In this paper, we analyze the verbal behavior of players of two prominent competitive multi-player online games, Defense of the Ancient 2 (DoTA2) and League of Legends (LoL), focusing on the usage of derogatory terms and toxic behavior. With rising popularity of online games, they are becoming a part of mass culture; League of Legends being world’s most played PC game in 2019. They are considered an e-sport when played professionally, generate huge revenue and have large prize pools for tournament winners. However, online gaming is often accompanied with toxic behavior between players in a match, whether spoken or written. In order to combat the negative atmosphere, a filtering system for derogatory terms was implemented in League of Legend...