Anti-awards
The tongue-in-cheek awards, exactly when each one is given, and what they can miss.
Anti-awards
These are for fun and look only at numbers in a single game. They need a minimum number of deaths so a quiet game doesn't brand anyone.
- Top FeederDied the most of anyone in the game, with at least 3 deaths. Ties share it. It replaces Feeder, Dead Weight and Top Donor on the same player.
- FeederDied more than 1.25× the average for their own team (at least 4 deaths), without being the top feeder. It applies to winning teams too, since a team often has to work harder to cover for a feeder. Not shown alongside Top Donor or Lone Wolf.
- Dead WeightLowest takedowns minus deaths in the game, only if that number is negative and they died at least 3 times. Ties share it. A support who rarely gets kills can earn this, so read it alongside the role rating.
- QuitterLeft the game more than a minute before it ended.
- AFKIdle for 2 minutes or more. Quitters get Quitter instead.
- Late starterGave no command until more than 50 seconds after the game started (the moment the heroes are first selected, about 40 seconds into the replay). Most players act within about 15 seconds. Based on the replay's command events, so it shows that no input arrived, not why. Games uploaded before this was added need a re-upload to get it.
- Time Out ChairSpent the most time dead in the game, and at least 4 minutes and 25% of the game. Ties share it.
- PacifistLowest hero damage on their team among players who aren't tanks or healers, and under 50% of what their teammates in that group averaged. Needs 3 such players on the team and no tie for lowest.
- Paper Tank and Missing HealerGiven to a tank (Paper Tank) or healer (Missing Healer) whose role rating is under 20, the Poor band. See Hero performance ratings for exactly how that rating is worked out, including who they are compared with and what it can't tell us.
- Anti-tankA tank played like a low-damage DPS with a big health pool, in a game of at least 10 minutes where their teammates averaged at least 15,000 damage taken. They took under 130% of their teammates' average damage taken and crowd-controlled enemies for under 75% of what that hero typically does. The replay can't see which talents were picked for damage over durability or crowd control, so that part is left to votes with the Anti-tank tag.
- Top DonorGave the enemy team the most XP through deaths in the game, at least 1,000 XP. Each death is worth 250 + 50 per level of the dead player's team, scaled up or down by the level gap between the teams, so dying while your team is behind costs less than dying while it is ahead. It is an estimate from death times and once-a-minute team XP, so it can be off, and games uploaded before this was added need a re-upload to get it. Ties share it.
- Lone WolfMost deaths while outnumbered by nearby enemies in the game, at least 3 and at least 50% of their deaths. Ties share it.
- Missing in ActionOn each team, the player (not a healer, and not Abathur or Cho'Gall, whose damage the replay counts differently) who did the lowest share of their hero damage in team fights, under 50% of what their teammates averaged. It points to farming or sidelining while the fights happened elsewhere. Needs 3 qualifying players with at least 20,000 hero damage and no tie for lowest. Not given to anyone with MVP, Teamfight MVP or the most hero damage.
- Unhappy camperPlayer spends the whole game getting camps. On each team, the player with the most mercenary camps (at least 5, no tie) who also has fewer takedowns than their teammates average and a team-fight damage share under 85% of their non-healer teammates'.
- Odd PickA talent choice that makes little sense. Either it is on a hand-kept list of bad combinations for that mode (for example Anduin's Light Bomb in ARAM), or it is a talent taken in 3% or fewer of games on that hero in the same kind of mode (ARAM or not), judged once there are at least 40 such games, and the player lost. Rare picks can be creative rather than wrong, so winning games are never flagged by the rarity rule.