• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:27
CEST 14:27
KST 21:27
  • 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] Ro4 Preview: Mirror Mirror4[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
5.0.17 Patch Notes - October 7, 20264Weekly Cups Results (Sep 28-Oct 4)0SC4ALL: II SC2 Complete Invited Player Lineup10StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)77Weekly Cups (Sept 21-27): herO and ByuN double2
StarCraft 2
General
5.0.17 Patch Notes - October 7, 2026 How do you feel about the mass reverts in the 5.0.17 PTR? [Old] StarCraft 3 Reportedly in Development StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) Weekly Cups Results (Sep 28-Oct 4)
Tourneys
ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble
Brood War
General
Fantasy returning? BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Sagi.gg Launcher Released SC4ALL II Brood War Complete Invited Player Lineup
Tourneys
[ASL22] Semifinal A [ASL22] Semifinal B [Megathread] Daily Proleagues [ASL22] Ro8 Day 4
Strategy
Simple Questions, Simple Answers Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do?
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! 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 Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8530 users

Let's Talk About the Lurker (PvZ)

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 6 7 Next All
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
Last Edited: 2021-08-30 15:51:04
August 30 2021 03:45 GMT
#1
I've been wanting to make this post for a long time, and seeing how the thread about Infested terrans started to talk about the lurker qutie a bit I thought this was finally time to do it.

I believe the Lurker is a unit that is, simply put,way too strong and that nerfing it would enable Zerg to be buffed in other areas to help vs Sky Toss.

Let's go over why I believe the Lurker is too strong:

Health: 200
Costs: 150/150 (Cost of the hydra+cost of morphing to lurker).
Range: 8 (10 with upgrade).
Movement Speed: 4.13
Base Damage: 20 (30 vs armored).

With these stats, it means that it has more health than a tank, while costing only slightly more. And it is much more tankier than a Disruptor which are the comparable siege units from other races. But let's see how it fares against the Protoss Ground Army.

-6 lurkers 1 shot:
  • Stalkers
  • Sentries
  • High Templar

DT survive with 2 health.

-7 lurkers 1 shot:
  • Stalkers
  • Sentries
  • HT
  • DT.
  • Disruptor

Zealot survives with 15 health. Adepts with 4 health.

-8 Lurkers 1 shot:
  • Stalkers
  • Sentries
  • HT
  • DT
  • Disruptor
  • Zealot
  • Adept

-8 Lurkers 2 shot:
  • Immortal
  • Colossus
  • Archon survives with 40 health.


What this means is that, basically, 8 Lurkers counter every single Protoss ground unit. And it gets worse with upgrades.

They will one shot every single gateway unit, two shot immortals and Colossus, and even though Archons survive with 40 health, due to the short range of the Archon (3) it means lurkers can hit them twice before the archon actually gets to them, making them only able to hit them once before dying. Furthermore, Lurkers deal full damage to all units hit by it, compared to Siege tanks where only the units in the middle, oftentimes only one, receive the full damage, with units farther away receiving 50% or 25% depending on the distance. This means Lurkers can wipe a whole Protoss army in 1-2 shots if they manage to hit it all at once (this will be relevant later on).

Add to that the fact lurkers will not be alone, and roach/hydra/ling/bane will also deal damage, a Protoss Ground army can completely disappear in the 1.43 seconds it takes for Lurkers to deal 2 shots.

Even though most of the time they aren't engaging the full army, they end up working like busted liberatiors where they both kill units instantly in their atack range, except that the lurker deals damage to multiple units.

This sounds absolutely broken, but surely there must be counterplay right? That's right, let's look at what its strengths and weaknesses are.

Strengths:
  • Very high splash damage siege unit.
  • Long Range.
  • Area Control.
  • Good against clumps of units.
  • Good at defense.
  • Invisible without detection.


Weaknesses:
  • Can't attack air.
  • Need to burrow to attack which limits its mobility.
  • Vulnerable while Burrowing.
  • Can't move while burrowed, which limits its attack range so you need to position them correctly and the enemy can move to avoid them.


That means there are three ways to beat them:

1.-Going Air.
2.-Out maneuver them by attacking far away places, abusing their lack of mobility, and getting out before they get there or killing them as they are positioning and burrowing.
3.-Go around them and not fight the area they are defending, trying to hit the location you are targeting using a different path or angle outside of their range.

The first one is self explanatory and works as well as you would think. But here is where the problems start.

Lurkers are supposed to be imobile units and yet Blizzard gave them a base speed of 4.13 (5.37 on creep). This means the Luker is the third fastest ground zerg unit, after the Zergling and Speed Roach, and it's faster than the fastest Protoss Ground unit (Speedlot 4.73). This negates its second weakness as the unit is so fast that by the time your High Templars (2.62) or your Immortals and disruptors (3.15) get anywhere, the Lurkers have been there for a while.

And it gets worse. Blizzard, for some reason I don't understand, gave the lurkers two upgrades: Range increase +2, and Burrow speed buff from 2 to 0.7 seconds. This completely negates its two other weaknesses.

1.-The Lurker is so fast you cannot attack any of the zerg bases without the lurker being there. (You cannot out mannouver them).
2.-While the lurker is vulnerable while burrowing, the upgrade makes it basically instant, and alongside its speed it guarantees the lurker is always in position.
3.-The Range increase negates attacking from different angles in current maps, as even bases with two entrances or ramps can be covered by the lurkers if they are set up between them. Even if they are out of position they can instantly reposition with the burrow upgrade.
4.-The Range upgrade outranges Psi Storm, which means 6 lurkers can insta kill HT before they even cast one if you target them. It also has the same range as Disruptors.

These upgrades are the equivalent of saying "The High Templar has 3 weaknesses, it's fragile, it's slow and it starts with no energy. Let's give him two upgrades so that it becomes as fast as a Speedlot and starts with enough energy to cast storms instantly". One of those upgrades existed in the game once, we all know how ridiculous it was, so why do these Lurker upgrades that negate 3 of their four weaknesses exist?

It is no wonder then that Protoss goes air. It's literally the only type of unit Protoss has that doesn't die in less than 2 seconds to 8 lurkers. And as all Zerg and Protoss players know, 8 Lurkers are very easy to make. It's not uncommon for games to have double that amount. Air is literally the only way to beat lurkers. The insta burrow also allows Zerg players to walk their lurkers on top of the enemy army, burrow on top of them and kill it instantly. Disruptors are able to stop the zerg from doing that and buy you some time, but since it takes two disruptor shots to kill a lurker, and Vipers come into play, the only long term solution is having mass air and HT Archon. (Archon to tank for more than a second, HT to storm units and feedback vipers, Carrier to kill the lurkers).

Zergs complain about Air Toss in PvZ, but without it there is no way for Protoss to win. That's the reason Pros kept (and keep) to this day using the shitty Adept all-in build. It doesn't work as well anymore, but it's one of the few all-ins that still work sometimes after all others were nerfed into the ground, and enable them to be slightly less predictable and not go air all games. Crucial in a Best-of-series.

This results in Protoss Air being slightly too strong, and the two races being frustrated. While PvZ has deeper issues in terms of design, I believe the game can be much better with a simple nerf to the lurker, and either a Zerg Buff or a Protoss Air Nerf to compensate.

I want to hear your thoughts about it, even if a blizzard won't really do anything. Do you agree the Lurker is too strong? How would you approach “fixing” ZvP so the Lurker and the Protoss Air weren't as oppressive? Leave down a comment below!

_________________________
The following is how I’d approach it. In a perfect world, where Blizzard still patches the game, these would be my realistic balance changes:

Luker:
  • Remove Luker Upgrades.


The Lurker is way too useful. It's great at defending harass (just burrow one near a hatchery), it's great at defending pushes and delaying them, which buys time for zerg to produce more units (underated side effect), it's great at sieging, and in basically every situation. The upgrades make them even better and they don't need them at all. Removing them, and maybe nerfing it's movement speed, would help Protoss have some ground counterplay for them.

Alternatively:
Pick one:
  • Make Lurker deal full damage to the first uni or two it hits, but reduce damage to the rest of the units. (Like the Siege Tank).
  • Reduce Lurker Movement Speed.
  • Increase Lurker supply by 1.


I think reducing its speed or changing the way its splash work would help open up more possibilities for ground armies to counter the Lurker. Even though in a direct engagement Lurkers would still beat the Protoss Ground Army, this would at least enable the protoss to out maneuver them or use disruptors and templars a little more effectively.

To compensate:
Zerg Buffs:
  • Remove Pathogen Glands. Infestors now start with the upgrade.

This would help Zerg Players Deal with Sky Toss and Void Rays better, as Infestors would come into play earlier and not have to use resources for the energy upgrade. Fungal is a good counter to Void Rays. I pick this instead of nerfing VoidRay speed as before that buff VR were useless, and it's good protoss has one unit that can give them some map control.

Since this would promote infestor plays, maybe more Zergs would discover Fungal is incredibly strong against carriers, as Interceptors need to move to deal damage and have only 2 range. Which means that it's the only unit in the game that fungal not only slows, but makes it actually unable to atack at all, making it a good counter to carriers. Alongside Neural Parasite, corruptors or Vipers Air Damage ability this would be an effective counter.

See: Zombie Grub video with just 600 visits:



_____
These are just my thoughts, but please feel free to suggest different changes or give your opinion in the comments.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
Snakestyle11
Profile Joined December 2018
191 Posts
Last Edited: 2021-08-30 04:45:02
August 30 2021 04:12 GMT
#2
Removing abduct and nerfing lurkers hard with the trade off being infestors coming with the energy upgrade already?

All youre doing is making skytoss+ disruptors even stronger than it is now. Essentially making the current problems with protoss destroying the game on ladder even worse than it already is.

Instead of fixing the boring meta, you are doubling down on it, by nerfing some of the stronger tools against it.

Dont get me wrong, I do think lurkers are too strong, but if it happens, you absolutely need to nerf at least void rays, and probably disruptors.

Also, while abduct is stupid OP, removing that spell would have to be mixed in with a complete zerg t3 rework. You dont understand how bad zerg would be vs toss without abduct, carriers would be insanely strong. Disruptors would completely control the ground. If abduct is removed, broodlords need a buff.

zumpy
Profile Joined August 2011
United States122 Posts
August 30 2021 04:20 GMT
#3
very well written.

I agree that the lurker is what is really holding back Protoss ground from being viable, or basically have a timer on when it's okay to use them.

it doesn't help that to kill a lurker it takes 3 storms, (or 2 storms with 40 hp leftover) and once that they have the burrow upgrade it's so easy for lurkers to move out of them and hard to really push into with a ground force. it takes 2 disrupter hits but vipers end up counter disrupters very easy once it gets to that point.

I think the reduced damage after the unit gets hit or maybe if the unit was massive that would help a lot. it could help change out protoss can engage them with archons at the front but still making it hard to charge right into.

a slight movement speed nerf should also be in order i think as a lot of higher tier Protoss units are really immobile
well won
Husyelt
Profile Blog Joined May 2020
United States839 Posts
August 30 2021 04:30 GMT
#4
I had a negative first blush towards this post and the changes, but I think the proposed buff for pathogen glands could work. It wouldn't affect the other matchups much.

That said.
Lurkers are supposed to be imobile units and yet Blizzard gave them a base speed of 4.13 (5.37 on creep). This means the Luker is the third fastest ground zerg unit, after the Zergling and Speed Roach, and it's faster than the fastest Protoss Ground unit (Speedlot 4.73).


Lurkers have to be able to position themselves fast. They are not just a Zerg Siege tank. Lurkers should feel powerful and scary. Watching Serral or Dark burrow them as they murder enemy forces retreating is satisfying as all can be. Lurkers in SC2 are a completely different beast than SC1, and I like their role. I honestly don't see them as THE problem in PvZ. If you made them even -1 point slower they would feel clunky, and good luck watching disrupter balls blast them to smitheerings.

Protoss gateway units in general have been out of place since WoL. I would love to see another slight buff to gateway units while proxy warp ins getting nerfed. Void Rays should be glass cannons, not fucking ice skating death lasers. It's been said to death, but SC2's group selection and death balls, combined with very strong air units make the game far more one-dimensional in some situations than it needs to be.
You're getting cynical and that won't do I'd throw the rose tint back on the exploded view
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
Last Edited: 2021-08-30 10:23:13
August 30 2021 10:16 GMT
#5
If a lurker nerf is necessary, then just removing the burrow speed upgrade is more than enough imo. That way, lurkers can still reposition themselves quickly from one side of the map to another, but they are severely nerfed when it comes to actively engaging into an opposing army.
Nebuchad
Profile Blog Joined December 2012
Switzerland12559 Posts
August 30 2021 11:05 GMT
#6
Without commenting on the post in general I find it hard to imagine a situation where 8 lurkers hit your unit(s) simultaneously and it's not your fault
No will to live, no wish to die
stilt
Profile Joined October 2012
France2755 Posts
Last Edited: 2021-08-30 11:40:00
August 30 2021 11:31 GMT
#7
Another ridiculous suggestion by Phamtom, it's sad but I know he unironically thinks buffing the mana of the infestor compensates the abduc removal and could stop protoss for going to skytoss lol
Will be nice when d2 players will stop to act as if they figured out thé game.
shadymmj
Profile Joined June 2010
1906 Posts
August 30 2021 11:47 GMT
#8
both the lurker and disruptor are ridiculous
first of all the lurker shouldnt have 10 range upgraded, thats almost as much as a siege tank...
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
darklycid
Profile Joined May 2014
3562 Posts
August 30 2021 11:50 GMT
#9
I agree on the premise of lurker pushing toss into air i disagree on the changes (toss main), not sure what the best changes would be but the proposed ones are just a straight buff to toss i believe.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19391 Posts
August 30 2021 11:58 GMT
#10
Let’s make forcefields relevant in late game. Lurker spines cannot go under/pass through forcefields. You could effectively shut lurkers down and force them to move.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Legan
Profile Joined June 2017
Finland597 Posts
August 30 2021 13:44 GMT
#11
On August 30 2021 20:58 BisuDagger wrote:
Let’s make forcefields relevant in late game. Lurker spines cannot go under/pass through forcefields. You could effectively shut lurkers down and force them to move.


This is actually very interesting as it also gives reason to possibly have some Ravagers in Zerg army with Lurkers. They probably could have some other changes or upgrades that make them more useful later for example allowing zealots go through them and make EMP destroy them. Generally anything that allows more mid fight interactions outside of just splitting is great.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
jpg06051992
Profile Joined July 2015
United States580 Posts
August 30 2021 14:01 GMT
#12
Its tough because the Viper was introduced originally to give Zerg tools to deal with Protoss ground and aerial deathballs, so a nerf like that would completely flip the late game in Protoss's favor, Zerg would have to all in every game because air deathballs would be virtually unbeatable.

The only nerf that Lurkers need is removal of Adaptive Talons, it was in the game before anyone figured out how to use the Lurker so it was there as a kind of incentive, but now that the Lurker is dominating it can either be way scaled back or honestly just removed entirely, not all units need 2 upgrades imo.
"SO MANY BANELINGS!"
MyiPtitDrogo
Profile Joined June 2017
28 Posts
August 30 2021 14:09 GMT
#13
I'll say this only reading a little bit of the thread like the true sigma male that I am, but if skytoss didn't exist yea the lurker would need a range nerf almost 100%.

Thing is by the time lurker becomes broken you usually have unit they can't shoot so it's alright, but skytoss games are sad so I completely understand why you would want a more ground based lategame
datastuff
Profile Joined September 2020
31 Posts
August 30 2021 14:09 GMT
#14
Is this gaslighting zergs into thinking it's their fault for toss going skytoss lol. Also btw fungal hasn't stopped interceptors for years.
tigera6
Profile Joined March 2021
3516 Posts
August 30 2021 14:11 GMT
#15
On August 30 2021 23:09 datastuff wrote:
Is this gaslighting zergs into thinking it's their fault for toss going skytoss lol. Also btw fungal hasn't stopped interceptors for years.

Did you watch Dark against Skytoss in the previous GSL?
BisuDagger
Profile Blog Joined October 2009
Bisutopia19391 Posts
August 30 2021 14:16 GMT
#16
On August 30 2021 22:44 Legan wrote:
Show nested quote +
On August 30 2021 20:58 BisuDagger wrote:
Let’s make forcefields relevant in late game. Lurker spines cannot go under/pass through forcefields. You could effectively shut lurkers down and force them to move.


This is actually very interesting as it also gives reason to possibly have some Ravagers in Zerg army with Lurkers. They probably could have some other changes or upgrades that make them more useful later for example allowing zealots go through them and make EMP destroy them. Generally anything that allows more mid fight interactions outside of just splitting is great.

Zealot charge ability could allow the zealot to pass through the force field. I also liked the idea of finding a role for ravagers. Pairing them with lurkers would be pretty neat.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
angry_maia
Profile Joined August 2020
332 Posts
Last Edited: 2021-08-30 14:22:00
August 30 2021 14:21 GMT
#17
As a spectator I really wish toss vs zerg had viable lategame ground armies. Coming from broodwar it feels wrong to me that a maxed out air army can just kill maxed out ground in a straight up fight (in brood war carriers need to micro and abuse terrain to beat goliaths while in sc2 it seems like carriers + 2 psi storms can shred any number of hydras).

I feel like Phatom's changes are too much of a nerf to zerg: abduct seems essential for current pvz. Perhaps just

1. remove lurker burrow upgrade (this makes disruptor etc. much more effective)
2. make void rays require a fleet beacon.

I'm not sure about 2. since I'm a pretty shit player, but my reasoning is that void rays in the opening seem super annoying and stagnate the game. They force zerg into queens + droning + late game (or an all-in timing) and remain pretty viable throughout the game. By requiring fleet beacon, toss has to find other tools early game, but they still have the late game tools of before. This effectively keeps toss late game at same strength but makes transitioning there a lot trickier which seems fair.

Also, getting rid of void rays early should basically preserve PvT in its entirety while just removing the stupid proxy void that just kills terrans for no reason.
datastuff
Profile Joined September 2020
31 Posts
August 30 2021 14:26 GMT
#18
On August 30 2021 23:11 tigera6 wrote:
Show nested quote +
On August 30 2021 23:09 datastuff wrote:
Is this gaslighting zergs into thinking it's their fault for toss going skytoss lol. Also btw fungal hasn't stopped interceptors for years.

Did you watch Dark against Skytoss in the previous GSL?


Yes? How is this relevant?
tigera6
Profile Joined March 2021
3516 Posts
Last Edited: 2021-08-30 14:31:15
August 30 2021 14:31 GMT
#19
On August 30 2021 23:26 datastuff wrote:
Show nested quote +
On August 30 2021 23:11 tigera6 wrote:
On August 30 2021 23:09 datastuff wrote:
Is this gaslighting zergs into thinking it's their fault for toss going skytoss lol. Also btw fungal hasn't stopped interceptors for years.

Did you watch Dark against Skytoss in the previous GSL?


Yes? How is this relevant?

Dark literally went Queen-Infestor Fungal+Microbial Shroud against Carriers and took out all the interceprtor. You sure you didnt miss that game against Parting?
datastuff
Profile Joined September 2020
31 Posts
August 30 2021 14:36 GMT
#20
On August 30 2021 23:31 tigera6 wrote:
Show nested quote +
On August 30 2021 23:26 datastuff wrote:
On August 30 2021 23:11 tigera6 wrote:
On August 30 2021 23:09 datastuff wrote:
Is this gaslighting zergs into thinking it's their fault for toss going skytoss lol. Also btw fungal hasn't stopped interceptors for years.

Did you watch Dark against Skytoss in the previous GSL?


Yes? How is this relevant?

Dark literally went Queen-Infestor Fungal+Microbial Shroud against Carriers and took out all the interceprtor. You sure you didnt miss that game against Parting?


Fungal damages and slows interceptors, it doesn't stop them. See the fungaled interceptors still flying towards the ultra
I'm not sure you watched it.
1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
INu's Battles
20:00
INu's Battles#21
Zoun vs herOLIVE!
SHIN vs TBD
IntoTheiNu 1207
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 280
Rex 81
StarCraft: Brood War
Britney 54492
Calm 3791
Shuttle 2813
Bisu 1321
FanTaSy 1296
firebathero 389
Stork 275
Hyuk 263
Zeus 252
actioN 250
[ Show more ]
Mini 237
Soma 232
Rush 223
EffOrt 208
Soulkey 145
Last 139
Light 128
ZerO 114
Snow 110
Mong 71
Dewaltoss 66
PianO 64
Pusan 56
Sea.KH 56
Killer 45
JYJ 44
hero 36
Barracks 36
Free 35
Shinee 34
NotJumperer 33
ToSsGirL 31
Yoon 30
Bale 29
Aegong 27
Sharp 22
Shine 20
sorry 20
HiyA 19
yabsab 19
Sacsri 18
Noble 16
Dota 2
Gorgc6559
Dendi520
Counter-Strike
olofmeister1441
kRYSTAL_96
Super Smash Bros
Mew2King98
Heroes of the Storm
Lowko380
Other Games
gofns33593
singsing1743
B2W.Neo660
crisheroes260
DeMusliM225
hiko152
Livibee107
byalli47
ZerO(Twitch)7
Organizations
Other Games
BasetradeTV212
Dota 2
PGL Dota 2 - Main Stream20
StarCraft: Brood War
lovetv 7
[ Show 9 non-featured ]
StarCraft 2
• StrangeGG 28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
OSC
34m
OSC
9h 49m
Replay Cast
10h 34m
OSC
1d 10h
Big Brain Bouts
1d 21h
Rex vs INexorable
GgMaChine vs HeRoMaRinE
Reynor vs herO
AI Arena Tournament
2 days
BSL: Ladder Tournament
2 days
Sparkling Tuna Cup
2 days
Patches Events
3 days
BSL Open Qualifier
3 days
[ Show More ]
BSL Open Qualifier
3 days
WardiTV Weekly
4 days
PiGosaur Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
HCC Season 3
eXTREMESLAND 2026
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
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.