• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:56
CEST 20:56
KST 03:56
  • 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] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
StarCraft open world shooter announced at BlizzCon18Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?153Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30!
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? Broodwar Prediction Market BGH Auto Balance -> http://bghmmr.eu/ Practice Partners (Official) [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
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 UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Diablo Animated Series on Netflix Movie Discussion!
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6993 users

Find out your winning chances in ladder matches

Forum Index > SC2 General
Post a Reply
1 2 3 Next All
Not_That
Profile Joined April 2011
287 Posts
Last Edited: 2011-08-18 16:01:25
August 18 2011 10:03 GMT
#1
This post will describe how much chances did you have to win a ladder match, based on the amount of points that you've won / lost in the end of it.

For this we are going to assume a few things about Blizzard ladder system, none of them are far fetched:

First, that Blizzard ladder system rewards and subtracts points based on the players' winning chances. Since Blizzard has access to million of matches, it's reasonable to assume their formulas are fairly accurate.

Second, that if a player's skill is constant, then his points will reach an amount which reflects his skill level and stay near that point (disregarding bonus pool points). Since ladder points shift towards a player's MMR, this assumption assumes that Blizzard's system is a zero-sum system with regard to MMR, or at the very least that the shifts in MMR are slow occurring.

Lastly, this method is only applicable once your points have reached a level that reflects your MMR. You can tell when you've reached this point when the amount of points that you win for matches, and the amount of points that you lose for matches, both become more or less constant. For most players this will be when they start winning / losing around 12 points per match. For very high MMR players, they might reach this point when they are winning much less than 12 points per match, and losing much more. Similarly for very low MMR players, the opposite is true.

Basically you need to have played enough games first before you can use the method described in this post.

The formula:
WinningChances = 100 - PointsWon * 25/6

Some math:
+ Show Spoiler +
WinningChances: How much chance in percents did you have to win the match.
WinAmount: How many points you've won (in case of a win)
LoseAmount: How many points you've lost (in case of a loss)
Note that LoseAmount = WinAmount - 24, due to assumption 2.

WinningChances * WinAmount + (100 - WinningChances) * LoseAmount = 0
The above is true because if you play a great enough number of games, your points will not change.

WinningChances * WinAmount + 100 * LoseAmount - WinningChances * LoseAmount = 0
WinningChances * (WinAmount - LoseAmount) = -100 * LoseAmount

WinningChances = -100 * LoseAmount / (WinAmount - LoseAmount)
WinningChances = -100 * (WinAmount - 24) / (WinAmount - (WinAmount - 24))
WinningChances = -100 * (WinAmount - 24) / 24
WinningChances = -25 * (WinAmount - 24) / 6

WinningChances = (WinAmount - 24) * -25/6
WinningChances = WinAmount * -25/6 + 24*25/6
WinningChances = WinAmount * -25/6 + 100
WinningChances = 100 - WinAmount * 25/6


The numbers:
Points won for a match -- your winning chances

0 100.00
1 95.83
2 91.67
3 87.50
4 83.33
5 79.17
6 75.00
7 70.83
8 66.67
9 62.50
10 58.33
11 54.17
12 50.00
13 45.83
14 41.67
15 37.50
16 33.33
17 29.17
18 25.00
19 20.83
20 16.67
21 12.50
22 8.33
23 4.17
24 0.00

* If you lost the match, simply add 24 to the amount of points that you lost and use the formula. For example if you lost 4 points, then you should look at the row corresponding to 20 points won.
**Note that you should disregard any bonus points won, only actual points matter.
Tatari
Profile Blog Joined January 2011
United States1179 Posts
Last Edited: 2011-08-18 10:17:06
August 18 2011 10:16 GMT
#2
Wow never mind. I think I should just sleep. =_=
A fed jungler is no longer a jungler, but a terrorist.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
August 18 2011 10:25 GMT
#3
But. If i have a 0% chance of winning, how did i win?

I think you're confusing future odds with informed predictions due to past results.

Also, I doubt the system is that simple. Where did you draw these conclusions from? Is it merely the fact that points go up to +/- 24?
aka ChillyGonzalo / GnozL
TDN3
Profile Joined August 2011
United States81 Posts
August 18 2011 10:27 GMT
#4
I just won 20 straight games using 1/1/1 build against protoss and zerg. How do you calculate this?
Not_That
Profile Joined April 2011
287 Posts
August 18 2011 10:31 GMT
#5
On August 18 2011 19:25 Fishgle wrote:
But. If i have a 0% chance of winning, how did i win?

I think you're confusing future odds with informed predictions due to past results.

Also, I doubt the system is that simple. Where did you draw these conclusions from? Is it merely the fact that points go up to +/- 24?


It shows 0% of winning because the amount of points won is an integer. Obviously each amount represents a certain range of odds you had at winning. For example a player you have 98% chance to win against falls somewhere between 0 and 1 points won range. Which one is it we can not know.

If blizzard rewarded point fractions then it's likely you would never win a full 24 points, precisely because that would indicate that this is a player that you can not beat.

theang123
Profile Blog Joined February 2011
Malaysia103 Posts
August 18 2011 10:41 GMT
#6
the points won for a match column is for winning streak or every single win?
I live to die.
Not_That
Profile Joined April 2011
287 Posts
Last Edited: 2011-08-18 10:46:50
August 18 2011 10:45 GMT
#7
On August 18 2011 19:41 theang123 wrote:
the points won for a match column is for winning streak or every single win?


Every single win.

When you are on a long winning streak, the formula becomes less accurate. This is because MMR is very volatile and changes much faster than your points (this is the reason Blizzard added the entire point system, instead of simply telling us our MMR).
theang123
Profile Blog Joined February 2011
Malaysia103 Posts
Last Edited: 2011-08-18 10:52:23
August 18 2011 10:47 GMT
#8
so assuming i have 40wins and 25loses, how would the calculation be?

i think having an example is easier for ppl
______________________________________________________________
edit:

sorry OP i misunderstood the calculation.
we just have to see how many points we earn after winning a game to decide the winning rate.
I live to die.
MyNameIsAlex
Profile Joined March 2011
Greece827 Posts
August 18 2011 10:51 GMT
#9
pretty cool

how did you reach those percentages? studied samples of points + winratios?
AmericanUmlaut
Profile Blog Joined November 2010
Germany2597 Posts
August 18 2011 10:56 GMT
#10
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.
The frumious Bandersnatch
Not_That
Profile Joined April 2011
287 Posts
August 18 2011 11:07 GMT
#11
On August 18 2011 19:51 MyNameIsAlex wrote:
pretty cool

how did you reach those percentages? studied samples of points + winratios?


I didn't study any samples of win ratios. I reached these percentages from the two assumptions that I mentioned in the OP. Let me clarify:

I am making a statement that for any given 2 players on battle net, if they were to play each other an infinite amount of ladder games (or a sufficient amount), then by the end of it their points will not change much. This is true for any 2 players, assuming that in the initial state their points closely reflected on their MMR, and that the players skill hasn't changed during their matches.

From this statement, I'm extrapolating that by seeing the amount of points won/lost, it's possible to know what odds the system places on each player winning.
Not_That
Profile Joined April 2011
287 Posts
Last Edited: 2011-08-18 11:12:56
August 18 2011 11:11 GMT
#12
On August 18 2011 19:56 AmericanUmlaut wrote:
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.


Take ELO system for example. It tries to adjust player ratings based off wins / losses in such a way, that no matter the skill difference of 2 opponents, if they kept playing and playing there will be little movement in their points. Otherwise it would be possible for top (or bottom) players to gain an edge and increase their rating by playing with players with a big skill gap from themselves. The same is true for the ladder system. If Blizzard allowed players to get 24 points for a win and lose 0 points for a loss by playing an opponent they have 10% win chance against, then a very effective method of increasing your points would be to play opponents whom you have 10% chance to win against.
aksfjh
Profile Joined November 2010
United States4853 Posts
August 18 2011 11:21 GMT
#13
There is one HUGE assumption in all of this: the correlation is linear. For all we know, a 70% chance to win would still net you 11 points. The only certainties we have on this is 12 points is even, 0 is hugely favored, and 24 is hugely unfavored.
Not_That
Profile Joined April 2011
287 Posts
Last Edited: 2011-08-18 11:27:07
August 18 2011 11:25 GMT
#14
On August 18 2011 20:21 aksfjh wrote:
There is one HUGE assumption in all of this: the correlation is linear. For all we know, a 70% chance to win would still net you 11 points. The only certainties we have on this is 12 points is even, 0 is hugely favored, and 24 is hugely unfavored.


If you got 11 points for beating an opponent you had 70% to win against, then after playing 10 games against that player you would end up with 38 more points than you started with (assuming 7 wins 3 losses). It would be extremely weird if the ladder system worked that way, because player's points would keep inflating massively.
Giku
Profile Joined October 2010
Netherlands368 Posts
August 18 2011 11:26 GMT
#15
On August 18 2011 20:25 Not_That wrote:
Show nested quote +
On August 18 2011 20:21 aksfjh wrote:
There is one HUGE assumption in all of this: the correlation is linear. For all we know, a 70% chance to win would still net you 11 points. The only certainties we have on this is 12 points is even, 0 is hugely favored, and 24 is hugely unfavored.


If you got 11 points for beating an opponent you had 70% to win against, then after playing 10 games against that player you would end up win 38 more points than you started with (assuming 7 wins 3 losses). It would be extremely weird if the ladder system worked that way, because player's points would keep inflating massively.

The points are inflating.. Look at Season 1 points.
Let the music be the fuse that'll spark my soul
Not_That
Profile Joined April 2011
287 Posts
August 18 2011 11:28 GMT
#16
On August 18 2011 20:26 Giku wrote:
Show nested quote +
On August 18 2011 20:25 Not_That wrote:
On August 18 2011 20:21 aksfjh wrote:
There is one HUGE assumption in all of this: the correlation is linear. For all we know, a 70% chance to win would still net you 11 points. The only certainties we have on this is 12 points is even, 0 is hugely favored, and 24 is hugely unfavored.


If you got 11 points for beating an opponent you had 70% to win against, then after playing 10 games against that player you would end up win 38 more points than you started with (assuming 7 wins 3 losses). It would be extremely weird if the ladder system worked that way, because player's points would keep inflating massively.

The points are inflating.. Look at Season 1 points.


What you're seeing are the bonus pool points causing fixed inflation. I am specifically discussing points not including bonus pool points.
Navillus
Profile Joined February 2011
United States1188 Posts
August 18 2011 11:39 GMT
#17
On August 18 2011 20:11 Not_That wrote:
Show nested quote +
On August 18 2011 19:56 AmericanUmlaut wrote:
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.


Take ELO system for example. It tries to adjust player ratings based off wins / losses in such a way, that no matter the skill difference of 2 opponents, if they kept playing and playing there will be little movement in their points. Otherwise it would be possible for top (or bottom) players to gain an edge and increase their rating by playing with players with a big skill gap from themselves. The same is true for the ladder system. If Blizzard allowed players to get 24 points for a win and lose 0 points for a loss by playing an opponent they have 10% win chance against, then a very effective method of increasing your points would be to play opponents whom you have 10% chance to win against.


This isn't a problem for Blizzard because you don't decide who you get to play against.
"TL gives excellent advice 99% of the time. The problem is no one listens to it." -Plexa
Not_That
Profile Joined April 2011
287 Posts
August 18 2011 11:50 GMT
#18
On August 18 2011 20:39 Navillus wrote:
Show nested quote +
On August 18 2011 20:11 Not_That wrote:
On August 18 2011 19:56 AmericanUmlaut wrote:
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.


Take ELO system for example. It tries to adjust player ratings based off wins / losses in such a way, that no matter the skill difference of 2 opponents, if they kept playing and playing there will be little movement in their points. Otherwise it would be possible for top (or bottom) players to gain an edge and increase their rating by playing with players with a big skill gap from themselves. The same is true for the ladder system. If Blizzard allowed players to get 24 points for a win and lose 0 points for a loss by playing an opponent they have 10% win chance against, then a very effective method of increasing your points would be to play opponents whom you have 10% chance to win against.


This isn't a problem for Blizzard because you don't decide who you get to play against.


Even so, it makes sense for the system to be this way. Having a system designed in a way that encourages players to seek out opponents that are higher / similar / lower than themselves is inviting trouble. Players can choose the time of day they play for instance. By playing at hours when ladder is mostly empty they can sometimes find different skilled opponents. Stream sniping proves that players have some control over who their opponent is.

Even if players have no say about what opponent they get, there will be players who play opponents further in skill than themselves more than others simply by pure chance alone. Also consider the top / bottom players. They play players higher / lower rated than themselves regularly.

I think a good ladder system should be built according to the assumption that I made. I can't think of a reason why Blizzard's ladder system would behave differently.
Navillus
Profile Joined February 2011
United States1188 Posts
August 18 2011 12:01 GMT
#19
On August 18 2011 20:50 Not_That wrote:
Show nested quote +
On August 18 2011 20:39 Navillus wrote:
On August 18 2011 20:11 Not_That wrote:
On August 18 2011 19:56 AmericanUmlaut wrote:
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.


Take ELO system for example. It tries to adjust player ratings based off wins / losses in such a way, that no matter the skill difference of 2 opponents, if they kept playing and playing there will be little movement in their points. Otherwise it would be possible for top (or bottom) players to gain an edge and increase their rating by playing with players with a big skill gap from themselves. The same is true for the ladder system. If Blizzard allowed players to get 24 points for a win and lose 0 points for a loss by playing an opponent they have 10% win chance against, then a very effective method of increasing your points would be to play opponents whom you have 10% chance to win against.


This isn't a problem for Blizzard because you don't decide who you get to play against.


Even so, it makes sense for the system to be this way. Having a system designed in a way that encourages players to seek out opponents that are higher / similar / lower than themselves is inviting trouble. Players can choose the time of day they play for instance. By playing at hours when ladder is mostly empty they can sometimes find different skilled opponents. Stream sniping proves that players have some control over who their opponent is.

Even if players have no say about what opponent they get, there will be players who play opponents further in skill than themselves more than others simply by pure chance alone. Also consider the top / bottom players. They play players higher / lower rated than themselves regularly.

I think a good ladder system should be built according to the assumption that I made. I can't think of a reason why Blizzard's ladder system would behave differently.


Now this is silly, stream sniping affects literally about .0001 percent of the players on the ladder and no one is going to alter the time of day they're playing because it may or may not change the average skill of who they're playing, and honestly even if they did I have no idea how anyone would find out at all how average skill alters over time of day. Frankly I think most of this is useless anyway, the Blizzard matchmaking system is very good at placing people against others who have similar odds at winning, having a 10% chance to win or lose is going to be so rare as to not matter to the overall ladder.

Considering top/bottom I point out that this only affects the extreme top and bottom also something like .0001 percent, and they are going to continue in the direction they're going anyway because they're the very top or bottom.
"TL gives excellent advice 99% of the time. The problem is no one listens to it." -Plexa
AmericanUmlaut
Profile Blog Joined November 2010
Germany2597 Posts
August 18 2011 12:03 GMT
#20
On August 18 2011 20:50 Not_That wrote:
Show nested quote +
On August 18 2011 20:39 Navillus wrote:
On August 18 2011 20:11 Not_That wrote:
On August 18 2011 19:56 AmericanUmlaut wrote:
You're starting from the assumption that the range of possible point awards is mapped to the 0-bound at the top and bottom of the distribution. What allows you to make that assumption? It's possible that the max and min are set to a point on the bell curve where you've got a 90%/10% or 80%/20% chance of victory, isn't it?

To be fair, I think the assumption is reasonable, because you could otherwise create some oddness in the way points behaved at the extremes, but I'm still curious if you have some reason behind it other than that it makes sense it would be that way.


Take ELO system for example. It tries to adjust player ratings based off wins / losses in such a way, that no matter the skill difference of 2 opponents, if they kept playing and playing there will be little movement in their points. Otherwise it would be possible for top (or bottom) players to gain an edge and increase their rating by playing with players with a big skill gap from themselves. The same is true for the ladder system. If Blizzard allowed players to get 24 points for a win and lose 0 points for a loss by playing an opponent they have 10% win chance against, then a very effective method of increasing your points would be to play opponents whom you have 10% chance to win against.


This isn't a problem for Blizzard because you don't decide who you get to play against.


Even so, it makes sense for the system to be this way. Having a system designed in a way that encourages players to seek out opponents that are higher / similar / lower than themselves is inviting trouble. Players can choose the time of day they play for instance. By playing at hours when ladder is mostly empty they can sometimes find different skilled opponents. Stream sniping proves that players have some control over who their opponent is.

Even if players have no say about what opponent they get, there will be players who play opponents further in skill than themselves more than others simply by pure chance alone. Also consider the top / bottom players. They play players higher / lower rated than themselves regularly.

I think a good ladder system should be built according to the assumption that I made. I can't think of a reason why Blizzard's ladder system would behave differently.

Like I said above, I think your assumptions are reasonable from the standpoint of what makes sense for a ladder system, but based on what you're saying, they are just assumptions and not observations or logical deductions based on observations. There are no natural or mathematical laws forcing Blizzard to design its ladder system well, and based on the parts of b.net that we can observe well, it seems reasonable to suppose they might not have.

Since you'll never (or rarely) face the same opponent many times, the ladder could be built with the goal that your points will stay the same over a very large number of games against the opponents the ladder picks for you, rather than the ELO concept that they'd stay constant against a given opponent. Which means that the earlier poster's idea that the point distribution could be nonlinear would still work, and so would mine that the cutoff points aren't at the 0 bound, since the resulting point drift would be cancelled out by the fact that you're playing opponents both stronger and weaker than yourself.

What you might be able to do to get a better foundation for your assumptions is to go find the b.net game histories of high-level professional players, who in fact are generally matched up against people only on one side of the spectrum from themselves. If you can demonstrate that there is neither upward nor downward drift, that would bolster your argument somewhat, though you'd still have the issue that skill changes over time.

Again, I don't actually think you're wrong, but if we're going to do this kind of thought experiment without evidence, we should really consider the possibilities and not just assume that the most intellectualy pleasing solution is the right one.
The frumious Bandersnatch
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
AI Arena Tournament
17:00
Swiss - Round 1
Laughngamez YouTube
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 854
Tasteless 502
BRAT_OK 91
CosmosSc2 75
StarCraft: Brood War
Britney 24684
Calm 3425
firebathero 944
Artosis 702
Shuttle 617
Mini 148
Dewaltoss 107
910 61
HiyA 58
Mong 46
[ Show more ]
Hm[arnc] 21
Noble 7
Dota 2
qojqva3207
420jenkins288
monkeys_forever57
canceldota27
Counter-Strike
fl0m1473
Fnx 753
Super Smash Bros
Chillindude21
Heroes of the Storm
Liquid`Hasu932
Trikslyr77
Other Games
Grubby10235
B2W.Neo1588
JimRising 543
Mlord358
XaKoH 224
QueenE55
Organizations
Heroes of the Storm
Heroes of the Storm2453
StarCraft 2
StarCraft1710
Other Games
EGCTV1258
StarCraft 2
ComeBackTV 875
StarCraft: Brood War
Afreeca ASL 595
Other Games
angryscii44
BasetradeTV44
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 82
• printf 33
• EnkiAlexander 31
• Kozan
• Migwel
• AfreecaTV YouTube
• intothetv
• IndyKCrew
StarCraft: Brood War
• Airneanach28
• FirePhoenix8
• Pr0nogo 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos1784
Other Games
• imaqtpie607
• Shiphtur162
Upcoming Events
OSC
1h 34m
Sparkling Tuna Cup
15h 4m
WardiTV Invitational
16h 4m
ByuN vs Percival
Cure vs Classic
Shopify Rebellion Sundays
20h 4m
Spirit vs Mixu
Clem vs TBD
RSL Revival
21h 4m
Serral vs Rogue
BlizzCon
23h 34m
IdrA vs MC
Replay Cast
1d 5h
Afreeca Starleague
1d 15h
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
1d 16h
Monday Night Weeklies
1d 21h
[ Show More ]
Afreeca Starleague
2 days
Snow vs Shinee
Shine vs EffOrt
GSL
2 days
PiGosaur Cup
3 days
The PondCast
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
KCM Race Survival
4 days
IntoTheTV X SOOP
4 days
Replay Cast
5 days
IntoTheTV X SOOP
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.