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[G] PvP: Phoenix Play

Forum Index > StarCraft 2 Strategy
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Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2012-06-06 10:59:28
December 20 2011 14:52 GMT
#1
PvP
- Phoenix Play -


Hello TL,

+ Show Spoiler +
Post 1000 yeaaaah !

Edit : hihi, just saw that the icon for that was a corsair, which is pretty fitting for this topic ^^


Today I'll be presenting a way to play a phoenix-based PvP. Phoenixes have been getting increasingly popular since the latest anti 4 gate patch due to the increase in robo play in tournaments and on the ladder.
Phoenixes are one of the most fun unit in the protoss arsenal, as well as being the most versatile unit.


Phoenixes are the ultimate midgame unit in PvP.
  • Full scouting of your opponent
  • Extremely Mobile
  • Great harass unit
  • Trade cost efficiently against any units in the game in small numbers (even blink stalkers with correct micro)


[image loading]
When being chased by superior numbers of enemy phoenixes, don't hesitate to use the overload AoE ability to escape


The idea is to be safe from any early game all-in while getting some decently fast phoenixes to scout your opponent and react accordingly.

The aim of this guide is not to teach you how to play early game PvP (read : against 4 gate, or early cheeses). Refer to these threads if you are having questions regarding PvP early game :
[G] PvP: Compilation of anti 4 gate builds
[G] Protoss FAQs

You'll also find an ongoing discussion about phoenix play in this thread : [D] PvP Phoenix Play

This guide will be devoted to PvP phoenix play in general and not to a particular style of play, so feel free to ask questions in the thread, suggest improvements etc... I'll try to keep it up to date as much as i can.
You'll find a 1h coaching session from EGAxslav exclusively on PvP Phoenix play at the bottom of the thread.

Build order :

The opening BO is really a matter of preference. Basically a good phoenix BO is one with a 2 (or 3) gateway defense that is safe against 4 gates and takes a second gas relatively early. You can spend all your income with two gates and a stargate, so it's usually a good thing to stay on 2 gates.

A lot of people advocate for going Gate->Stargate->Gate instead of 2Gate->Stargate.
Advantages and disadvantages of GSG compared to GGS are as follows :

  • Earlier Stargate -> earlier scouting information
  • Faster phoenix production -> big advantage over mirror phoenix builds
  • More chronoboost on gateways and less on warpgate -> FE builds more likely against you
  • Relies on 3-4 sentries to defend 4 gate -> can fall behind on gas versus a 4 gater who doesn't commit
  • Doesn't look like a 4 gate


I'll present 2 opening BOs here.
The first one is a reworked version of my [G] Safe PvP - Defensive 3 gate , made to work with only 2 gates in the latest patch.
I like it because it almost doesn't cut in your economy (see FAQ section about this) and relies on gateway units instead of sentries to hold the 4 gate.
The second one is a one gate Stargate build that EGAxslav uses at high level.

You can do one or the other based on what you scout (fast second gas etc...)

Note that gas stealing is a possibility, but you need to get 3 gates before stargate to be safe form 4 gate, or to pressure a 1 gate FE build.

Defensive 2 Gate into Stargate :
+ Show Spoiler +

9 pylon
11 CB
12 gate -> scout
13 CB
14 gas -> 3 probes
16 pylon (with probe coming out of nexus)
17 core (with probe coming out of nexus) -> Warpgate (3CB)
18 zealot
22 stalker
(cut probe production at 24/26)
24 gate
24 pylon
24 gas -> 3 probes
24 sentry

  • constant probe production until you have 26 probes (+1 scouting probe)
  • your sentry finishes as soon as your second gate finishes. make 2 stalkers immediately.
  • get a stargate at 5:30
  • get 2 chronoboosted phoenix while getting as many units as you can from 2 gates.
  • directly scout your opponent's natural with first phoenix while avoiding enemy vision.
  • keep making phoenixes
  • scout your opponent's base with your 2 phoenix





EGAxslav's 1 gate Stargate :
+ Show Spoiler +


9 pylon
Chrono Nexus
12 Gate (slight probe cut is needed to get gate at 12)
Scout
Chrono Nexus
14 Assimilator
Chrono nexus
16 pylon
17 core
18 Assimilator
19 Zealot
22 pylon (get after WG research)
23 Stalker- Chrono
27 Stalker - Chrono
30 Stargate
30 sentry -Chrono
32 pylon
33 gate
34 Phoenix (all chronoes on phoenix from here on out)
36 Robo

Example replay : http://drop.sc/74681

More info on how to play this opening can be found in the coaching video at the end of the thread.


Reacting to what you scout :

Against almost every build, you're going to need to get a robotics facility at some point. In this part of the guide, two things I'll focus my attention on are robo timing and expansion timing.

The constraints linked to getting an early robo is that you will find it to be completely useless against a good number of builds : Gate FEs, Stargate, Zealot/Archon, 1 base Robo. However an early robo gives you an easy answer to blink all-ins, blink expand, DT builds, and Robo Twilight harass.

This guide will be more centered around the safe style which is getting an early blind robo though I feel getting a robo earlier forces you into a Zealot/Immortal/Phoenix composition while delaying your robo gives you more freedom in the midgame. You'll find that dealing with good blink stalker usage and DTs can be quite a pain without a robo.
This is however a general guide on phoenix openings so I will talk about all the possible variants.
If you want to be safe, I recommend getting your robo while your second or third phoenix is building. This allows you to have detection in time for Dts, and immortals for blink stalkers. It also allows you to cancel it in time if you are up against a build where you don't need it.
If you feel like playing more risky, you can expand faster and immediately get a robo after while relying on gateway + phoenix defences.

DT build - Zealot/archon:
+ Show Spoiler +
You scout a darkshrine, or a suspiciously empty base with a bunch of zealots. Kill two probes and immediately make an observer at your base while walling your ramp with your units on hold position. When the DTs come, FF your ramp every 15 seconds until your observer is out (use the ingame timer !). Warp in additional sentries if your initial sentry's 4 FF won't be enough (but they should be).
Always FF the lowest you can on your ramp, and leave units on hold position behind the FF. There is a trick where the DT player morphs an archon to crush the FF and them walks up the ramp with his remaining DT, if your units are on hold poisition, your should be able to FF behind once the morphing archon is dead.
Keep sending phoenixes to his base and use all energy you can on probes. I like to stop making phoenixes once I have about 5 because the logical next step for your opponent is zealot/archon and phoenixes don't do excedingly well versus that in big numbers. If you love your phoenix harass however, getting up to 9-10 can really pressure your opponent who will be forced to make stalkers he didn't want to get. 10 Phoenixes can also potentially take out an entire mineral line in seconds if he isn't being careful.
Take your expand as soon as your observer is out.

If your opponent has expanded (probably earlier then you), you can start making probes again out of both nexus and you need to do some damage in his probe line with your phoenixes. If you succeed in killing ~5 probes or so without losing anything, you'll both be approximately even in the mid game.
You need to keep a keen eye on what he his doing, and react accordingly. If he his not cutting probes, getting a forge, or a robo, you can feel free to probe up. If he his clearly gearing up for a 2 base zealot archon all in attack, then you need to focus on making units. Add gateways as you can afford them.
Build a little maze in front of your natural to hinder zealot movement.


Zealot/HT/Archon:
+ Show Spoiler +

Pretty much the same as with DT play, except it will be a bit easier for you. Don't make too many phoenixes though and tech switch earlier because feedback is a bitch against phoenixes
You can cancel your robo to expand faster.


3/4 gate blink all-in :
+ Show Spoiler +
The first hint to this will be given by your initial phoenix or units who should spot a proxy pylon near your base. When you then scout his base, to find 3/4 gates and a twilight council with no units, check if he has expanded and leave your phoenixes in his base to see how all-in he is. Meanwhile at your base stop making phoenixes once you have 5 and get some immortals. FF your ramp as soon as you see him trying to get up.
You should never let him gain high ground vision. You've got a full minute (4FFs) to warp in units and immortals (use chronoboost on production facilities !).
If he tries to break your ramp, he will most likely walk a stalker up the ramp, blink to the side, and blink all of his stalkers to the side of your base. This is where the phoenixes come in to play. A-move your army towards them and with your phoenixes, lift off the first line of stalkers. He'll try to focus down the phoenixes but will take a lot of dps from your zealots and immortals, which is why you should never try to lift the stalkers in the back. Continue chasing after the stalkers, but never let your phoenixes get too far ahead of your main army.
If he pulls back and expands, you can go down the ramp and expand yourself. Blink stalkers are extremely bad at setting up a contain since they rely on kiting the army. Use two spare phoenixes to scout what he is doing in his base. once again, adapt your probe production to what you see. Kill 3 or 4 probes with the phoenixes if you can.
If he stops making stalkers and goes for a zealot/archon composition, stop making immortals and refer to the previous section. As before, you can either keep your phoenix count at 5-ish, or go up to ~8-10 for more harass heavy play.


3 gate blink expand :
+ Show Spoiler +
This time you can afford to use energy on the probe line. As soon as your phoenixes spot the expand, kill two probes and rally all new phoenixes to his base to kill as many probes as you can. At your base, get chronoboosted immortals. Walk down the ramp with your first immortal and expand. You will be a bit late, but your phoenixes should have killed a decent amount of probes. When you have 2 or 3 Immortals, you can go pressure his own expand. If he has made too many stalkers, to defend phoenix harass you can kill him right there, but most of the time he'll have too many zealots for you to win the fight. Use the distraction from your ground army to kill probes in the main with phoenixes.


1 base colossi :
+ Show Spoiler +
This is an extremely favorable build order win for you. Kill two probes immediately and cancel your robo. If for some reason he doesn't cancel his colossus, then just make 2 more gates, get 5-6 phoenixes and all-in him. If he tries to expand immediately, get 2 more gates and all-in him. He spent way to much money on useless tech robo and robo bay + nexus to be able to hold. Storm in with you phoenix to kill the sentries, then a-move your army for the kill. With your phoenixes you want to lift immortals and zealots ( he won't have more then one sentry)
The smart way for him to play it out is to immediately get a twilight council and go for a delayed blink staler + obs. This leaves you more then enough time to expand while you continue to harass with your phoenixes. I like getting a lot of phoenixes in this situation 8-10 to force him into his base while you macro up. You can go up to ~32 probes as long as he isn't expanding, ~40 probes if he expands, and more if he expands and makes probes. In all cases you should be far ahead. Watch out for the all-in DT tech switch. Get a robo and obs when you feel the time is right


Robo Twilight:
+ Show Spoiler +
This is one of the most common opening on the ladder right now because it's very safe and versatile. Players get a robo for observers and mass blink stalkers off of 3 gates. Playing against this style is not easy with a phoenix opener and there is little room for mistakes.
The good part is that his blink will be delayed compared to pure blink builds. You therefore have a window of time where you can harass and keep him on the defensive. Now if you haven't lost any units in early skirmishes, your opponent basically spent 25/75 on an obs and 150 on a gateway and 100 on 2 extra probes, which leaves you with 275/75 worth of units more then him.
Now of course this doesn't really mean anything precise like : "you can afford to lose 2 stalkers and still be good", but it does show that there is room to squeeze in an expansion (which is basically a big pylon for 300 more minerals as NrGMonk puts it) and still be able to hold the all in. With good micro on both sides, a phoenix based army is almost as cost efficient as a blink stalker army in small numbers.
You can either expand directly, and then chrono out immortals, or get an immortal first, and expand later. Immortals before expand is usually much safer though. I only expand before if I have some sort of a lead in army due to early skirmishes for example.
If he decides to expand, you should both have the same timing on your expansion. Get an observer out and try to snipe his own observer with your phoenixes. You should be safe from blink harass for a while if you get it. (You can do cute stuff like camping his robo with an obs to snipe observers with phoenix as they come out as well ^^). Where you head to from there is really up to you. If you choose colossus tech you'll have little to deny a fast third from your opponent if he goes zealot/archon. But you can still turtle up on 2 bases and harass with phoenixes.
If he his going all in, don't make any probes, just pylons and units. Chronoboost out immortals (you don't have time for an obs. This is when you need to have a good read on your opponent, keep track of stalker numbers and figure out if he is all-ining with stalkers of with a hidden darkshrine). Once you've maynarded some workers, your income should be bigger than his and you'll slowly outproduce him. It also helps that you are defending so you can send some zealots in his mineral line from a proxy pylon.


Stargate Mirror:
+ Show Spoiler +
One of the most intense and frustrating experience is phoenix vs phoenix in PvP. If at any point some player has one more phoenix than his opponent, and "tags" the other guy's phoenixes somewhere on the map, it's an auto win for him (shoots while moving and does bonus damage vs light...).
There is only one way to play this out I think : keep massing chronoboosted phoenixes until you have more then him. If you have less then him, camp your mineral line with your stalkers and phoenixes.
(This doesn't mean that you can't move out with your phoenixes to scout his expansion timing, phoenix numbers, tech switch etc... It just means that when you move out, you have to be 100% focused on your phoenixes so they don't get "tagged".)
If you have more then him, harass his mineral line. Eventually you guys will run out of gas and have to expand with the left over ressources. A good occasion to take double gas and add an additional stargate to make more phoenixes. You can also try to sneak a dt shrine somewhere on the map...
Get +1 air attack when you start getting gas income from your second base.


Immortal Expand:
+ Show Spoiler +
You can generally just add 2 gates and all-in him. If you are playing on a map with an easy to defend natural like shakuras, you can also expand later and just go kill all his probes with your phoenixes. Phoenix vs Immortal expand is really a BO win situation.


Gate expands:
+ Show Spoiler +
Usually 3 gate expands, but some times even more greedy, these builds are absolutely not safe versus any sort of early pressure builds (3 gate, 4 gate, 3 gate very fast blink). Ideally, you want to scout them with your scouting probe/ first units, but the players who open like this are usually very good at denying scouting.
At the low levels, you don't have to worry about fast expand builds so much, but at higher levels people tend to them more often. If you strongly suspect a fast expand, get your own expand after the 4 gate timing. You can cancel it if you scout something you don't like later on.
All-ining is possible if you suspect that your opponent isn't doing the build the way it is supposed to be done. For example if he is getting immortals or an excessive amount of sentries. However, most of the time his expansion will have already paid for itself once your attack comes and good players will hold off your all-in.
You need to scout it with your first phoenix (which is why you head directly for opponent's natural with 1st phoenix). and immediately answer by cancelling your robo (if you chose to get an early robo) and expanding yourself. You'll need to pull yourself back in the game with your phoenix harass. If he his going stalker heavy (which he should) you get a robo right after expanding and start getting some immortals.
5/6 gates blink attacks are really common as a follow up to 3 gate expands and you'll need to scout it to prepare for it.
Before he reaches his timing though you can easily take the map and pressure his front. This is a great occasion to go kill probes in his main while he is defending his natural.


4 gate Warp Prism :
+ Show Spoiler +

With the rise in popularity of tech builds with sentry defense, more and more players have been trying to get a quick win with a delayed 4 gate with a warp prism. Killing the warp prism doesn't stop the attack as smart players also build a pylon on the low ground to keep reinforcing.

In construction



Summary :

Good against :
  • 1 base Colossus
  • Immortal builds
  • Blink all-ins
  • 1 base zealot/archon openings

Harder against :
  • Blink expands
  • Gateway expands
  • DT expands

Even against :
  • Robo Twilight
  • Stargate mirror (duh !)


Late game transitions :

This guide mostly describes mid-game PvP so I won't be dwelling too much on the late game. In any case there are very little late game transitions that are Stargate centric, so phoenix openings usually have a tech switch transition at some point in the game. That transition usually happens after you have secured your expansion and held any pressure/all in.

The current standard way of playing PvP is to eventually go for colossus tech in the late game. This is personally what I recommend as pure zealot/archon compositions have shown to not be very effective.

If your opponent is also going for a colossus based army, you are safe to tech up, however against a zealot-archon composition, he can push before your tech investment has paid off in terms of units. It's usually a good idea to get a forge and 3 or 4 cannons at your front. You should also use the forge for upgrades when you feel you can afford the 100/100.

General late game tips :
+ Show Spoiler +

Phoenixes and immortals really shine together in the mid game. If you find yourself in a position where you have a handful of phoenixes with 4 or 5 immortals and gateway units (zealot heavy), you have one of the most effective army composition at that point in time. Use this to pressure opponent's natural while harassing probes in the back. Do not go all-in unless you see an opportunity (he brings a good part of his army in his main to defend harass and you can FF ramp for example). If he has blink and a solid defense, just walk back home.

Against colossus-based compositions you can use a lot of your energy on his mineral line (in engagements, your phoenixes will always have something to shoot at regardless). If you have more than 8 phoenixes, it's also a good investment to get +1 air attack as colossus armor really cuts into phoenixes' dps.

Here are some alternative late game compositions :

Phoenix/DT/Observer :
+ Show Spoiler +

The idea for the composition is pretty straightforward : observers detect other observers, phoenix auto-target observers, and dark templars are cloaked

This transition should mainly be done against zealot-archon compositions. The reason for that is that your phoenix don't have any other targets then observers. Also, colossus splash kills DTs even if your opponent doesn't have detection.

When engaging, keep observer behind your phoenix so it doesn't get targeted by stalkers in the back. Keep at maximum 8 or so dark templars in your army, with the rest as archons for AoE and FF crushing. Complement with upgraded zealots.

Teching to DTs can be quite long, so once again, there's is a timing where you'll be very vulnerable. Forge + cannons can save your day if you feel you won't have DT tech in time.

If you are playing from behind, teching straight to DTs with fast double gas at your natural is a good way to catch up and hope to pull yourself back in the game.

if you haven't already, check out this awesome game from Liquid'Tyler using this composition http://www.teamliquid.net/staff/AresEffort/TWIR/TWIR_15.zip
(game vs peyote)

Also, a fun replay of me doing this on the ladder with a mothership + carrier transition. The guy knew me from TL so I felt like trying to do something fun ^^
[image loading]
Carrier transition doesn't work out too well for me though :D


Mothership :
+ Show Spoiler +

Axslav really likes this against any build. The best time to get it is when you decide to get your third. Since you should only get your third if they get their third (which you should see right away due to phoenixes) you know that if they get their third they will not be aggressive anytime soon. Thus, tech to mothership and get your own third. Once your mothership is out your army is extremely strong. The reason why mothership is good against everything is because of varying reasons. Against colossus builds vortex is extremely strong and you can usually snag 4 or 5 colossus. Zealot archon builds don't have colossus, thus your handful of phoenixes will snipe his observer and your entire army will be cloaked. Vortex is also good here, just not as amazing as in Colossus engagements.



FAQ :

How do I micro during engagements ?
+ Show Spoiler +
Order of priority for lifts :
  • Sentries (one by one)
  • Immortals (as many as you can)
  • HT/Zealots (one by one)
  • Stalkers (as many as you can as long as you still have a healthy amount of stalkers yourself. Else one by one)


When engaging fights, stay over your army with your phoenixes, never fly them over his own army. You want your opponent to have to go near your zealots/immortals if he wants to snipe phoenixes. You can have your phoenixes slightly ahead of your army when you are chasing units, but not by much.

If your are breaking a ramp, position your army under the ramp away from opponent's vision. Zealots, in front, activate guardian shield and 1a toward the ramp. Your phoenix get there before the rest of the army and have time to lift off and kill all the sentries.


Don't blink stalkers hard counter phoenixes ?
+ Show Spoiler +
Yes and No. Blink stalkers destroy phoenixes in a straight up fight when in very big numbers so they can easily snipe phoenixes one by one. In small engagements (a dozen or so blink stalkers), a phoenix based army holds its ground against blink stalkers.
What is interesting is that both of these armies (blink and phoenix) have a sort of "you can't escape" mechanism to them, so if you engage them, you have to be prepared to lose a good portion of your army. This is why most of the people trying to play a safe standard style will react to your expansion by expanding themselves instead of all-ining as you can never really be sure that you are going to win the fight.


What do I do with my phoenixes when he has his mineral line covered ?
+ Show Spoiler +
Always be active with your phoenixes. This means scouting around the map, clearing watchtowers and stray units, getting glimpses of his army size and position on the map, spotting proxy pylons, etc...

Catching stray units with one lift :
  • 2 Phoenixes kill 1 Zealot (barely, sometimes if you are unlucky with the random fire delay, the zealot gets away with 1 hp. This should be fixed I think because it can be pretty game changing and it seems entirely random)
  • 2 Phoenixes kill 1 Sentry
  • 3 Phoenixes kill 1 Stalker
  • 5 Phoenixes kill one immortal


Only lift stray units with these minimal numbers if you are sure that his army is not near-by. Killing a stalker with 3 phoenix (one lifting and 2 firing) takes a LONG time.


Why do you scout with 2 Phoenixes ?
+ Show Spoiler +
1 Phoenix cannot do any damage and once you reveal your tech, your opponent will be prepared.
3 Phoenixes come too late for scouting DTs


Your 2 gate build cuts probes for 30 seconds. How bad is this compared to greedy builds that never cut probes ?
+ Show Spoiler +
I did an excel spreadsheet with a very simplified model where players keep making probes until they have 26 probes. I supposed only mineral mining and constant income per probe.
It results in a mineral loss of about 140-150.
I haven't factored in gas, or mineral saturation after 16 so don't take this figure too seriously, it's just a very basic estimate.
[image loading]


Is 2 gates really safe versus 4 gate and aggressive 3 gates ?
+ Show Spoiler +
Yes and No. But mostly yes.
Not really against straight up all-in 4 gates that don't even try to hide it. Yes against those fake 4 gates who get an extra pylon or gaz to confuse you because they are delaying there attack by just what you need to defend with 2 gates.
Against the obvious 4gates, I would still recommend adding a third gate and delaying your stargate. Same against 11 gate openers with 5 CB saved. Although you can hold them off with 2 gates, you'll need perfect micro, or you'll need to get additional sentries and I don't really like to be forced into sentries.




Replays :

My replays :
+ Show Spoiler +

This is the least interesting part of this guide : a couple of games that I played on the ladder and with practise partners. Everytime I thought the game was interesting, I saved it. A lot of these games are me doing trial and error things, I sometimes go all-in when I shouldn't etc... Some of these games show pretty bad play from my part because it's very hard to play perfectly with the amount of micro that phoenixes require. Mainly just look at these replays if you want to be convinced that phoenixes are quite viable in PvP.
I don't have any replays of me losing because I don't think this playstyle has any glaring weaknessess, so everytime I lose, it's because I messed up something and didn't follow what this guide says.

+ Show Spoiler +

2 Gate vs 11 Gate : + Show Spoiler +
[image loading]

2 Gate vs Delayed 4 Gate : + Show Spoiler +
[image loading]

2 Gate Stargate vs 1 Base Colossi : + Show Spoiler +
[image loading]

2 Gate Stargate vs 3 Gate Robo : + Show Spoiler +
[image loading]

2 Gate Stargate vs 3 Gate Blink All-in : + Show Spoiler +
[image loading]

2 Gate Stargate vs 3 Gate Blink All-in (2) : + Show Spoiler +
[image loading]

2 Gate Stargate vs 3 Gate FE : + Show Spoiler +
[image loading]

2 Gate Stargate vs Blink Expand Archon : + Show Spoiler +
[image loading]

2 Gate Stargate vs Colossus Expand : + Show Spoiler +
[image loading]

2 Gate Stargate vs Robo Twilight : + Show Spoiler +
[image loading]

2 Gate Stargate vs Robo Twilight (2) : + Show Spoiler +
[image loading]

2 Gate Stargate vs Robo Twilight All-in : + Show Spoiler +
[image loading]

2 Gate Stargate vs Robo Stargate : + Show Spoiler +
[image loading]

2 Gate Stargate vs Robo Twilight (3) : + Show Spoiler +
[image loading]

2 Gate Stargate vs Robo Twilight (4) : + Show Spoiler +
[image loading]

2 Gate Stargate vs Robo Twilight Expand : + Show Spoiler +
[image loading]

2 Gate Stargate vs VoidRays : + Show Spoiler +
[image loading]



EgAxslav replays :
+ Show Spoiler +

http://drop.sc/53812
http://drop.sc/53998
http://drop.sc/53837
http://drop.sc/53789
http://drop.sc/53936
http://drop.sc/53915
http://drop.sc/53941
http://drop.sc/54002
http://drop.sc/53846
http://drop.sc/53899
http://drop.sc/53854
http://drop.sc/53833
http://drop.sc/53932
http://drop.sc/53884
http://drop.sc/53884
http://drop.sc/53966

EGAxslav 1h coaching session on phoenix usage in PvP


Concluding thoughts :

Phoenix builds are a safe way into the mid/late game in PvP. Not only are they a very fun way to play, but phoenixes are also the closest thing to a legal map-hack you can get if you remain active with them at all times.
As every other build in PvP, it is weaker against some openings (blink and FEs), and stronger against others (immortal based builds). Phoenix play can give you outright BO wins against certain builds, but most of the time, it just sets you up nicely for an even late game PvP. I believe nothing straight up hard counters phoenix play : there is always a lot of room to out-play your opponent.

Once again, this guide is meant to give you a general notion on how to play Phoenix based PvP. It is not meant to provide extremely precise step by step reactions to what you encounter. I will try to keep it as up-to-date as possible, and will include all comments that are reasonable and logically explained, so feel free to post your ideas !

Credits :

I had help from a great amount of people to write this guide, from my practise partners, to forum contributors, to random people I met on the ladder. I included all the ideas I thought were interesting or served to be talked about.

Special thanks to Easytouch1500 who helped a great deal with all the information he had obtained for EGAxslav, providing replays, lategame transitions etc...

Special thanks also to the TL forumers who gave me feedback, namely NrGMonk, Latedi, Nyast, ArcaneFrost.

And a big thanks to all of those who will read this guide and post interesting comments, suggestions, replays ! etc...
geiko.813 (EU)
Bloog
Profile Joined April 2011
United States44 Posts
December 20 2011 15:05 GMT
#2
Been looking forward to experimenting more with phoenix in PvP which is currently my most unsteady match up. Seems like a thorough writeup, I look forward to reading it carefully when I get home from work.
oMgPonies
Profile Joined September 2011
Canada29 Posts
December 20 2011 15:13 GMT
#3
Great Write up! Can't wait to watch some of those replays.
Very Thorough
aendi
Profile Joined September 2011
Germany43 Posts
December 20 2011 15:25 GMT
#4
I've been using phoenixes quite a bit in PvP lately, and I loved the "what to do against XY" section

overall great guide!
WolfBro
Profile Joined December 2011
United States59 Posts
Last Edited: 2011-12-20 15:29:08
December 20 2011 15:29 GMT
#5
Holy cow. This guide is fantastic. You address everything. In addition to being well written, I love the pretty formatting and the ease of reading.

I love phoenix play, I am so happy to have all this information available.

Thank you!
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
December 20 2011 15:29 GMT
#6
Yay it's released Gj, I'll try it out after I see success haha
I am Latedi.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
December 20 2011 15:45 GMT
#7
Cool guide bro
Valor is a poor substitute for numbers.
Louis8k8
Profile Joined December 2011
Canada285 Posts
December 20 2011 15:56 GMT
#8
Nice guide. I need to experiment with blink all-in I'm pretty terrible at it when using phoenix against blinkers.

Also need to refine robo+obs timing.
UmbeXCII
Profile Joined May 2011
Italy69 Posts
December 20 2011 16:42 GMT
#9
I've been using phoenix for more than a month and since then my PvP have become my best matchup.
I hope not too many people will start using it since mirror air is not super fun :p
Nice guide though
Balgrog
Profile Blog Joined March 2011
United States1221 Posts
December 20 2011 16:49 GMT
#10
Thank you for the write up, I have really enjoyed all of your guides, this one is especially nice because I have wanted a solid phoenix write up for awhile, ty!
The only way to attack structure is with chaos.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
December 20 2011 17:02 GMT
#11
very well done; looks pretty damn comprehensive to me. have you faced many hard 3 gate pushes when using this? it seems like the timing of the 2nd gate is a bit late to assist in getting out that extra stalker to thwart a 3 gate that gets the 2nd and 3rd gates before the 3rd pylon. you mention what you would do if you scout an 11 gate variant, but i've seen hero apply similar amounts of pressure with a 12 gate and 4cbs into a 3gate offense. you might be able to get a sentry out by the time the pylon gets up, but is it possible to hold it from there with only 2 gates up, one which came too late to make anything before WG is done? pm me if you'd like to do some dry runs in the coming days
get rich or die mining
TL+ Member
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
December 20 2011 17:24 GMT
#12
On December 21 2011 02:02 Alejandrisha wrote:
very well done; looks pretty damn comprehensive to me. have you faced many hard 3 gate pushes when using this? it seems like the timing of the 2nd gate is a bit late to assist in getting out that extra stalker to thwart a 3 gate that gets the 2nd and 3rd gates before the 3rd pylon. you mention what you would do if you scout an 11 gate variant, but i've seen hero apply similar amounts of pressure with a 12 gate and 4cbs into a 3gate offense. you might be able to get a sentry out by the time the pylon gets up, but is it possible to hold it from there with only 2 gates up, one which came too late to make anything before WG is done? pm me if you'd like to do some dry runs in the coming days


I think it would get 1z3s1s out by the time a 3gate hits, should be fine.
Valor is a poor substitute for numbers.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
December 20 2011 17:28 GMT
#13
On December 21 2011 02:24 Arcanefrost wrote:
Show nested quote +
On December 21 2011 02:02 Alejandrisha wrote:
very well done; looks pretty damn comprehensive to me. have you faced many hard 3 gate pushes when using this? it seems like the timing of the 2nd gate is a bit late to assist in getting out that extra stalker to thwart a 3 gate that gets the 2nd and 3rd gates before the 3rd pylon. you mention what you would do if you scout an 11 gate variant, but i've seen hero apply similar amounts of pressure with a 12 gate and 4cbs into a 3gate offense. you might be able to get a sentry out by the time the pylon gets up, but is it possible to hold it from there with only 2 gates up, one which came too late to make anything before WG is done? pm me if you'd like to do some dry runs in the coming days


I think it would get 1z3s1s out by the time a 3gate hits, should be fine.

i'm under the assumption that you are saying wg is finished and you have units from them when a hard 3 gate hits, and that almost never the case if the aggressor's build is tight. i hope i am wrong, as i'd like to see builds like this become more prevalent.
get rich or die mining
TL+ Member
moskonia
Profile Joined January 2011
Israel1448 Posts
December 20 2011 17:33 GMT
#14
man your amazing! your 3gate PvP build won me so many games and now this :D
GomJabbar
Profile Joined February 2011
United States161 Posts
December 20 2011 18:03 GMT
#15
Wonderful guide, thanks! I've been trying to figure out phoenix builds lately and axslav's build seems super strong. I only have issues with a few things.

As soon as the opponent sees my phoenixes, he makes nothing but stalkers and gets blink, and his ground army quickly becomes bigger than mine since I'm only running off 2 gates and a robo. Do I continue making phoenixes in this situation, or do I stop making them at some point? Same question against a robo+blink opening, do you cut phoenixes and go straight to immortals, or keep making phoenixes while doing the immortals?

I have lots of issues against zealot+archon. Phoenixes seem terrible against this, so I've been testing out void rays as soon as I scout it, but it still seems like my ground army dies every time. Frankly I don't know what the hell beats 1 or 2 base zealot archon attacks besides colossus with sim-city.
Epishade
Profile Blog Joined November 2011
United States2267 Posts
December 20 2011 18:24 GMT
#16
I knew Geiko had something big planned for his 1000th post. I've been anxious to see what new guide he would make after he said he was making some revisions to his defensive 3 gate build. That build has been fantastic as my main PvP build but I always wanted to give phoenix a try. Glad he (or anyone for that matter) finally made a build catered to phoenixes as I find them so strong in the matchup.
Pinhead Larry in the streets, Dirty Dan in the sheets.
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-12-20 18:31:25
December 20 2011 18:31 GMT
#17
On December 21 2011 02:28 Alejandrisha wrote:
Show nested quote +
On December 21 2011 02:24 Arcanefrost wrote:
On December 21 2011 02:02 Alejandrisha wrote:
very well done; looks pretty damn comprehensive to me. have you faced many hard 3 gate pushes when using this? it seems like the timing of the 2nd gate is a bit late to assist in getting out that extra stalker to thwart a 3 gate that gets the 2nd and 3rd gates before the 3rd pylon. you mention what you would do if you scout an 11 gate variant, but i've seen hero apply similar amounts of pressure with a 12 gate and 4cbs into a 3gate offense. you might be able to get a sentry out by the time the pylon gets up, but is it possible to hold it from there with only 2 gates up, one which came too late to make anything before WG is done? pm me if you'd like to do some dry runs in the coming days


I think it would get 1z3s1s out by the time a 3gate hits, should be fine.

i'm under the assumption that you are saying wg is finished and you have units from them when a hard 3 gate hits, and that almost never the case if the aggressor's build is tight. i hope i am wrong, as i'd like to see builds like this become more prevalent.


Wg isn't finished but you make 5 units before warpgate finishes. So 1z1s1s from gate 1, then double stalker from gate1 and 2 and then two units from warp-in.
Valor is a poor substitute for numbers.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
December 20 2011 19:41 GMT
#18
On December 21 2011 03:31 Arcanefrost wrote:
Show nested quote +
On December 21 2011 02:28 Alejandrisha wrote:
On December 21 2011 02:24 Arcanefrost wrote:
On December 21 2011 02:02 Alejandrisha wrote:
very well done; looks pretty damn comprehensive to me. have you faced many hard 3 gate pushes when using this? it seems like the timing of the 2nd gate is a bit late to assist in getting out that extra stalker to thwart a 3 gate that gets the 2nd and 3rd gates before the 3rd pylon. you mention what you would do if you scout an 11 gate variant, but i've seen hero apply similar amounts of pressure with a 12 gate and 4cbs into a 3gate offense. you might be able to get a sentry out by the time the pylon gets up, but is it possible to hold it from there with only 2 gates up, one which came too late to make anything before WG is done? pm me if you'd like to do some dry runs in the coming days


I think it would get 1z3s1s out by the time a 3gate hits, should be fine.

i'm under the assumption that you are saying wg is finished and you have units from them when a hard 3 gate hits, and that almost never the case if the aggressor's build is tight. i hope i am wrong, as i'd like to see builds like this become more prevalent.


Wg isn't finished but you make 5 units before warpgate finishes. So 1z1s1s from gate 1, then double stalker from gate1 and 2 and then two units from warp-in.

i'm talking about a rush that gets to the door at 4:45 and plants two pylons in an effort to get their first warp-in and engage immediately, not one that warps in the first set and then proceeds up the ramp. without a much faster 2nd gate, i don't see how one would have more than 1z1s1s or 1z2s by the time pylons are up
get rich or die mining
TL+ Member
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
December 20 2011 20:06 GMT
#19
On December 21 2011 04:41 Alejandrisha wrote:
Show nested quote +
On December 21 2011 03:31 Arcanefrost wrote:
On December 21 2011 02:28 Alejandrisha wrote:
On December 21 2011 02:24 Arcanefrost wrote:
On December 21 2011 02:02 Alejandrisha wrote:
very well done; looks pretty damn comprehensive to me. have you faced many hard 3 gate pushes when using this? it seems like the timing of the 2nd gate is a bit late to assist in getting out that extra stalker to thwart a 3 gate that gets the 2nd and 3rd gates before the 3rd pylon. you mention what you would do if you scout an 11 gate variant, but i've seen hero apply similar amounts of pressure with a 12 gate and 4cbs into a 3gate offense. you might be able to get a sentry out by the time the pylon gets up, but is it possible to hold it from there with only 2 gates up, one which came too late to make anything before WG is done? pm me if you'd like to do some dry runs in the coming days


I think it would get 1z3s1s out by the time a 3gate hits, should be fine.

i'm under the assumption that you are saying wg is finished and you have units from them when a hard 3 gate hits, and that almost never the case if the aggressor's build is tight. i hope i am wrong, as i'd like to see builds like this become more prevalent.


Wg isn't finished but you make 5 units before warpgate finishes. So 1z1s1s from gate 1, then double stalker from gate1 and 2 and then two units from warp-in.

i'm talking about a rush that gets to the door at 4:45 and plants two pylons in an effort to get their first warp-in and engage immediately, not one that warps in the first set and then proceeds up the ramp. without a much faster 2nd gate, i don't see how one would have more than 1z1s1s or 1z2s by the time pylons are up


If you see mass cb saved just get a third gate. The second gate isnt that late, you will have 2 extra stalkers close to finished or finished by the time he makes it up the ramp + warpin right after it.
Valor is a poor substitute for numbers.
Tekakan
Profile Joined December 2010
Sweden78 Posts
December 20 2011 20:55 GMT
#20
Hi Geiko, I've been studying Axslavs VODs and Coaching Sessions during the last couple of days and just like you I've tried to pan this build it out. Therefor I'm thankfull you've done it as well so I always have something to compare it with. I'm not really done yet but I came acorss some things I would like to comment on or just add to the thread.

I'm gonna be bold and try to go Gateway then SG. For anyone who want's some advice on how to hold off a 4 Gate with this build the important parts are:

+ Show Spoiler +
4 Gate response

The idea behind this is to FF the ramp whilst your Phoenix keep killing Probes in his main. Here are some general things I've snaped up:

(1) Once you scout anything indicating he might 4 gate just hotkey 6-8 of your probes mining minerals (NOT GAS!). It's only a back up plan but I will go in to detail later on why this is needed. The number is not that important. I say 6-8 since Axslav used 6 in his defense against Incontrol but told his student to hotkey 8. You can chose what you think is appropriate but I think it's good to start off with 8 and cut it down to 6 if you felt that 8 was a bit excessive.

(2) Cut Phoenix production untill you have two Sentries out and spend all that saved up CB for your two Sentries that should come after the Zealot-Stalker-Stalker. Don't spend CB on WG-tech. It won't help you at all since he has 4 Warp Gates and you will only have 2.

(3) If he's doing the 4 Gate with proxy Pylons on the bottom and top of your ramp you really need to snipe his probe ASAP. You do not want Pylons on your high ground. He should be able to pull it off and get both started before the Probe dies. So anytime you see him place that first Pylon on the low ground just grab those probes you hotkeyed and send them towards your ramp. If he backs off and doesn't attempt to come up send them back mining but otherwise you need them. After his Probe has died you can use 2-3 Probes for some extra DPS on his units whilst the rest of them attack the Pylons. Prioritize killing the one on the highground first.

From here on you should be able to proceed with the FF of ramp + killing of Probes once you have 2 Phoenix out if he's stubborn enough to keep up with his 4 gate. You don't want to be making execessive amounts of Sentries as they cut in on your Phoenix production but it's good to know that you need 6 of them to constantly be puting up new FF. The important part is that you do not need 6 of them ASAP. You can add them on whilst getting some Phoenix and warping in Zealots.

(4) Never ever ever in your entire life should you chase him off after holding his 4 Gate. It's just stupid. He can easily have more units behind the inital 3 and can punish you since he will have 4 units per warp in. You will only have 2. Stay on your ramp and let the Phoenix edge out an even stronger economic lead. If you're wondering where his army is just send out a probe. That's a general rule of tumb I've learned from watching Axslav these last days. At anytime in P vs P when he's uncertain about where the enemies army is and he can't scout it with an Observer or Phoenix he sends out a single Probe to do the scouting for him instead of his army. It makes perfect sense. Losing a probe is pretty cheap compared to getting caught off guard by a warp in or Blink Stalkers!

Axslav is also very cautious about his usage of the first Zealot and Stalker. He will check his main and natural for the scouting Probe but other than that he will just walk back up his ramp and play on from there. If he scouts an early second gas and a ton of CB on Probes he might feel comfortable to move out and scout a but further with his Stalkers but don't do that unless you feel comfortable doing it.


Teching to DTs can be quite long, so once again, there's is a timing where you'll be very vulnerable. Forge + cannons can save your day if you feel you won't have DT tech in time.


I don't want to be rude but I'm not sure this is true. It might work on some maps I guess but this was what I thought he said about this sort of timing attack whilst teching to DT:

+ Show Spoiler +
Never take the 3d and 4th gases against 1 base all in or any heavy Gateway all in build off two base. There's one exception and that is when you go for Phoenix/DT. If he attacks before the Dark Shrine is done then send all your units and Probes up yor ramp and sack the expansion. By doing this you should be able to survive in time to get the DT's out and then just retake your natural once you have map control.


Just some random tips I got from watching him:

+ Show Spoiler +
It's great if you can get him to pull a Probe when your scouting since he's losing mining time and whilst you're doing that as well atleast you're scouting at the same time. That also means avoid attacking his scouting Probe at all costs. You don't gain anything on it. Let him kill the shields on your Pylon if he wants to.

Always try to spend one extra CB on probes then he is. You should be able to hold off all aggressions early on with one CB less spent on WG-tech or Gateways.

Stop making Stalkers at 2 unless he goes for a Blink build then you can add in 1-2 more. Keep this count low since they're pretty useless in the midgame with theese builds. Instead focus on warping in Zealots with your money. Zealots are great, especially with Charge!

Things you should be actively scouting for in the midgame are army composition, upgrades and expansion timings.

General P vs P advice: "When in doubt, get Immortals and Stalkers."
Specific advice: "When in doubt, pick up the Immortals, they're more expensive then your Phoenix."
His great approach to the match up (which is his best btw): "P vs P is easy. The guy who plays best, wins."
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