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SC2 5.0.15 PTR Patch Notes + Sept 22nd update - Page 12

Forum Index > SC2 General
239 CommentsPost a Reply
Prev 1 10 11 12 All
Intelligence13
Profile Joined October 2024
Canada15 Posts
9 hours ago
#221
I don't understand why the Liberator must have 1 less sight then the Viking and only 1 more than the SCV right now?
Yoshi Kirishima
Profile Blog Joined July 2009
United States10352 Posts
8 hours ago
#222
Well, storm seems interesting now.
Maybe it's fine at 2 radius though, 2.25 is so much bigger than 1.5.

More total damage if you sit in it, but slower damage than before. This means it's harder to mass HTs and expend all your energy fast, since Storms are also bigger than before. This is a good concept to prevent mass spellcasters being able to destroy an army, though this was not a problem before for Protoss anyways. But it is a small change in a good direction that will be noticeable.

I'm afraid new storm will make it better vs Mech than old storm, but oh well.

Bigger disruptor radius is cool, but idk if it's necessary. But for the 4 supply, I think it might be fine. However Tempest supply might need to be reverted then to 5.

Also, I wish Vikings cost would be 150/50 instead of 125/75. The former makes it help mech more than bio if they're trying to decide on a middleground. 125/75 helps bio more than mech.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
RogueTheGOAT
Profile Joined July 2025
84 Posts
8 hours ago
#223
Storm is now massive, but Protoss needs to be able to do more than tickle opponents in actual fights. Maybe if you can force your opponent to run through the entire thing to engage it will be enough, but if you can't set that up, I'm pretty sure you'll just melt.
Antithesis
Profile Joined August 2010
Germany1205 Posts
7 hours ago
#224
Wow. Not looking at the details right now, but the fact that whoever proposes these changes is willing to make quick adjustments and is willing to consider big changes is actually a reason to be mildly hopeful.
Mutation complete.
TeamMamba
Profile Joined June 2025
106 Posts
7 hours ago
#225
On September 23 2025 09:44 RogueTheGOAT wrote:
Storm is now massive, but Protoss needs to be able to do more than tickle opponents in actual fights. Maybe if you can force your opponent to run through the entire thing to engage it will be enough, but if you can't set that up, I'm pretty sure you'll just melt.


Agree

These quick changes still doesn’t fix the issues. Protoss army will still get melt in big engagements. Also in the late game they will be unable to defend multiple bases at the same time. Storm was a huge factor to defending and buying time when defending against those small bio balls.

Distributor buff is complete non factor at the pro level. It’s literally trash since the pros are just too good at splitting and avoiding it.

If anything it’s the colossal that needs some love
tigera6
Profile Joined March 2021
3418 Posts
7 hours ago
#226
On September 23 2025 10:21 TeamMamba wrote:
Show nested quote +
On September 23 2025 09:44 RogueTheGOAT wrote:
Storm is now massive, but Protoss needs to be able to do more than tickle opponents in actual fights. Maybe if you can force your opponent to run through the entire thing to engage it will be enough, but if you can't set that up, I'm pretty sure you'll just melt.


Agree

These quick changes still doesn’t fix the issues. Protoss army will still get melt in big engagements. Also in the late game they will be unable to defend multiple bases at the same time. Storm was a huge factor to defending and buying time when defending against those small bio balls.

Distributor buff is complete non factor at the pro level. It’s literally trash since the pros are just too good at splitting and avoiding it.

If anything it’s the colossal that needs some love

Disruptor with bigger splash and smaller cooldown look pretty significant to me, it will play a better role as "zoning tool" than Storm in most cases.
Colossus damage needed to be change from anti-light to more well-rounded, but its hard to make any more radical change than that.
dysenterymd
Profile Joined January 2019
1240 Posts
Last Edited: 2025-09-23 01:53:00
6 hours ago
#227
Maybe the extra spire changes + baneling HP are enough to significantly help Muta Ling Bane become a thing? I still worry that it won't be enough and it'll just make mutas too good in ZvZ, considering how tight anti-roach defenses are with mutas 5 seconds is a lot.

I still worry that Protoss will just melt against banelings, but the new-new storm could actually be better than old storm against queen roach all-ins, since those units often sit in storm for a while and have lots of HP to lose. At least new-new storm doesn't seem obviously worse than old storm in every situation which is a plus. New-new storm is also worse against corruptors in late game fights, but non-Serral zerg struggle so much there that it might be warranted. I don't mind the disruptor changes since disruptors were seeing basically no play before. I'd prefer reverting the damage nerf to increasing the splash radius.


Serral | Inno | sOs | soO | Has | Classic
CicadaSC
Profile Joined January 2018
United States1783 Posts
Last Edited: 2025-09-23 02:48:40
6 hours ago
#228
On September 23 2025 10:52 dysenterymd wrote:
Maybe the extra spire changes + baneling HP are enough to significantly help Muta Ling Bane become a thing? I still worry that it won't be enough and it'll just make mutas too good in ZvZ, considering how tight anti-roach defenses are with mutas 5 seconds is a lot.

I still worry that Protoss will just melt against banelings, but the new-new storm could actually be better than old storm against queen roach all-ins, since those units often sit in storm for a while and have lots of HP to lose. At least new-new storm doesn't seem obviously worse than old storm in every situation which is a plus. New-new storm is also worse against corruptors in late game fights, but non-Serral zerg struggle so much there that it might be warranted. I don't mind the disruptor changes since disruptors were seeing basically no play before. I'd prefer reverting the damage nerf to increasing the splash radius.



Ehh I don't know ... The spire change only really helps you get the mutas online slightly earlier. And by slightly probably like 20 seconds? Kind of pulling that out of my ass. Which is a good buff I guess because your opponent has less time to scout it and be ready but if they are prepared it still runs into the same hard counter issue as before. Still feels like a gimmick to me, and I don't know how well they will synergize with Microbial Shroud. I think lurker plays will probably be meta for a while or ling bane ultra.
Remember that we all come from a place of passion!!
Scarlett`
Profile Joined April 2011
Canada2388 Posts
5 hours ago
#229
spire change is pretty big tbh; will definitely see more experimentation with mutas
Progamer
tigera6
Profile Joined March 2021
3418 Posts
5 hours ago
#230
On September 23 2025 07:53 Intelligence13 wrote:
I don't understand why the Liberator must have 1 less sight then the Viking and only 1 more than the SCV right now?

Probably to limit the Libs with range upgrade sieging on top of dead zone and shooting down the entire mining base.
CicadaSC
Profile Joined January 2018
United States1783 Posts
Last Edited: 2025-09-23 03:17:10
5 hours ago
#231
On September 23 2025 12:04 Scarlett` wrote:
spire change is pretty big tbh; will definitely see more experimentation with mutas

I'm very interested in this from a pro gamer's perspective, care to expand on that thought?
Remember that we all come from a place of passion!!
Scarlett`
Profile Joined April 2011
Canada2388 Posts
4 hours ago
#232
On September 23 2025 12:10 CicadaSC wrote:
Show nested quote +
On September 23 2025 12:04 Scarlett` wrote:
spire change is pretty big tbh; will definitely see more experimentation with mutas

I'm very interested in this from a pro gamer's perspective, care to expand on that thought?

like 2 base muta into lose vs terran
Progamer
derkopf
Profile Joined July 2004
Germany80 Posts
3 hours ago
#233
On September 23 2025 13:47 Scarlett` wrote:
Show nested quote +
On September 23 2025 12:10 CicadaSC wrote:
On September 23 2025 12:04 Scarlett` wrote:
spire change is pretty big tbh; will definitely see more experimentation with mutas

I'm very interested in this from a pro gamer's perspective, care to expand on that thought?

like 2 base muta into lose vs terran

😆
Russano
Profile Joined November 2010
United States428 Posts
Last Edited: 2025-09-23 06:13:58
3 hours ago
#234
Nice adjustments. I like storm being bigger in exchange for doing less individual damage. Seems a much better trade off than longer storms that don't even hit any units. What's the math on the total damage of it now? If its doing half the damage and ticking nearly twice as quickly, isn't it still doing almost as much damage as the original storm, or am I interpreting that wrong? I must be, otherwise it seems like a buff over the original. I've heard its like 20-25% less dps if you get out of the storm, but up to 50% more if you stay in it.

Disruptor buff seems...big, maybe too big? I'm sure PiG will have a field day with his giant ball commentary.

Stasis Ward change was needed, those things last way too long.

Didn't revert observer change - lame.

Zerg/Terran tweaks look good too. Viking changed to a mineral only buff instead of mineral/gas.

What are Zerg thoughts on the new shroud? It seemed to be quite good from what I'd observed on the other side of the matchup.
MJG
Profile Joined May 2018
United Kingdom1252 Posts
Last Edited: 2025-09-23 06:38:46
2 hours ago
#235
On September 23 2025 06:17 Kreuger wrote:
PTR has been updated

https://news.blizzard.com/en-us/article/24227052/starcraft-ii-5-0-15-ptr-update

Regarding storms

Psionic Storm duration increased from 0.39956 to 0.53312.
Psionic Storm radius increased from 1.5 to 2.25.
Psionic Storm period reduced from 0.7994 to 0.39956.
Psionic Storm period count increased from 6 to 12.

I'm pleasantly surprised that they decided to adjust, rather than just commit.

I'm sad that we don't get any explanations. They would help shape the narrative a little, and make the changes easier to discuss.

I still don't think Storm needs to be changed because it's never been a problem before. Energy Overcharge is the problem and that's where the adjustments need to be made. Disruptors getting a compensatory buff is nice, but I don't know if it matters when Disruptors are a flawed all-or-nothing unit. But I'm willing to admit that my personal bias against Disruptors existing clouds my judgement lmao.

I guess we'll see what happens on the PTR. It can't be any worse than the previous attempt because that truly was a shitshow.

EDIT:

And don't get me wrong, I still think these changes are bad.



And these changes are still much worse than reverting to an old patch that we know was statistically balanced.
puking up frothing vitriolic sarcastic spittle
ejozl
Profile Joined October 2010
Denmark3415 Posts
2 hours ago
#236
On September 20 2025 22:55 WombaT wrote:
Show nested quote +
On September 20 2025 17:51 Hider wrote:
On September 20 2025 08:40 WombaT wrote:
On September 20 2025 08:08 Hider wrote:
The more I think about the more I like the patch.

This is a redesign of Psi Storm. Should it be redesigned? My initial reaction was why? But the more I think about the more it probably makes sense to make it a zoning tool. If the TvP Meta is protoss having many more bases than the terran then it means the terran can never afford to be hit by a huge psi storm. Thus the game must be balanced with the terran almost being capable of EMP'ing beforehand and it's just not that fun.

Making it a zoning tool could work. And I think most people are getting this wrong. Yes it's not gonna deal a large amount of instant damage. However, terrans can't take fights in it. And terrans really can't afford to just stim past it (that's not how bio works).

2 Psi storm should generally result in a huge positional advantage for the protoss player. The difference is that TvP won't be as one-sided with one fight potentially ended the game. But rather more back and forth and tactical plays.

TvZ is interesting as well because the counter to the Shroud is Psi Storm. The change to both abilities will make fights longer as well.

Zone them to do, what? Toss eventually have to kill their opponent’s army. Forcefields are already a potent zoning option, but are very situationally deployed in TvP and kinda get phased out. Disruptors were extremely potent zoning tools and got nerfed to be less effective in that capacity.

And Toss in this meta go pretty Zealot heavy too, so I mean eventually you have to engage. With units that kinda go where they want when they charge.

I could see it being situationally useful, absolutely. But it’s also an absolutely core ability in killing things in direct engagements. So nerfing it in that capacity is gigantic.

If you wanted to experiment, give Temps two different flavours of Storm, or buff something that would synergise with these changes.

In a crude sense, Zerg want to get on top of you at all times, provided it’s not suicidal. Toss want to keep the bugs away from them most times, and jump on top of Terran. Terran are the race that want to engage at a distance across the board.

Giving Toss a potent zoning tool, but neutering its ability to quickly kill things, might be somewhat potent in PvZ. But in PvT, where you want to get up close and personal, I don’t see how it works, in general. It would obviously be strong in delaying pushes and buying time to reinforce to crush it, but more generally it’s not something that feels synergises with how the faction plays in that matchup


I share your concerns for PvZ as the zerg is happy to rush through the zones into melee range. However, storm is also bugged now so a bit hard to evaluate exactly how it plays out.

Vs ranged units it's different and that's all terran have. Protoss can use to gain control of certain positions. Move forward, to attack a base. Protoss storms the area preventing the terran from defending the base. It could be used almost like a Siege Tank where you gradually gain control of a new area.

In some ways it's better because Protoss can storm before the battle occurs preventing any type of EMP impact. I am very curious how it plays out. There is a scenario where it's broken vs terran after protoss have adjusted their playstyle.


Bio ball and lings literally can rush past 3 storms and still have half hp


Are you thinking through the implications of what you are saying? Terran stimming throug to get into melee range vs protoss? That's how you imagine terrans will react to that and terrans will win?

But your comment is the perfect example with why are think ppl are getting this wrong. You all think of the storm as being balanced around the guaranteed damage impact. But new storm is about forcing the opponent into a situation where he has no good options. Stim through and to zealots/archon? Try and split which results in suboptimal concave for an extended period? Move back to fight later?

I’m reminded of that scene in the Phantom Menace where Obi-Wan keeps getting trapped behind forcefields, as Darth Maul stares menacingly at him. Yes, Darth Maul can’t get at him in those periods, but equally he’s not going anywhere.

Similarly here, Toss have a zoning tool, but they still have to eventually deal with Darth Maul, and Blizz have taken away their lightsaber to boot.

Terran has potent healing and a ton of damage output. And are ranged. So a higher duration, lower tick storm isn’t gonna do all that much. You can’t force them to eat the storm for an extended set of ticks in the way you can force Zergs to, or force a disengage if say they’re attacking a base.

Past a point, Toss needs a way to shave units off quickly with AoE, as bio outscales the gateway core. One of those options being storm, the others in Colossus and Disruptors have been tweaked and nerfed over time.

Situationally, yeah there’s utility for this tweaked storm, but it’s replacing the existing storm which is a pretty core ability.

So either in a defensive or offensive posture, locking down an area, splitting a path off to manoeuvre around, yeah pretty good in theory.

In others? Especially an open field engagement out on the map? Where you don’t have time or position to set traps up, I suspect you’ll just see Terran kiting Toss to death, or enveloping them and surrounding them depending on the scenario and comp.

Storm also becomes quite bad as a reactive defensive tool. Those ‘oh shit there’s a red blip on my minimap’ and a panicked storm or two. It simply won’t kill much of anything if the opponent is paying attention to their force.

Indeed, more generally this version of storm lends itself to kind of pre-planned engagements, or ones where at least you know roughly how you want to exploit the map architecture. I can see its potency there.

That’s not every engagement in SC2, plenty of times you’ll either completely lose track of your opponent’s force, or have a rough idea of where it is, but not its full composition, nor where it’s coming from. And boom there it is, maybe from the side you weren’t expecting, or maybe they’ve set up a surround

In those kind of scenarios, you’ll throw down your storms, sub-optimally in most times, so not perfectly zoning out the big threats, and your opponent’s army will just run through them and crush you. Or around.


Most fundamentally, there’s a real problem with this change with synergy IMO, and indeed, the ‘why?’ it was made.

What is the core combat unit in PvT? The Manlot. What do they like to do? Charge uncontrollably into combat and smack things with their mind swords. How does storm intersect with that? Be the T attacking into you, or you chasing, stick storms down and pump out that damage as Zealots close, thinning the numbers down considerably, or softening them up so Zealots can do their thing. Zealots may take some friendly fire from storm, but generally not too much as it dissipates pretty well, and good players tend to place them well. With this proposed change? You’ve a storm that doesn’t burst down bio quickly unless either forced or unforced your opponent just stands in the storm. More, healthier bio to gun down the manly Manlots of Aiur. I also highly suspect, especially in a scenario where you’re chasing a retreating/kiting Terran that it’s going to be hard to cast effective storms on your opponent and not have your Zealots actually eat more damage.

Finally, the ‘why?’. Cool, let’s give Toss a zoning tool, that’s a neat change. Except, Toss already have some of the best zoning tools in the game! Forcefields, stasis traps, Tempests, Disruptors, the ability to those units to exploit their range when combined with observers and revelation. They’re not lacking there at all

And in later star wars darth maul even returns, probably because of MULEs or something.. No, that is rly well put.
I want to add that the fear of storm is half its power. With the lame new one terrans needn't fret they just pull back when they see the lightning on the screen, whereas with the chad one we have now, terrans fear to go forward in case of storm that they alrdy need to pre split and weaken their death ball before retreating back.

And also, if storm doesn't even prevent lings, banes and marines from walking into it, what is it meant to accomplish? Killing sieged units? When actually that is what is meant to counter storm? - that os apart from emp and other such tools.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
goody153
Profile Blog Joined April 2013
44192 Posts
1 hour ago
#237
Anybody tested the new ptr changes with the storm ? Against like Marauder or like mutas like it no longer tickles them and actually punishes idiocy again if people just amove with no thought ?
this is a quote
Harris1st
Profile Blog Joined May 2010
Germany6958 Posts
1 hour ago
#238
Is Shroud only for autoattacks or does it work vs abilities (storm) as well? Does the disruptor ball count as the first or the latter?
Go Serral! GG EZ for Ence. Flashbang dance FTW
MJG
Profile Joined May 2018
United Kingdom1252 Posts
Last Edited: 2025-09-23 07:50:01
1 hour ago
#239
On September 23 2025 16:09 goody153 wrote:
Anybody tested the new ptr changes with the storm ? Against like Marauder or like mutas like it no longer tickles them and actually punishes idiocy again if people just amove with no thought ?

Quoting from Reddit. I'm going to assume the numbers are correct:

New storm does 130 damage over 5.72 seconds (22.7dps), with a 50% bigger radius (125% bigger area).
Old storm does 80 damage over 2.86 seconds (28.0dps)

The DPS change and the radius change balance each other out, so a unit in the very middle of a Storm will take approximately the same damage as before when it tries to exit the Storm. Units further from the middle will take less damage as they exit the Storm due to the lower DPS.

If someone tries to run through the Storm, from one end to the other, then any unit that takes longer than 3.52 seconds to cross the Storm will take more damage than before, and any unit that takes less than 3.52 seconds to cross the Storm will take less damage than before. I imagine most units with their speed upgrades (Stim, Metabolic Boost, Muscular Augments, Glial Reconstitution, Centrifugal Hooks, etc.) will get through the Storm faster than 3.52 seconds, so they'll take less damage than before.

EDIT:

On September 23 2025 16:24 Harris1st wrote:
Is Shroud only for autoattacks or does it work vs abilities (storm) as well? Does the disruptor ball count as the first or the latter?

It doesn't work on spells, and Purification Nova is a spell.

Disruptors aren't commonly used against Zerg because Vipers can cancel the Purification Nova by yoinking them, so I don't know how frequently that interaction would actually occur.
puking up frothing vitriolic sarcastic spittle
ejozl
Profile Joined October 2010
Denmark3415 Posts
13 minutes ago
#240
On September 22 2025 01:40 Mizenhauer wrote:
Show nested quote +
On September 22 2025 01:29 -KG- wrote:
On September 19 2025 21:22 Captain Peabody wrote:

Look, I've generally been pro-Balance Council and have defended them for many, many patches. I think they've come up with some good, interesting concepts, shaking things up while keeping the game reasonably balanced. I haven't believed in the Zerg Cabal conspiracy theories. But this proposed patch is utterly absurd, and in itself practically vindicates every claim ever made about the Balance Council being reactive and basing their changes around mob-dynamic buffing and nerfing of races.

(...)

But the thing is, there are no interesting concepts in this proposed patch: the only way to read this is literally just Protoss being punished and nerfed into virtual unplayability. I can't imagine what kind of process would result in this patch. If this is the model for balancing, then something's clearly gone massively wrong somewhere.


I thought about these conspiracy theories the same way as when Trump cries about how the election was stolen - undocumented and harmful claims far from reality. But with this......I just don't see any explanation. Even though these changes won't go through (and they most definitely won't) then I think the damage has been done and the councils intentions seem more clear than ever before. What an absolute disaster for the game and the community.


But these changes didn't come from the balance council........

You're right they came from the cabal. Blizz wrote absolutely nothing, just a cryptic new lame patch that fits with many of the views of the council that we're used to, buff zerg and terran, and a lot of protoss hate. No consideration for how protoss players want protoss to feel and all about how non-protoss want protoss to feel.
There isn't even a fix to the assimilator bug notated.

So it's the same stupid show, but shifting the blame to faceless blizzard, meanwhile their cold tendrils are still felt, they're now truly the cabal..
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
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