How to play Rem
Best build by measured win rate · patch 09-29-2026 · updated Oct 14 · Rem wins 46.8% overall
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The Rem build
Each tier lists the items Rem players win with most often, out of 413,513 Rem games. Win % is how often Rem wins when the item is bought; the green or red number is how far that is above or below the rest of the same tier. Popularity is the share of Rem games the item was bought in; Bought at is the average time. Only items bought in at least 1,500 games and by at least 5% of Rem players count, so a lucky streak can’t make the list.
Lane · Tier 1 · 800 souls
Early mid game · Tier 2 · 1,600 souls
-
Trophy Collector - Win %
- 47.8% +0.5
- Popularity
- 50%
- Games
- 205,307
- Bought at
- ~10 min
-
Compress Cooldown - Win %
- 47.8% +0.5
- Popularity
- 47%
- Games
- 192,702
- Bought at
- ~18 min
-
Duration Extender - Win %
- 48.5% +1.3
- Popularity
- 28%
- Games
- 117,592
- Bought at
- ~23 min
-
Mystic Vulnerability - Win %
- 51.2% +4.0
- Popularity
- 8.3%
- Games
- 34,149
- Bought at
- ~27 min
Mid game · Tier 3 · 3,200 souls
Late game · Tier 4 · 6,400 souls
Situational / optional
Fewer Rem players buy these, usually against particular enemies, but those who do win clearly more than the rest of the same tier. Each still has at least 1,500 games behind it.
-
Cheat Death - Win %
- 57.0% +4.7
- Popularity
- 4.3%
- Games
- 17,708
- Bought at
- ~36 min
- Tier
- 4
-
Lucky Shot - Win %
- 56.5% +4.1
- Popularity
- 1.5%
- Games
- 6,243
- Bought at
- ~34 min
- Tier
- 4
-
Mystic Slow - Win %
- 51.2% +4.0
- Popularity
- 3.6%
- Games
- 14,928
- Bought at
- ~27 min
- Tier
- 2
-
Witchmail - Win %
- 55.6% +3.2
- Popularity
- 2.1%
- Games
- 8,550
- Bought at
- ~38 min
- Tier
- 4
-
Escalating Exposure - Win %
- 55.4% +3.0
- Popularity
- 7.8%
- Games
- 32,242
- Bought at
- ~35 min
- Tier
- 4
-
Glass Cannon - Win %
- 55.3% +3.0
- Popularity
- 1.5%
- Games
- 6,186
- Bought at
- ~29 min
- Tier
- 4
Popular, but behind the rest of their tier
-
Knockdown - Win %
- 44.7% -3.6
- Popularity
- 16%
- Games
- 65,518
- Bought at
- ~23 min
- Tier
- 3
-
Cursed Relic - Win %
- 49.4% -2.9
- Popularity
- 23%
- Games
- 94,144
- Bought at
- ~30 min
- Tier
- 4
-
High-Velocity Rounds - Win %
- 45.5% -1.6
- Popularity
- 32%
- Games
- 130,764
- Bought at
- ~3 min
- Tier
- 1
Not wrong to buy, and sometimes the right answer to a specific enemy. On average, Rem players who buy these win less than those who buy something else at that point.
How this build is chosen
Source: deadlock-api.com item results for Rem, City Never Sleeps matches since 2026-09-30, refreshed daily. Items are compared with the rest of their own tier, because late items always show higher raw win rates (only players who are ahead can afford them). Ranking uses the low end of each item’s 95% confidence range, so more games beat a lucky few. It shows what winning Rem players buy; it can’t prove the item caused the win. For what to change against a specific enemy team, use the matchup tool.
How Rem plays
Strengths
- The highest healing throughput in this group by a wide margin, and it scales with how badly the ally is losing the fight
-
Naptime
Naptime Rem channels a gaze forward that passes through walls and floors. Crowd Control Layered: first a slow with reduced dash distance and a full lockout on… Damage 120 spirit damage on wake (+50% at 5 AP). Mobility None for Rem, but it is the strongest mobility-denial effect in this group 1 1 AP: -1 stamina on wake and no stamina regeneration while asleep 2 2 AP: +0.75s sleep duration and +3m radius 5 5 AP: -65s cooldown (175s to ~110s) and +50% damage resistance while channelling is unusually hard to dodge because it ignores walls and floors, unlike most large-area ultimates -
Lil Helpers
Lil Helpers Rem signals a Helper to go do a job: collect crates, perform Sinner's Sacrifices, or follow and buff an ally hero or friendly troopers. Damage None. Heals troopers for 8 health/second; Helpers rest ~15.1 seconds after… Mobility Grants move speed to the hero being followed Defensive The spirit resist buff on a followed ally is a persistent small mitigation… 1 1 AP: +1 Helper and +1.5 m/s Helper move speed 2 2 AP: +1 Helper and +15% trooper damage/resist 5 5 AP: +1 Helper and +15% spirit resist on the buff give Rem meaningful map and economy influence without needing to win a fight -
Pillow Toss
Pillow Toss Rem hurls a pillow that deals spirit damage and knocks the enemies it hits well away from their position. Crowd Control Heavy knockback displacement on hit. Damage 75 spirit damage base; Mobility none for Rem, but it moves enemies a long way 1 1 AP: -7s cooldown (25s to 18s) 2 2 AP: applies -40% fire rate and +2m radius 5 5 AP: +100 damage and +2m radius peel plus
Tag Along
Tag Along Rem leaps to a friendly hero and naps alongside them. Damage No damage. Burst heals 15% of missing health, then regenerates over time —… Mobility A 23m leap, but only to a friendly hero — Rem cannot use it to escape into… Defensive Attaching to a durable frontliner is Rem's survival plan; 1 1 AP: -8s cooldown (40s to 32s) 2 2 AP: bonus item range, duration and barrier effectiveness while attached 5 5 AP: bonus spirit power while napping and for a short window after waking healing makes a protected carry genuinely difficult to kill
In lane
-
Tag Along
Tag Along Rem leaps to a friendly hero and naps alongside them. Damage No damage. Burst heals 15% of missing health, then regenerates over time —… Mobility A 23m leap, but only to a friendly hero — Rem cannot use it to escape into… Defensive Attaching to a durable frontliner is Rem's survival plan; 1 1 AP: -8s cooldown (40s to 32s) 2 2 AP: bonus item range, duration and barrier effectiveness while attached 5 5 AP: bonus spirit power while napping and for a short window after waking 's missing-health burst plus lingering regeneration makes a duo lane extremely hard to burst down, and the heal is strongest exactly at the moment the trade should have been lost -
Pillow Toss
Pillow Toss Rem hurls a pillow that deals spirit damage and knocks the enemies it hits well away from their position. Crowd Control Heavy knockback displacement on hit. Damage 75 spirit damage base; Mobility none for Rem, but it moves enemies a long way 1 1 AP: -7s cooldown (25s to 18s) 2 2 AP: applies -40% fire rate and +2m radius 5 5 AP: +100 damage and +2m radius knockback denies the enemy's all-in and refunds cooldowns on hit, so a Rem who lands pillows out-tempos the lane -
Lil Helpers
Lil Helpers Rem signals a Helper to go do a job: collect crates, perform Sinner's Sacrifices, or follow and buff an ally hero or friendly troopers. Damage None. Heals troopers for 8 health/second; Helpers rest ~15.1 seconds after… Mobility Grants move speed to the hero being followed Defensive The spirit resist buff on a followed ally is a persistent small mitigation… 1 1 AP: +1 Helper and +1.5 m/s Helper move speed 2 2 AP: +1 Helper and +15% trooper damage/resist 5 5 AP: +1 Helper and +15% spirit resist on the buff generate soul income off-screen (crates Crates Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute , Sinner's Sacrifices Sinner's Sacrifice Ten machines around the map, plus the Bell Tower A slot machine you punch for souls: each light melee pays about a twentieth of its value, each heavy a tenth, and the final hit pays half plus a heavy — more in the jackpot window, whose timing now varies. 500 health; it hits back for 80 a punch outside the jackpot phase. Souls 310 souls at 0:00 +3.35 a minute ) while Rem is still standing in lane — Rem farms two places at once
Power spikes
-
Naptime
Naptime Rem channels a gaze forward that passes through walls and floors. Crowd Control Layered: first a slow with reduced dash distance and a full lockout on… Damage 120 spirit damage on wake (+50% at 5 AP). Mobility None for Rem, but it is the strongest mobility-denial effect in this group 1 1 AP: -1 stamina on wake and no stamina regeneration while asleep 2 2 AP: +0.75s sleep duration and +3m radius 5 5 AP: -65s cooldown (175s to ~110s) and +50% damage resistance while channelling unlock — Turns Rem from a passive healer into the team's objective-taking tool — a wall-piercing mass mobility strip plus sleep is decisive at urn and mid-boss fights - 1 AP into
Pillow Toss
Pillow Toss Rem hurls a pillow that deals spirit damage and knocks the enemies it hits well away from their position. Crowd Control Heavy knockback displacement on hit. Damage 75 spirit damage base; Mobility none for Rem, but it moves enemies a long way 1 1 AP: -7s cooldown (25s to 18s) 2 2 AP: applies -40% fire rate and +2m radius 5 5 AP: +100 damage and +2m radius — -7s cooldown (25s to 18s) makes the peel-and-refund loop consistent rather than occasional - 2 AP into
Naptime
Naptime Rem channels a gaze forward that passes through walls and floors. Crowd Control Layered: first a slow with reduced dash distance and a full lockout on… Damage 120 spirit damage on wake (+50% at 5 AP). Mobility None for Rem, but it is the strongest mobility-denial effect in this group 1 1 AP: -1 stamina on wake and no stamina regeneration while asleep 2 2 AP: +0.75s sleep duration and +3m radius 5 5 AP: -65s cooldown (175s to ~110s) and +50% damage resistance while channelling — +0.75s sleep and +3m radius (19m to 22m) is the difference between catching one hero and catching a group - 5 AP into
Naptime
Naptime Rem channels a gaze forward that passes through walls and floors. Crowd Control Layered: first a slow with reduced dash distance and a full lockout on… Damage 120 spirit damage on wake (+50% at 5 AP). Mobility None for Rem, but it is the strongest mobility-denial effect in this group 1 1 AP: -1 stamina on wake and no stamina regeneration while asleep 2 2 AP: +0.75s sleep duration and +3m radius 5 5 AP: -65s cooldown (175s to ~110s) and +50% damage resistance while channelling (late 35min+) — -65s cooldown plus +50% damage resist while channelling means Rem can cast it inside a live fight and have it back for the next objective
Weak points to cover
- 680 HP with no escape ability that works without a nearby ally — the most fragile profile in this group
- Anti-heal items shut down the majority of the kit's value directly
- Contributes essentially no damage, so an enemy who survives the heal window is never punished
Next
Rem’s hardest matchups
- vs Rat King -6.7 pts
- vs Graves -6.5 pts
- vs Seven -6.0 pts
Best teammates
-
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 56.2% duo win -
Ivy
Ivy True flight — she can go places no other hero in this group can reach, with an ally in tow Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) 51.8% duo win -
Paige
Paige Currently among the strongest heroes in the game: deadlocklabs.gg records 54.1% win rate at 2.8% pick, S tier, after a recent buff package worth about +2.2 points. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 53.5% duo win