Showing posts with label Dota. Show all posts
Showing posts with label Dota. Show all posts

Wednesday, 7 October 2026

Supplementary National Team Trials will take place online on Saturday, 10 October 2026, from 09:00 to 19:00


The MSSA Management Board following consideration of the circumstances surrounding the National Team Trials held on 25 July 2026 and the need to ensure that South Africa has an opportunity to enter teams into IESF's WEC26, and other events, has decided to hold a Supplementary National Team Trials for Counter-Strike 2 (Women), and Dota 2

Mind Sports South Africa (MSSA) has approved supplementary National Team Trials for Counter-Strike 2 Women and Dota 2 ahead of the IESF World Esports Championship 2026 (WEC26) in Indonesia.

The supplementary trials will take place online on Saturday, 10 October 2026, from 09:00 to 19:00, with Sunday, 11 October 2026 reserved as a contingency day should matches need to be completed.

The decision was taken by the MSSA Management Board following consideration of the circumstances surrounding the National Team Trials held on 25 July 2026 and the need to ensure that South Africa has an opportunity to enter teams in all applicable WEC26 categories.

Counter-Strike 2 Women

At the July National Team Trials, Counter-Strike 2 was advertised as a single title and a separate women's category was not listed. MSSA subsequently established that at least two eligible women's teams did not enter the trials because they reasonably understood the published notice to concern the open Counter-Strike 2 category.

One women's Counter-Strike 2 team did enter the July trials. However, one of its five players had not submitted the documentation required under the National Team Bye-Laws before the commencement of the trials. The outstanding documentation was not received by the applicable extended deadline.

As a result, the Management Board determined that no women's Counter-Strike 2 team is eligible for selection from the 25 July trials and no players had been advised that they had been selected.

MSSA emphasises that this is a finding of eligibility only and is not a finding of misconduct against any player, team or club.

The supplementary trial therefore provides an open opportunity for eligible women's Counter-Strike 2 players and teams who had so qualified in the period 1 July 2025 to 1 September 2026, including the team that participated in July, to compete for selection.

Dota 2

Dota 2 was not included among the titles contested at the July National Team Trials. As Dota 2 is a WEC26 competition category, the Management Board has accordingly approved supplementary trials for the title, to the extent that trials have not already been approved.

Open entry

Entry to the supplementary trials is open to all affiliated MSSA Members who hadqualified in the period 1 July 2025 to 1 September 2026 . It is not restricted to teams that participated in the July trials.

For Counter-Strike 2 Women, eligible players must satisfy the applicable MSSA eligibility requirements, including the requirements concerning participation and placings, and must be fully registered and paid up through an affiliated Member when entries close.

The same applicable eligibility requirements will apply to Dota 2 players.

A team must comprise five eligible players, with no reserves permitted.

Entry and documentation deadlines

Clubs must submit team entries on the prescribed form by:

Friday, 9 October 2026 at 23:59

The entry fee is R100 per player.

Players must submit the required documentation by:

Friday, 9 October 2026 at 17:00

This includes:

  • A valid South African passport;

  • A signed Senior Contract or, for players under 18, a Junior Contract signed by a parent or guardian; and

  • An unabridged birth certificate for players under 18.

MSSA will not grant an extension for outstanding documents. A team whose players do not have the required documentation in place at the start of the trials will not be permitted to compete.

Selection of the National Teams

The MSSA Selection Committee will trials are open to eligible teams across MSSA's affiliated membership, and the organisation will apply the published eligibility, competition and selection requirements consistently to all select the National Teams in accordance with the National Team Bye-Laws, with the National Team Manager present.

The selection process will be based primarily on results achieved at the supplementary trials. Selection is of players for the National Team, rather than selection of a club team as such.

The captain will be selected from the captains participating in the supplementary trials. The captain will then submit a squad of 10 players drawn from those who participated, subject to MSSA approval. The final WEC26 team will subsequently be selected from that squad in accordance with the number of players required by IESF.

Preparing South Africa for WEC26

The IESF World Esports Championship 2026 will be held in Indonesia from 15 to 20 December 2026. Counter-Strike 2 Women and Dota 2 are among the competition categories.

The Management Board considered the international entry deadline and determined that there was insufficient time to conduct supplementary trials using the ordinary notice period.

The Board therefore exercised its authority under the MSSA Constitution, General Regulations and National Esports Team Bye-Laws, taking into account the written interpretation of the relevant notice provisions.

The decision will be reported to the MSSA Executive Committee for confirmation at its next meeting.

Commitment to a fair selection process

MSSA's decision is intended to provide eligible players with a clear and open opportunity to compete for National Team selection in categories that could not properly be selected from the July trials.

The supplementary trials are open to eligible teams across MSSA's affiliated membership, and the organisation will apply the published eligibility, competition and selection requirements consistently to all participants.

MSSA wishes all participating players and teams the best of success in the supplementary National Team Trials and looks forward to selecting South African representatives for WEC26.

Additional reading:

Saturday, 21 March 2026

Proteas match against Mongolia is being streamed at 7H45.


The South African Protea Esports Team for the DotA 2 is currently at the GEG25 in Mumbai, India and are battling it out against some of the finest teams in the world.

The team has already beaten Argentina and unfortunately lost to Turkiye.

The team is now to take on the might of Mongolia...

The South African Protea Esports Team for the DotA 2 consists of:

  • Matthew "bee" Raubach (Captain)
  • Callum "sk3p" Foster
  • Barend "Berend" van Staden
  • Lennard "remedy" Koekemoer
  • Suhail "Soup" Khan

Johan van Breda (MSSA National Team Manager) said, "This is the best team that we have ever put into the field, and our team is 'pumped' and ready to go."

As usual Waylander Gaming is streaming the match on behalf of Mind Sports South Africa (MSSA) on:

Additional reading:

Athlete's rights:

Friday, 20 March 2026

Mumbai to Host Global Esports Games

The South African Protea Esports Team will be one of seven teams battling it out for supremacy.

India will host the Global Esports Games in Mumbai from 19-22 March 2026, providing India's growing esports and gaming ecosystem an international stage to compete. The Global Esports
Federation's flagship, Global Esports Games Mumbai, is organized by Eflag Corp with the support of Maharashtra Tourism. GEG Mumbai features 70 esports athletes from 23 countries and territories. This premier event will also feature GEFcon and GEFestival.

After successful editions in Singapore, Istanbul, and Riyadh, the Global Esports Games, the international national-team esports championship, makes its South Asia debut with India hosting the World Finals in Mumbai. The tournament will witness leading esports nations competing in DOTA 2 and Clash Royale. The national teams of leading esports nations like Argentina, Australia, the USA, Great Britain, Indonesia, and Türkiye will compete alongside India and teams from 16 more countries and territories, marking a significant milestone for India as it steps onto the global stage as a host of one of esports’ most prestigious international competitions. The global broadcast reach is projected at 40 million+ viewers.

The programme will feature a Grand Opening Ceremony, GEFCon, GEFestival, fan experiences and meet-ups, playoffs, the grand finale, and medal and trophy presentations, before concluding with a ceremonial handover to Los Angeles for the Los Angeles 2026 Global Esports Games in December 2026.

The Global Esports Games Mumbai is expected to catalyse investment across broadcast production, tournament operations, digital content creation, and youth skilling, reinforcing India’s emergence as a global esports destination.

Shri Devendra Fadnavis, Honourable Chief Minister of Maharashtra, and senior state ministers, will inaugurate the event. Shri Devendra Fadnavis said, “The future will be shaped by technology, innovation, and digital ecosystems. We are proud that India will host the Global Esports Games, welcoming athletes from around the world to Mumbai. By bringing together sport, technology, and youth talent, this event further strengthens our position as an emerging global hub for digital innovation.”

Sir Paul J. Foster, KStJH, President and CEO, Global Esports Federation, said, “India represents one of the most dynamic growth stories in global esports, and there is no city better suited to host our flagship event than Mumbai. This is a city powered by youth, creativity, and innovation, the same forces shaping the future of esports worldwide. Hosting the Global Esports Games here is about more than competition; it’s about opportunity, connection, and reinforcing our belief that esports is for all.”

Shripad Ashtekar, Founder, Eflag Corp, added, “We are committed to strengthening India’s esports ecosystem and are glad to bring the GEG World Finals to Mumbai, India. This move marks a significant milestone as it will foster talent development, innovation, and global competitiveness while accelerating the rise of homegrown talent, showcasing India’s capabilities on the global esports stage.”

India’s esports market is set to triple from $38 million in FY25 to $132 million by FY30, growing at a 26% CAGR (BITKRAFT-Redseer Report). The ecosystem includes 2.8 million competitive esports players, 40 professional teams, and nearly 20 major game titles.

Additional reading:

Athlete's rights:

Monday, 9 February 2026

Protea DotA 2 Esports team heads towards GEG25 in Mumbai.

Again Matthew Raubach (Capt.) of the Protea Esports Team for the DotA 2 esports title had to witness two teams forfeit instead of honourably take to the field.

Notwithstanding our article published "Whether 'tis fear...." about both Botswana and Zambia failing to turn up to do battle against South Africa's mighty Protea Esports Team for the DotA 2 esports title in the Reqional Qualifiers for Global Esports Federation's (GEF) GEG25 World Finals to be held in Mumbai, India, from 26 February to 1 March 2026, Namibia and Malawi too failed to turn up.

It seems as though when faced with doing battle against South Africa's 
Protea Esports Team for the DotA 2 esports title, other sub Saharan teams would rather just forfeit.

While a victory remains a victory, this underscores a problem in esports, and perhaps even a greater mindset problem.

The Problem With Teams Forfeiting Matches Instead of Losing

In competitive esports, losing is normal. Every team, no matter how strong, eventually faces defeat. But in recent years, one habit has become more common and more damaging to the competitive scene: teams forfeiting matches rather than playing them out and accepting the loss.

At first glance, forfeiting may look like a quick solution. Maybe the team is frustrated, unprepared, tilted, or dealing with internal conflict. But when a team chooses to forfeit instead of competing, it sends a message—not only to opponents, but also to fans, tournament organizers, and the esports community as a whole.

And that message is rarely a good one.

Forfeiting Shows a Lack of Competitive Integrity

Esports is built on competition. The entire purpose of a tournament is to test teams under pressure and determine who performs better. When a team forfeits, they remove the most important part of the sport: the contest itself.

No one expects a team to win every time, but people do expect them to show up and fight. Even if the result seems obvious, playing the match is part of the responsibility of being a competitive team.

Forfeiting is not just quitting the match—it is quitting the challenge.

It Disrespects Opponents Who Prepared

Behind every match is preparation. Opponents practice strategies, review gameplay, and plan their approach. Coaches and analysts invest time. Players stay disciplined to be ready. Even small teams put effort into showing up.

When a team forfeits, it wastes all of that.

Winning by forfeit does not feel like a real victory. It denies the opposing team the chance to prove themselves and improve. It turns what should have been a meaningful match into an empty result.

In competitive environments, respect is earned through effort. Forfeiting throws that respect away.

It Damages the Tournament and the Fan Experience

Tournaments rely on structure. Schedules, broadcasts, brackets, and audience engagement all depend on matches actually happening. When a team forfeits, it disrupts everything.

Fans tune in expecting competition. They want to see the best plays, the clutch moments, and the storylines. A forfeit kills excitement instantly. It leaves the audience disappointed and makes the event look unprofessional.

Esports already struggles with being taken seriously in some circles. Frequent forfeits only reinforce the stereotype that esports lacks maturity compared to traditional sports.

It Hurts the Team’s Reputation More Than a Loss Ever Could

Some teams forfeit because they think losing will look embarrassing. But forfeiting is usually far worse for a team’s image.

A loss can be explained: the opponent played better, the draft was wrong, mistakes were made. But a forfeit suggests something deeper—poor leadership, lack of discipline, or emotional instability.

Sponsors and organizations pay attention to this. If a team cannot handle defeat, they become a risky investment. A forfeit can create long-term damage to a brand, while a loss is simply part of the journey.

In many cases, losing honorably earns more respect than forfeiting ever will.

Losing is How Teams Improve

One of the most overlooked facts in esports is that losing is valuable. Losses expose weaknesses. They show what strategies fail. They teach teams how to adapt under pressure.

A forfeit removes that learning opportunity. Instead of gathering data and experience, the team avoids the problem. This creates a cycle where the same mistakes keep happening because they are never confronted in real matches.

Championship teams are not built by avoiding defeat. They are built by surviving it, studying it, and growing stronger because of it.

Forfeiting Often Reveals Poor Leadership

When teams repeatedly forfeit, it usually points to internal issues. Maybe communication is weak. Maybe the coach has lost control. Maybe players do not respect each other. Whatever the reason, forfeiting is often the symptom of a deeper failure in leadership and team culture.

A strong team does not collapse after one bad scrim, one bad draft, or one lost round. They adjust, refocus, and continue playing. The ability to stay composed when things go wrong is one of the most important traits in competitive success.

A forfeit is a sign that the team lacks that strength.

There Are Valid Reasons—But They Should Be Rare

To be fair, forfeiting is not always unjustified. Emergencies happen. Internet outages, health issues, or serious personal situations can make playing impossible.

But these cases should be rare and clearly communicated. When forfeiting becomes a habit, it stops being a necessity and becomes an excuse.

The esports community can understand unavoidable problems. What it cannot respect is a team forfeiting simply because they are tilted, unmotivated, or afraid of losing.

Conclusion

Forfeiting a match is not the same as losing. Losing is part of competition. Forfeiting is avoiding it.

Teams that forfeit damage their reputation, disrespect their opponents, weaken tournaments, disappoint fans, and deny themselves the most important part of improvement: experience under pressure.

If esports wants to grow as a serious industry, teams must start treating competition with seriousness too. Winning matters, but so does showing up. Even in defeat, professionalism and effort are what separate real competitors from teams that were never built to last.

Because in the end, a loss can teach you something.

Additional reading: