Division One: Sheth vs. Morrow
Game One: Sheth fast-expands and Morrow builds his Spawning Pool first, putting the two on opposite terms for the opening of the match. Morrow’s uses his earlier Spawning Pool to poke with Zerglings, but Sheth is prepared and deflects the attack. Sheth pushes back with Roaches, dealing damage to Morrow’s expansion before retreating. Both players have nearly equaled out at this point, with Morrow pursuing Hydralisk tech and Sheth focusing on Infestor tech. Sheth pokes into Morrow's base a little too far and falls victim to a massive Fungal Growth, costing him almost his entire army. A strong unit concave gives Sheth the advantage in the next exchange, putting Morrow on the back foot and supply blocking him for a while. Morrow has a vastly superior air army, but Sheth is able to sneak Roaches into Morrow’s base and destroy his Greater Spire. The final engagement comes at around the 50 minute mark; Morrow’s air army and Infestor count have reached a critical mass, forcing Sheth to surrender after his army is soundly defeated.
Game Two: Sheth uses the same opening build, but Morrow gathers more gas and goes for a one-base Baneling bust. Sheth plugs his ramp with Roaches in response, denying the attack entirely. Morrow’s expansion comes later than it should, putting him at a drastic economic disadvantage. Sheth’s attack arrives just as Morrow’s Hatchery finishes, but Morrow’s upgrade advantage allows him to break even with Sheth despite his inferior unit count. Sheth replenishes his army quickly, but it still takes two more pushes against Morrow’s defenses to force a surrender.
Game Three: Morrow builds his Spawning Pool at 10 supply, indicating a Zergling rush, but Sheth builds his Spawning Pool first for a change, making it possible for him to defend against the attack. Morrow builds a Spine Crawler at the very edge of Sheth’s Creep, but Sheth spots it just in time to attack it and force a cancel. Morrow’s Zerglings arrive shortly after, but Sheth’s Drones defend themselves admirably until Zerglings hatch and finish off the attack, prompting Morrow to surrender.
Division Two: TT1 vs. CrunCher
Game One: TT1 puts down an early Twilight Council and rushes to research Blink, but he also builds a Robotics Facility, which threatens to impact his overall Stalker count. CrunCher, on the other hand, focuses solely on building units, particularly Immortals. The opposing armies meet with TT1 blinking his Stalkers past force fields and surrounding CrunCher’s units. CrunCher falls back to his expansion, but he surrenders when the pressure proves to be too much.
Game Two: CrunCher is ahead in Gateway construction, indicating an early three Stalker play. TT1 attempts a Four Gate build, but CrunCher’s early Stalkers are the perfect answer to the proxy Pylons. TT1 keeps forcing units into CrunCher’s base, but CrunCher’s immaculate micromanagement allows him to keep holding on. The two are neck and neck for quite some time, but ultimately CrunCher’s unit control allows him to hold on and win through attrition.
Game Three: Both players choose to open with Four Gate builds, which CatZ points out will mean that engagements will be decided by force field usage. Cruncher's units arrive at TT1’s ramp, but TT1’s force fields keep the attack at bay and force CrunCher to retreat. Both players expand and produce Colossi, though TT1 maintains a sizeable supply advantage. TT1 attacks CrunCher’s natural, and his supply advantage easily gives him the upper hand in the engagement, forcing CrunCher to surrender.
Division Three: KawaiiRice vs. DDE
Game One: DDE makes an early Hellion push, but surprisingly KawaiiRice’s Marines are able to defeat the first wave. A second wave comes just as DDE’s Infernal Pre-igniter finishes, allowing him to catch KawaiiRice off-guard. DDE follows up with a Banshee/Marine/Siege Tank composition, but KawaiiRice’s superior Siege Tank count is high enough to quickly clean the push up. These Siege Tanks then continue to the ledge outside DDE’s third base and begin to heavily damage it. A large pack of upgraded Hellions simultaneously attack DDE’s other expansion, destroying a number of SCVs and Marines. DDE repels the Siege Tanks with Banshees and sets up a solid defense, but KawaiiRice pushes regardless and destroys a Planetary Fortress at one of DDE’s expansions. The two armies roam around the map looking for weak areas to exploit, but the game doesn’t reach its final stages until DDE drops into KawaiiRice’s expansion and forces it to float away. KawaiiRice is left with hardly any sources of income after that loss and surrenders once he loses what units he has left.
Game Two: DDE fast-expands, and KawaiiRice attempts to go for some early pressure in response; a number of SCVs are lost in the attack, but KawaiiRice’s greed costs him the majority of his attacking units. DDE responds with a drop in KawaiiRice’s main, killing SCVs and destroying a Supply Depot before his Marines are killed. The players’ armies meet in the middle of the map and pick at each other with Siege Tanks. KawaiiRice eventually pushes DDE away, but not before DDE is able to put himself a base ahead. Another drop from DDE goes ignored for too long, costing KawaiiRice a Factory, a Siege Tank, and the game.
Division Four: MC vs. SelecT
Game One: Both players fast-expand, but MC attacks well before SeleCT can finish researching his Stim Pack upgrade. SeleCT withdraws his Command Center , but his hidden Ghost Academy pays off; Ghosts join his army just in time to EMP MC’s units and weaken them enough to be finished off. SeleCt is left with little choice but to counterattack, and his remaining units destroy quite a few of MC’s probes. MC sneaks some Dark Templars into SeleCT’s mineral lines, but SeleCT's counter-push destroys MC’s third base and weakens his army significantly. A last-minute attempt to add High Templars looks to even the odds, but SeleCT’s attacks are too persistent, ultimately overwhelming MC.
Game Two: What looks to be a standard macro game takes a turn for the bizarre at the eight-minute mark when SeleCT builds a Fusion Core. MC takes a very early third base and SeleCT continues to surprise by floating a Command Center to the northernmost expansion on his side of the map. MC produces air units in response to SeleCT’s Battlecruisers, and his Void Rays make quick work of SeleCT’s defenses when he first attacks. Further supplementing his air army with Carriers, MC attacks with a supply lead of nearly 100. SeleCT has no answer to this onslaught, and surrenders once his army is crushed.
Game Three: SeleCT once again goes for fast Ghost tech, researching Cloak and pushing out with a small bio force. The Marines serve as the perfect distraction while a nuke is launched on to MC’s natural expansion, killing every probe that was mining there. Despite this epic maneuver, SeleCT is still at an economic disadvantage and is forced to surrender once MC’s army arrives at his base.
Division Five: BoxeR vs. IdrA
Game One: BoxeR builds two proxy Barracks, which puts IdrA’s hatchery-first build in danger, especially when a Bunker is built right outside the edge of IdrA’s creep. The Bunker finishes and is filled with three Marines while a second Bunker is being built. IdrA sends what Zerglings he has to cut off any additional Marines, but he loses a Spine Crawler in the meantime. IdrA brings his Zerglings back and tries to destroy the Bunkers, but he fails and surrenders immediately.
Game Two: BoxeR once again builds two proxy Barracks, but IdrA builds his Spawning Pool first this time, a much safer defense against any rush builds. IdrA scouts the proxy Barracks and immediately reacts by researching Metabolic Boost, but BoxeR abandons the attack and brings his Barracks back to his base. The two players then switch into macro mode; IdrA safely gets his expansion up and running while BoxeR transitions into a mech-focused army. A squad of Marines flanked by upgraded Hellions arrive at IdrA’s front door, but some excellent Zergling micro repels the attack. IdrA pokes into BoxeR’s base with Mutalisks, delaying BoxeR’s third base and chasing SCVs out of the mineral line. BoxeR exploits the backdoor path between the two players’ bases and attacks from the rear with a large mech force. The two armies clash at the bottleneck; despite IdrA’s Fungal Growths and Neural Parasites, BoxeR is able to break through and start attacking IdrA’s base, prompting an immediate surrender from IdrA.


































