• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:11
CET 00:11
KST 08:11
  • 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
ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (March 9-15): herO, Clem, ByuN win02026 KungFu Cup Announcement5BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains17Weekly Cups (March 2-8): ByuN overcomes PvT block5
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Blizzard Classic Cup - Tastosis announced as captains Weekly Cups (March 9-15): herO, Clem, ByuN win GSL CK - New online series
Tourneys
2026 KungFu Cup Announcement [GSL CK] #2: Team Classic vs. Team Solar [GSL CK] #1: Team Maru vs. Team herO RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea BSL 22 Map Contest — Submissions OPEN to March 10 Are you ready for ASL 21? Hype VIDEO
Tourneys
ASL Season 21 Qualifiers March 7-8 [Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Path of Exile Nintendo Switch Thread PC Games Sales Thread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Mexico's Drug War Russo-Ukrainian War Thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Tokyo Olympics 2021 Thread Formula 1 Discussion General nutrition recommendations Cricket [SPORT]
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5057 users

The Jokership Core

Forum Index > StarCraft 2 HotS
Post a Reply
1 2 3 Next All
ihatezerg
Profile Joined June 2012
26 Posts
Last Edited: 2012-09-11 01:18:03
September 11 2012 01:04 GMT
#1
Out of all the units proposed for Protoss pre-beta, the one that had the most hopes pinned on it as far as seeming to be a decent unit was the mothership core. One of the main problems the core was designed to solve was early base defense. The pre-beta core seemed to take a large step towards accomplishing this. The attack was long range, powerful, and cheap on energy. Now, I wasn't fully convinced at the time that the unit would actually be able to fulfill this crucial design goal. For one thing, I had doubts that a weapon which required energy to use could truly be effective (all the attacker would have to do is back off once purifier has been provoked, and wait for it to dissipate). For another thing, any unit that you can only build "one of" is always vulnerable to easy sniping. But the point is, I could at least see some potential pre-beta. It seemed like a step in the right direction.

Enter the beta, and what we actually got was a pile of garbage. The unit was nerfed in all respects, but I'm just going to focus on the base defense role here. They decided to decouple the unit from the Nexus, in order to "make it feel like an actual unit." Now, in and of itself, there was absolutely nothing wrong with that sentiment. The problem was the consequences Blizzard thought it must enforce in doing this. I saw a quote from David Kim before beta release where he said they had to be careful about the unit being able to float to an enemy base on a close spawn. At that point my spidey sense was already tingling. So what did they do? Nerf the thing to hell.

Range? Neutered. Dps? Neutered. And in exchange, yes it moves. AT A SNAIL'S PACE. IT IS SLOWER THAN AN OVERLORD. The question is, what did this movement buy us? The ability to defend multiple bases? It could already jump between Nexuses in its pre-beta form. In fact, the pre-beta teleport ability provided for far superior base defense than the current retardedly slow movement.

I'm straining my brain here. Did the movement buy us the option for an attack or rush? You are kidding, right? The ridiculously slow movement speed combined with the flaccid attack (which it must use energy for) ensures it can't ever attack an enemy base, and if it ever does a handful of marines or couple of queens will annihilate it.

What we seem to have gotten in exchange for the ridiculous overnerfs to this contraption is a warm, fuzzy feeling that we have an "actual unit that moves." And that's it.

The unit is a joke. It is now useless as base defense in almost any practical scenario you could imagine. Is this thing going to defend a 6 pool, or any other kind of rush? No, because they nerfed the ability to get it out in time. And even if you could get it out in time, it doesn't matter a single iota. After you provoke a purify, you can either run around it and attack where it isn't (it moves so slow that it can't catch you), back off and wait for purify to dissipate, or if you have marines or stalkers, just snipe it. I've already seen this play out 100 times on 100 different videos. Enemy attacks natural. "Oh look, the mothership is slowly starting to float into range. How cute!" Enemy moves up ramp into main. 45 seconds to a minute later, "Oh look, the mothership is slowly starting to float into range. How cute!" Enemy moves back down ramp into natural again. Or if the enemy was terran with a few marines, just snipe.

The thing has so many issues I don't even know where to start. First off, give the thing a natural attack not based on energy - and preferably with the original stats pre-beta. Secondly, make the thing cost supply, and allow multiple ones to be built. You can still keep the requirement that only one mothership can be on the field at a time, and if you have to nerf the other spells to make up for the fact that more can exist, do it.
archon256
Profile Joined August 2010
United States363 Posts
September 11 2012 01:14 GMT
#2
If Blizzard feels that they have to limit its attack by energy somehow, maybe they could just make it so that each attack costs (a very small amount of) energy (and turning each shot into an autocast-able spell)? That way you could use it to defend the moment it spawned, its defensive capability becomes stronger the longer you let it charge up, and you'd still have a tradeoff between Purify and Energize.

"The troupe is ready, the stage is set. I come to dance, the dance of death"
Amridell
Profile Joined December 2011
188 Posts
September 11 2012 01:21 GMT
#3
On September 11 2012 10:14 archon256 wrote:
If Blizzard feels that they have to limit its attack by energy somehow, maybe they could just make it so that each attack costs (a very small amount of) energy (and turning each shot into an autocast-able spell)? That way you could use it to defend the moment it spawned, its defensive capability becomes stronger the longer you let it charge up, and you'd still have a tradeoff between Purify and Energize.



That...is actually an amazing idea. Maybe even make it akin to pre-nerfed snipe, a single target, high damage spell, thus adding to the protoss skill cap. As a toss, I would love it.
"As to the pool game. You'll notice he played like a faggot."
lowercase
Profile Joined September 2010
Canada1047 Posts
September 11 2012 01:29 GMT
#4
Its attack is still ridiculously broken with close spawns. I think it should only be able to use its purify ability while attached to a nexus, but when you cast it the mothership core should "rush" to the nexus, rather than float like a pansy. This could also allow you to move it quickly between bases, but at an energetic cost.
That is not dead which can eternal lie...
ArvickHero
Profile Blog Joined October 2007
10387 Posts
September 11 2012 01:37 GMT
#5
If they're so concerned about MC rushes being too strong, but still want to make it a unit, then they should just restrict the movement to only within Pylon radii.
Writerptrk
ihatezerg
Profile Joined June 2012
26 Posts
Last Edited: 2012-09-11 01:43:05
September 11 2012 01:37 GMT
#6
On September 11 2012 10:29 lowercase wrote:
Its attack is still ridiculously broken with close spawns. I think it should only be able to use its purify ability while attached to a nexus, but when you cast it the mothership core should "rush" to the nexus, rather than float like a pansy. This could also allow you to move it quickly between bases, but at an energetic cost.


I made the point earlier that the movement ability bought us absolutely nothing in exchange except a nerf. Your suggestion exposes this even more, and is trying to get around it while working within the bounds of the nerf. In fact, your suggestion exposes the brokenness of the entire mechanic.

The obvious thing to do is rather simple. If a moving jokership core (which accomplishes nothing except says "yae! I'm moving!") means a nerfed jokership core, and having to jump through hoops like "rushing to the nexus vs. floating like a panzy," then simply tether the jokership core back to the nexus like it was pre-beta, and give us the pre-beta stats back. Unless someone can tell me what this movement buys us other than "we get a unit that feels like a real unit."
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-09-11 01:59:33
September 11 2012 01:56 GMT
#7
It's difficult to make sense of your post when you don't make the slightest effort to sound objective or provide clear reasons why it is ineffective. Try providing some actual examples next time instead of just saying "I've seen this 100 times in 100 videos". It also worries me that you don't understand the significance of making the opponent "wait for purify to dissipate". Being able to stall the enemy's all-in or attack by 1-2 minutes (depending if you have 1 or 2 purifies) means you have ample time to make units to hold off an attack. Honestly it sounds more like you are simply upset that Blizzard decided to nerf the unit, the kind of thing I expect to hear on the battle.net forums. You also haven't justified any of the changes you are suggesting for the Core, why should it be buffed in the ways you are claiming? These are pretty drastic changes as well, having more than one mothership core at a time alone is a huge shift in dynamics from what we have now.

Also I don't know if you're in the Beta (I assume you aren't given you don't provide any feedback from personal experience), but I've had plenty of success defending my base with a Mothership Core when going for slightly greedier builds. It is definitely worth the investment for me, and I've seen pros similarly getting it consistently early game and using it to defend where necessary as well as making good use of the recall ability.
Cloak
Profile Joined October 2009
United States816 Posts
September 11 2012 01:57 GMT
#8
I'm not aware of its current state, but why can't it just be Core, like it was in the Battle Report, then when you get Fleet Beacon, you can spawn it from the Nexus into your usual WoL Mothership?
The more you know, the less you understand.
kckkryptonite
Profile Blog Joined July 2010
1126 Posts
September 11 2012 02:14 GMT
#9
Strain your brain no longer - it's purpose is not supposed to be complete defense for multiple bases. So you still have to build cannons/units/walls.
RIP avilo, qxc keyboard 2013, RIP Nathanis keyboard 2014
YoungNV
Profile Joined March 2011
Canada18 Posts
September 11 2012 02:16 GMT
#10
I still haven't seen anyone using recall effectively (if anyone has seen any replays please post links). The Mothership Core provides extremely early game access to a fantastic ability like recall. Toss can actually raid the enemy in the early game and still save the all-important Sentries, Immortals, DT's, etc. with Recall. To me that seems like a very powerful tool, yet no one (that I have seen) is using this mechanic. Until all the unit's abilities have been explored fully, we shouldn't assume it is garbage.
Beware of all enterprises that require new clothes.
OsoVega
Profile Joined December 2010
926 Posts
Last Edited: 2012-09-11 02:25:23
September 11 2012 02:25 GMT
#11
Here's an idea; significantly buff the move speed for the duration of purify.
ArtemisKnives
Profile Joined March 2010
United States210 Posts
September 11 2012 02:26 GMT
#12
Basically the mothership core has won me games because of timing attacks that hit the zerg and I just focus fire his hatchery and then recall out with minimal losses. This is at the master and GM level. I think it adds some cheesy depth to PvZ in that if we get to your hatchery, we'll kill it and escape now instead of engaging you in battle...

A cheesy tactic but it's made quite a few zergs have a bit of a rager...
Masters/GM S1/2/3/4/5/6/7/8 Macro Toss // twitch.tv/artemisknives [1080p stream]
ellsworth
Profile Joined May 2012
United States30 Posts
September 11 2012 02:51 GMT
#13
On September 11 2012 10:56 XenoX101 wrote:
It's difficult to make sense of your post when you don't make the slightest effort to sound objective or provide clear reasons why it is ineffective. Try providing some actual examples next time instead of just saying "I've seen this 100 times in 100 videos". It also worries me that you don't understand the significance of making the opponent "wait for purify to dissipate". Being able to stall the enemy's all-in or attack by 1-2 minutes (depending if you have 1 or 2 purifies) means you have ample time to make units to hold off an attack. Honestly it sounds more like you are simply upset that Blizzard decided to nerf the unit, the kind of thing I expect to hear on the battle.net forums. You also haven't justified any of the changes you are suggesting for the Core, why should it be buffed in the ways you are claiming? These are pretty drastic changes as well, having more than one mothership core at a time alone is a huge shift in dynamics from what we have now.

Also I don't know if you're in the Beta (I assume you aren't given you don't provide any feedback from personal experience), but I've had plenty of success defending my base with a Mothership Core when going for slightly greedier builds. It is definitely worth the investment for me, and I've seen pros similarly getting it consistently early game and using it to defend where necessary as well as making good use of the recall ability.


fail man i read your first sentence and it just smelled like a grammar nazi. stop wasting oxygen

User was temp banned for this post.
WombaT
Profile Blog Joined May 2010
Northern Ireland26367 Posts
September 11 2012 02:56 GMT
#14
On September 11 2012 11:26 Frozne wrote:
Basically the mothership core has won me games because of timing attacks that hit the zerg and I just focus fire his hatchery and then recall out with minimal losses. This is at the master and GM level. I think it adds some cheesy depth to PvZ in that if we get to your hatchery, we'll kill it and escape now instead of engaging you in battle...

A cheesy tactic but it's made quite a few zergs have a bit of a rager...

Please god, I really hope we can get it to work better with cheesy raids! Although I love anything that makes Zergs crie

Anyway, what baffled me was that they made it into a unit. It was pretty cool in its original iteration, stuck to Nexi but more potent because of this lack of mobility. As I'd like to see it, it would have a few uses, but not be able to do more than one of them properly. It'd add a little extra depth if you mothership core efficiency became something that split good players from bad.

1. As a macro aid, energising for more chronoboost.
2. For defending greedier expands with its cannon and builds being planned around that.
3. For the recall ability and general raiding goodness.

All these should require pre-planning and good energy management to reap the rewards of. It could add a bit of genuine (i.e non-gimmicky) depth if it became some sort of auxillary macro aid, a la Queens. Injects and transfusion add a bit of decision making to the Zergs list of things to consider. An example 'do I transfuse this spine, or try to inject to get enough units to hold' that kind of thing
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
IPA
Profile Joined August 2010
United States3206 Posts
September 11 2012 02:56 GMT
#15
On September 11 2012 11:51 ellsworth wrote:
Show nested quote +
On September 11 2012 10:56 XenoX101 wrote:
It's difficult to make sense of your post when you don't make the slightest effort to sound objective or provide clear reasons why it is ineffective. Try providing some actual examples next time instead of just saying "I've seen this 100 times in 100 videos". It also worries me that you don't understand the significance of making the opponent "wait for purify to dissipate". Being able to stall the enemy's all-in or attack by 1-2 minutes (depending if you have 1 or 2 purifies) means you have ample time to make units to hold off an attack. Honestly it sounds more like you are simply upset that Blizzard decided to nerf the unit, the kind of thing I expect to hear on the battle.net forums. You also haven't justified any of the changes you are suggesting for the Core, why should it be buffed in the ways you are claiming? These are pretty drastic changes as well, having more than one mothership core at a time alone is a huge shift in dynamics from what we have now.

Also I don't know if you're in the Beta (I assume you aren't given you don't provide any feedback from personal experience), but I've had plenty of success defending my base with a Mothership Core when going for slightly greedier builds. It is definitely worth the investment for me, and I've seen pros similarly getting it consistently early game and using it to defend where necessary as well as making good use of the recall ability.


fail man i read your first sentence and it just smelled like a grammar nazi. stop wasting oxygen


Not even close bud. He was (correctly) calling into question an OP that relies on hyperbole and sensationalism over facts. Lots of replies have been legitimate though.
Time held me green and dying though I sang in my chains like the sea.
WombaT
Profile Blog Joined May 2010
Northern Ireland26367 Posts
September 11 2012 02:57 GMT
#16
On September 11 2012 11:51 ellsworth wrote:
Show nested quote +
On September 11 2012 10:56 XenoX101 wrote:
It's difficult to make sense of your post when you don't make the slightest effort to sound objective or provide clear reasons why it is ineffective. Try providing some actual examples next time instead of just saying "I've seen this 100 times in 100 videos". It also worries me that you don't understand the significance of making the opponent "wait for purify to dissipate". Being able to stall the enemy's all-in or attack by 1-2 minutes (depending if you have 1 or 2 purifies) means you have ample time to make units to hold off an attack. Honestly it sounds more like you are simply upset that Blizzard decided to nerf the unit, the kind of thing I expect to hear on the battle.net forums. You also haven't justified any of the changes you are suggesting for the Core, why should it be buffed in the ways you are claiming? These are pretty drastic changes as well, having more than one mothership core at a time alone is a huge shift in dynamics from what we have now.

Also I don't know if you're in the Beta (I assume you aren't given you don't provide any feedback from personal experience), but I've had plenty of success defending my base with a Mothership Core when going for slightly greedier builds. It is definitely worth the investment for me, and I've seen pros similarly getting it consistently early game and using it to defend where necessary as well as making good use of the recall ability.


fail man i read your first sentence and it just smelled like a grammar nazi. stop wasting oxygen

When did he critique the guy's grammar? He showed examples of the Core working in his hands as well to back up his points. Stop posting if you're going to be so obnoxious, no loss to the forum.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Geos13
Profile Joined May 2011
437 Posts
Last Edited: 2012-09-11 03:28:02
September 11 2012 03:19 GMT
#17
I have been really loving the core. It is the one enjoyable addition to Toss. The attack ability seems well balanced to be a deterrent but not able to hold off armies on its own. Not to mention with energize upgrades are done in a blink of an eye now. I just hope they don't nerf energize.
Edit: I am in the Beta so this is from personal experience

As I'd like to see it, it would have a few uses, but not be able to do more than one of them properly. It'd add a little extra depth if you mothership core efficiency became something that split good players from bad.


I feel like this is exactly how it is right now. To use recall you have to decide to sacrifice potential energize so good players will only ever be able to recall when they are planning to do so. Energizing for extra chronos is so good that there is strong incentive to always use the energy on a nexus. However if a player recognizes a push is incoming then saving the energy for defense is the better choice. If the enemy pulls back to wait out the duration of your spell then this will have bought you valuable time for your(presumably) tech or econ advantage to kick in. My only complaint with the attack spell is that because of its high energy cost is is unlikely to be available if a drop or harassment occurs but maybe that's Blizzards intention.
WombaT
Profile Blog Joined May 2010
Northern Ireland26367 Posts
September 11 2012 03:30 GMT
#18
On September 11 2012 12:19 Geos13 wrote:
I have been really loving the core. It is the one enjoyable addition to Toss. The attack ability seems well balanced to be a deterrent but not able to hold off armies on its own. Not to mention with energize upgrades are done in a blink of an eye now. I just hope they don't nerf energize.
Edit: I am in the Beta so this is from personal experience

Show nested quote +
As I'd like to see it, it would have a few uses, but not be able to do more than one of them properly. It'd add a little extra depth if you mothership core efficiency became something that split good players from bad.


I feel like this is exactly how it is right now. To use recall you have to decide to sacrifice potential energize so good players will only ever be able to recall when they are planning to do so. Energizing for extra chronos is so good that there is strong incentive to always use the energy on a nexus. However if a player recognizes a push is incoming then saving the energy for defense is the better choice. If the enemy pulls back to wait out the duration of your spell then this will have bought you valuable time for your(presumably) tech or econ advantage to kick in. My only complaint with the attack spell is that because of its high energy cost is is unlikely to be available if a drop or harassment occurs but maybe that's Blizzards intention.

That's pretty cool to hear. I have watched a metric fuckton of HoTS streams and don't actually see that many people use the core in that way. It seems a lot of the Toss players are falling back on old styles in the games I'm watching but hopefully they'll get some more mileage out of it in future
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
larse
Profile Blog Joined March 2012
1611 Posts
September 11 2012 03:44 GMT
#19
On September 11 2012 10:21 Amridell wrote:
Show nested quote +
On September 11 2012 10:14 archon256 wrote:
If Blizzard feels that they have to limit its attack by energy somehow, maybe they could just make it so that each attack costs (a very small amount of) energy (and turning each shot into an autocast-able spell)? That way you could use it to defend the moment it spawned, its defensive capability becomes stronger the longer you let it charge up, and you'd still have a tradeoff between Purify and Energize.



That...is actually an amazing idea. Maybe even make it akin to pre-nerfed snipe, a single target, high damage spell, thus adding to the protoss skill cap. As a toss, I would love it.


That's actually a stupid idea. In that way, you cannot control when the core should fire and when they should not. Its energy will drain out by it constantly firing at enemy automatically. In the current form, you can control when the core should fire or not.
WombaT
Profile Blog Joined May 2010
Northern Ireland26367 Posts
September 11 2012 03:46 GMT
#20
On September 11 2012 12:44 larse wrote:
Show nested quote +
On September 11 2012 10:21 Amridell wrote:
On September 11 2012 10:14 archon256 wrote:
If Blizzard feels that they have to limit its attack by energy somehow, maybe they could just make it so that each attack costs (a very small amount of) energy (and turning each shot into an autocast-able spell)? That way you could use it to defend the moment it spawned, its defensive capability becomes stronger the longer you let it charge up, and you'd still have a tradeoff between Purify and Energize.



That...is actually an amazing idea. Maybe even make it akin to pre-nerfed snipe, a single target, high damage spell, thus adding to the protoss skill cap. As a toss, I would love it.


That's actually a stupid idea. In that way, you cannot control when the core should fire and when they should not. Its energy will drain out by it constantly firing at enemy automatically. In the current form, you can control when the core should fire or not.

You could turn off autocast and manually do it though, it's not a terrible idea in itself.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 12h 49m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft197
SpeCial 169
SteadfastSC 151
UpATreeSC 98
ProTech9
StarCraft: Brood War
Artosis 422
Nal_rA 61
Britney 0
Dota 2
monkeys_forever400
League of Legends
JimRising 503
Counter-Strike
pashabiceps2025
Super Smash Bros
hungrybox369
AZ_Axe84
PPMD35
Other Games
summit1g13054
Grubby3288
shahzam411
KnowMe186
C9.Mang0154
Maynarde67
Trikslyr58
Mew2King28
Organizations
Other Games
gamesdonequick386
Dota 2
PGL Dota 2 - Main Stream360
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Eskiya23 26
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21321
League of Legends
• TFBlade1137
Other Games
• Scarra1454
• imaqtpie1261
Upcoming Events
WardiTV Team League
12h 49m
PiGosaur Cup
1d
Kung Fu Cup
1d 11h
OSC
2 days
The PondCast
2 days
KCM Race Survival
2 days
WardiTV Team League
2 days
Replay Cast
3 days
KCM Race Survival
3 days
WardiTV Team League
3 days
[ Show More ]
Korean StarCraft League
4 days
RSL Revival
4 days
Maru vs Zoun
Cure vs ByuN
uThermal 2v2 Circuit
4 days
BSL
4 days
RSL Revival
5 days
herO vs MaxPax
Rogue vs TriGGeR
BSL
5 days
Replay Cast
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
Sharp vs Scan
Rain vs Mong
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

Proleague 2026-03-15
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 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.