Top 10 Most Annoying Heroes (And How to Beat Them)
Before the list, here’s the core idea that makes this guide work: every annoying hero depends on one “permission slip.” Franco needs a clean hook angle. Selena needs you to walk predictably. Saber needs you to show alone. Chou needs a straight path to your carry. If you deny that permission, they’re suddenly just… a normal hero.
Use this quick “anti-tilt checklist” in every match:
- Stop giving free information: don’t show on waves when you don’t need to, and don’t walk into dark bushes first.
- Don’t rotate alone if the enemy has pick-off tools. Move as pairs when the map is dark.
- Fight on your terms: if a hero thrives in narrow jungle paths, force fights in open lanes or around your tank’s vision.
- Track one cooldown: the “annoying button” (hook, arrow, suppression, copied ultimate, kick). When it’s down, you can take space.
Now the Top 10.

Franco (Hook + Suppression Picks)
Why he’s annoying: One hook from fog can delete a carry before the fight even starts, and his ultimate is suppression, meaning you don’t get to “outplay” it after it lands—you prevent it before it happens.
What Franco needs to win:
- Fog-of-war angles (bushes, corners, river entrances)
- You walking in straight lines or rotating alone
- Your team clumping in narrow paths around objectives
How to beat Franco (draft plan):
- Have at least one true frontliner who can face-check (tank/roam or tanky EXP).
- Pick at least one hero who can peel (knockback, stun, zoning) so the follow-up damage after suppression doesn’t instantly erase your carry.
- If your comp is squishy, you must play slower and more vision-focused—Franco punishes “five glass cannons” harder than almost anyone.
How to beat Franco (in-game plan):
- Walk behind minions whenever possible. Minions are your anti-hook shield.
- Stop hugging walls when rotating. Corners make hooks easier because you have fewer sidestep options.
- Send the tank first into river/brush before Turtle/Lord setups. If your carry face-checks first, you’re gambling the game on one skillshot.
- If Franco misses hook, instantly take space: push the wave, hit the turret, start an objective, invade vision. His threat drops hard when hook is down.
Common mistakes that feed Franco:
- Rotating alone through jungle
- Panicking and running in a straight line after you see him
- Stacking tightly at a river entrance where hook has a guaranteed line
Nana (Molina Transform + “Second Life” Passive)
Why she’s annoying: She turns your movement into a mini-game you didn’t ask to play. Molina punishes forward steps, ruins dives, and her passive can deny clean kills and waste your cooldowns.
What Nana needs to win:
- You walking into Molina zones while trying to chase
- You committing everything to kill her right as her passive is ready
- You grouping tightly so her control and follow-up damage hits multiple people
How to beat Nana (draft plan):
- Choose heroes that either outrange her or burst cleanly without needing long chases.
- Build a team that can still fight even if one person gets transformed (strong frontline + consistent DPS helps).
How to beat Nana (in-game plan):
- Treat Molina like a temporary turret: don’t walk into it unless you gain something important (a kill, a tower, an objective).
- Force her passive with a light commit, then back off. The next catch is the real kill window.
- In teamfights, spread slightly. Nana gets maximum value when your team stands shoulder-to-shoulder.
- If you’re the diver/assassin, don’t be first into fog. Nana loves punishing the first hero who commits.
Common mistakes that feed Nana:
- Chasing her through jungle funnels
- Standing still during fights (Molina is a “stand still and lose” check)
- Blowing ultimates into her passive timing
Diggie (Debuff Cleanse + Teamwide Control Immunity)
Why he’s annoying: Diggie can make your best engage look useless. If your whole game plan is “big CC combo into wipe,” he’s the hero that says “no.”
What Diggie needs to win:
- Your team relying on one single engage moment
- You dumping CC into his ultimate window
- Long, messy fights where his utility keeps resetting value
How to beat Diggie (draft plan):
- Don’t draft “one-button teamfights only.” Add poke, pick, or split pressure so you can win without relying purely on CC chains.
- Have damage sources that don’t disappear when CC is denied (steady marksman DPS or fighters that can keep swinging).
How to beat Diggie (in-game plan):
- Bait the ultimate first. Walk up, threaten engage, force the ult, disengage for a few seconds, then re-enter.
- Hold your most important CC until you see Diggie commit his cleanse. Your first CC can be “fake,” your second is the real fight starter.
- If you’re ahead, don’t perma-5v5 into him. Use your lead to take space, choke vision, and force him to respond to side waves.
Common mistakes that feed Diggie:
- Engaging the second you see someone (when his ult is up)
- Grouping too tightly so his value hits everyone at once
- Chasing the support while objectives are available
Valentina (Ultimate Copy + “Steals Your Win Condition”)
Why she’s annoying: She doesn’t just fight your team—she borrows it. When Valentina copies the right ultimate, she can flip teamfights with your own best tool.
What Valentina needs to win:
- A high-impact ultimate to copy (big engage, big AoE, big zone)
- Time and safety to walk up, copy, and then cast
- You forgetting she effectively becomes a “second version” of your strongest ult in the fight
How to beat Valentina (draft plan):
- If your comp relies on one mega-ultimate to win fights, add a second win condition (pick potential, strong lane pressure, or sustained DPS).
- Draft a way to reach the backline or punish her positioning—she’s far less scary if she can’t safely step forward.
How to beat Valentina (in-game plan):
- Track which ultimate she copied and play the fight as if the enemy has two copies of that ult.
- Don’t group in the exact formation your own ultimate punishes. If your ult is a clump-punisher, you must spread.
- Make Valentina choose: if she steps forward to copy, punish her with poke or a fast collapse. If she stays back, she has less access to your best targets.
- If she copies a huge teamfight ult, sometimes the best move is a short reset: give space for 2–3 seconds, then re-enter when the copied ult is spent.
Common mistakes that feed Valentina:
- Clumping like you forgot she can do your ultimate too
- Forcing 5v5s in tight terrain where copied AoE is strongest
- Ignoring her position while tunneling the frontline
Selena (Long Stun Arrow + Trap Setup)
Why she’s annoying: Selena punishes autopilot movement. Her arrow stun scales with distance, and her traps create surprise angles that turn normal rotations into “why am I stunned for so long?”
What Selena needs to win:
- You rotating through predictable paths
- You standing still behind thin cover
- Fog control so arrows come from off-screen and traps sit where you’ll step
How to beat Selena (draft plan):
- Have at least one hero who can face-check safely or provide vision pressure.
- Pick heroes with mobility or defensive tools that can survive the “stun into burst” pattern.
How to beat Selena (in-game plan):
- Move like you’re dodging even when you don’t see her: zig-zag when the map is dark, especially near river and buff entrances.
- Use minions and teammates as “arrow blockers.” Don’t be the front of the line when rotating.
- If you get hit once and survive, don’t instantly re-step into the same area. Selena players often chain traps and wait for the repeat path.
- When pushing, avoid standing in the open behind your minion wave for too long—clear fast, reposition, and don’t hover.
Common mistakes that feed Selena:
- Walking straight through river without vision
- Standing still while aiming skills in a dark zone
- Forcing solo side-lane pushes with no information
Saber (Point-and-Click Burst Ultimate)
Why he’s annoying: Saber turns “I’m farming safely” into “I’m dead” if you show alone. His ultimate knocks you up and unloads burst quickly, so a single pick can decide objectives.
What Saber needs to win:
- You being isolated (especially mid-to-late game)
- You showing on a side lane without backup
- You saving defensive actives/spells too late
How to beat Saber (draft plan):
- Pick at least one peel tool (stun/knockback) and don’t draft five heroes who all want to dive forward.
- If your main carry is immobile, you need stronger protection and better vision habits—no exceptions.
How to beat Saber (in-game plan):
- Never give him a solo target when the map is dark. If you must farm a dangerous wave, bring a teammate.
- Stand so your tank/support is between you and likely flank paths. Saber wants the shortest line to your carry.
- Time your defensive actives early. If you wait until you’re already locked, you usually lose the chance to react.
- If you survive his combo, immediately punish: Saber’s value drops hard when his ultimate is down.
Simple item/defense ideas vs Saber:
- Physical immunity or invulnerability actives are huge for squishy carries.
- Armor/HP tools on fighters and tanks can ruin his “one rotation kill” plan.
Common mistakes that feed Saber:
- Split pushing alone with no vision
- Standing far behind your tank (so you can’t be peeled)
- Holding defensive actives “for later” and never pressing them
Chou (Kidnap Kick + Constant Outplay Threat)
Why he’s annoying: A good Chou doesn’t just fight—he removes one person from the teamfight. He looks for the carry, knocks them out of position, and his mobility makes him hard to lock down.
What Chou needs to win:
- A clean path to your backline
- You drifting away from your team in fights
- Your team wasting CC on the wrong target while he lines up the kick
How to beat Chou (draft plan):
- Pick reliable peel and/or a second frontliner so your carry isn’t “alone behind one tank.”
- Draft at least one hero who can punish his entry (fast CC, burst, or zoning).
How to beat Chou (in-game plan):
- Position with “kick geometry” in mind: if you stand where Chou can kick you into his team, you’re offering him the perfect play.
- Keep a small bodyguard distance. Your carry doesn’t need to be stacked on the tank, but they must be close enough to get instant peel.
- Don’t chase Chou into fog after he fails an engage. He wants you to break formation so he can re-enter from a new angle.
- If Chou is fed, treat him like an assassin: track him before objectives. If you don’t know where he is, assume he’s flanking your carry.
Common mistakes that feed Chou:
- Fighting too spread out so he finds a free isolation angle
- Burning CC on frontline while he walks around untouched
- Chasing him into jungle instead of taking towers/objectives
Ling (Wall Mobility + Backline Assassination)
Why he’s annoying: Ling plays a different map than everyone else. He uses walls to reposition, scout, and choose when to fight. If your team is slow to react, he deletes a backliner and disappears.
What Ling needs to win:
- Freedom to farm early (especially buffs and jungle tempo)
- Unchecked wall movement so he can pick the easiest target
- You overextending while your team has no vision
How to beat Ling (draft plan):
- Draft reliable, fast CC and at least one hero who can protect the backline.
- If your team lacks lockdown, Ling will always feel annoying—so fix it in draft.
How to beat Ling (in-game plan):
- Pressure his economy: invade when you have lane priority, deny space, and don’t hand him free jungle rotations.
- Protect your squishies by controlling the fight zone. Don’t chase into walls; force Ling to come to open areas where your team can react.
- When you lose vision of Ling, your carry must play like they’re already threatened: stay near peel, don’t step up for “one more wave.”
- If Ling dives and commits, collapse instantly. Ling is most punishable right after he spends mobility to enter.
Common mistakes that feed Ling:
- Leaving side lanes pushed while objectives are up (free pick angles)
- Chasing him through walls instead of protecting your carry
- Ignoring jungle tempo and letting him scale for free
Harley (Hat Teleport + Delayed Burst Ultimate)
Why he’s annoying: Harley’s burst feels unfair because it’s fast, slippery, and often happens from a weird angle. He marks you, unloads damage, and snaps back to safety.
What Harley needs to win:
- A squishy target showing alone (gold lane, mid mage, or roam support)
- A clean entry and exit route (hat placement)
- You panicking and running deeper into danger while marked
How to beat Harley (draft plan):
- Have at least one hero who can check bushes and protect the backline.
- Pick a comp that can punish him after he commits—Harley is annoying when you let him exit for free every time.
How to beat Harley (in-game plan):
- When he appears, don’t instantly run in a straight line. Step toward safety and teammates, but keep movement unpredictable so his cards don’t land cleanly.
- Watch where the hat goes. If you know his return location and your team is ready, you can trap him after he snaps back.
- Build burst defense if you’re a priority target. One defensive item can turn “dead” into “survive and punish.”
- Don’t split the map carelessly. Harley loves catching the one hero who thinks they’re safe because they’re “far away.”
Common mistakes that feed Harley:
- Farming side waves alone with no information
- Ignoring his hat location
- Forcing fights while your backline is unprotected
Angela (Global Attach Support + Makes One Hero Unkillable)
Why she’s annoying: Angela turns a normal diver into a raid boss. The shield + follow-up control can make your “easy pick” suddenly impossible, and it ruins clean 1v1s and 2v2s across the map.
What Angela needs to win:
- One strong carry/diver to “supercharge”
- Time to channel and attach before burst lands
- Long fights where her value keeps stacking
How to beat Angela (draft plan):
- You need anti-heal access somewhere on the team and enough damage to finish targets through shields.
- Draft pick tools or burst that can delete the target before Angela’s attach fully flips the fight.
How to beat Angela (in-game plan):
- Identify her favorite partner (usually the best diver or the fed core). Assume every fight includes that duo until proven otherwise.
- Don’t waste everything on the first target you see. If Angela can attach and reverse, you need to commit with better timing.
- Use anti-heal smartly: apply it early in the fight so her sustain and shield value gets reduced during the key seconds.
- If Angela attaches to save someone low, sometimes the best play is to stop chasing and take the map: push a tower, start an objective, or catch the other side of the map while her ult is “spent.”
Common mistakes that feed Angela:
- Chasing deep after the attach (you’re walking into the counterkill)
- Fighting long, drawn-out brawls with no anti-heal
- Ignoring who Angela is enabling and hitting the wrong target
Practical Rules That Beat “Annoying” Heroes
If you only remember one section, make it this one. These rules reduce 70% of “tilt deaths” even before you master matchups.
Draft rules (win before the loading screen):
- If the enemy has heavy pick-off (hook, long stun, suppression, point-and-click burst), don’t draft five fragile heroes. You need a real front line and at least one peel tool.
- Add a second win condition. If your only plan is one big wombo combo, heroes like Diggie and Valentina get extra value.
- Don’t ignore lane safety. If all your lanes are immobile and your jungle pathing is greedy, you’re inviting early snowball pressure.
Vision and movement rules (stop walking into death):
- When the map is dark, rotate as two. The most annoying heroes are strongest against solo movement.
- If you must face-check, let the tank do it first. Carries do damage; they don’t pay the “vision tax.”
- Don’t stand still to aim skills in dangerous zones. Skillshots like Selena’s arrow are designed to punish stationary players.
Wave and tempo rules (deny their permission slip):
- Freeze waves closer to your side when facing roam pick threats. The farther you push, the more angles they get.
- Clear your wave first, then rotate. “Rotate late with a wave lost” is how you fall behind and become easier to pick off.
- When an annoying hero misses their key skill (hook/arrow/ult), punish immediately by taking space or starting an objective. Cooldown windows are your green light.
Item and spell rules (survive the burst, then win):
- Anti-heal should not be a “maybe.” If the enemy relies on sustain/shields, bring it.
- If you’re the priority target, buy one defensive tool earlier than you want. The best counter to pick-off is surviving the first attempt.
- Know what your cleanse can and can’t do. Purify removes many debuffs, but not everything—so positioning is still your #1 defense.
Teamfight rules (make annoying heroes look average):
- Don’t chase slippery heroes into fog. Take the tower, take the objective, take the map.
- Protect your carry with formation, not hope. Your carry should be close enough to get peel instantly, not “two screens away farming one more wave.”
- If the enemy comp is built on picks, force them to fight front-to-back where your tank and peel can do their job.
BoostRoom: Climb Without the Tilt
If you’re tired of losing games to the same “annoying hero moments,” BoostRoom helps you fix the exact habits those heroes exploit.
At BoostRoom, the focus is simple: make you harder to pick, harder to burst, and smarter in fights—so Franco hooks stop deciding games, Selena arrows stop landing for free, and Saber/Chou can’t delete you on repeat.
What you can get from BoostRoom-style support:
- Role-specific coaching (Gold lane spacing, jungle tempo, roam vision routes, EXP lane wave control)
- Draft and ban guidance so you stop walking into matchups your hero can’t realistically handle
- Hero pool building (a small set of comfort counters you can lock in when the enemy drafts your nightmare pick)
- Replay reviews that show the real reason you died (spoiler: it’s usually 10 seconds before the kill happened)
If you want to climb ranks consistently, the fastest path isn’t “more games.” It’s fewer unforced deaths, better drafts, and cleaner objective setups—exactly what these annoying heroes try to steal from you.
FAQ
What’s the difference between “annoying” and “overpowered”?
Annoying heroes are the ones that punish mistakes instantly or disrupt your ability to play normally. They can feel unfair even when they aren’t the strongest in the meta, because they’re designed to create frustration through picks, crowd control, and tempo.
Should I always ban Franco or Nana?
Only if your team refuses to play around them. If your squad face-checks bushes and rotates alone, banning pick heroes is smart. If your team plays disciplined with vision and formation, you can save bans for other threats.
How do I stop dying to Selena arrows so much?
Two habits fix most arrow deaths: (1) stop walking in straight lines when the map is dark, and (2) rotate behind minions or your tank. Also avoid standing still to aim skills near river and jungle entrances.
What’s the most reliable counter to Saber and Chou deleting my marksman?
Formation and defensive timing. Stay close enough to your peel, don’t show alone on side lanes, and use defensive actives/spells early—before you’re fully locked.
How do we fight Diggie when our comp needs crowd control?
Don’t “all-in” your CC at the first moment. Bait his ultimate, disengage briefly, then re-engage when his teamwide immunity window is gone. Also add poke/pick pressure so you aren’t forced into one engage.
How do we play against Valentina copying our best ultimate?
Assume the enemy has two copies of your strongest ult in the fight. Spread your formation if your ult punishes clumps, and pressure Valentina’s positioning so she can’t safely step up to copy and cast.
What anti-heal should we buy, and who should buy it?
Ideally, at least one core player applies anti-heal early enough to matter during fights. Tanks often apply it through defense items, while physical damage dealers can apply it with physical anti-heal. The key is timing: apply it before the enemy sustain/shield swing happens.
I’m solo queue—what’s the easiest way to deal with annoying heroes?
Play safer rotations, don’t overextend for side waves, and pick at least one hero with self-peel or mobility. In solo queue, you can’t assume teammates will protect you, so your positioning has to be stricter.



