• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:06
CEST 20:06
KST 03:06
  • 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
Serral wins Maestros of the Game 211ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon315.0.16 Hotfix (June 30) - Balance + Bug Fixes35Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)99
StarCraft 2
General
Weekly Cups (June 22-28): Zergs thrive in new patch Serral wins Maestros of the Game 2 MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon 5.0.16 Hotfix (June 30) - Balance + Bug Fixes HomeStory Cup In Early July
Tourneys
HomeStory Cup 29 Douyu Cup 2026: $20,000 Legends Event (June 26-28) Vespene Cup #1 — $300+ USD, July 10 Crank Gathers Season 4: BW vs SC2 Team League RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery Mutation # 530 One For All
Brood War
General
Farewell Beloved Starcraft (Youtube Videos) BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion ASL 22 Proposed Map Pool Starcraft vs Retro Category on Twitch
Tourneys
Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues [ASL21] Grand Finals
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Summer Games Done Quick 2026! ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI Men's Fashion Thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
McBoner: A hockey love story Formula 1 Discussion 2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10856 users

[V] Starcraft 2 WWI VOD - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 21 Next All
maybenexttime
Profile Blog Joined November 2006
Poland5834 Posts
July 01 2008 10:32 GMT
#181
Why, oh, why can't Blizzard just release some SC2 VODs?! That'd be by far the best marketing tool amongst the competitive RTS community. T____T
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
July 01 2008 10:37 GMT
#182
Wow I thought queen healing were for buildings only. Using that on units makes everything different :O Can you use swarm infestation on nydus worms too?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 01 2008 10:40 GMT
#183
Does the mothership still cloak units?
Are nukes a lot better than they used to be in SC1?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
July 01 2008 10:40 GMT
#184
On July 01 2008 18:15 likeaboss wrote:
Anyone who played sc2 know how long it takes for the ovies dropped creep to shrink? I mean this would render an expansion useless for a couple of mfinutes...... I cant really see something like this being stopped and it would hurt BADLYYYYYYYYYYYYY


The creep spawns really fast from an overlord pooping it out on the map and it disappears at quite a decent, however slower pace as well with no building on it. But by far not a few minutes, you do however need ranged/antiair units to deal with an overlord gaying up your potential expo.

But yeah once you get lair tech and can spend the mins/gas it's nice to have your overlords that are hanging everywhere to drop some poo on every expansion. I however didn't check (really stupid) if overlords just continue dropping creep forever even after the creepblot reaches its maximum size. If it does it means an overlord can just keep it there forever and function as a mobile creep tumor (colony) if you don't move it and cancel its generate creep ability.

To summarize: Generate Creep, requires lairtech and no additional research, once lair finishes it immediately becomes available to all overlords you control on the map.

It requires 50 minerals and 50 gas to start generating creep from a single overlord.

It spreads at an astounding rate and diminishes rather fast as well but albeit at a slower pace.

Yes it is great to start pooping some out if you scout a worker leaving for an expansion or if you can even keep him in his main till you get lair to hang your overlor just past the cliff and start dropping that goo to fuck him up even more once he breaks out or makes his move. It's really great and strategic.

Another good use I found for the generate creep ability was to hide a certain tech building in the remote corner or the map or on an empty island in the corner of space with the help of a worm .
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
July 01 2008 10:43 GMT
#185
On July 01 2008 19:37 VIB wrote:
Wow I thought queen healing were for buildings only. Using that on units makes everything different :O Can you use swarm infestation on nydus worms too?

You can spawn Swarm Infestation on any place with creep, it doesn't target a building or all buildings in a certain AOE as it used to on a previous build that was discussed in a Q&A, it affects a small area of AOE, I cannot remember if there was a cooldown on it and if so how much it was. These little green flies spawn and start whittling down whatever comes near them, it seemed they attacked further out then the actual aoe spell indicator showed but I can be wrong about that.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
Last Edited: 2008-07-01 10:47:35
July 01 2008 10:47 GMT
#186
On July 01 2008 18:39 iD.NicKy wrote:
Show nested quote +
On July 01 2008 18:37 prayanavita wrote:
On July 01 2008 18:15 likeaboss wrote:
Anyone who played sc2 know how long it takes for the ovies dropped creep to shrink? I mean this would render an expansion useless for a couple of mfinutes...... I cant really see something like this being stopped and it would hurt BADLYYYYYYYYYYYYY



I thought creep disappeared rather quickly, faster than killing a hatch in SC1 and watching it disappear. Can't give you an exact time frame to verify your suspicions about possible abusive behavior.


Nicky are the one I played a couple of times?


IMO PvZ: 2 gate zeal is not a very valid strategy, banelings completely dominate zealots in every possible way. Also with just zeals there's nothing stopping a baneling from blowing up all probes. And in the current build zerg can get banelings out pretty quick.


yeah was me, didnt know for banelings
OH one thing, ZvZ is still GAY and u need luck lol

Yup speedlings can go toe to toe with zeals pretty much at the goold old 4vs1 ratio SCBW had, banelings however turn these tables completely and are utter rape vs pure zeals. It's hylarious to lingkite zeals over some burrowed Blings, then engage while you unburrow banelings from behind and under them. Pure total exta... errr carnage^^.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 01 2008 10:49 GMT
#187
On July 01 2008 19:24 maybenexttime wrote:
Have you experimented with any Zerg proxy strategies? Creep drop seems like a useful tool in this regard. Maybe some hidden tech (like Banelings)?

Also, from your experience, do you think Infestor's mana regenerating faster on creep could solve the lack-of-Consume problem, especially considering the creep drops (on the battlefield) from Overlords?



Offensive hatchery is quite fun to pull off, creep damages buildings and combined with movable sunkens they make a a threat although I'm not too sure how well they work in a 'real game'
maybenexttime
Profile Blog Joined November 2006
Poland5834 Posts
July 01 2008 10:50 GMT
#188
Don't you think creep drop should be a Hatchery level upgrade? That'd allow for more options early game, such as proxy Spine rushes, hidden Baneling tech, and such.
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 01 2008 11:01 GMT
#189
On July 01 2008 19:25 Nyovne wrote:
Show nested quote +
On July 01 2008 18:06 prayanavita wrote:
FA: They are probably a bit too viable right now

lol Hi Jaap <3. Good thing you made an account to join the best community for BW out there muhahaha :d.

Banelings are far from too viable atm, vs noobs yeah they rape but with their speed and peculiars they were handleable with good micro and units like nullifiers and marauders really take the sting out of them. You can't expect pure zeals or pure rines (at least in low numbers aka early game) to fare well against their zerg equivelant the zergling while it's supported by gas units aka the banelings.

Add in marauders and nullifiers and the tables even out quite nicely from my (limited!) experience. Especially Sea pulled some CRAZY marauder marine micro to target slow my banelings with marauders and then stim split his rines while focus firing down my banelings in my second attack before even one could hit something.



Hey Nyovne,

yea my days of lurking are finally behind me, thought I'd give some input based on my experiences with SC2. Even with good micro banelings I found that they are quite hard to deal with.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
July 01 2008 11:06 GMT
#190
btw does the banelings do their normal attack damage when they're killed before they get to the target?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
July 01 2008 11:08 GMT
#191
On July 01 2008 19:18 VIB wrote:
Good morning Nyovne ^^

Was that mutant larvae thing in the build you played? How does it work? Cost, food, move speed etc

A queen targets a larvae at a hatchery/lair/hive, spends some mana and watches the larvae mutate into a mutant larvae haha.

A larvae costs 1 psi and a little minerals and gas to morph, I actually forgot how much but it wasnt any great amount, really cheap in other words tt.

Mutate larvae has a cooldown, around 10 seconds.

After you morphed the mutant larvae you can just run it around the map like any unit you have even off creep but they dont have an attack.

What they do can though is to morph them into pretty much *any* zerg unit in about a second or two, literally, you still have to pay the normal unit cost though in adition to the mutate larvae cost. At certain points in my builds where I had more larvae then cash or at points I didnt pay attention to supply I spent my queen to transmute the exess spawning larvae on mutant larvae to not waste any larvae spawns. I still think there shouldn't be a cooldown on them and possibly not even a min/gas cost.

They just seem usefull if you can horde quite an ammount of them, and have alot of exess resources you could instantly morph a new army right after your old one dies to replenish it at any point on the map and sent them back in within 2 seconds after you lost your army. This obvously would require an appalling amount of resources in the bank and afterwards it would take ages again to replenish your mutant larvae count.

I even used them to create 1 or 2 clutch overlords when I forgot to build them in time to shorten my supply block . Yeah yeah im terrible :p.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
July 01 2008 11:21 GMT
#192
On July 01 2008 19:24 maybenexttime wrote:
Have you experimented with any Zerg proxy strategies? Creep drop seems like a useful tool in this regard. Maybe some hidden tech (like Banelings)?

Also, from your experience, do you think Infestor's mana regenerating faster on creep could solve the lack-of-Consume problem, especially considering the creep drops (on the battlefield) from Overlords?

Hehe yes I used it to walk spinal crawlers near neutral debris (like neutral buildings to block expos for example) and to clear them to open up a new passage to flank or to expand while I was attacking and my static defenses were sitting useless at home.

Or to creep up an expo and walk crawlers over to set up defenses before the hatch there finished (like cannoning up an expo before the nexus finishes).

Let alone to creep up in an opponents base, nydus worm it, send banelings and lings in after his workers and then send in 4-5 drones to start building spinal crawlers in his base.

Sadly Spinal and Spore crawlers cannot be transported through the Nydus network haha, that would be so great to be able to teleport colonies through your worm systems to expos or into an opponents base^^. Hope they look into it if its not too strong.

Don't forget creep actually damages opponents buildings! The more creep surrounds their buildings the more damage they sustain. When they are totally surrounded it actually hurts alot.

I found the generate creep ability great to block expansions, create nydus exits or for example vs a toss I first creep blocked his expo, then he scared my lord away, after the nex finished I started creeping up the pylon he warped in so he couldnt warp in any cannons while I was moving in to take down his expansion with my army.

I LOVE the generate creep ability so so much!

Hiding tech buildings is a fun idea and I did it a bit but banelings are tier 1 and generate creep is tier 2 for example hehe and everyone should know they are comming anyway :p.



Yes increased energy regeneration while on creep would help the Queen as well as Infestors alot and would be a great mechanic imho, but there hasn't been enough playtested, let alone that its the final version and everything will still change so I actually don't know and can't say if you actually *need* consume or an increased regeneration mechanic for those units to be effective and for the zerg to finish at a whole like defilers were essential for endgame vs ZvT in SCBW.

So I can't even say if theres a problem that needs fixing.

p.s. queens are a fuckload stronger while on creep, attackspeed and movementspeed + regeneration wise.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
July 01 2008 11:22 GMT
#193
What speed does mutant larvas move at? Speedling speed, reaver speed or something between? How is their survivability? Like a drone or like a sc1 egg?

Can you use it to morph evolved stuff like banelings/lurker/guardians?

I imagine it could be nice to 1) morph slow building units such as ultralisks.
2) build counters faster. ex.: you get rushed by air so you are desperate to get corrupters before banshees kills something important, so while your lair is building you start getting mutant larvas whenever cooldown is up then as soon as it complete, bam 10 corrupters go kill the banshees
3) rushes, muta rush for example, start getting larvas while lair/spire are building, once they're done, bam 10 instant mutas gogo
Great people talk about ideas. Average people talk about things. Small people talk about other people.
maybenexttime
Profile Blog Joined November 2006
Poland5834 Posts
July 01 2008 11:28 GMT
#194
Yeah, mutant larvas seem to be an excellent idea when preparing for a cheese. You can get the appropriate counter in no time, assuming you have the tech. ^___^
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
July 01 2008 11:33 GMT
#195
On July 01 2008 19:40 FrozenArbiter wrote:
Does the mothership still cloak units?
Are nukes a lot better than they used to be in SC1?

I haven't built or even watched a mothership so I cannot answer on that question, I just know they still have that timewarp (slow projectiles) and a mass recall/summon ability, for the rest I can't say except they have a decent attack and are slow as hell. I still think they should project a permanent powerfield like a pylon so you can warp in units beneath them instead of a recall ability so they can just create a powerfull pushing force as it moves forward and instantly replenishes the loses beneath it.

At least that sounds like a unique, cool and powerful mechanic but it might obviously be too powerfull if you can just 15 warpgate warp-in beneath it right into combat. (which it prolly is but it just conjures the most cool battlefield scenes into my mind :p)

Nukes are still as expensive, cost less supply though and are buildable with just a ghost academy and a starport. A ghost academy requires nothing but a barracks and a starport just a factory as normal so you can totally get them in midgame.

Nukes do 800 damage instead of the good old 500 so yes they are more powerful, more accessible, and easier to use since SC2 has a lack of easy access detection compared to SCBW and ghosts are real killers now. Totally accessible midgame tool for terrans now, good job from blizzard on that one.

Haji was nuking the shit out of some zerg, we were discussing strats and I and im pretty sure he as well went marine marauder off two rax, one with reactor one with techlab for a couple of games to perfect the build/timing and then after pushing added ghosts and vikings for nukes/snipes/and ghost assasination while overlord and overseer harassing with Vikings. It looked really cool :D.

No idea if it's actually viable since the only people I used it against were total scrubs or just a bit decent but noone good. It's definately a cool strat to be playing as it felt really dynamic and doing alot of cool shit.

srly I dont wanna know how many drones haji nuked to shit in that one game and then he rolled in with like 8 medivacs full of marines hahaha, looked soooo sick. Softening up defenses with nukes and then hardcore dropping that million man marine march is just.. wow cool to see.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
July 01 2008 11:37 GMT
#196
On July 01 2008 19:50 maybenexttime wrote:
Don't you think creep drop should be a Hatchery level upgrade? That'd allow for more options early game, such as proxy Spine rushes, hidden Baneling tech, and such.

Definately not, it's really really powerful and especially vs P you can easily prevent any expansion till he gains reliable anti air to keep those lords away. Offensive creeping and creative creeping seemed more then powerfull enough at lair level which you can still aquire really fast even with the 150/200 cost.

So from me to you, generate creep is fine where it is. It might however change to an upgrade instead of a passively gained ability that gets unlocked at lair tech would feel fitting as well.

It however costs mins and gas per time you start generating so I think it's fine as it is and an awsome mechanic to boot.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
July 01 2008 11:39 GMT
#197
On July 01 2008 19:49 prayanavita wrote:
Show nested quote +
On July 01 2008 19:24 maybenexttime wrote:
Have you experimented with any Zerg proxy strategies? Creep drop seems like a useful tool in this regard. Maybe some hidden tech (like Banelings)?

Also, from your experience, do you think Infestor's mana regenerating faster on creep could solve the lack-of-Consume problem, especially considering the creep drops (on the battlefield) from Overlords?



Offensive hatchery is quite fun to pull off, creep damages buildings and combined with movable sunkens they make a a threat although I'm not too sure how well they work in a 'real game'

Better to proxy generate creep then to build a hatch, why wait a min when you can just wait 5 seconds? :D
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
July 01 2008 11:40 GMT
#198
On July 01 2008 20:22 VIB wrote:
What speed does mutant larvas move at? Speedling speed, reaver speed or something between? How is their survivability? Like a drone or like a sc1 egg?

Can you use it to morph evolved stuff like banelings/lurker/guardians?

I imagine it could be nice to 1) morph slow building units such as ultralisks.
2) build counters faster. ex.: you get rushed by air so you are desperate to get corrupters before banshees kills something important, so while your lair is building you start getting mutant larvas whenever cooldown is up then as soon as it complete, bam 10 corrupters go kill the banshees
3) rushes, muta rush for example, start getting larvas while lair/spire are building, once they're done, bam 10 instant mutas gogo



As far as I know you can only morph into normal units not into the upgraded forms of units.

Movement speed is actually quite slow, on creep it's about 2/3 of the speed of a drone and when you walk on normal terrain they slow down to about one thirds of their original speed. So moving them towards and enemy base would take quite some time. The best use for mutant larvae I found was that you could save up more larvae because the hatch doesn't count mutant larvae. Using them for ultras would be nice but the 200/400 pricetag makes them quite expensive.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
July 01 2008 11:43 GMT
#199
On July 01 2008 20:01 prayanavita wrote:
Show nested quote +
On July 01 2008 19:25 Nyovne wrote:
On July 01 2008 18:06 prayanavita wrote:
FA: They are probably a bit too viable right now

lol Hi Jaap <3. Good thing you made an account to join the best community for BW out there muhahaha :d.

Banelings are far from too viable atm, vs noobs yeah they rape but with their speed and peculiars they were handleable with good micro and units like nullifiers and marauders really take the sting out of them. You can't expect pure zeals or pure rines (at least in low numbers aka early game) to fare well against their zerg equivelant the zergling while it's supported by gas units aka the banelings.

Add in marauders and nullifiers and the tables even out quite nicely from my (limited!) experience. Especially Sea pulled some CRAZY marauder marine micro to target slow my banelings with marauders and then stim split his rines while focus firing down my banelings in my second attack before even one could hit something.



Hey Nyovne,

yea my days of lurking are finally behind me, thought I'd give some input based on my experiences with SC2. Even with good micro banelings I found that they are quite hard to deal with.

<3, being hard to deal with is a good thing as it implies skill required. Impossible to effectively deal with is a whole other matter though .

I applaud everything that requires or would require good tight micro and unit control.

Glad to have you aboard :D.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
Last Edited: 2008-07-01 11:44:48
July 01 2008 11:44 GMT
#200
On July 01 2008 20:06 VIB wrote:
btw does the banelings do their normal attack damage when they're killed before they get to the target?

lol, yes.

it's bullcrap.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Prev 1 8 9 10 11 12 21 Next All
Please log in or register to reply.
Live Events Refresh
HomeStory Cup
11:00
XXIX - Group Stage Day 1
TaKeTV3673
ComeBackTV 1072
TaKeSeN 343
IndyStarCraft 298
SteadfastSC298
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 298
IndyStarCraft 298
StarCraft: Brood War
Britney 22616
Mini 1206
Shuttle 694
ggaemo 205
actioN 174
Free 43
Aegong 26
910 26
Rock 20
HiyA 17
[ Show more ]
IntoTheRainbow 16
NaDa 15
Bale 11
Dota 2
Gorgc1455
Counter-Strike
fl0m1876
kRYSTAL_56
Super Smash Bros
Mew2King83
Heroes of the Storm
Liquid`Hasu2
Other Games
Grubby2205
B2W.Neo456
Hui .165
KnowMe143
C9.Mang0110
Trikslyr80
ArmadaUGS80
ToD72
UpATreeSC29
JuggernautJason16
Organizations
Dota 2
PGL Dota 2 - Main Stream176
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 68
• mYiSmile131
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• FirePhoenix11
• Michael_bg 10
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis4648
• TFBlade1004
Other Games
• imaqtpie721
• Shiphtur491
Upcoming Events
Replay Cast
5h 54m
HomeStory Cup
16h 54m
Replay Cast
1d 5h
HomeStory Cup
1d 16h
OSC
1d 18h
WardiTV Weekly
3 days
The PondCast
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
6 days
[ Show More ]
CrankTV Team League
6 days
Liquipedia Results

Completed

YSL S3
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSL Season 21: Qualifier 2
SCTL 2026 Spring
HSC XXIX
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

CSL 2026 Summer (S21)
Escore Tournament S3: W2
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Eternal Conflict S2 E1
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.