easily hit critical mass, and their level 13 upgrade that makes them invulnerable after getting hit is godlike. Plus you should always have at least one or two energizers in your army; not having them is just plain silly IMO. I still have a probe follow the army, so they can build pylons, and occasionally shield batteries for the army. Still, I'm not too concerned with those maps because you basically never lose (even with an incompetent ally, a high level Karax can basically solo it), and they just don't utilize the strengths of Karax, so they're the most boring maps for him.

Every other map demands static D from Karax IMO. In the train map, your static D + energizers will be much more efficient than any army you build. Same with the temple map. On the shuttle map carriers are good, but you just can't have enough to cover the first few waves, so static D is your best bet there (or depending on your ally, which usually doesn't work out well). And on the celestial lock map, well, Karax doesn't have enough mobility to keep them defended, so nothing works better than to turtle up each lock. The shield batteries are great for keeping your structures alive while you blast the attackers with orbitals.
AMonkeyCourier
Profile Joined December 2015
21 Posts
Last Edited: 2015-12-17 18:06:44
December 17 2015 18:01 GMT
#168
The problem is that even on static maps you will need a mobile force of some kind to respond optimally, with all your accumulated resources. A unit deathball is always going to be more efficient than 3 clumps of statics. The only times I can really justify statics in abundance are trains in the area between two paths, temple before upgrades are in place and shuttles if my partner is incapable of filling the role.

I should make it clear that I'm not condemning the use of statics at all. I just don't see them as a defining feature of Karax's strengths.
Xsyq
Profile Joined December 2015
143 Posts
Last Edited: 2015-12-17 18:25:02
December 17 2015 18:24 GMT
#169
A unit deathball is always going to be more efficient than 3 clumps of statics.

That's not necessarily true with Karax though. His more expensive units require more investment to reach the same power as those clumps of static defense. And it's not like you have to make a choice between the two. You can throw down tons of cannons and still go 2gate carrier.
AMonkeyCourier
Profile Joined December 2015
21 Posts
December 17 2015 21:52 GMT
#170
Have carriers seriously been working for you? I've tried so many ways of getting them out and it's just be overwhelmingly poor each time.
Suchbalancemuchwow
Profile Blog Joined November 2015
76 Posts
December 17 2015 22:02 GMT
#171
Carriers can't die once you get them out so in that sense they work, but they take ages to mass up. Whether you make cannons or zealots with your excess minerals, the fact doesn't change that you'll be worthless with your army until late game when a bunch of carriers actually do some dps. (Seriously try killing a void shard with carriers it takes ages even with +3) Carriers do not kill stuff quickly.
The only reason you'd actually go air with karax is if your too lazy too upgrade spear of adun to max lvl and bombard all air. Not to mention the only map where you actually need a lot of anti air is better solved by just making static D(shuttle)

In sum, carriers work, if you're content with being slow as fuck. (also they fail hilariously bad at killing the pirate ship)

Xsyq
Profile Joined December 2015
143 Posts
Last Edited: 2015-12-17 23:09:53
December 17 2015 22:49 GMT
#172
I mainly go carriers on the temple and train maps where you can just throw down a ton of cannons/batteries/monoliths with energizer support and do just fine. Usually start pumping them after I've gotten all the solar core and defense upgrades, which means I usually only get 6-7 by the end of the game. They're not a tremendously good unit in that situation, I just make them because carriers. Their repair drones can help quite a bit if your ally has mech units though.

Karax's strongest option would probably be mass immortal with shadow cannon to burst down strong enemy units (Orbital Strike gets the swarms) with either mass cannon or sentinel as a mineral dump. Add in a couple Colossi with upgrades and a few energizers if you want to get fancy. You'll always want to get a forge fast for expos, then the main problem is how to spend your gas.

I prioritize gas like so:
Solar upgrades first, get all three solar efficiencies ASAP and orbital stun when possible (extra healing beam and Solar Lance upgrade aren't really necessary imo).
Warp gate.
Couple energizers (don't need a lot, chrono-whateveritscalled is only 3 energy).
Twilight Council for second solar core upgrade, get reconstruction if dumping into sentinels, otherwise energy regen if going cannons (or reclaimation).

If a defense map (temple, train):
Upgrade all the defensive structure boosts at forge (first structure shield, then +2 range, then +25% attack), get started on shield upgrades afterward.
Throw down stargate, begin production of mirages or carriers, upgrade air attack.
Start researching orbital stun, build fleet beacon for upgrades (and solar efficiency three).
Upgrade chosen air unit and throw down another stargate after starting solar efficiency three.
Pump units out of two gates, maintain shield/weapon upgrades.

If aggressive map:
Get another forge and go +weapon +armor.
Robo facility, get some observers to put into stationary mode for orbital strike sight (need to be careful with terran enemies because Ravens just seeker them on sight), start massing immortals.
Research orbital stun and throw down a robo bay for upgrades (and solar efficiency three).
Build another robo, make more immortals.
Get shadow cannon, observer speed.
Add on a couple colossi and get fire lance and range when you can.

I can generally make it to 200/200 on most aggressive maps with mass Sentinels, lots of Immortals, a couple Colossi, and a few Energizers. Defensive maps I'm lucky to hit 80 supply with Carriers.
AMonkeyCourier
Profile Joined December 2015
21 Posts
December 17 2015 23:43 GMT
#173
Nevermind actually, it's the other guy that was trying to hype carriers. Your usage of them is pretty much the same as mine; a unit to build when units are inconsequential.
iceman12
Profile Joined November 2015
10 Posts
December 18 2015 02:30 GMT
#174
A question regarding Karax: do energizers actually affect the attack speed of his cannons/monoliths beyond just the animation effect?

When I hover my mouse over a "stimmed" cannon's unit stats, I don't see a reduction in the weapon cooldown. However, I do see a reduction in weapon cooldown for stimmed units (both mine and my ally's).

Btw, for those who do claim to be able to make pure static d work - how on earth do you hold off the early waves of lings/zealots without some kind of AoE turret (like Swann's perdition turret which is frankly broken beyond belief against zerglings)?

P.S. I like the new level ("Lock Out") - it's a nice change of scene and is a bit more taxing on the multitask / minimap awareness than the others (though the enemy spawn frequency does become apparent after 2-3 games). The level has the hilarious side-effect of exposing those who are overly reliant on the all army hotkey (F2 in standard), e.g., when they try to leave 1 unit to claim/reclaim a lock whilst keeping army active (and reinforcing) elsewhere on the map.
AMonkeyCourier
Profile Joined December 2015
21 Posts
Last Edited: 2015-12-18 03:19:03
December 18 2015 03:18 GMT
#175
On December 18 2015 11:30 iceman12 wrote:
Btw, for those who do claim to be able to make pure static d work - how on earth do you hold off the early waves of lings/zealots without some kind of AoE turret (like Swann's perdition turret which is frankly broken beyond belief against zerglings)?


Orbital strike. 1 hit for lings and marines. 2 for hydras, roaches, marauders, stalkers, medics and firebats. 3 for zealots. Upgrade to max ASAP.
iceman12
Profile Joined November 2015
10 Posts
Last Edited: 2015-12-18 04:50:38
December 18 2015 03:52 GMT
#176
Also, I did some testing today, and it turns out that if you build a Nexus next to the rocks, it takes ~5-6 more workers on minerals (depending on # of patches) and 2 extra workers on gas (1 extra worker in each gas or 2 extra workers in the far gas, depending on configuration) to reach the same income as you'd get from an optimally placed Nexus.

Just an observation that I thought others might find interesting as well.

Note: this is primarily relevant for Karax (especially prior to level 11, when you get the instant cannons/pylons) and possibly for Artanis. There isn't much of a need to do this (even as Karax) if your ally is a Zerg, because 8-10 lings knock down the rocks quite quickly.

It's clearly not relevant for the Zerg commanders (given that its easy to have sufficient lings to be able to DPS down the rocks quickly and the need for a 3rd hatch for larvae) or the Terran commanders (given you can just float it into place later). Imba-razun's DT calldown is available early enough and knocks down rocks quickly enough that you can get a reasonably timed Nexus anyways.

The primary downside (but possibly an upside, depending on how you look at it) is that it can look like you have no idea what you're doing. I tried it in ~15-20 games today, and two people left early on because of it (they pinged my Nexus on the minimap frantically, then typed something along the lines of "wtf" and then left the game).
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2015-12-18 12:49:33
December 18 2015 09:51 GMT
#177
On December 18 2015 12:52 iceman12 wrote:
Also, I did some testing today, and it turns out that if you build a Nexus next to the rocks, it takes ~5-6 more workers on minerals (depending on # of patches) and 2 extra workers on gas (1 extra worker in each gas or 2 extra workers in the far gas, depending on configuration) to reach the same income as you'd get from an optimally placed Nexus.

Just an observation that I thought others might find interesting as well.

Note: this is primarily relevant for Karax (especially prior to level 11, when you get the instant cannons/pylons) and possibly for Artanis. There isn't much of a need to do this (even as Karax) if your ally is a Zerg, because 8-10 lings knock down the rocks quite quickly.

It's clearly not relevant for the Zerg commanders (given that its easy to have sufficient lings to be able to DPS down the rocks quickly and the need for a 3rd hatch for larvae) or the Terran commanders (given you can just float it into place later). Imba-razun's DT calldown is available early enough and knocks down rocks quickly enough that you can get a reasonably timed Nexus anyways.

The primary downside (but possibly an upside, depending on how you look at it) is that it can look like you have no idea what you're doing. I tried it in ~15-20 games today, and two people left early on because of it (they pinged my Nexus on the minimap frantically, then typed something along the lines of "wtf" and then left the game).

The leaving thing isn't exclusive to doing something like cannoning the rocks.

I've also had allies leave me when I was first learning Karax because I bought all the units I could, not realising how important it was to just leave them in base and fight with energy until I had a bunch of stuff massed up (low levels your stuff is no better than standard protoss, and costs 50% more @_@)

It's definitely a struggle to be aggressive early on with Karax, more so than even Swann, who can at least send out early goliaths+hellbats with laser backup.
Porouscloud - NA LoL
AMonkeyCourier
Profile Joined December 2015
21 Posts
Last Edited: 2015-12-18 14:03:17
December 18 2015 14:02 GMT
#178
You say that like goliaths + hellbats are some kind of saving grace. Even without upgrades, they're a helluva lot better than anything Karax has to offer at low levels.

They just seriously didn't think through the low level Karax experience. Cost increases to gateway units should be tied to unlocking their relevant upgrades.
Beo[LMU]
Profile Joined December 2015
4 Posts
December 18 2015 17:18 GMT
#179
Nevermind actually, it's the other guy that was trying to hype carriers. Your usage of them is pretty much the same as mine; a unit to build when units are inconsequential.


AMonkeyCourier - That other guy was me. At least put in a little bit of effort and find out who said what. I feel you also don't like my solution and try to discredit it, just because of your feelings instead of rebutting it on actual points of game play.

Not willing to push it further, I want to meet common ground here:

1. We all agree that the only way to open as Karax is with Forge quick expo
2. We all agree that Karax has strong static defense, while its usage can differ.
3. We disagree about Karax' best unit combo.
Overall there seem to be two broad trends (options) in unit-compositions and some valuable strategies about upgrades:
(i) go Air (mass Carrier, sometimes Phoenix) + Statics (defensive & offensive)
(ii) go Robo (Immortal/Colossi/Observer) + Sentinel
(iii)
1. A lot of people like to go for solarite level III (I am more frugal in its use, so I do not believe it essential);
2. Energizers are very useful for both strategies, either more defensively (buffing statics) or by supporting a ground army. Of course - the bigger the armies, the better they get. I think the more experience one has with playing Karax and the better your ally, the better this unit gets.
3. Some have argued for the stun upgrade of orbital strike. I used to underestimate it, but I like it quite a lot now, since it allows you to aim more precisely after a successful hit, as you do not need to account for movement anymore.

I also believe that while I personally have had great success with Carriers, others may struggle to replicate it (for reasons unknown), but I still think it's worthy to test things out and I can see a tendency that the more offensive maps may indeed offer better options for unit-heavy compositions. But in the end it all comes to down to different play styles and given good execution almost anything can work well.


And indeed Carriers suck hard against Pirate! Total brain fart design-wise!
I also agree that hey totally miscalculated his strengths on low levels as it was really awful to level him up on brutal early on. Only later on did things get fun with win ratios stabilizing at (very close to) 100% (with level 11+). (Maxed on 15 now).
The Bottle
Profile Joined July 2010
242 Posts
December 18 2015 18:08 GMT
#180
On December 19 2015 02:18 Beo[LMU] wrote:
Show nested quote +
Nevermind actually, it's the other guy that was trying to hype carriers. Your usage of them is pretty much the same as mine; a unit to build when units are inconsequential.


AMonkeyCourier - That other guy was me. At least put in a little bit of effort and find out who said what. I feel you also don't like my solution and try to discredit it, just because of your feelings instead of rebutting it on actual points of game play.

Not willing to push it further, I want to meet common ground here:

1. We all agree that the only way to open as Karax is with Forge quick expo
2. We all agree that Karax has strong static defense, while its usage can differ.
3. We disagree about Karax' best unit combo.
Overall there seem to be two broad trends (options) in unit-compositions and some valuable strategies about upgrades:
(i) go Air (mass Carrier, sometimes Phoenix) + Statics (defensive & offensive)
(ii) go Robo (Immortal/Colossi/Observer) + Sentinel
(iii)
1. A lot of people like to go for solarite level III (I am more frugal in its use, so I do not believe it essential);
2. Energizers are very useful for both strategies, either more defensively (buffing statics) or by supporting a ground army. Of course - the bigger the armies, the better they get. I think the more experience one has with playing Karax and the better your ally, the better this unit gets.
3. Some have argued for the stun upgrade of orbital strike. I used to underestimate it, but I like it quite a lot now, since it allows you to aim more precisely after a successful hit, as you do not need to account for movement anymore.

I also believe that while I personally have had great success with Carriers, others may struggle to replicate it (for reasons unknown), but I still think it's worthy to test things out and I can see a tendency that the more offensive maps may indeed offer better options for unit-heavy compositions. But in the end it all comes to down to different play styles and given good execution almost anything can work well.


And indeed Carriers suck hard against Pirate! Total brain fart design-wise!
I also agree that hey totally miscalculated his strengths on low levels as it was really awful to level him up on brutal early on. Only later on did things get fun with win ratios stabilizing at (very close to) 100% (with level 11+). (Maxed on 15 now).


My biggest problem with carriers is that you have to rely on having a good ally in order to do that. Teching to carriers quickly means that you have to skimp on the energy upgrades. If you have a bad ally, that means you'll be left hanging with nothing to defend early on, and your bases will just get overrun. Like I said before, the only map in which I get carriers is the shuttle map, because that's they're the only units that seem to be able to handle the massive air waves, but even then, I don't get them until way later; first I turtle up the conduits well enough so that my static D + orbital strikes can hold everything.

I wouldn't call the pirate ship a design mistake. You just have to acknowledge that some units are good for it, and some aren't. If a bonus objective hard counters something you like to make, that's not a design mistake, it's just a circumstance where you have to alter your strategy. On the void shard mission I like to get a ton of phoenixes. You can have a critical mass of them much quicker, they're amazing units anyway with the level 13 dodge ability, and they're great against the pirate ships. I even like making them on other maps.

As for the low level problem, I think one of the main changes they should make for him is to give him the instant static defense passive at level 3 or so. The instant defense seems to be part of the core of the character, so it should be the way people learn to play with him early on in my opinion. Also maybe let him have the forge defensive upgrades immediately, at level 1.
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