PiGosaur Cup #104 · Semifinal & Grand Final
ByuN vs herO / Clem vs herO
Cast by LowkoTVPublished Nov 4, 20268 gamesWatch on YouTube ↗
Game 1
Watch game 1 from 2:23 ▶Greedy third and disruptor hits outlast ByuN
herO opens triple Stalker, then takes a fast third. ByuN's Cyclone and tank pushes trade well but can't stop the economy. Midgame Disruptors and Zealot warp-ins grind ByuN down; a late warp-in circle prompts a tap.
Key moments
- 01Scout
Probe delays ByuN's low-ground Command Center
herO's Probe blocks ByuN's Reaper from the natural while the CC builds.
Why it matteredThe delay buys time for herO's triple Stalker opener.
- 02Fight
Cyclone locks on, kills two Stalkers
Three of herO's Stalkers enter ByuN's base; the Cyclone lock-on kills two.
Why it matteredByuN holds early pressure with minimal losses.
- 03Fight
ByuN's tank push blinks into herO's third
ByuN's Marines, Medivac, and Siege Tank attack herO's third as Blink finishes.
Why it matteredherO loses units but keeps the third, staying ahead.
- 04Fight
Widow mines and snipe kill herO's Immortal
ByuN's Widow Mines and focus fire kill an Immortal and Zealots.
Why it matteredherO's warp-ins trade poorly, keeping ByuN in the game.
- 05Fight
EMP melts two Colossi; herO loses the trade
Ghosts EMP herO's army; Vikings and Marauders kill two Colossi.
Why it matteredByuN wins the fight but herO's economy still grows.
- 06Finish
Zealot warp-in circle prompts ByuN to tap
herO warps a circle of Zealots near ByuN's fourth while Disruptors hit.
Why it matteredByuN sees the flood and leaves; herO takes game one.
Game 2 · Black Rock
Watch game 2 from 19:00 ▶Drops and Liberators win the long game
herO opens Phoenix into Colossus and later Mothership, but ByuN's medevac drops kill eleven probes. Midgame Disruptor overextension costs herO army; ByuN's Liberator-heavy force and Marauders grind out a win.
Key moments
- 01Harass
Hellions trade probes for Reapers
ByuN's triple Reaper and two Hellions attack herO's mineral line; Phoenixes defend.
Why it matteredByuN kills two probes but loses both Hellions.
- 02Tech switch
Fleet Beacon signals herO's Mothership transition
herO starts a Fleet Beacon, moving toward a Skytoss death ball.
Why it matteredByuN's Viking count already counters Colossi and the Mothership.
- 03Fight
Mothership slow zone sets up Disruptor flank
herO recalls his army and lands a Time Warp; Disruptors flank ByuN.
Why it matteredByuN dodges most shots, but the pressure is constant.
- 04Turning point
herO's Blink overextension costs him his army
herO blinks in with no Disruptors; ByuN stands his ground and wins the fight.
Why it matteredherO loses 40 supply, giving ByuN a real lead.
- 05Harass
Medevac drop kills eleven probes
ByuN's Medevac sneaks around the subway and unloads in herO's main.
Why it matteredThe worker kills extend ByuN's lead and frustrate herO.
- 06Finish
Stimmed Marauders and Liberators end it
ByuN's maxed Marauder-Liberator army stims into herO's position.
Why it matteredherO lacks Immortals and upgrades; the cleanup finishes game two.
Game 3 · Old Sun Temple
Watch game 3 from 50:44 ▶Opening Stalker pressure forces quick GG
herO opens Zealot-Stalker on Old Sun Temple and scouts ByuN first. Stalkers deny the low ground CC, kill the bunker, and ByuN taps out.
Key moments
- 01Opening
herO scouts ByuN first on Old Sun Temple
herO's Probe finds ByuN immediately while taking his Nexus.
Why it matteredEarly sight lets herO pressure before ByuN stabilizes.
- 02Harass
Stalkers deny ByuN's low ground CC
herO's Stalkers walk past the bunker and hit SCVs and the CC.
Why it matteredByuN's mining is delayed and he loses the expansion.
- 03Finish
Stalkers kill the bunker, ByuN taps out
herO's Stalkers destroy the bunker at ByuN's natural.
Why it matteredWithout a bunker or units, ByuN leaves; herO advances.
Proxy gates and DTs choke Clem out
herO opens proxy Gate and proxy Dark Shrine. DTs force scans and delay Clem's natural while herO expands. Clem leaves without GG.
Key moments
- 01Opening
herO opens proxy Gate against Clem
herO builds a proxy Gateway in the middle of the map.
Why it matteredClem has no SCV scout, so the Zealots hit early.
- 02Tech switch
Proxy Dark Shrine threatens early DTs
herO adds a Dark Shrine behind the proxy Gate on one base.
Why it matteredClem delays his natural and must prepare scans.
- 03Fight
DTS force scans, Clem's economy stalls
Dark Templar enter Clem's base and dodge the first scan.
Why it matteredClem can't secure his natural and loses mining time.
- 04Finish
Stalkers block Clem's natural; Clem leaves
herO's Stalkers sit at the bottom of Clem's ramp; the natural is not done.
Why it matteredClem has no way to break out and leaves without GG.
Game 5 · Black Rock
Watch game 5 from 59:35 ▶Oracle punish Clem's proxy Marauder cheese
Clem opens proxy Barracks, but herO's proxy Stargate counters it. The Oracle arrives before Clem has anti-air and kills Marines; Clem leaves.
Key moments
- 01Opening
Clem opens proxy Barracks double Reaper
Clem builds a proxy Barracks and goes double Reaper on Black Rock.
Why it matteredIt's a mirror cheese: both players hide buildings across the map.
- 02Tech switch
herO's proxy Stargate answers with an Oracle
herO places a Stargate at the most aggressive proxy position.
Why it matteredClem's Marauders cannot shoot up, so the Oracle gets value.
- 03Finish
Oracle kills Marines; Clem has no anti-air
herO's Oracle picks off Marines while Clem's Marauders walk away.
Why it matteredClem's cheese is dead; he leaves frustrated.
One-base tank push levels the series
Clem goes one-base on a four-player map and marches across. The push kills fifteen workers and stalemates herO's Stalkers; Clem takes game three.
Key moments
- 01Opening
Clem goes one-base on four-player map
Clem starts a one-base Terran build and moves out across the map.
Why it matteredIt's a do-or-die push to get back in the series.
- 02Fight
Terran push destroys Stalkers, kills fifteen probes
Clem's Marines, Marauders, and Siege Tank target-fire Stalkers and SCVs.
Why it matteredherO loses a big worker count and his army.
- 03Finish
Second tank dies, but herO can't hold
herO kills Clem's second Siege Tank, but his Immortal is gunned down.
Why it matteredClem's push does enough damage to take game three.
Game 7 · Sanctuary
Watch game 7 from 1:05:59 ▶Clem's defense and drops punish DT allin
herO goes one-base DTs, but Clem scans and cleans up. A Medevac drop kills four Probes, and herO's desperation bust fails at the bunker. Clem ties the series.
Key moments
- 01Opening
herO plants proxy Twilight Council
herO builds a proxy Twilight Council at the top of the map.
Why it matteredIt sets up another Dark Templar cheese.
- 02Tech switch
Fastest possible Dark Shrine at home
herO builds a Dark Shrine at home by 2:30.
Why it matteredHe wants the fastest DTs to catch Clem without detection.
- 03Turning point
Clem scans and cleans up the DT allin
Clem uses his single scan to spot DTs and fight them off.
Why it matteredherO's allin fails; Clem transitions to a lead.
- 04Harass
Medevac drop kills four probes
Clem's Medevac drops in herO's mineral line and kills four Probes.
Why it matteredIt further starves herO's economy after the failed allin.
- 05Finish
herO kills the bunker but loses the game
herO's last push destroys the bunker but dies to tanks and Marines.
Why it matteredClem holds and ties the series 2-2.
Game 8 · Eternity's Edge
Watch game 8 from 1:11:29 ▶Proxy bunker and Vikings complete reverse sweep
Clem opens proxy Barracks and bunker-rushes herO. Vikings kill both Warp Prisms, starving the Immortal juggle. herO fights back but Clem's economy and tank count snowball; a final push seals the reverse sweep.
Key moments
- 01Opening
Clem proxy Barracks on Eternity's Edge
Clem sends an SCV across the map to build a proxy Barracks.
Why it matteredIt's another cheese: both players commit to early aggression.
- 02Fight
Bunker rush pressures herO's natural
Clem's Marines and Marauders bunker-rush herO's natural.
Why it matteredherO is pinned on one base, forcing an Immortal response.
- 03Fight
Viking kills the first Warp Prism
Clem's Viking snipes herO's Warp Prism trying to juggle Immortals.
Why it matteredWithout the Prism, herO's micro plan falls apart.
- 04Turning point
Viking kills the second Prism
Clem's Viking kills another Warp Prism after herO's failed bust.
Why it matteredherO loses his reinforcement and map control; Clem secures his expansion.
- 05Finish
Clem's final push doubles herO's supply
Clem's army cleans up herO's last units near his third.
Why it matteredherO has no economy or production; Clem completes the reverse sweep.
Footage and commentary: LowkoTV on YouTube. Each still links to that second of the video. Written from the commentary, so it can miss what the caster didn't mention.
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