• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:24
CET 16:24
KST 00:24
  • 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 #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t TL.net Map Contest #21: Winners StarCraft, SC2, HotS, WC3, Returning to Blizzcon! RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Constellation Cup - Main Event - Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/ Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Should offensive tower rushing be viable in RTS games? Stormgate/Frost Giant Megathread Nintendo Switch Thread 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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread US Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1572 users

Protoss Deathball in HotS is back !!!

Forum Index > StarCraft 2 HotS
Post a Reply
1 2 3 4 Next All
Mantaza
Profile Joined January 2011
Germany87 Posts
Last Edited: 2013-01-26 23:29:07
January 26 2013 16:30 GMT
#1
Hey like my title says i want to talk about the Protoss deathball in Heart of the Swarm but before i start i talk a little about myself. Im a Protoss player (high master) who started in the early Beta of WoL and played through the complete Beta and release until HotS came out. I also watch a lot of Pro streams like Idra, Sase, Seed and Babyknight.

I think most of you probably remember the ime on maps like Shakuras Plateau where Protoss players just camped out until they had 200supply and then finish you with an nearly invulnerable deathball. Zerg players were complaining about the imbalance of it and how lame it actually is to play. Protoss players complained aswell about the lame style and how passive you have to be.
And now Blizzard patched the Voidray and implemented the Tempest . Since then it seems like Protoss more and more gets back to the times of the deathball. But its just on some Maps like Akilon Wastes where you get an easy third and fourth base.
Still its a boring style but it seems like everyone is doing it because nothing else works against the Viper that counters Colossi the high dmg Ultralisk or even the Idra style with baneling muta ling ultra.
Now Protoss players seem to allin most of the games or they camp out on maps like Akilon Wastes but thats boring as fuck for both races. The Zerg cant do shit against it just trying to harass as long as possible but when the Protoss holds a good position and can defend his bases well it seems like Zerg cant break it and the Protoss cant push out until his army is maxed. I know its effective and so on but i dont really want to play a boring style like this. I always was an aggresive Player, not Allin orientated, but i put on an highly aggresive playstyle that depends on harass.
Now i would ask you about this Topic.
What do you think about the current PvZ in Heart of the Swarm do you think the way i do or do you think a different way ?
sagefreke
Profile Joined August 2010
United States241 Posts
January 26 2013 17:52 GMT
#2
It comes down to the maps.

I was watching a few BW maps and was astonished at how huge the maps were. Also the thirds need to be a little more open and not so easy to take. This will prevent Protoss from getting that 3base production so early and pumping out deathballs.
yo yo yo
YogyBear
Profile Joined January 2011
Canada10 Posts
January 26 2013 18:21 GMT
#3
I think it would help a lot in HOTS if they made the Tempest attack a skill shot/ability. It does wicked damage against broods, and with its wicked range its just a boring select all army units, hold position and let enemy attack into me kind of unit. If it was more of a skill shot unit i think the game would be a helluva lot more interesting by having this long range siege unit that does awesome damage, but takes skill and in the hands of a great player can do some amazing things. Of course, adjustments would have to be made to what that skill shot does(perhaps AoE), the cost/supply,etc. At least then it wouldn't be an easily mass-able unit and it would add some great tension to games.

Also, fungal changes, to make it more worthwhile for protoss to want to harass. Our primary harass comes from stargate, and allows for some really great styles but when you have that fear of that one fungal,you arent really given cause to do it. I know its been said to death, but if fungal functioned more like plague, the game would probably benefit more overall, and if the projectile speed were adjusted slightly to be a little bit easier to avoid, then we'd probably hit a nice balance of interesting with necessary power(the snare).
Speedrunning Multiplayer
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
January 26 2013 18:32 GMT
#4
deathballs are the inevitable produce in beta, its the easiest and safest option, doesn't surprise me at all that deathballs will return in HotS, at least til its figured out more.

Also... what's up with the random capitalization everywhere? tbh thats most of what I took away from your post, random capitals at the start of words ;p
When there is nothing left to lose but your dignity, it is already gone.
Mantaza
Profile Joined January 2011
Germany87 Posts
Last Edited: 2013-01-26 18:52:06
January 26 2013 18:51 GMT
#5
On January 27 2013 03:21 YogyBear wrote:

Also, fungal changes, to make it more worthwhile for protoss to want to harass. Our primary harass comes from stargate, and allows for some really great styles but when you have that fear of that one fungal,you arent really given cause to do it. I know its been said to death, but if fungal functioned more like plague, the game would probably benefit more overall, and if the projectile speed were adjusted slightly to be a little bit easier to avoid, then we'd probably hit a nice balance of interesting with necessary power(the snare).

I totally agree ! Its kinda annoying that one fungal disables all the possibilities to micro or just to safe the unit. I dont get it anyway why blizzard added a unit that disables all movements its just stupid.
Btw im sorry for my english im trying my best with the english i know but its not the language i normally speak
SheaR619
Profile Joined October 2010
United States2399 Posts
January 26 2013 18:52 GMT
#6
That just how protoss works. Even in BW it was similar but their was actually some sort of timing attack and aggression that protoss can do with +1 zealot and corsairs. The problem imo, is that the economy of the game is kinda bad atm. 3 base is the optimal max efficiency economy. Protoss also need an early access to a third base other wise they will die to stephano 200 roach push. Since the game is balance around FF, the third cant be TOO expose otherwise they die to 200 roach push as well.

This lead to turtling since zerg have no reason to get a 4th base other than gas. This mean zerg will just tech up and turtle as well. One of the way to deal with turtling is the expand since you got map control but since the game doesnt encourage any way of grabbing more then 3 bases, it not really the optimal choice.
I may not be the best, but i will be some day...
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 26 2013 18:59 GMT
#7
On January 27 2013 03:32 emythrel wrote:
deathballs are the inevitable produce in beta, its the easiest and safest option, doesn't surprise me at all that deathballs will return in HotS, at least til its figured out more.

Also... what's up with the random capitalization everywhere? tbh thats most of what I took away from your post, random capitals at the start of words ;p

It's a German quirk.

Also, is there anything added in Hots that would break up death balls? WoL has the same problem.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
January 26 2013 19:03 GMT
#8
You shouldnt be so surpirsed.

Protoss has ruined most of Sc2, and at this point in HoTs its even worse than WoL.

TvZ? Pretty good MU espcially with nerfs to infestor broood

TvT always a good mirror

ZvP? A train wreck of gimmicky turtling play

TvP A terrible MU that is only balanced by the clock on the game. Not only that, the ideal unit combos are so damn stale its very boring.

Protoss has so many design problems its terribad,

FF, Warp ins, collsi, and now Skytoss are all big problems that Blizz decided to ignore, even tho they had a closed beta which would of been a great safety net to do some redesigns on the race. But nope they decided to fuck around with a gimmicky MSC and oracle for the duration of the beta.

So HoTs is going to pan out just like WoL, people are going to love TvZ and TvT, and then cry every ZvP and TvP at how damn boring it still is.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Artisian
Profile Joined October 2010
United States115 Posts
January 26 2013 19:09 GMT
#9
I'm enjoying my PvZs quite a bit, as a toss. I have a response I can go for vs anything zerg, but I never feel like i'm getting easy or free wins. I haven't messed with tempests much, but i've been playing with void colo recall with plenty of success.
Supply is a conspiracy against me...
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
Last Edited: 2013-01-26 19:16:00
January 26 2013 19:15 GMT
#10
On January 27 2013 03:32 emythrel wrote:
deathballs are the inevitable produce in beta, its the easiest and safest option, doesn't surprise me at all that deathballs will return in HotS, at least til its figured out more.

Also... what's up with the random capitalization everywhere? tbh thats most of what I took away from your post, random capitals at the start of words ;p


He's from Germany. The German language capitalizes their nouns.

OT, the problem that causes deathballs isn't maps; it's pathing and unit interaction. Blizzard has openly refused to even consider changing this stuff, so you can safely bet on seeing boring deathball play from Protoss through even LotV.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
Last Edited: 2013-01-26 19:42:14
January 26 2013 19:40 GMT
#11
I actually think all 3 Protoss matchups are way more fun in HotS than WoL. Skytoss is much more fun than Robo builds. PvP and PvZ are both a lot better than WoL--PvT still needs some work, but mostly on the Terran side (i.e. buff mech vs toss).

I think it would help a lot in HOTS if they made the Tempest attack a skill shot/ability. It does wicked damage against broods, and with its wicked range its just a boring select all army units, hold position and let enemy attack into me kind of unit. If it was more of a skill shot unit i think the game would be a helluva lot more interesting by having this long range siege unit that does awesome damage, but takes skill and in the hands of a great player can do some amazing things. Of course, adjustments would have to be made to what that skill shot does(perhaps AoE), the cost/supply,etc. At least then it wouldn't be an easily mass-able unit and it would add some great tension to games.


The Tempest already overkills like crazy if you aren't controlling their fire. They actually come a lot closer to replicating BW-style Tank overkill, than the SC2 Siege Tank does. The Tempest basically has the firing mechanics everyone was asking for the Siege Tank to have.
He drone drone drone. Me win. - ogsMC
YogyBear
Profile Joined January 2011
Canada10 Posts
Last Edited: 2013-01-26 19:54:29
January 26 2013 19:51 GMT
#12
On January 27 2013 03:52 SheaR619 wrote:
. The problem imo, is that the economy of the game is kinda bad atm. 3 base is the optimal max efficiency economy. Protoss also need an early access to a third base other wise they will die to stephano 200 roach push. Since the game is balance around FF, the third cant be TOO expose otherwise they die to 200 roach push as well.

This lead to turtleing since zerg have no reason to get a 4th base other than gas. This mean zerg will just tech up and turtle as well. One of the way to deal with turtleing is the expand since you got map control but since the game doesnt encourage any way of grabbing more then 3 bases, it not really the optimal choice.


This is pretty spot on, but another factor that we should consider for taking bases is the high ground mechanics and unlimited unit selection. In brood war, having more units than your opponent coupled with the high ground mechanics made it harder to have more units and just bull doze through, but in SC2 this isn't the case.

How significant would a mining change be to the game? Would increasing the individual mining rates of probes and increased gas rates(not even up to 8 like BW, but just an increase) lead to a more aggressive game where attacking doesn't have to be an all in or if your attack does fail, you have chances to come back with good control and effective counter play?

Presumably, one would think that if probes mine faster, you need fewer, everything ramps up quicker, your decision of gas allocation changes(with more thought put into probe allocation), but because you are mining out faster you have more pressure to expand more often. Subsequently you have more units available because less supplied is tied up in probes. You hit 200/200 faster and the game plays to the engines strengths.You can attack and expand more consistently because your expansion comes online faster and you dont need to probe/drone/scv as long.The game becomes more economic with people wanting to take bases, while attacking at the same time, teching faster with more switches and just generally more excitement. If you hit that death ball faster, and can resupply then we probably end up with a game where people are just constantly trading with these massive armies trying to control as best as possible and less of a pasive snooze fest while we all sit patiently waiting for our bank. The starcraft 2 engine is not the brood war engine; with unlimited unit selection and smart casting we should want big armies and should want to be constantly pushing on our opponents trying to out position them.
Speedrunning Multiplayer
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 26 2013 20:19 GMT
#13
Don't mind the Protoss deathball, it melts pretty fast to mine. I am all for Deathballs aslong as only one side has them and the others try to bite of chunks of it and the Deathball player is on an eco timer, so they can't turtle to long. Anyway we will probably see changes in that regard soon.
ailouros
Profile Joined August 2008
United States193 Posts
January 26 2013 20:28 GMT
#14
This reminds me of a game where I made a bunch of Voids on 4 bases, and eventually pushed him to his natural. He threw down a couple blinding clouds down on his ramp and moved his almost maxed Hydra army under them because he didn't know what it did and lost all of them to the voidness.
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 26 2013 20:49 GMT
#15
On January 27 2013 05:28 ailouros wrote:
This reminds me of a game where I made a bunch of Voids on 4 bases, and eventually pushed him to his natural. He threw down a couple blinding clouds down on his ramp and moved his almost maxed Hydra army under them because he didn't know what it did and lost all of them to the voidness.



To be fair, blinding cloud would be so overpowered if it affected air.

You would literally be able to blanket cloud a deathball and a-move with no repercussions.
Cereal
Empirimancer
Profile Joined July 2011
Canada1024 Posts
Last Edited: 2013-01-26 21:04:01
January 26 2013 21:03 GMT
#16
On January 27 2013 05:49 InfCereal wrote:
Show nested quote +
On January 27 2013 05:28 ailouros wrote:
This reminds me of a game where I made a bunch of Voids on 4 bases, and eventually pushed him to his natural. He threw down a couple blinding clouds down on his ramp and moved his almost maxed Hydra army under them because he didn't know what it did and lost all of them to the voidness.



To be fair, blinding cloud would be so overpowered if it affected air.

You would literally be able to blanket cloud a deathball and a-move with no repercussions.


That's true but, since air has the mobility advantage over ground units, shouldn't there be more spells that affect air units than there are that affect grounds to compensate? There are lots of 'crowd control' type spells that only affect ground: Force Field, Time Warp, Blinding Cloud.

Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2013-01-26 21:26:36
January 26 2013 21:24 GMT
#17
On January 27 2013 02:52 sagefreke wrote:
It comes down to the maps.

I was watching a few BW maps and was astonished at how huge the maps were. Also the thirds need to be a little more open and not so easy to take. This will prevent Protoss from getting that 3base production so early and pumping out deathballs.


Hard to take thirds just make protoss players do 2 base all-ins. Terrans and Zerg players have a much easier time securing hard to take bases than Protoss does (zerg has creep and their production makes it easier, terran has planetaries).

That's the problem, protoss race design means the third base has to be easy to take or the map is really bad for protoss. Forcefields are just too important.

If you want to solve the protoss deathball, you need to buff gateway units so that forcefields aren't a requirement anymore.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
c0sm0naut
Profile Joined April 2011
United States1229 Posts
January 26 2013 21:32 GMT
#18
Gate units are not weak, Forcefields is not a requirement or you die. It's a stylistic choice popular in the meta game because
Of the Koreans

So tired of this misconception. If you are tired of relying on sentries to keep you alive, stop building them and upgrade your units instead. 2 sentries == 1/1. If you miss those Forcefields you spent the gas for your 1/1 upgrades on you have no reason to complain
rEalGuapo
Profile Joined January 2011
Germany832 Posts
Last Edited: 2013-01-26 21:44:27
January 26 2013 21:40 GMT
#19
On January 27 2013 06:32 c0sm0naut wrote:
Gate units are not weak, Forcefields is not a requirement or you die. It's a stylistic choice popular in the meta game because
Of the Koreans

So tired of this misconception. If you are tired of relying on sentries to keep you alive, stop building them and upgrade your units instead. 2 sentries == 1/1. If you miss those Forcefields you spent the gas for your 1/1 upgrades on you have no reason to complain


Warping in 2 sentries literally takes 5 seconds.

1/1 Upgrades take a bit longer also 2 forges +1 +1 = 500-200
2 Sentries = 100-200

And in many situations 1/1 would not even be better than the sentries.
Try holding off 120 fighting supply from Zerg with 40ish supply and 2/1 rather than sentries


All that deathball talk is pissing me off.

In BW would a meching Terran against Protoss attack multiple locations all the time?
They would harass and get up their tank count. Pretty big difference to getting phoenix to harass while getting the Colossus count higher! I see...
rEalGuapo
Profile Joined January 2011
Germany832 Posts
January 26 2013 21:45 GMT
#20
On January 27 2013 05:49 InfCereal wrote:
Show nested quote +
On January 27 2013 05:28 ailouros wrote:
This reminds me of a game where I made a bunch of Voids on 4 bases, and eventually pushed him to his natural. He threw down a couple blinding clouds down on his ramp and moved his almost maxed Hydra army under them because he didn't know what it did and lost all of them to the voidness.



To be fair, blinding cloud would be so overpowered if it affected air.

You would literally be able to blanket cloud a deathball and a-move with no repercussions.



What's the difference to right now?
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#59
WardiTV2119
OGKoka 358
Rex108
IntoTheiNu 41
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 358
Rex 108
Vindicta 34
StarCraft: Brood War
Hyuk 13967
Rain 5115
Horang2 2200
Sea 1867
Jaedong 878
firebathero 434
Larva 432
Mini 421
Killer 87
Hyun 69
[ Show more ]
Mong 63
Sea.KH 53
Backho 45
sSak 45
Aegong 37
Rock 29
JulyZerg 28
zelot 20
scan(afreeca) 17
Noble 13
ajuk12(nOOB) 10
SilentControl 9
Terrorterran 9
ivOry 5
Dota 2
Gorgc5111
qojqva2953
Dendi1121
420jenkins203
XcaliburYe179
syndereN169
Counter-Strike
byalli335
Other Games
B2W.Neo942
hiko634
Mlord434
Pyrionflax419
crisheroes329
Hui .319
Fuzer 272
Lowko271
Sick180
Liquid`VortiX103
oskar94
Mew2King90
QueenE53
fpsfer 1
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 45
• Michael_bg 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1804
• WagamamaTV421
League of Legends
• Nemesis3838
• TFBlade927
Upcoming Events
Wardi Open
36m
Replay Cast
7h 36m
WardiTV Korean Royale
20h 36m
OSC
1d 1h
Replay Cast
1d 7h
Replay Cast
1d 17h
Kung Fu Cup
1d 20h
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
2 days
The PondCast
2 days
RSL Revival
2 days
Solar vs Zoun
MaxPax vs Bunny
[ Show More ]
Kung Fu Cup
2 days
WardiTV Korean Royale
2 days
PiGosaur Monday
3 days
RSL Revival
3 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
3 days
CranKy Ducklings
4 days
RSL Revival
4 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
4 days
BSL 21
5 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
5 days
RSL Revival
5 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
BSL 21
6 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Wardi Open
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.