• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:53
CEST 20:53
KST 03:53
  • 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
TL.net Map Contest #22 - Voting & Ladder Map Selection1Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
StarCraft II 5.0.16 PTR Patch Notes may 26th84Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double1Code S Season 1 (2026) - RO8 Results2
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th TL Poll: How do you feel about the 5.0.16 PTR balance changes? Changing from 12 to 8 is just asking for StarCraft Weekly Cups (May 11-17): Classic wins double TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Maestros of The Game 2 announcement and schedule !
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Welcome to the External Content forum Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue
Brood War
General
VPN experiences FlaShFTW vs A.Alm Grudge Match Event BGH Auto Balance -> http://bghmmr.eu/ Every Matchup's Top 5 Winrates (all ASLs & KSLs) Pros React To: ASL S21 Finals
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Path of Exile Dawn of War IV
Dota 2
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 Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Dating: How's your luck?
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3566 users

[D] If Protoss had the reaper

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 4 5 6 7 Next All
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2011-10-20 20:11:57
October 20 2011 16:57 GMT
#1
Edit: Before this turns into a balance flame-fest, allow me to add a disclaimer. I mean for this thread to use reapers as a vehicle to think about Protoss mobility and harass options and what having better options would mean. I don't think adding reapers to Protoss as the game stands right now would be a good idea. You'd need to make adjustments (like disabling high-ground warp-in). Let's assume Blizz would make the necessary changes to keep everything balanced, and instead focus on how Protoss strategy would change if they had a speedy harass-type unit that could sneak by static defenses.

------

This isn't anything too serious--just a little hypothetical exercise that might give us a perspective on how Protoss and Terran differ. What would the game be like if Protoss had access to reapers instead of Terran? Let's say reapers were unlocked at cybernetics core tech and the tech lab allowed only marauders.

How would Terran change? That's the easy question. Terrans use reapers almost exclusively as an early game scout that might score a couple worker kills if the defense is out of position. Rarely, a player will make a few reapers in the mid-game or late-game as a mineral-light form of harass.

Could these functions be filled with other means available to Terran? For the early game scout, the reaper is a good option. Terran could use a scan, float a building, or poke the ramp with a quick marauder push, but these alternatives each have their own risks and benefits. They don't accomplish the same goal for the same cost, but it's worth noting that Terrans usually go without the reaper scout, so it's easy to imagine them surviving just fine without the option to do so. As for the mid-game and late-game reapers, there are usually better ways to harass. Losing reapers at this stage would make almost no difference.

How would Protoss change? Would Protoss build reapers if the cybernetics core unlocked stalkers, sentries, and reapers? When would it make sense to do so? I'd guess that Protoss would get A LOT more use out of reapers than Terran currently does.

In PvP, a reaper would be produced immediately upon completion of the core to scout whether the opponent is going 4-gate, robo, blink, phoenix, or expansion. I suspect we'd see an early reaper in almost all PvP's, but because PvP doesn't tend to spread out across many bases, I doubt we'd see reapers used much for harass. Blink stalkers, phoenixes and immortal drops would still be better ways to harass.

In PvT, reapers would make a huge difference. The scouting role would be good, but I find that P can usually tell what T is doing just by poking the front. More importantly, it would give P a way to harass behind the bunkers against bio expands. Making T split his defenses would also open up the front more for attack. Moving into the later game when T is on 3+ bases, I suspect we'd see frequent reaper raids to force defense and slow down the Terran economy. As it stands, P's best option for harassing T is the warp prism, but warp prisms are shut down by vikings, which T usually wants to build anyway. Protoss reapers would make T defend his bases with resources that don't efficiently strengthen his core army.

In PvZ, reapers might be even better. As it stands, P has almost no ability to harass against late-gas openings, and P can't safely leave his base in the early game to scout or pressure unless he's fully committing to an attack. Reapers would help with both of these issues. Moreover, reapers would actually be very helpful in defending roach+ling aggression in the early game. As it stands, sentries buy time with forcefields, but unless you have a cannon or a void ray, you usually don't have the DPS to thin Z's numbers quickly enough to defend. I suspect reapers would bolster P's early game offense and defense against Z. In the mid-game and late-game, we might see some speed-reaper harass against roach builds, and I suspect we'd see reapers included in the core army as they'd be the best option for ranged DPS against lings until colossus tech.

What do you think? What does it say about the Protoss and Terran races that reapers would seemingly make such a huge difference for Protoss, but go almost unused by Terran? Can this offer us any insights on what an expansion with a Protoss harass-type unit might be like?
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2011-10-20 17:03:46
October 20 2011 16:58 GMT
#2
It would make warp in on highground incredibly ridiculous early game.

They won't be underused by Terran when they get reworked/abilities added/unnerfed/etc in HotS or LotV.

You can harass behind bio bunker expands...Warp Prism, Phoenix, Voidray, Obs/Halluc+Highground warpins, Blink Stalkers, etc
stokes17
Profile Joined January 2011
United States1411 Posts
October 20 2011 16:59 GMT
#3
Great post....I always joke that i wish I had reapers

get speed from the Twilight council i imagine? Would be fun times
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2011-10-20 17:14:04
October 20 2011 17:01 GMT
#4
On October 21 2011 01:58 Tump wrote:
It would make warp in on highground incredibly ridiculous early game.


That's true. You'd probably have to patch warping on high-ground from a low-ground pylon out of the game. Which I've long thought should be done anyway.

On October 21 2011 01:58 Tump wrote:
You can harass behind bio bunker expands...Warp Prism, Phoenix, Voidray, Obs/Halluc+Highground warpins, Blink Stalkers, etc


For the most part, you can't harass behind bio expands well if you're also expanding. If you go stargate, you'll just die to a 2-base push. High ground warp-ins are giving away units unless they're super early. Blink is too late. You can rush out a warp prism and drop some zealots, but it's pretty late and doesn't do much damage. Reapers would be faster and better than all of the above for the same purpose.
Spammish
Profile Joined December 2010
United Kingdom42 Posts
Last Edited: 2011-10-20 17:11:36
October 20 2011 17:07 GMT
#5
On October 21 2011 01:57 kcdc wrote:
What does it say about the Protoss and Terran races that reapers would seemingly make such a huge difference for Protoss, but go almost unused by Terran?

I think it just shows how Terran have many good scouting options all the way from early-late game, whereas Protoss doesn't really have the same options for "proper scouting" that early, you can always poke the front with a probe, but that only lets you know as much as the Terran wants you to know. As much as I would love reapers for early game scouting, there's no way I would trade reapers for observers, or even an observer nerf, mid-game scouting for Protoss is, in my opinion, the best of the races. As much as I would love a good harass unit, they're pretty costly for harass, 50 gas for a throwaway unit is a bit much considering 4 reapers would be 200 gas, you're almost guaranteed to take losses and most Protoss builds don't leave you with a lot of free gas.
"tahts halo, don't worry O_O" - LiquidHuK, MLG
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
October 20 2011 17:14 GMT
#6
It's probably because Marine Medivacs are more effective, cheaper, strong vs. small amounds or armored units, and actually serve a purpose in the army vs army battle...
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
ExJohn
Profile Joined July 2011
United States6 Posts
October 20 2011 17:19 GMT
#7
Perhaps a cliff jumping mechanic would benefit the Zerg as well for scouting purposes. In the same way Terran was mentioned having an option to ramp poke and a floating building, Zerg has similar mechanics with their ground units and overlords. However, our overlords have a significantly less health than a floating terran building and we don't have scans.

Of course, the implication of having a very fast unit that disregards wall and that can snipe buildings would be that this unit could not be built en masse like many zerg units. This unit coupled with being able to be easily massed would most likely always mean that the Zerg could very easily swarm and gain positioning advantage against Protoss and Terran (and simply retreat back over cliff when positioning is lost).

If this theoretical cliffjumping unit for Zerg could be balanced so that it couldn't be massed, but also is affordable enough to be built early game, it could allow for the same scouting that other races have against Zerg (because of their inability to wall without creep turmors) and the same scouting options Terran have against every race.
rudejohn
Profile Joined February 2011
United States19 Posts
October 20 2011 17:20 GMT
#8
Off topic, but I clicked on this thread thinking that it said "If Protoss had reavers" and panicked (as a Zerg player).
"Democracy is the art of running the circus from the monkey cage." - H.L. Mencken
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
October 20 2011 17:30 GMT
#9
On October 21 2011 02:19 ExJohn wrote:
Perhaps a cliff jumping mechanic would benefit the Zerg as well for scouting purposes. In the same way Terran was mentioned having an option to ramp poke and a floating building, Zerg has similar mechanics with their ground units and overlords. However, our overlords have a significantly less health than a floating terran building and we don't have scans.

Of course, the implication of having a very fast unit that disregards wall and that can snipe buildings would be that this unit could not be built en masse like many zerg units. This unit coupled with being able to be easily massed would most likely always mean that the Zerg could very easily swarm and gain positioning advantage against Protoss and Terran (and simply retreat back over cliff when positioning is lost).

If this theoretical cliffjumping unit for Zerg could be balanced so that it couldn't be massed, but also is affordable enough to be built early game, it could allow for the same scouting that other races have against Zerg (because of their inability to wall without creep turmors) and the same scouting options Terran have against every race.

60 seconds build time, build from Hatchery not Larvae.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Big J
Profile Joined March 2011
Austria16289 Posts
October 20 2011 17:45 GMT
#10
I refuse to call things broken just upon a thought but here are a bunch of concerns:

4gate (2gas) with reapers against zerg: mass reapers rock zerglings and stray spine crawlers, which is the most common 4gate defense. So it would reduce ZvP to roach openings. (especially if you consider FFs + the anti-light damage from reapers against zerglings... 2sentries + reaper/zealot... I don't see this being beaten by any non roach=rush opening)
Also reapers jumping into bases + FFs on ramp... that base is down so fast... again in 4gate scenarios against zerg, but also against terran (static bunker/spine defenses)

also early highground warp in/blink abuse comes to mind

also the reapers cost might have to change (it had to be higher imo), because of warp-in and the general races principles (terran has less tech on the rax then protoss on the gateway; protoss upgrades vs terran upgrades; long reaper build time; mass rax+techlab cost more than gateway+cybercore+warp research, chronoboost)

also I have the feeling that the speed upgrade might be fundamentally broken in the hands of P, at least early game, even if it required a robo or twilight

so imo there would have to be either a major nerf to reapers fighting capacity (less dmg vs light or buildings or both) or to it's costs (75/75, 100/50), or to general Protoss mechanisms like blink, warp in, warp gate research, general tech speed (more low level options, less need for high tech)
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
October 20 2011 17:47 GMT
#11
On October 21 2011 02:01 kcdc wrote:
For the most part, you can't harass behind bio expands well if you're also expanding. If you go stargate, you'll just die to a 2-base push. High ground warp-ins are giving away units unless they're super early. Blink is too late. You can rush out a warp prism and drop some zealots, but it's pretty late and doesn't do much damage. Reapers would be faster and better than all of the above for the same purpose.


High ground warp-ins would be way overpowered early game PvT, with absolutely no way to stop them, and very little investment from protoss, terran would have to bunker their whole freaking base or die to stalkers on the high ground.
rpgalon
Profile Joined April 2011
Brazil1069 Posts
Last Edited: 2011-10-20 17:51:12
October 20 2011 17:48 GMT
#12
I can see a zealot reaper with upgrades being a good mix early game against marine/marauder.
zealots tank, while reapers kill the kiting marines.
you can use the reapers to harrass too. so you can have a mobile protoss army.

terran have so much shit, that they don't even need things like reapers or sensor tower.
protoss has to put like pylons+observers all over the map just to have a chance to spot a mediavec that can easily retreat, give us sensor tower!! =P
badog
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-10-20 17:51:11
October 20 2011 17:50 GMT
#13
--- Nuked ---
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 20 2011 17:53 GMT
#14
I take the observer for terran thank you. And reapers where just overnerfed thats all (the range buff on the roaches along with the reaper nerfs were to much). Producing them takes to many barracks, so they are basically gas and mineral expensive. Protoss couldn't use them as well if they needed 8 gates just to mass a few on one base. Especially with the barracks nerf lately they got even worse.

For terran the problem is the transition. 5 racks with tech labs ... now what should i do ... with those. Anyway reapers still work, they are nice for tvt and if the zerg wants to play techless in the early game. I use them to transition into mech versus a zerg x3. Bunker + reaper = sad zerg buildings
rpgalon
Profile Joined April 2011
Brazil1069 Posts
October 20 2011 17:54 GMT
#15
On October 21 2011 02:45 Big J wrote:
I refuse to call things broken just upon a thought but here are a bunch of concerns:

4gate (2gas) with reapers against zerg: mass reapers rock zerglings and stray spine crawlers, which is the most common 4gate defense. So it would reduce ZvP to roach openings. (especially if you consider FFs + the anti-light damage from reapers against zerglings... 2sentries + reaper/zealot... I don't see this being beaten by any non roach=rush opening)
Also reapers jumping into bases + FFs on ramp... that base is down so fast... again in 4gate scenarios against zerg, but also against terran (static bunker/spine defenses)

also early highground warp in/blink abuse comes to mind

also the reapers cost might have to change (it had to be higher imo), because of warp-in and the general races principles (terran has less tech on the rax then protoss on the gateway; protoss upgrades vs terran upgrades; long reaper build time; mass rax+techlab cost more than gateway+cybercore+warp research, chronoboost)

also I have the feeling that the speed upgrade might be fundamentally broken in the hands of P, at least early game, even if it required a robo or twilight

so imo there would have to be either a major nerf to reapers fighting capacity (less dmg vs light or buildings or both) or to it's costs (75/75, 100/50), or to general Protoss mechanisms like blink, warp in, warp gate research, general tech speed (more low level options, less need for high tech)

make reapers needing a cybercore+twilight concil.
problem solved =D
badog
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
October 20 2011 17:57 GMT
#16
On October 21 2011 02:54 rpgalon wrote:
Show nested quote +
On October 21 2011 02:45 Big J wrote:
I refuse to call things broken just upon a thought but here are a bunch of concerns:

4gate (2gas) with reapers against zerg: mass reapers rock zerglings and stray spine crawlers, which is the most common 4gate defense. So it would reduce ZvP to roach openings. (especially if you consider FFs + the anti-light damage from reapers against zerglings... 2sentries + reaper/zealot... I don't see this being beaten by any non roach=rush opening)
Also reapers jumping into bases + FFs on ramp... that base is down so fast... again in 4gate scenarios against zerg, but also against terran (static bunker/spine defenses)

also early highground warp in/blink abuse comes to mind

also the reapers cost might have to change (it had to be higher imo), because of warp-in and the general races principles (terran has less tech on the rax then protoss on the gateway; protoss upgrades vs terran upgrades; long reaper build time; mass rax+techlab cost more than gateway+cybercore+warp research, chronoboost)

also I have the feeling that the speed upgrade might be fundamentally broken in the hands of P, at least early game, even if it required a robo or twilight

so imo there would have to be either a major nerf to reapers fighting capacity (less dmg vs light or buildings or both) or to it's costs (75/75, 100/50), or to general Protoss mechanisms like blink, warp in, warp gate research, general tech speed (more low level options, less need for high tech)

make reapers needing a cybercore+twilight concil.
problem solved =D


Then they lose their role for p, which would be to be a fast scouting unit with a bit of harass potential.

It's an interesting idea but it would create issues; if p had them, i think their damage would definitely have to be tweaked down simply because of warpgates. A similar early game, fast scouting unit with little combat abilities would be a nice addition to the protoss arsenal though.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
October 20 2011 17:59 GMT
#17
On October 21 2011 02:45 Big J wrote:
I refuse to call things broken just upon a thought but here are a bunch of concerns:

4gate (2gas) with reapers against zerg: mass reapers rock zerglings and stray spine crawlers, which is the most common 4gate defense. So it would reduce ZvP to roach openings. (especially if you consider FFs + the anti-light damage from reapers against zerglings... 2sentries + reaper/zealot... I don't see this being beaten by any non roach=rush opening)
Also reapers jumping into bases + FFs on ramp... that base is down so fast... again in 4gate scenarios against zerg, but also against terran (static bunker/spine defenses)

also early highground warp in/blink abuse comes to mind

also the reapers cost might have to change (it had to be higher imo), because of warp-in and the general races principles (terran has less tech on the rax then protoss on the gateway; protoss upgrades vs terran upgrades; long reaper build time; mass rax+techlab cost more than gateway+cybercore+warp research, chronoboost)

also I have the feeling that the speed upgrade might be fundamentally broken in the hands of P, at least early game, even if it required a robo or twilight

so imo there would have to be either a major nerf to reapers fighting capacity (less dmg vs light or buildings or both) or to it's costs (75/75, 100/50), or to general Protoss mechanisms like blink, warp in, warp gate research, general tech speed (more low level options, less need for high tech)


I meant for the Protoss reaper topic to be a way to think about Protoss mobility and harass options and what having better options would mean. I didn't mean for it to be taken this literally.

But I do think you're over-reacting. There's a reason Terrans don't build a lot of reapers: reapers not good combat units. They'd be a little better if they had forcefields to keep them alive, but reapers are gas-intensive and have a long build time, so you couldn't have both a lot of reapers and a lot of forcefields in early game. As for high-ground warp-ins, you'd probably want to patch those out of the game. For blink, you can already blink up onto high ground pretty quickly with hallucination. But it's weak, so people usually don't.

Anyway, don't stress about what might be OP. Assume that Blizz would make the necessary adjustments to keep it balanced. Then we can focus on how strategy would change if P had a speedy harass-type unit that can sneak by static defenses.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-10-20 18:18:01
October 20 2011 18:10 GMT
#18
It isn't that reapers are bad units but the window for reapers is quite early and getting reapers during that windows cripples your tech. Reapers are actually pretty good in combat if you micro some since you can get a few to 1 shot zealots and sentries. Additionally if you go reaper early, you instantly lose to any void ray opening.

I don't think it would change that much. Its not that different from a proxy pylon and zealot warpin harass like Huk likes to do. It would change scouting but not so much the harass aspect.

As for speed reaper in a PvZ. Maybe? I don't know how P teching patterns work but reapers require so much gas that it would eat into stalker and robo. I do think it would be stronger in PvZ since you can go 'hey I want reaper now' and warp in 6 immediately. Things are never as certain for Terran.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Thebbeuttiffulland
Profile Joined October 2011
Brazil288 Posts
Last Edited: 2011-10-20 18:18:40
October 20 2011 18:16 GMT
#19
well terran cant warp in units in main so if 5-10 reapers come will terran have to run back to base?...until terran comes there will be no buildings left :Dand you cant let toss to have too much harash units because bio wont be viable terran will have to defend harash and fight only head to head with protoss so all terrans will become goody
truth is out there
meadbert
Profile Blog Joined October 2010
United States681 Posts
October 20 2011 18:18 GMT
#20
Wouldn't this just turn PvP into another 4 gate fest since you could gain vision with a repear to warp on the high ground?
1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
IPSL
16:00
Ro16 Group C
ZZZero vs WorsT
Julia vs eOnzErG
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 430
ByuN 405
elazer 101
ProTech84
BRAT_OK 72
Railgan 68
JuggernautJason47
ForJumy 1
StarCraft: Brood War
Britney 26484
Zeus 143
Rock 41
Sacsri 23
ajuk12(nOOB) 17
ZZZero.O 10
Dota 2
LuMiX1
Counter-Strike
fl0m1828
Other Games
Grubby4039
singsing2355
B2W.Neo577
Beastyqt546
Liquid`Hasu215
Trikslyr50
Chillindude45
MindelVK11
minikerr5
fpsfer 2
Organizations
Other Games
gamesdonequick857
EGCTV546
BasetradeTV235
Counter-Strike
PGL208
StarCraft 2
angryscii 24
StarCraft: Brood War
lovetv 9
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• printf 47
• HeavenSC 40
• Hinosc 13
• Kozan
• AfreecaTV YouTube
• intothetv
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Airneanach116
• 80smullet 12
• FirePhoenix3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota275
League of Legends
• Jankos1969
Upcoming Events
BSL
7m
TerrOr vs Dewalt
Bonyth vs eOnzErG
Replay Cast
5h 7m
RSL Revival
12h 7m
Lambo vs Rogue
Clem vs TBD
herO vs TBD
Maestros of the Game
18h 7m
SHIN vs Nicoract
Rogue vs Gerald
ByuN vs Shameless
Cure vs TriGGeR
OSC
18h 7m
IPSL
21h 7m
Dragon vs Artosis
dxtr13 vs Hawk
BSL
1d
Wardi Open
1d 17h
Monday Night Weeklies
1d 21h
Replay Cast
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
WardiTV Spring Champion…
2 days
Maestros of the Game
2 days
The PondCast
3 days
Kung Fu Cup
3 days
Maestros of the Game
3 days
Replay Cast
4 days
Replay Cast
4 days
WardiTV Spring Champion…
4 days
Maestros of the Game
4 days
Replay Cast
5 days
uThermal 2v2 Circuit
5 days
Maestros of the Game
5 days
Replay Cast
6 days
Solar vs Classic
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

Escore Tournament S2: King of Kings
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
Murky Cup 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 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.