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[WCS EU] Ro32 Group C Premier Season 1 2014 - Page 33

Forum Index > StarCraft 2 Tournaments
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Darkhorse
Profile Blog Joined December 2011
United States23455 Posts
February 22 2014 21:55 GMT
#641
On February 23 2014 06:54 Paljas wrote:
Show nested quote +
On February 23 2014 06:49 i.of.the.storm wrote:
On February 23 2014 06:33 vthree wrote:
On February 23 2014 06:27 i.of.the.storm wrote:
On February 23 2014 06:23 Kevin_Sorbo wrote:
On February 23 2014 06:22 vthree wrote:
On February 23 2014 06:19 CriMsoN sc2 wrote:
It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always?


I wish ghost hard counter HTs as much as colossi hard counters Hydras.


loll so true... ghosts are useless once they are out of energy too.


Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry.

I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps.


Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran.

Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that.


Yeah, I wish blizzard would revisit some older nerfs instead of trying to change different things. Same with the snipe nerf really, it was stupid how it hard-countered all zerg T3, but now it's stupid that you can't even 1-shot probes.

you cant snipe probes

SEE? imba
WriterRecently Necro'd (?)
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
February 22 2014 21:55 GMT
#642
On February 23 2014 06:54 Paljas wrote:
Show nested quote +
On February 23 2014 06:49 i.of.the.storm wrote:
On February 23 2014 06:33 vthree wrote:
On February 23 2014 06:27 i.of.the.storm wrote:
On February 23 2014 06:23 Kevin_Sorbo wrote:
On February 23 2014 06:22 vthree wrote:
On February 23 2014 06:19 CriMsoN sc2 wrote:
It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always?


I wish ghost hard counter HTs as much as colossi hard counters Hydras.


loll so true... ghosts are useless once they are out of energy too.


Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry.

I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps.


Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran.

Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that.


Yeah, I wish blizzard would revisit some older nerfs instead of trying to change different things. Same with the snipe nerf really, it was stupid how it hard-countered all zerg T3, but now it's stupid that you can't even 1-shot probes.

you cant snipe probes


Not only that, it'd be dumb to snipe probes when ghosts can slaughter probes with just their regular attack.
Moderator
Paljas
Profile Joined October 2011
Germany6926 Posts
February 22 2014 21:56 GMT
#643
On February 23 2014 06:55 Darkhorse wrote:
Show nested quote +
On February 23 2014 06:54 Paljas wrote:
On February 23 2014 06:49 i.of.the.storm wrote:
On February 23 2014 06:33 vthree wrote:
On February 23 2014 06:27 i.of.the.storm wrote:
On February 23 2014 06:23 Kevin_Sorbo wrote:
On February 23 2014 06:22 vthree wrote:
On February 23 2014 06:19 CriMsoN sc2 wrote:
It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always?


I wish ghost hard counter HTs as much as colossi hard counters Hydras.


loll so true... ghosts are useless once they are out of energy too.


Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry.

I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps.


Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran.

Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that.


Yeah, I wish blizzard would revisit some older nerfs instead of trying to change different things. Same with the snipe nerf really, it was stupid how it hard-countered all zerg T3, but now it's stupid that you can't even 1-shot probes.

you cant snipe probes

SEE? imba

reported for balance whine
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 22 2014 21:56 GMT
#644
On February 23 2014 06:52 The_Templar wrote:
WCS EU Premier: RO16

(P)Lilbow vs (P)BabyKnight
1-1


Map: Heavy Rain


Lilbow spawns in the bottom
BabyKnight spawns in the top

2:00
BabyKnight scouting his main base.
Both players getting a gateway followed by two refineries.
Cybernetics core for both players.

3:00
Sentry for Lilbow, being chronoboosted.
BabyKnight getting a stalker.
BabyKnight scouting the main of Lilbow.

4:00
Mothership core for both players.
Both players getting a twilight council.
Second gateway for Lilbow.

5:00
Both players putting probes on the right side of the map.
Both players getting blink.
BabyKnight getting two more gateways.
ModeratorI am still alive, somehow
TL+ Member
Paljas
Profile Joined October 2011
Germany6926 Posts
February 22 2014 21:56 GMT
#645
On February 23 2014 06:55 stuchiu wrote:
Show nested quote +
On February 23 2014 06:54 Paljas wrote:
On February 23 2014 06:49 i.of.the.storm wrote:
On February 23 2014 06:33 vthree wrote:
On February 23 2014 06:27 i.of.the.storm wrote:
On February 23 2014 06:23 Kevin_Sorbo wrote:
On February 23 2014 06:22 vthree wrote:
On February 23 2014 06:19 CriMsoN sc2 wrote:
It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always?


I wish ghost hard counter HTs as much as colossi hard counters Hydras.


loll so true... ghosts are useless once they are out of energy too.


Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry.

I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps.


Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran.

Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that.


Yeah, I wish blizzard would revisit some older nerfs instead of trying to change different things. Same with the snipe nerf really, it was stupid how it hard-countered all zerg T3, but now it's stupid that you can't even 1-shot probes.

you cant snipe probes


Not only that, it'd be dumb to snipe probes when ghosts can slaughter probes with just their regular attack.

dat range tho
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 22 2014 21:56 GMT
#646
On February 23 2014 06:56 Paljas wrote:
Show nested quote +
On February 23 2014 06:55 Darkhorse wrote:
On February 23 2014 06:54 Paljas wrote:
On February 23 2014 06:49 i.of.the.storm wrote:
On February 23 2014 06:33 vthree wrote:
On February 23 2014 06:27 i.of.the.storm wrote:
On February 23 2014 06:23 Kevin_Sorbo wrote:
On February 23 2014 06:22 vthree wrote:
On February 23 2014 06:19 CriMsoN sc2 wrote:
It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always?


I wish ghost hard counter HTs as much as colossi hard counters Hydras.


loll so true... ghosts are useless once they are out of energy too.


Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry.

I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps.


Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran.

Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that.


Yeah, I wish blizzard would revisit some older nerfs instead of trying to change different things. Same with the snipe nerf really, it was stupid how it hard-countered all zerg T3, but now it's stupid that you can't even 1-shot probes.

you cant snipe probes

SEE? imba

reported for balance whine

Careful darkhoarse, people are after you now
ModeratorI am still alive, somehow
TL+ Member
Darkhorse
Profile Blog Joined December 2011
United States23455 Posts
February 22 2014 21:56 GMT
#647
On February 23 2014 06:56 Paljas wrote:
Show nested quote +
On February 23 2014 06:55 Darkhorse wrote:
On February 23 2014 06:54 Paljas wrote:
On February 23 2014 06:49 i.of.the.storm wrote:
On February 23 2014 06:33 vthree wrote:
On February 23 2014 06:27 i.of.the.storm wrote:
On February 23 2014 06:23 Kevin_Sorbo wrote:
On February 23 2014 06:22 vthree wrote:
On February 23 2014 06:19 CriMsoN sc2 wrote:
It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always?


I wish ghost hard counter HTs as much as colossi hard counters Hydras.


loll so true... ghosts are useless once they are out of energy too.


Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry.

I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps.


Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran.

Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that.


Yeah, I wish blizzard would revisit some older nerfs instead of trying to change different things. Same with the snipe nerf really, it was stupid how it hard-countered all zerg T3, but now it's stupid that you can't even 1-shot probes.

you cant snipe probes

SEE? imba

reported for balance whine

Wow the shoe is one the other table, which has turned.
WriterRecently Necro'd (?)
Xoronius
Profile Joined July 2011
Germany6362 Posts
February 22 2014 21:58 GMT
#648
On February 23 2014 06:56 Paljas wrote:
Show nested quote +
On February 23 2014 06:55 Darkhorse wrote:
On February 23 2014 06:54 Paljas wrote:
On February 23 2014 06:49 i.of.the.storm wrote:
On February 23 2014 06:33 vthree wrote:
On February 23 2014 06:27 i.of.the.storm wrote:
On February 23 2014 06:23 Kevin_Sorbo wrote:
On February 23 2014 06:22 vthree wrote:
On February 23 2014 06:19 CriMsoN sc2 wrote:
It's kinda funny ForGG REFUSES to build any ghost even after he sees mass HTs and proceed to whine about Protoss... I mean what would happen if Protoss doesn't build any colossi and die to mass hydra every game and goes to say "this game is BROKEN" ...well people will just say NO UR JUST BAD DUH. But against Protoss, it's totally justified to complain about race always?


I wish ghost hard counter HTs as much as colossi hard counters Hydras.


loll so true... ghosts are useless once they are out of energy too.


Eh... ghosts still do pretty decent damage, and they're more tanky than bio, it's just that they're too slow to retreat with properly so you get fucked if you try to pull back. Pound for pound, HT are just more effective than ghosts, and two landed storms are way more devastating than two landed EMPs, but it's not as cut and dry.

I also feel like the maps really screw you sometimes, like on Polar Night defending as Terran you have no room to kite or split against storms, but at the same time if it's too open like Heavy Rain you get blunk. I dunno, I really think the #2 issue in TvP is maps (#1 being MSC making Protoss too safe pre-12 minutes), but I don't really know what you do to fix these maps.


Another issue with ghosts is that if they join in mid battle, they are pretty useless since the zealots are already spread due to charge and they can't really get in range to EMP the HTs coming mid battle. But HTs that arrive mid battle can swing the tide or at least force a pull back from the Terran.

Would be interesting to see them test out the old EMP radius. It was a big issue in WoL because Protoss defense was all about hitting FFs on their natural ramps. And the EMP radius made it too easy to EMP all the sentries with ghost rush. But P defense no longer really rely on that.


Yeah, I wish blizzard would revisit some older nerfs instead of trying to change different things. Same with the snipe nerf really, it was stupid how it hard-countered all zerg T3, but now it's stupid that you can't even 1-shot probes.

you cant snipe probes

SEE? imba

reported for balance whine

Dude, what? Did´nt you read his comments? I am the ONLY one allowed to report him, don´t steal him from me!
scypio
Profile Joined December 2011
Poland2127 Posts
February 22 2014 21:58 GMT
#649
Lilbow loses the coinflip o_O
I play random | I like Hots | INnoVation | sOs | Tefel TOP1!
Nebuchad
Profile Blog Joined December 2012
Switzerland12620 Posts
February 22 2014 21:59 GMT
#650
Pretty sure BBK killed one of his stalkers at the end there
No will to live, no wish to die
looken
Profile Joined September 2011
727 Posts
February 22 2014 21:59 GMT
#651
On February 23 2014 06:37 The_Templar wrote:
Show nested quote +
On February 23 2014 06:37 looken wrote:
WTF!? i had boyfriend duties, how did lilbow manage to defeat forGG!? :O

The power of new foreigner hope

you had to jinx him didnt you!?
"Jingle Bells, Tasteless smells" Artosis 17.12.15
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 22 2014 22:00 GMT
#652
On February 23 2014 06:56 The_Templar wrote:
Show nested quote +
On February 23 2014 06:52 The_Templar wrote:
WCS EU Premier: RO16

(P)Lilbow vs (P)BabyKnight
1-1


Map: Heavy Rain


Lilbow spawns in the bottom
BabyKnight spawns in the top

2:00
BabyKnight scouting his main base.
Both players getting a gateway followed by two refineries.
Cybernetics core for both players.

3:00
Sentry for Lilbow, being chronoboosted.
BabyKnight getting a stalker.
BabyKnight scouting the main of Lilbow.

4:00
Mothership core for both players.
Both players getting a twilight council.
Second gateway for Lilbow.

5:00
Both players putting probes on the right side of the map.
Both players getting blink.
BabyKnight getting two more gateways.

6:00 (P)Lilbow 34 vs (P)BabyKnight 34
Third gateway for Lilbow.
Both players getting a robotics facility.
BabyKnight being aggressive with 6 stalkers.

7:00 (P)Lilbow 42 vs (P)BabyKnight 42
Lilbow getting an immortal.
Lilbow loses a stalker to BabyKnight before blink is ready.

8:00 (P)Lilbow 50 vs (P)BabyKnight 48
BabyKnight backs off when Lilbow pushes him out.
Lilbow sitting in his own time warp.

9:00 (P)Lilbow 58 vs (P)BabyKnight 58
Lilbow moving out.
BabyKnight moving into the main.
Lilbow recalls.
BabyKnight kills the robotics facility.

10:00 (P)Lilbow 47 vs (P)BabyKnight 62
Lilbow getting a dark shrine.
BabyKnight expanding.
BabyKnight getting an immortal.
ModeratorI am still alive, somehow
TL+ Member
Musicus
Profile Joined August 2011
Germany23580 Posts
February 22 2014 22:00 GMT
#653
Btw this just came in, I asked him on twitter .



Really happy that it's international!
Maru and Serral are probably top 5.
Darkhorse
Profile Blog Joined December 2011
United States23455 Posts
February 22 2014 22:02 GMT
#654
On February 23 2014 07:00 Musicus wrote:
Btw this just came in, I asked him on twitter .

https://twitter.com/MrAdamAp/status/437345427839807490

Really happy that it's international!

That's the right decision happy to see it.
WriterRecently Necro'd (?)
Nebuchad
Profile Blog Joined December 2012
Switzerland12620 Posts
February 22 2014 22:02 GMT
#655
Yeah Lilbow can't win this. Good job BBK
No will to live, no wish to die
Mozdk
Profile Joined October 2010
Denmark6989 Posts
February 22 2014 22:02 GMT
#656
Dat crash timing
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Muffloe
Profile Joined December 2012
Sweden6061 Posts
February 22 2014 22:02 GMT
#657
Ouch, that's unfortunate
arkedos
Profile Joined July 2011
Germany1426 Posts
February 22 2014 22:03 GMT
#658
AHAHAAHAHAHAHA
love esports - hate homophobia
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
February 22 2014 22:03 GMT
#659
Lilbow vs. BBK's EPIC SHOWDOWN BATTLE gets interrupted with Kaelaris's PC crashing. -_-
kiss kiss fall in love
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 22 2014 22:04 GMT
#660
On February 23 2014 07:00 The_Templar wrote:
Show nested quote +
On February 23 2014 06:56 The_Templar wrote:
On February 23 2014 06:52 The_Templar wrote:
WCS EU Premier: RO16

(P)Lilbow vs (P)BabyKnight
1-1


Map: Heavy Rain


Lilbow spawns in the bottom
BabyKnight spawns in the top

2:00
BabyKnight scouting his main base.
Both players getting a gateway followed by two refineries.
Cybernetics core for both players.

3:00
Sentry for Lilbow, being chronoboosted.
BabyKnight getting a stalker.
BabyKnight scouting the main of Lilbow.

4:00
Mothership core for both players.
Both players getting a twilight council.
Second gateway for Lilbow.

5:00
Both players putting probes on the right side of the map.
Both players getting blink.
BabyKnight getting two more gateways.

6:00 (P)Lilbow 34 vs (P)BabyKnight 34
Third gateway for Lilbow.
Both players getting a robotics facility.
BabyKnight being aggressive with 6 stalkers.

7:00 (P)Lilbow 42 vs (P)BabyKnight 42
Lilbow getting an immortal.
Lilbow loses a stalker to BabyKnight before blink is ready.

8:00 (P)Lilbow 50 vs (P)BabyKnight 48
BabyKnight backs off when Lilbow pushes him out.
Lilbow sitting in his own time warp.

9:00 (P)Lilbow 58 vs (P)BabyKnight 58
Lilbow moving out.
BabyKnight moving into the main.
Lilbow recalls.
BabyKnight kills the robotics facility.

10:00 (P)Lilbow 47 vs (P)BabyKnight 62
Lilbow getting a dark shrine.
BabyKnight expanding.
BabyKnight getting an immortal.

11:00 (P)Lilbow 64 vs (P)BabyKnight 74
DTs being warped in.
DT going into the main base, where there is no detection.
Chronoboost on the robotics facility.

12:00 (P)Lilbow 74 vs (P)BabyKnight 72
Lilbow kills a lot of workers and then goes for an attack.

13:00 (P)Lilbow 76 vs (P)BabyKnight 86
Lilbow backs off.
BabyKnight gets a third immortal.
Photon overcharge is on the natural of BabyKnight.

14:00 (P)Lilbow 86 vs (P)BabyKnight 94
Lilbow moves into the natural of BabyKnight.
Kaelaris's computer crashes.
Anyway...
Lilbow blinks into the natural.
BabyKnight easily holds.
Lilbow GG's!
BabyKnight wins 2-1!
ModeratorI am still alive, somehow
TL+ Member
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