Abrams vs Rem
Abrams's team wins 57.6% Rem's team wins 42.4%, across 50,833 games
Written for the Abrams player. Playing Rem? See Rem vs Abrams →
Abrams has a big edge
Abrams usually wins 52.9% of games. Against Rem that is 4.7% higher, over 50,833 games.
- Whole match 57.6% +4.7% vs usual 50,833 games
- Sharing a lane 57.6% +4.7% vs usual 16,709 games
- Oracle and above 57.7% +4.6% vs usual 1,015 games
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against Abrams's usual win rate at that rank.
The fight at a glance
If you're Abrams
Has the edgeWait out Pillow Toss 25s cooldown
ThenFeint an approach with a durable body, eat the pillow, then commit for real.
- Watch out
- Naptime strips your dash distance and locks out every movement ability before the sleep even lands, so once you are in the 19m gaze there is no mechanical out.
- Your edge
- Abrams is tankier than Rem, so you survive the opening burst.
- Buy
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy it against the channelled ultimates from Rem.
If you're Rem
Wait out Shoulder Charge 33s cooldown
ThenBait it by standing just inside its range near open ground, then dash laterally.
- Watch out
- Shoulder Charge into any nearby wall is a hard Stun that chains straight into
Siphon Life
Siphon Life Abrams pulls health out of every enemy standing near him, ticking spirit damage over a short window and converting a share of that damage back into his own health. Damage 22 spirit damage per second base (deadlock.one, patch 09-16-2026 data). Defensive Heals Abrams for a portion of the damage it deals, scaling with how many… 1 large cooldown reduction (about 20s), letting him drain more often 2 +2s duration, extending the heal window through longer brawls 5 +2m radius and +22 damage per second, so it covers a real teamfight footprint and point-blank shotgun; in lane corridors and jungle chokes that combo alone kills a squishy. - Your edge
- Rem has more reach than Abrams, so you can trade from range.
- Buy
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing Buy it against Abrams'
Siphon Life.
The full plan for Abrams, phase by phase, is below. Rem's side in full →
What should I do right now?
Do
- Plan for
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer — know which tier it sits in so you are not improvising at the shop. - Know what
Pillow Toss looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Rem's engage range.
Do
- 680 max health, so Rem dies to any burst combo that connects
- Zero damage contribution means a lane partner who wants to force kills gets no help doing it
Siphon Life clears the enemy's last-hit window and heals him back up at the same time, which lets him contest orbs he should lose
Avoid
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 harder to burst down, and the heal scales with missing health
Pillow Toss knockback denies the enemy's all-in and refunds cooldowns on hit, so a Rem who lands pillows out-tempos the lane
Do
- Their first real spike is ult unlock — respect it from that point, not before.
- Your spike is ult unlock:
Seismic Impact
Seismic Impact Abrams launches high into the air and then crashes down at a chosen point, damaging and stunning everyone in the impact zone. Crowd Control AoE stun on landing; Tier 2 adds about +0.8s. Damage 100 spirit damage base (deadlock.one). Mobility A long airborne jump to a chosen ground location; 1 roughly -30s cooldown 2 +0.8s stun duration 5 +6m impact radius and 5s Unstoppable on cast turns him from a lane bully with one charge into a real dive threat that can reach a backline over terrain
Avoid
- Taking an even fight against Rem on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Naptime. It is a directional channelled gaze with a 19m radius — the counter is leaving the cone, not hiding, because it goes through walls - Buy healing reduction early (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing /
Decay
Decay +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health -style anti-heal).
Tag Along's missing-health burst is Rem's entire teamfight value and anti-heal cuts it at the source
Avoid
- Spending your own escape before
Pillow Toss is on cooldown.
Rem’s abilities
-
Naptime Ultimate Rem's fight-ender: first a slow with reduced dash distance and a full lockout on movement abilities, then sleep, which is a hard disable.
- It is a directional channelled gaze with a 19m radius — the counter is leaving the cone, not hiding, because it goes through walls
- Interrupt the channel: any Stun, Silence or knockdown on Rem stops it; he takes 30% less damage while channelling, so a Stun works better than trying to burst him through it
- Once your team is asleep, apply exactly one damage instance above the ~100 threshold to wake a key teammate rather than letting the full duration run
-
Pillow Toss Ability 1 Rem decides where you are standing for the next second or two — heavy knockback displacement on hit.
- It is a single-charge skillshot on a 25s (18s at 1 AP) cooldown — force it out with a feint approach, then commit for real
- A missed Pillow Toss is the entire engagement window on Rem; with 680 HP and no escape ability, that is the cue to dive
- Approach from an angle where knockback pushes you toward your own team rather than away from it
-
Tag Along Ability 2 The core of Rem's game: it is simultaneously the only mobility tool, the main healing output, and a positioning trick that keeps Rem glued to a protected body instead of standing in the open.
- Any Stun knocks Rem off the ally — Stun ultimates and knockdowns are the designed answer, and they leave Rem exposed in the open with 680 HP
- Kill or force out the frontliner Rem is attached to; Tag Along requires a living ally in 23m and Rem has no other mobility
- Anti-heal items (
Healbane,
Decay and similar healing-reduction purchases) cut the missing-health burst directly
-
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 Ability 3 Rem's macro engine and the reason Rem contributes to a game without contributing damage. Helpers convert map resources into souls and tempo while Rem stands in lane, and the buff mode is a quiet but real combat contribution.
- Watch the tunnels — Helpers stealing 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 is free enemy economy, and killing the Helper or contesting the sacrifice yourself denies it
- Helpers are killable; removing one costs Rem the ~15.1s rest cycle plus travel time
- A followed ally is the one Rem intends to keep alive — it is a free read on where
Tag Along will go next
- 1
Pillow Toss Pillow Toss first, always. It is one charge on a 25s (18s at 1 AP) cooldown, it is Rem's only self-peel, and landing it is also what refunds cooldowns on everything else. Feint an approach with a durable body, eat the pillow, then commit for real
- 2
Tag Along Then Tag Along. A Rem who has already leapt to an ally cannot leap again for 40s (32s at 1 AP); forcing the hop by threatening that ally strands Rem where it lands
- 3
Naptime Naptime is worth baiting only with a Stun held in reserve — otherwise a forced cast still wins Rem the objective. At 2 charges it is also the one ability you cannot reliably drain
The matchup in detail
- 680 HP with no escape ability that works without a nearby ally Strong evidence
- Anti-heal items shut down the majority of the kit's value directly Strong evidence
- Contributes essentially no damage, so an enemy who survives the heal window is never punished Strong evidence
- Neither of you can disengage well, so fights between you tend to go to completion. That makes the decision to start one much more important than anything you do inside it — commit only when you already have the advantage, because backing out is not available to either side. Strategic
-
Naptime strips your dash distance and locks out every movement ability before the sleep even lands, so once you are in the 19m gaze there is no mechanical out — then your whole group is asleep for the objective Strong evidence -
Tag Along's 15%-of-missing-health burst plus lingering regeneration means the frontliner you just spent all cooldowns on is back to fighting health before your cooldowns return Strong evidence -
Pillow Toss knocks your diver clean off the target and, at 2 AP, applies -40% fire rate — your engage is displaced and your DPS is halved in one button Strong evidence -
Lil Helpers quietly take 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 out of your tunnels and collect 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 across the map, so Rem's team out-economies yours without winning a fight Strong evidence - Because
Naptime pierces walls and floors, the usual 'break line of sight' answer to a large area ultimate does nothing here Strong evidence
- Buy healing reduction early (
Healbane /
Decay-style anti-heal).
Tag Along's missing-health burst is Rem's entire teamfight value and anti-heal cuts it at the source Strong evidence - Hold a Stun or knockdown for two specific moments: Rem attached via
Tag Along (the Stun knocks Rem off the ally) and Rem channelling
Naptime (the Stun cancels the ult outright) Strong evidence - Focus Rem directly — 680 HP with no escape means any gap-closer that gets past
Pillow Toss kills before the heal cycle matters Strong evidence - Bring a hero with an unstoppable or knockback-immunity window;
Pillow Toss is Rem's only self-peel and immunity walks through it Strong evidence - If your team is slept, deliberately apply one damage instance above the ~100 wake threshold to your most important teammate rather than letting the full duration run Strong evidence
- Contest the 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 and tunnel sacrifices on Rem's half of the map — killing Helpers costs Rem the ~15.1s rest cycle and denies the macro value the pick is built on Strong evidence
- You do not have the CC to reliably break
Naptime out of your own kit, so buy the cheapest thing that does:
Silence Wave
Silence Wave +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health is the only area Silence in the shop and the standard answer to channelled ultimates. Area matters because you do not have to win the aim duel — you have to cover the spot they cast from. Note the alternative,
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power , parries a single ability outright but requires a read;
Silence Wave forgives a bad read, which is why it is the buy when interrupting is not your specialty. Strong evidence - Rem does a lot of damage through summons rather than in person. Do not spend single-target cooldowns clearing them — Area Damage handles the summons while you keep your burst for the hero. Check whether the summons are what is actually killing you before you commit to fighting the hero at all. Strategic
- Any moment
Pillow Toss is down — that is a 680 HP hero with no displacement and no way to stop a gap-closer for the next 18-25 seconds Strong evidence - Immediately after
Tag Along is used, while the 40s (32s at 1 AP) cooldown runs and Rem is stuck on whichever ally was chosen Strong evidence - When Rem is out of 23m range of every living teammate:
Tag Along has no valid target, so Rem has zero mobility Strong evidence - During the
Naptime channel — Rem is stationary and telegraphed for 1.9 seconds, though he takes 30% less damage while channelling Strong evidence - After a Helper has been sent to follow a hero: it rests for ~15.1 seconds, so consecutive Helper plays are on a real timer Strong evidence
- The first few minutes of lane before the 1 AP cooldown cuts, when both
Pillow Toss (25s) and
Tag Along (40s) are at base cooldowns Strong evidence - Rem builds almost no resist, which is the case where shred stops being a tank-buster and becomes raw amplification. Because shred is subtracted from total resist, a target sitting near zero goes negative — and negative resist is a damage multiplier, with −30% meaning they take 130%. Against a hero this fragile, one shred source in your build is doing the work of a damage item for the whole team's bullets, not just yours. Strong evidence
-
Tag Along's missing-health burst plus lingering regeneration makes a duo lane harder to burst down, and the heal scales with missing health Strong evidence -
Pillow Toss knockback denies the enemy's all-in and refunds cooldowns on hit, so a Rem who lands pillows out-tempos the lane Strong evidence - 680 max health, so Rem dies to any burst combo that connects Strong evidence
- Zero damage contribution means a lane partner who wants to force kills gets no help doing it Strong evidence
-
Siphon Life clears the enemy's last-hit window and heals him back up at the same time, which lets him contest orbs he should lose Strong evidence
- Rotation speed is the axis you lose on against Rem, and it is not purely a hero stat. Ziplines run at a fixed 18 m/s on inner lanes and 21 m/s on outer regardless of your move speed, and destroying a base guardian converts that lane into a permanent Express Line at +80%. If they take a base guardian before you do, their map becomes structurally faster than yours for the rest of the game. That objective is worth contesting for the travel time alone, separately from the souls. Strong evidence
-
Naptime 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 Strong evidence - 1 AP into
Pillow Toss — -7s cooldown (25s to 18s) makes the peel-and-refund loop consistent rather than occasional Strong evidence - 2 AP into
Naptime — +0.75s sleep and +3m radius (19m to 22m) is the difference between catching one hero and catching a group Strong evidence - 5 AP into
Naptime (late 35min+) — -55s cooldown means Rem has it back for the next objective, and the 30% channel resist lets him cast it inside a live fight Strong evidence
-
Seismic Impact unlock — Turns him from a lane bully with one charge into a real dive threat that can reach a backline over terrain Documented -
Shoulder Charge T1/T2 (roughly 3k souls) — The 32% slow and the extended wall Stun make the charge kill-confirming even when the wall hit is imperfect Documented
-
Naptime is a channel, which means the fight is decided by whether you can break it. Hold one interrupt — a Stun, a Silence, or a displacement — specifically for that cast rather than spending it on the opening trade. If you have no interrupt, the answer is line of sight: leave the area entirely rather than trying to out-heal it. Strong evidence - Rem brings enough lockdown that Stun sequencing matters. Community reporting describes Stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening Stun. Uncertain
- Rem decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Strong evidence
- Rem heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (
Toxic Bullets
Toxic Bullets -40% Incoming Healing , T3) builds up through gunfire, and spirit-applied (
Healbane, T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented - If Rem buys
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount to purge your anti-heal, bullet-applied reduction re-lands on your very next shot, while spirit-applied reduction has to wait for your next ability. That asymmetry is a real argument for the bullet route against a hero who will buy a purge. Strong evidence -
Unstoppable (vitality T4) — This lineup gets its channelled ultimates from Rem. Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. Documented -
Counterspell (vitality T3) — Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry. Relevant here because of Rem. Documented -
Monster Rounds
Monster Rounds +25% Weapon Damage vs. NPCs +1 Out of Combat Regen +25% Bullet Resist vs. NPCs (weapon T1) — Buy when you need to clear Haunt camps Haunts Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute and waves quickly. What you are answering here: Rem's
Lil Helpers. Strong evidence
- Anti-heal against Rem is bought correctly and applied at the wrong moment.
Healbane's reduction runs for 8 seconds from your Spirit Damage and
Toxic Bullets' runs while the bleed is up — both are windows, and re-applying the same source before it expires does not stack a second instance. The mistake is opening the fight clean and reaching for anti-heal once they start healing; by then you have spent the fight. Land it before they commit, then keep the window refreshed rather than re-triggering it. Strong evidence
Next
Abrams’s other hard matchups
Facing more than Rem?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from Rem's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 57.6% of these, which is 4.7% above your overall win rate (50,833 matches). The kit-based model agrees.
Rem's kit and counterplay were compiled from 7 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Abrams's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.
- https://deadlock.one/en/heroes/rem
- https://mobalytics.gg/deadlock/rem-guide
- https://deadlock.io/en/heroes/rem
- https://thegamehaus.com/deadlock/rem-deadlock-new-hero-ability-breakdown-and-gameplay/2026/01/26/
- https://gameriv.com/deadlocks-new-hero-rem-first-look-guide-and-abilities-explained/
- https://tracklock.gg/articles/deadlock-new-hero-rem