• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:04
CET 18:04
KST 02:04
  • 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] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC29[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
Dark completes military service, returns to SC2 Greetings.. No more SC2 streamers on team liquid? Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
List of top players active on ShieldBattery BW General Discussion Recommended BW Settings for Mouse and Video Starcraft:Brood War Discord Servers [BSL23] RO16 Group Stage
Tourneys
[$1250] International ShieldBattery League Bisu's Team vs Shuttle's Team 2026-11-14 2v2v2v2 Tournament Stage 1: Community Poll [BSL23] Ro16 Group C - Sunday 21:00 CET
Strategy
Pluto's TvP 5Marine 2Medic Push Simple Questions, Simple Answers Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
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 Trading/Investing Thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12629 users

[Q] Optic Flare in TvP?

Forum Index > Brood War Strategy
Post a Reply
1 2 3 4 5 Next All
Funchucks
Profile Joined June 2007
Canada2113 Posts
Last Edited: 2007-11-20 13:42:58
November 20 2007 11:54 GMT
#1
First off, I suck at Starcraft, which is why I'm not going to present the results of my own experiments - I'm so bad in other ways, that my strategic choices are comparatively irrelevant. I'm really more of a fan than a player.

I'm watching these pro games, where the terran has to get a barracks to make factories, and has to get an academy to get comsat, but other than that, they just sit idle. You almost never see a medic.

Because vultures and siege tanks are so awesome vs. protoss ground, terran is usually short on air defense, which protoss can abuse with shuttles and observers. I think a few early medics with optic flare seem a cheaper, better, faster, and easier investment in air defense than early goliaths.

Top unseen uses for medics in a terran metal vs. protoss game:
1) optic flare shuttles - super annoying
2) optic flare reavers - blind shuttle + blind reaver = ?
3) optic flare drop dragoons or anything else spotting for reavers
4) optic flare small groups of dragoons - a pair of fully-charged (non-cadeuceus) medics can blind a group of up to four dragoons and make them near-helpless until they retreat or get reinforced - I believe this is a feasible micro task

This is without mentioning the obvious target of optic flare: observers. Flaring small carrier groups would also be very annoying. Flared dark templars would be much less useful, and there are often a manageable number of them to flare.

Small medic groups are pretty tough. Besides their bit of armor, if they take damage, it goes away fairly quickly, and they're casters, so if you keep them alive, they recharge and become useful again eventually. They can stay useful to the end of the game and open up new options.

I think they should be used in pairs at minimum, not just for healing each other, but so you have enough flare in one spot to get a shuttle, its reaver, and its pair of zealots (worst case shuttle load in terms of spotting for the reaver).

Admittedly, 200/150 is a high price to pay early in the game for a pair of flaring medics (assuming that you have the academy for scans), but it would be money well-spent if you stopped a reaver drop cold, nullified a couple of surviving dragoons after vultures took out their zealot escort, or took away his observers when he's pinned by mines.

Later on, they could prove valuable again to make zealot-bombing clumsy, keep making protoss pay for new observers and take time to shoot down his old ones (or live without the psi they took), and help make stragglers easy pickings for vultures.

They also seem to combine well with other less-used units. Sci vessels and medics can wreck observers without spending scan. Wraiths can more easily hunt down blind shuttles and pick away at blinded dragoons. Obviously they support the other bio units (firebat/medic drops into the probe line, protect ghosts by flaring observers and healing the ghost, help keep initial marines alive to pick away at shuttles).

My questions are: has this stuff been tried seriously by good players? Is the micro just too much? The cost too high?

I'm sure it can't be as great an option as it seems when you don't see it in pro games. What's the fatal flaw here that I don't understand?
I serve my houseguests slices of butter.
nitram
Profile Blog Joined September 2004
Canada5412 Posts
November 20 2007 12:11 GMT
#2
I think the observer has the full range of "detection" even when blinded, as long as other units produce the sight around the observer.

Flaring a carrier (or group of) wont do much since interceptors have vision too.

Flaring a shuttle will be hard because you don't know which direction the shuttle is coming from. And flaring reavers will be difficult because you would have to flare each one, and the shuttle.

Lastly, a terran player would be to preoccupied macroing to have a sci vessel and medics running around.
These sites might be of more use than a StarCraft site, where the majority of posters look on WCIII as the dense misformed fetus produced during Blizzards latest miscarrige.
fanatacist
Profile Blog Joined August 2007
10319 Posts
Last Edited: 2007-11-20 20:26:35
November 20 2007 12:17 GMT
#3
Before anyone rams a cock down my throat, I want to say that these are my opinions, based solely on playing at D rank on ICCup and from watching pro games. I am by no means an expert.

Even though blinded units can't SEE as far, their attack range is the same. That means that once Protoss starts using both Zealots and Dragoons, blinded Dragoons would still be able to see and therefore attack targets at a distance. Your argument for small groups of Dragoons isn't valid, I think, because when that early Dragoon push may come, you have your standard 4 marines 1 tank 1 vulture with mines, at most; maybe a little more or less, depending on whether you go 2 fact or FE. In this case, I think the Dragoon is more powerful (with decent micro of course) than whatever the Terran has, so Terran is forced to be on the defensive. Because ranged Dragoons are so powerful and such a hallmark early PvT unit, any serious deviation from a relatively strong unit/defense-based opening could leave you at the mercy of that early timing push. On top of that, if you leave one Dragoon unblinded, they will all still be able to attack as long as that one Dragoon lives.

On top of that, there'd be no way to have enough medics or enoug energy to cast all those optic flares, even if it is just 4. If you opt for a really early Academy, as such a build would require, your factory would be slow, and therefore your strong anti-Dragoon units would be too late. If you opt for a biomech build, the chances of you having enough resources to spare to get things such as optic flare and to use it effectively in a game is low, I believe. This is because biomech is generally weak mid to late game versus Protoss, and is only used as a surprise tactic early on. That's part of the reason why infantry are generally unused in long games versus Protoss. In general, I think even if it was plausible, it would require quite a lot of micro.

The idea for Shuttles makes more sense, but once again, if they have an Observer the point is lost. It's just too easy in most cases to overcome an optic flare-based defense by simple increasing your view of the enemy base with other units. Sure, if the Protoss suspects nothing, they will go with a Shuttle and Reaver and both will get blinded and he will get fucked up, most likely. But most Protoss will be good enough with scouting with their Observers (unless it was a straight to Reaver drop build, which is rarely seen nowadays) to see that you have random Medics standing in your base or at the edges of it. This alone should tell them what's up, because it's not like the Medics are there to cast Restoration or something. The Protoss will then be prepared with Observers, or could just scrap the build alltogether, or strike elsewhere with his Reaver. The Reaver's range will be unaffected in a battle because there will be other units there providing the vision. The minimap skills of the Terran would also have to be high to see the Shuttle fly in and to blind anything before the Reaver possibly kills the Medics.

I guess if you make some Turrets and medics, then Reaver drops would be halted. But this would only hurt an all-in Reaver drop Protoss, as I said before. I'm not even going to get into Wraith/Science Vessels that you proposed - that is entirely too late game for this context, IMO.

MORE COMING WHEN I COME BACK FROM SCHOOL.

EDIT: Nevermind. Don't care enough + no directed response.
Peace~
BrutalMenace
Profile Blog Joined July 2005
United States1237 Posts
November 20 2007 12:20 GMT
#4
before u can blind every unit your opponent has your medics will fall to pieces and it just takes a lot of time to macro/micro medics into the mix. I guess you could bring them into the battlefront and blind observers but other than that i cant really think of any other useful abilities for medics against P other than blinding observers.But then protoss will probably have more observers faster than u can blind so it wont really help that much... its too hard to set up perfectly you would have to ask boxer.
sushiman
Profile Joined September 2003
Sweden2691 Posts
November 20 2007 12:47 GMT
#5
Nevermind the optical flares, what I want to know is why noone is using restoration in TvZ. It's a sad sight every time I see a bunch of plagued vessels go down from a single muta when you could counter it so easily. Hell, using restoration on a bunch of plagued rines would probably be more mana-efficient than just waiting for it to go away.
1000 at least.
Funchucks
Profile Joined June 2007
Canada2113 Posts
Last Edited: 2007-11-20 12:56:34
November 20 2007 12:54 GMT
#6
I'd like to clarify that I don't mean massed medics as a major part of the fighting force. I mostly mean a very small number of medics as anti-shuttle, and some other specialized purposes.

You see this fairly often, that a shuttle is running around with impunity, while the terran player is sitting there hopelessly underneath with tanks and vultures. Blinding the shuttle would help a lot, and if you run medics around underneath, you might also blind what it drops.

Occasionally, they might also be useful in a dragoon/zealot vs. vulture situation. A small number of dragoons can be a big deal when you have no tanks, but blind three healthy dragoons (edit: with the zealots dead - presumably after a fight where you lost your tank and he lost his zealots), and your two red-healthed vultures can pick away at them without taking hits, run around them and plant mines in their retreat route, or whatever.

These are the two main applications I'm interested in, the rest was just "Hey, why not?" sort of stuff.
I serve my houseguests slices of butter.
lololol
Profile Joined February 2006
5198 Posts
November 20 2007 13:09 GMT
#7
On November 20 2007 21:11 nitram wrote:
I think the observer has the full range of "detection" even when blinded, as long as other units produce the sight around the observer.

Flaring a carrier (or group of) wont do much since interceptors have vision too.

Flaring a shuttle will be hard because you don't know which direction the shuttle is coming from. And flaring reavers will be difficult because you would have to flare each one, and the shuttle.

Lastly, a terran player would be to preoccupied macroing to have a sci vessel and medics running around.


No, when blinded they can't detect at all, even if the invisible unit is right on top of them.
I'll call Nada.
PePe QuiCoSE
Profile Blog Joined March 2006
Argentina1204 Posts
Last Edited: 2007-11-20 13:18:57
November 20 2007 13:09 GMT
#8
On November 20 2007 21:47 sushiman wrote:
Nevermind the optical flares, what I want to know is why noone is using restoration in TvZ. It's a sad sight every time I see a bunch of plagued vessels go down from a single muta when you could counter it so easily. Hell, using restoration on a bunch of plagued rines would probably be more mana-efficient than just waiting for it to go away.
in general, the idea was that restoration took up too much time to do before it saved you significant damage.

edit: i know you said you were not much of a gamer, but you can try this things on games to see how they work out yourself and find out how practical they are to use. Sure makes the game more fun to have some variation. The other day i discovered that having 1 queen with broodling sitting in your base is great to stop turtle terrans from nuking you with a matrixed ghost (it was FFA, don't look at me like that ).

edit2: the best scenario i can think for this is to have an opening with marines + 1 medic and research Optical Flare straight away (plus a comsat). When you push out with and initial around 5 marines, 1 medic, 1-2 tanks and incoming vultures, you can blind their first observer and set the push in their base. They will have to suicide their units to your push or wait for the next observer, in which you may be able to have turrets and siege up. Still no idea of how the timings work out for this.
Brutalisk
Profile Joined February 2007
794 Posts
Last Edited: 2007-11-20 13:38:32
November 20 2007 13:36 GMT
#9
- T normally doesn't get infantry in TvP, so no medics too. If you do, you'll just waste money on them which you need for factory units

- All micro-intensive spells which are just "nice in some situations" instead of "essential" simply aren't used because they require too much attention. Players normally only use strong, area effect spells like storm, plague, swarm, stasis, maelstrom. Anything that requires manual clicking on a single unit is usually not worth the hassle, the game is simply too fast for that, i.e. your macro will suffer too much while using these spells. The only two exceptions are Irradiate and Yamato.
(That's also why repair is only rarely used)
Shauni
Profile Blog Joined July 2004
4077 Posts
November 20 2007 13:50 GMT
#10
Flaring observers is troublesome, but it will be even more troublesome for the protoss if you do it well. I don't think Flaring would be gamechanging in many cases though, since you could just make a couple of extra observers. UpMagiC tried this vs Bisu a while ago, but as you can see in the VOD it wasn't very successful.

One thing I've been wondering a lot more about than Flare though is why Feedback isn't being used much... I mean, with 2 dark archons you can negate all storms and arbiters fairly easily. And their range is better than the templars so the templars can't get any storms off. Sure, it's micro intensive, but nothing a 200+apm player couldn't handle. And a few storms can be devastating.
I'm taking whatever coverage I can get, because frankly, I'm busy working on this million dollar deal at my job. Early retirement is a good thing brotha man. - MessengerASL
NatsuTerran
Profile Blog Joined June 2007
United States364 Posts
November 20 2007 13:50 GMT
#11
Even if by some miracle you flare every single dragoon in a group as it's attacking, it still does absolutely nothing. When your rines and tanks start shooting, they reveal the fog over themselves and let the goons hit anyways.
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
November 20 2007 14:05 GMT
#12
i played around with the idea of tvp medics a couple of months back. i had some success with it, but i feel i was held back by my level of tvp rather than the medics just being ineffective

at first i opened with a marine medic build with scv cutting to get the medics out as fast as possible but later i just decided it would be less risky to just expanded then build a fast academy afterward then go f went for a 1 addon 4 fact rush. when i was pushing with them i would try to grab as much ground as possible, then just contain them for as long as i could while expanding and building my economy to overtake theirs

not only did i find it a fun way to play and incredibly pimp, it also lead to several humorous occasions of players asking why their observers had stopped working

ive uploaded a rep pack, but just be warned that i was a pretty bad player when i was active a year ago and i wasnt a terran player either. also i only ever really saved the replays where the medics pretty much outright won the game

http://rapidshare.com/files/71023866/medz.zip.html

as for the idea of teching to science vessels to use medics: optic flare is only really an option in early to mid game. you dont have the window to get all that tech out and still have an army capable of threatening the protoss. and even if you did, by the time you got it all the clashing armies are so big that you dont have the time to snipe the observers before your mine field is clear

flaring units is pretty much useless as well. barring shuttles and arbiters, they will always be covered by other units to give sight for them. you might as well get lockdown if you want to do that
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
Funchucks
Profile Joined June 2007
Canada2113 Posts
November 20 2007 14:21 GMT
#13
On November 20 2007 23:05 SoMuchBetter wrote:
flaring units is pretty much useless as well. barring shuttles and arbiters, they will always be covered by other units to give sight for them. you might as well get lockdown if you want to do that

...
Starcraft Design Bug #2872
Scout costs too much.

Starcraft Design Bug #2873
Covert Ops is Science Facility add-on, not Academy add-on.


Starcraft Design Bug #2874
Devourer.
...

thx for replays and experience-based commentary
I serve my houseguests slices of butter.
Xeofreestyler
Profile Blog Joined June 2005
Belgium6787 Posts
November 20 2007 14:44 GMT
#14
Actually I like this theorycraft. I'm gonna try it out!
Graphics
intrigue
Profile Blog Joined November 2005
Washington, D.C9935 Posts
Last Edited: 2007-11-20 15:08:39
November 20 2007 15:06 GMT
#15
this is one of those things that would be awesome if a terran had perfect multitask and unlimited attention to spread around. as it is it's simply infinitely easier to play standard and take care of observers and shuttles with goliaths while keeping your macro up, instead of trying to be fancy and getting raped.

basically, the marginal benefits in annoying the toss doesn't pay off considering the sacrifice you are making in other areas of your game

edit: this is similar to the 'why don't zergs use queens?' question. queens are along the tech tree, can extremely effective (more so than medics in tvp), and are cheap. and yet most zergs don't use them, most likely because there is too much going on to really apply it. chill predicts that in a few months queens will be regular in progamer zvx games as players push the envelopes more and more.
Moderatorsloppy little slug
Chill
Profile Blog Joined January 2005
Calgary26004 Posts
November 20 2007 15:10 GMT
#16
Damn right I predict that. You heard it here first!!
Moderator
humblegar
Profile Blog Joined October 2004
Norway883 Posts
November 20 2007 15:18 GMT
#17
I can totally see a pimpest play coming if you flare a shuttle who then blindly dies to a turret in any remotely important game Flaring a scouting unit in stead of wasting time chasing it is kind of cool too imo, hehe.

But if a carrier lacks observer, just cloak those wraiths? Flaring a bunch of observers have been done by Boxer as mentioned, he rarely wins those fancy games though (a fanboy speaking :|).

Flaring the 1-2 observers Protoss has early in a game (with a vulture/mine build)? Why not, although I am not sure of the time needed for the research. Scanning and killing it with other units is possible too though.

Flaring random groups of more than one unit? Really situational I think, and probably not worth it for cheap units.

But to pull it off vs an evenly matched opponent you:
- need to have medics and flare in stead of other units/tech/supply
- need to have a medic with enough energy when it happens, where it happens, and not mess up the micro.
- need to neglect less macro than you win from the flares

Just go for it
Purind
Profile Blog Joined April 2004
Canada3562 Posts
Last Edited: 2007-11-20 15:32:00
November 20 2007 15:31 GMT
#18
So if you research flare immediately, does your flare make it in time for the reaver drop? If so, that could be really cool, and really piss off the P player.

Later in the game, it's not worth it to try to blind every P unit (you'll need, what, like 20+ flares to do anything), so instead you use it.... ON YOUR OWN MINES

On November 21 2007 00:10 Chill wrote:
Damn right I predict that. You heard it here first!!


I dunno, hasn't drone been saying that for several years now?
Trucy Wright is hot
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
November 20 2007 15:40 GMT
#19
When i saw this topic i actually thought you resurected a topic that i made a while ago. My suggestion is better (from my neutral point of view) so if you want to play with medics, go ahead and read it here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=45717

To comment on this suggestion:
The clasic Reaver drop comes way to early for you to have medics without it seriously affecting you strategy.
Goon blinding = no. Toss has 6-7 goons(at least) by the time you would be able to make 1 medic with upgrade (and enough army to be able to deal with the goons).
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
November 20 2007 16:01 GMT
#20
Optic Flare is always, no matter what, a waste of time and money. Simple as that.
Being healthy, it has been said, really consists of having the same disease as everybody else.
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
IPSL
02:00
Ro24 Group E
TerrOr vs IJ_Terran
rasowy vs Hazorath
Liquipedia
WardiTV Invitational
21:00
WardiTV Not-Summer Championshi
MaxPax vs Solar
herO vs TBD
Lambo vs TBD
Rogue vs TBD
WardiTV1165
ComeBackTV 1018
IntoTheiNu 807
TaKeTV 439
IndyStarCraft 253
Rex121
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 263
Rex 121
StarCraft: Brood War
Britney 23369
Calm 4037
Rain 1746
Jaedong 1140
EffOrt 724
BeSt 635
Rush 613
Larva 498
FanTaSy 451
Shuttle 337
[ Show more ]
ZerO 228
Dewaltoss 139
Mind 89
Sharp 84
Hyun 75
Hm[arnc] 27
Terrorterran 25
Killer 24
hero 23
910 22
sorry 22
ToSsGirL 21
Aegong 13
Movie 13
Sacsri 12
Shine 12
ajuk12(nOOB) 10
soO 10
Rock 9
Free 6
Dota 2
qojqva2666
420jenkins140
Counter-Strike
edward121
Heroes of the Storm
Khaldor476
Trikslyr33
MindelVK10
Other Games
FrodaN4104
Beastyqt646
Lowko387
mouzStarbuck291
byalli269
syndereN213
ToD208
KnowMe197
XaKoH 164
ROOTIllusion22
Railgan14
CosmosSc2 10
ZerO(Twitch)10
Organizations
Other Games
EGCTV1049
BasetradeTV149
[ Show 15 non-featured ]
StarCraft 2
• poizon28 37
• Hinosc 34
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• ChaeLyn 8
• Pr0nogo 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV752
League of Legends
• Jankos2847
Other Games
• Shiphtur325
Upcoming Events
BSL
2h 56m
TerrOr vs OyAji
UltrA vs Gosudark
Sparkling Tuna Cup
16h 56m
WardiTV Invitational
18h 56m
IPSL
23h 56m
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
1d 2h
Artosis vs Dewalt
Ret vs Tech
SOOP
1d 16h
soO vs FanTaSy
WardiTV Weekly
1d 18h
Monday Night Weeklies
2 days
PiGosaur Cup
3 days
The PondCast
3 days
[ Show More ]
GSL
4 days
Replay Cast
5 days
KCM Race Survival
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-11-12
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
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

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.