• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:01
CEST 18:01
KST 01:01
  • 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
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy13ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research6Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Weekly Cups (March 23-29): herO takes triple Aligulac acquired by REPLAYMAN.com/Stego Research Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
Build Order Practice Maps BW General Discussion Pros React To: SoulKey vs Ample [ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group E Azhi's Colosseum - Foreign KCM [ASL21] Ro24 Group F [ASL21] Ro24 Group D
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1595 users

Dragoon in SC2 - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 22 2024 14:49 GMT
#61
An easy compromise to reduce the power of warpgate while still keeping it in the game would be to make warp-in cooldown significantly longer than building units from a regular gateway.
vibeo gane,
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
Last Edited: 2024-08-22 15:11:55
August 22 2024 15:11 GMT
#62
Maybe a range upgrade for stalkers? +.5 for a total of 6.5? That's what made dragoons so good, the role of dragoon is lost to the stalker, why not give it the same advantage the dragoon had. Comparing dragoon with range to hydra with range, the dragoon would have 1 more range than the hydra. Stalkers and Hydras in sc2 have the same range
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
kajtarp
Profile Joined April 2011
Hungary487 Posts
August 22 2024 15:36 GMT
#63
On August 23 2024 00:11 Mutaller wrote:
Maybe a range upgrade for stalkers? +.5 for a total of 6.5? That's what made dragoons so good, the role of dragoon is lost to the stalker, why not give it the same advantage the dragoon had. Comparing dragoon with range to hydra with range, the dragoon would have 1 more range than the hydra. Stalkers and Hydras in sc2 have the same range


I could imagine a transform to dragoon command, similar how ravagers are morphed from roaches. We'd have a dragoon with bigger range/damage whatever compared to stalkers, but without blink. Increasing range for blink stalkers signals trouble for me.
Why so serious?
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2024-08-22 19:51:23
August 22 2024 19:34 GMT
#64
On August 23 2024 00:36 kajtarp wrote:
Show nested quote +
On August 23 2024 00:11 Mutaller wrote:
Maybe a range upgrade for stalkers? +.5 for a total of 6.5? That's what made dragoons so good, the role of dragoon is lost to the stalker, why not give it the same advantage the dragoon had. Comparing dragoon with range to hydra with range, the dragoon would have 1 more range than the hydra. Stalkers and Hydras in sc2 have the same range


I could imagine a transform to dragoon command, similar how ravagers are morphed from roaches. We'd have a dragoon with bigger range/damage whatever compared to stalkers, but without blink. Increasing range for blink stalkers signals trouble for me.


The only thing which can be figured is to cancel for a short period (~12 sec) this +2 range bonus after a blink....

Then as i tested marauders/medivacs against stalkers in balance mod, and because stalkers are beefy while marauders lose a bit health on stimpack, i can clearly attest that stalkers with a proper micro blink are balanced (but time consuming in term of apm). So it s not possible to buff them without a counterpart (negative for protoss or positive for opponent idk)

The +2 bonus idea comes from SC:evo complete show matchs as many people know...
ejozl
Profile Joined October 2010
Denmark3486 Posts
August 23 2024 06:17 GMT
#65
On August 23 2024 00:11 Mutaller wrote:
Maybe a range upgrade for stalkers? +.5 for a total of 6.5? That's what made dragoons so good, the role of dragoon is lost to the stalker, why not give it the same advantage the dragoon had. Comparing dragoon with range to hydra with range, the dragoon would have 1 more range than the hydra. Stalkers and Hydras in sc2 have the same range

A nerf on hydra range would be better, can change roach and marine range, while we're at it, units have too long range in general in sc2. That's one of the reasons that blob fighting is so strong. Imagine if more units behaved the way that roaches do, the game would be way more strategic, the use of concaves vs. funneling in units. It would also make holding a ramp, or other defensive point more powerful. The longer the attack ranges, the less units need to travel during battles, making them less interesting.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2024-08-23 06:32:24
August 23 2024 06:25 GMT
#66
On August 23 2024 15:17 ejozl wrote:
Show nested quote +
On August 23 2024 00:11 Mutaller wrote:
The longer the attack ranges, the less units need to travel during battles, making them less interesting.


???

No.
It s really important to keep at least these range because of the cooldown attack.

It allows long cooldown for tanks for example while zergling have short cooldown and are close combat units (scale proportionnally with visible differences)

ejozl
Profile Joined October 2010
Denmark3486 Posts
August 23 2024 17:44 GMT
#67
So should roaches attack quicker because they have short range?
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2024-08-23 19:42:49
August 23 2024 19:26 GMT
#68
On August 24 2024 02:44 ejozl wrote:
So should roaches attack quicker because they have short range?


(...)
All Rules have exception (if not the rule won t be)

I don t understand why it would be more interesting, the actual size of concaves looks ok to me
CaRn1FeX
Profile Joined January 2003
Germany203 Posts
August 23 2024 22:33 GMT
#69
Protoss is fine, just nerf stim (+30% health lost, -20% of attack speed gained) and lurkers (attack range 6, +30% cost, -10% atack speed) and Sc2 is gonna be balanced
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
August 23 2024 23:51 GMT
#70
On August 24 2024 07:33 CaRn1FeX wrote:
Protoss is fine, just nerf stim (+30% health lost, -20% of attack speed gained) and lurkers (attack range 6, +30% cost, -10% atack speed) and Sc2 is gonna be balanced


Nerf Stim and Terran will never win another pro match against Zerg again.

I love these kinds of posts because it just shows how little people understand how Starcraft balance works. Any change you make needs to take all 3 match ups into account, not just 1 match up. That's not a fix, that's just an exchange for which race is at the top of the totem pole and which one is at the bottom.
aka: KTVindicare the Geeky Bartender
Slydie
Profile Joined August 2013
1935 Posts
August 24 2024 06:05 GMT
#71
On August 24 2024 07:33 CaRn1FeX wrote:
Protoss is fine, just nerf stim (+30% health lost, -20% of attack speed gained) and lurkers (attack range 6, +30% cost, -10% atack speed) and Sc2 is gonna be balanced


Yeah, I hope this is a troll post. Stim is really important vs Protoss as well, both for dps and mobility. Remember that Protoss is allowed to have not Colosseus, Storm and Disruptors to melt bio because of stim.
Buff the siegetank
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2024-08-24 08:39:30
August 24 2024 08:20 GMT
#72
On August 24 2024 02:44 ejozl wrote:
So should roaches attack quicker because they have short range?


But you are right to talk about roach against a tweaked stalkers ( with longer range) it could be awfull.

In "my game mod" I definetly think that stalkers should be the speedy unit, the counterpart of vultures (which are better than hellions because of their awesome micro at the start of the game) and the counterpart of zergling. (more does it dragoons replace adepts)

Ofc it s speculation, but actually i have all changes in mind and these changes are ordered by step.
ejozl
Profile Joined October 2010
Denmark3486 Posts
Last Edited: 2024-08-29 05:40:42
August 29 2024 05:38 GMT
#73
On August 24 2024 07:33 CaRn1FeX wrote:
Protoss is fine, just nerf stim (+30% health lost, -20% of attack speed gained) and lurkers (attack range 6, +30% cost, -10% atack speed) and Sc2 is gonna be balanced

I get it, because Marines have 10 more hp in sc2. This would actually be an interesting nerf, Stim is alrdy OP. It's stronger than Blink, Charge, or the Adept upgrades, because it affects both the Marine and the Marauder. It's probably one of the only small changes you can do to the Marine without nerfing it to the ground. Though just putting 1 more armour on many of the bigger units could have the same effect. Already Ts don't need to think about their medivac energy at all, though here you could also nerf the boost so it costs energy.

The lurker change would gimp the unit, but at range 9 vs. range 6 in bw we see that the lurker has a completely different role. It goes from a sneaky ambushing unit to a sneaky siege unit that is also quick, it's a few too many roles, making the unit broke as hell.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
WombaT
Profile Blog Joined May 2010
Northern Ireland26493 Posts
August 29 2024 06:44 GMT
#74
On August 24 2024 08:51 Vindicare605 wrote:
Show nested quote +
On August 24 2024 07:33 CaRn1FeX wrote:
Protoss is fine, just nerf stim (+30% health lost, -20% of attack speed gained) and lurkers (attack range 6, +30% cost, -10% atack speed) and Sc2 is gonna be balanced


Nerf Stim and Terran will never win another pro match against Zerg again.

I love these kinds of posts because it just shows how little people understand how Starcraft balance works. Any change you make needs to take all 3 match ups into account, not just 1 match up. That's not a fix, that's just an exchange for which race is at the top of the totem pole and which one is at the bottom.

I’d hate to be the pro player trying to undo a whole career’s worth of stutter step muscle memory.

I can’t really complain about folks proposing radical changes considering I advocate for removing/changing warp gate I suppose haha. But that aside I mean unless someone’s testing their proposals they’re just arbitrary number changes that we have no idea the impact of.

It’s a gigantic change in a game where engagements are really front-loaded in which way they sway in terms of damage taken/received.

To take just one interaction, and I couldn’t be arsed actually checking but if say, stimmed marines get one-shot by 0-0 tanks that hugely alters That. And I think quite a lot of people dig the simple joys of marine tank mirror

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2024-08-29 11:44:12
August 29 2024 11:40 GMT
#75
On August 29 2024 15:44 WombaT wrote:
Show nested quote +
On August 24 2024 08:51 Vindicare605 wrote:
On August 24 2024 07:33 CaRn1FeX wrote:
Protoss is fine, just nerf stim (+30% health lost, -20% of attack speed gained) and lurkers (attack range 6, +30% cost, -10% atack speed) and Sc2 is gonna be balanced


Nerf Stim and Terran will never win another pro match against Zerg again.

I love these kinds of posts because it just shows how little people understand how Starcraft balance works. Any change you make needs to take all 3 match ups into account, not just 1 match up. That's not a fix, that's just an exchange for which race is at the top of the totem pole and which one is at the bottom.

I’d hate to be the pro player trying to undo a whole career’s worth of stutter step muscle memory.

I can’t really complain about folks proposing radical changes considering I advocate for removing/changing warp gate I suppose haha. But that aside I mean unless someone’s testing their proposals they’re just arbitrary number changes that we have no idea the impact of.

It’s a gigantic change in a game where engagements are really front-loaded in which way they sway in terms of damage taken/received.

To take just one interaction, and I couldn’t be arsed actually checking but if say, stimmed marines get one-shot by 0-0 tanks that hugely alters That. And I think quite a lot of people dig the simple joys of marine tank mirror



To resume, if you tweak by slowing down the frequency of warping gate units (inside nexus), then i would suggest two changes :
- add arbiter teleportation spell into mothership core (photon overcharge ability will be activated differently); mass recall mana cost now = 100, arbiter teleport = 150, Khaydarin amulet max mana = 250
- add dragoons with 8 range

Personnal toughts : stalkers become an harassement and light unit.
Slydie
Profile Joined August 2013
1935 Posts
August 29 2024 17:03 GMT
#76
On August 29 2024 14:38 ejozl wrote:
Show nested quote +
On August 24 2024 07:33 CaRn1FeX wrote:
Protoss is fine, just nerf stim (+30% health lost, -20% of attack speed gained) and lurkers (attack range 6, +30% cost, -10% atack speed) and Sc2 is gonna be balanced

I get it, because Marines have 10 more hp in sc2. This would actually be an interesting nerf, Stim is alrdy OP. It's stronger than Blink, Charge, or the Adept upgrades, because it affects both the Marine and the Marauder. It's probably one of the only small changes you can do to the Marine without nerfing it to the ground. Though just putting 1 more armour on many of the bigger units could have the same effect. Already Ts don't need to think about their medivac energy at all, though here you could also nerf the boost so it costs energy.


Stimmed bio is probably the one core mechanic the whole game mechanic is based around, and it is a great one! You trade health for DPS and mobility. It allows Z and P to have great bio counters, and different lots of different timing windows open for both sides. If you change it even the slightest, it causes a whole bunch of problems in every matchup.

Remember that stimmed bio has been largely unchanged throughout the history of SC2, and Terran has still has terrible records in long stretches with only a few players holding the fort.


Buff the siegetank
ejozl
Profile Joined October 2010
Denmark3486 Posts
August 30 2024 05:34 GMT
#77
On August 30 2024 02:03 Slydie wrote:
Show nested quote +
On August 29 2024 14:38 ejozl wrote:
On August 24 2024 07:33 CaRn1FeX wrote:
Protoss is fine, just nerf stim (+30% health lost, -20% of attack speed gained) and lurkers (attack range 6, +30% cost, -10% atack speed) and Sc2 is gonna be balanced

I get it, because Marines have 10 more hp in sc2. This would actually be an interesting nerf, Stim is alrdy OP. It's stronger than Blink, Charge, or the Adept upgrades, because it affects both the Marine and the Marauder. It's probably one of the only small changes you can do to the Marine without nerfing it to the ground. Though just putting 1 more armour on many of the bigger units could have the same effect. Already Ts don't need to think about their medivac energy at all, though here you could also nerf the boost so it costs energy.


Stimmed bio is probably the one core mechanic the whole game mechanic is based around, and it is a great one! You trade health for DPS and mobility. It allows Z and P to have great bio counters, and different lots of different timing windows open for both sides. If you change it even the slightest, it causes a whole bunch of problems in every matchup.

Remember that stimmed bio has been largely unchanged throughout the history of SC2, and Terran has still has terrible records in long stretches with only a few players holding the fort.



I mean yes, but dkim decided to make it broken with medivac boost, which resulted in stronger muta, photon overcharge, which became the standard. T have gone from having weak ghosts, meaning protoss wins in the ; late mid game to strong ghosts, which goes the other way. There have been plenty of pretty big fundamental changes to economy, defense and mobility creep. For instance, in WoL/hots it was common for T to be up one base on the protoss, whereas now this has completely flipped. It's still the same marauder, so we're going from bio trouncing on gateway units, because of sheer numbers to gateway units outnumbering the terran. So before without colossus and storm there'd be no chance against the terran army, whereas now we often see terran sit back in fear of unit surrounds.

Stim went from 170 seconds to 110, I think, a huge change and a big culprit for P sorrow in that matchup in newer times.

And let's also remember that bio units are accompanied by units that have received big changes as well. Let's take the previous example, vikings now beat stalkers, have more hp and maneuverability so much so that they beat carriers now which was previously not the case. Colossus are a shadow of its former self, still strong vs. light units, but now they would even lose to landed vikings, which would've been a laughable suggestion in WoL. This new interaction with a more powerful viking vs. a weaker colossus only works because of the economy changes.
All this to say that it's really not the same game anymore, so it's not like there is some sacred interaction that needs to be upheld.
Still I don't favour changes which go against what sc2 has always been like. The Stalker change was good and needed every P to relearn the game, it was worth it imo, but let's not do too many of these changes without a very good reason for it.

The 13 hp stim would make it so +1 tanks kill +2 marines, btw, I don't know if that is a good change, but maybe.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2024-08-30 11:56:41
August 30 2024 11:29 GMT
#78
My idea concerning marines change :

damage from 5 to 4 + 1 against armored

Consequences :

1) As hydralisks are replacing as no armor tag with 1 supply cost (like SC:BW with the same minerals cost), then colossus damage can be redefined in consequence (or their supply cost decrease due to their weakness against vikings).

2) Old Hellions (replaced by vulture) damage are redefined in consequence (possible increase)

3) The main units relation between marines and banelings are redefined in any case because of the fact that they are nightmare at casual level (some solution in mind, but a big banelings with 1 supply cost seems already a step foward).

4) Add Firebats to balance Marines / Zerglings-Banelings
Balnazza
Profile Joined January 2018
Germany1276 Posts
August 30 2024 12:50 GMT
#79
On August 30 2024 20:29 Vision_ wrote:
My idea concerning marines change :

damage from 5 to 4 + 1 against armored

Consequences :

1) As hydralisks are replacing as no armor tag with 1 supply cost (like SC:BW with the same minerals cost), then colossus damage can be redefined in consequence (or their supply cost decrease due to their weakness against vikings).

2) Old Hellions (replaced by vulture) damage are redefined in consequence (possible increase)

3) The main units relation between marines and banelings are redefined in any case because of the fact that they are nightmare at casual level (some solution in mind, but a big banelings with 1 supply cost seems already a step foward).

4) Add Firebats to balance Marines / Zerglings-Banelings


So you want to add two more units to the game to rebalance an existing one? Sure, why not.

Idea: Lets just add all units from SC1 to SC2 and then, if something isn't balanced, we also just add all units from WC3 and split them between the three races. I was always of the opinion that the one thing Protoss needs to be balanced is a Frost Wyrm...
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
Vision_
Profile Joined September 2018
875 Posts
Last Edited: 2024-08-30 13:29:37
August 30 2024 13:29 GMT
#80
Ofc widow mines are removed btw....So technically no new units are added.

I would be pretty happy if some units can be improved in their use, without making the protoss race completely broken between pros and casual players.
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 7h 59m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .336
LamboSC2 246
TKL 178
ProTech127
SteadfastSC 120
UpATreeSC 2
StarCraft: Brood War
Britney 45872
Calm 6216
Bisu 2937
EffOrt 978
Stork 592
Soma 549
firebathero 340
Mini 292
Rush 266
Soulkey 264
[ Show more ]
ggaemo 236
PianO 184
actioN 176
BeSt 164
hero 155
Dewaltoss 122
Mind 81
Aegong 55
sorry 44
Barracks 44
Hyun 34
JYJ 23
Shine 18
Movie 17
Hm[arnc] 15
Sexy 14
soO 12
yabsab 10
Terrorterran 7
Counter-Strike
fl0m980
pashabiceps778
ceh9430
byalli424
adren_tv50
Other Games
singsing2023
FrodaN1845
B2W.Neo825
hiko547
Beastyqt490
RotterdaM347
DeMusliM232
mouzStarbuck170
KnowMe158
QueenE118
Trikslyr41
Organizations
Other Games
BasetradeTV76
StarCraft: Brood War
Kim Chul Min (afreeca) 6
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 16
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV1066
League of Legends
• Nemesis2858
• TFBlade1187
Upcoming Events
Replay Cast
7h 59m
The PondCast
17h 59m
OSC
1d 7h
RSL Revival
1d 17h
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
2 days
RSL Revival
2 days
Maru vs MaxPax
BSL
3 days
RSL Revival
3 days
uThermal 2v2 Circuit
3 days
BSL
4 days
[ Show More ]
Replay Cast
5 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Proleague 2026-03-31
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 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.