Try a hero name, an item, a problem like “healing”, or two heroes with “vs”.

Deadman Danny portrait Rem portrait

Deadman Danny vs Rem

Low threat

Written for the Deadman Danny player. Playing Rem? See Rem vs Deadman Danny →

Deadman Danny is favoured. Deadman Danny wins 40.0% of 4,386 games against Rem (+3.7 points vs Deadman Danny’s usual 36.3%).

How to win as Deadman Danny

  1. RuleDo not commit before Pillow Toss Pillow Toss 40m Range25s Cooldown 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 is gone. Pillow Toss Pillow Toss 40m Range25s Cooldown 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 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. Watch out Naptime Naptime 24m Range200s Cooldown 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 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
  3. Your edgeYou kill faster than they do (Deadman Danny Deadman Danny New hero Released 13 October Released 13 October. A jetpack-flying rocketeer: Strix Salvo plants missiles that mark enemies for his charged rockets, Chimera Mk1 lets him fly until it overheats into a crash-landing explosion, Jettison Fuel sprays fire that strips bullet resist, and Close The Deal grabs an enemy, flies them up and drops them. 2/3 against Rem 0/3).
  4. Buy Unstoppable Unstoppable 6,400 souls · Tier 4 · Armor · InstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist — 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.
The numbers: lane, whole match
GamesDeadman Danny winsvs Deadman Danny's usualSample
Whole match 40.0% +3.7 pts (36.3% overall) 4,386 games
Sharing a lane 39.2% +2.9 pts (36.3% overall) 1,469 games

"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. Source: deadlock-api.com, refreshed daily.

Data-supported Measured: you win 40.0% of these, which is 3.7 points above your overall win rate (4,386 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.

What should I do right now?

Do

  • Plan for Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +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 Pillow Toss 40m Range25s Cooldown 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 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, the lowest in this group and among the lowest in the game — 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
  • Strix Salvo Strix Salvo 35m Range30s Cooldown Danny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging. Crowd Control A 40% slow that fades over 1.5s each time a charged shot consumes a mark. Damage 27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast. Defensive A line of missiles across a street or a doorway punishes anyone who chases… 1 -12s cooldown 2 +20 damage and +35 marked damage 5 +2 missiles, longer range, and better Spirit scaling zones the lane and marks a laner for extra damage from his charged shots

Avoid

  • Tag Along Tag Along 23m Range5.5s Duration40s Cooldown 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 40m Range25s Cooldown 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

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is ult unlock: Close The Deal Close The Deal 10m Range135s Cooldown Danny grabs a nearby enemy and flies them high into the air, then crashes back to the ground. Crowd Control The grab itself takes the target out of the fight, then a 0.5s stun on… Damage 70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09… Mobility Flies Danny and the target high into the air and lands them nearby. 1 +50 damage 2 -35s cooldown 5 +0.5s stun and +8 damage per metre adds a grab that carries one enemy out of a fight and stuns them

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 Naptime 24m Range200s Cooldown 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 . 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 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill / Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -50% Incoming Healing -50% Incoming Healing +65 Bonus Health -style anti-heal). Tag Along Tag Along 23m Range5.5s Duration40s Cooldown 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 is Rem's entire teamfight value and anti-heal cuts it at the source

Avoid

  • Spending your own escape before Pillow Toss Pillow Toss 40m Range25s Cooldown 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 is on cooldown.

Rem’s abilities

  • Naptime Naptime 24m Range200s Cooldown 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 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, and before 5 AP Rem has no damage resistance during the cast
    • 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 Pillow Toss 40m Range25s Cooldown 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 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 Tag Along 23m Range5.5s Duration40s Cooldown 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 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 Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill , Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -50% Incoming Healing -50% Incoming Healing +65 Bonus Health and similar healing-reduction purchases) cut the missing-health burst directly and are the highest-value counter-item against Rem
  • Lil Helpers Lil Helpers 45m Range 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 Soul objective 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 Tag Along 23m Range5.5s Duration40s Cooldown 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 will go next
  1. 1 Pillow Toss Pillow Toss 40m Range25s Cooldown 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

    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. 2 Tag Along Tag Along 23m Range5.5s Duration40s Cooldown 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

    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. 3 Naptime Naptime 24m Range200s Cooldown 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

    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 — the most fragile profile in this group 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
  • Naptime Naptime 24m Range200s Cooldown 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 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 Tag Along 23m Range5.5s Duration40s Cooldown 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 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 Pillow Toss 40m Range25s Cooldown 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 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 Lil Helpers 45m Range 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 quietly take Sinner's Sacrifices Sinner's Sacrifice Soul objective 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 Breakable 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 Naptime 24m Range200s Cooldown 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 pierces walls and floors, the usual 'break line of sight' answer to a large area ultimate does nothing here Strong evidence
  • Your mobility is a real advantage here, and Rem's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
  • Buy healing reduction early ( Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill / Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -50% Incoming Healing -50% Incoming Healing +65 Bonus Health -style anti-heal). Tag Along Tag Along 23m Range5.5s Duration40s Cooldown 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 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 Tag Along 23m Range5.5s Duration40s Cooldown 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 (the Stun knocks Rem off the ally) and Rem channelling Naptime Naptime 24m Range200s Cooldown 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 (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 Pillow Toss 40m Range25s Cooldown 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 kills before the heal cycle matters Strong evidence
  • Bring a hero with an unstoppable or knockback-immunity window; Pillow Toss Pillow Toss 40m Range25s Cooldown 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 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 Breakable 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 Naptime 24m Range200s Cooldown 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 out of your own kit, so buy the cheapest thing that does: Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +50 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 3,200 souls Tier 3ArmorPassive +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 Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +50 Bonus Health 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 Pillow Toss 40m Range25s Cooldown 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 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 Tag Along 23m Range5.5s Duration40s Cooldown 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 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 Tag Along 23m Range5.5s Duration40s Cooldown 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 has no valid target, so Rem has zero mobility Strong evidence
  • During the Naptime Naptime 24m Range200s Cooldown 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 channel before the 5 AP damage-resist upgrade — Rem is stationary, telegraphed and takes full damage 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 Pillow Toss 40m Range25s Cooldown 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 (25s) and Tag Along Tag Along 23m Range5.5s Duration40s Cooldown 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 (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
  • Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Rem's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Documented
  • Tag Along Tag Along 23m Range5.5s Duration40s Cooldown 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 Strong evidence
  • Pillow Toss Pillow Toss 40m Range25s Cooldown 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 Strong evidence
  • 680 max health, the lowest in this group and among the lowest in the game — 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
  • Strix Salvo Strix Salvo 35m Range30s Cooldown Danny fires a salvo of spirit missiles that stick in the ground along a line he aims by holding and dragging. Crowd Control A 40% slow that fades over 1.5s each time a charged shot consumes a mark. Damage 27 spirit damage per missile (+0.74 per Spirit) in a 3.5m blast. Defensive A line of missiles across a street or a doorway punishes anyone who chases… 1 -12s cooldown 2 +20 damage and +35 marked damage 5 +2 missiles, longer range, and better Spirit scaling zones the lane and marks a laner for extra damage from his charged shots Strategic
  • Urn spawns at 10, 15, 20 and 25 minutes, and you are the correct carrier in this matchup. Two changes make that stronger than old guides suggest: the runner is no longer revealed, and is no longer disarmed or silenced — you keep your whole kit while carrying. Rem cannot match your speed, so the only way they take it off you is melee, a Stun, or a kill. Route around their Stun range, not around their vision, and remember the bounty starts decaying after 45 seconds of carry. Documented
  • Naptime Naptime 24m Range200s Cooldown 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 Strong evidence
  • 1 AP into Pillow Toss Pillow Toss 40m Range25s Cooldown 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 Strong evidence
  • 2 AP into Naptime Naptime 24m Range200s Cooldown 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 Strong evidence
  • 5 AP into Naptime Naptime 24m Range200s Cooldown 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 Strong evidence
  • Close The Deal Close The Deal 10m Range135s Cooldown Danny grabs a nearby enemy and flies them high into the air, then crashes back to the ground. Crowd Control The grab itself takes the target out of the fight, then a 0.5s stun on… Damage 70 spirit damage on impact (+1 per Spirit) plus 3 per metre fallen (+0.09… Mobility Flies Danny and the target high into the air and lands them nearby. 1 +50 damage 2 -35s cooldown 5 +0.5s stun and +8 damage per metre unlock — Adds a grab that carries one enemy out of a fight and stuns them Strategic
  • Chimera Mk1 Chimera Mk1 21s Cooldown Danny holds the jump key to fly on his jetpack, building heat as he goes. Crowd Control The landing launches nearby enemies into the air. Damage The landing explosion deals 70 spirit damage (+1.5 per Spirit) plus 70… Mobility Sustained flight for as long as his heat allows, and air dashes cost heat… 1 heat vents faster while grounded 2 on hero hit, heal and take no self-damage 5 on hero hit, -40% cooldown and +120 spirit damage T2 — A dive that lands heals him and costs no health, so he can dive again and again Strategic
  • Naptime Naptime 24m Range200s Cooldown 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 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
  • Your habit of taking the fight vertical to reset spacing against Rem is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Documented
  • 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 3,200 souls Tier 3WeaponPassive -35% Incoming Healing -35% Incoming Healing , T3) builds up through gunfire, and spirit-applied ( Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill , 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 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate 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 Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer (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 Counterspell 3,200 souls Tier 3ArmorPassive +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power (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 800 souls Tier 1WeaponPassive +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 Neutral camps 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, or to trade objectives with a pushing enemy. What you are answering here: Rem's Pillow Toss Pillow Toss 40m Range25s Cooldown 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 . Strong evidence
  • Anti-heal against Rem is bought correctly and applied at the wrong moment. Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill 's reduction runs for 8 seconds from your Spirit Damage and Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -35% Incoming Healing -35% Incoming Healing ' 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
  • Your instinct is to jump on Rem's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast or after the Stomp has just gone off. Strong evidence

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Sources and method for this page

Everything on this page is generated for Deadlock patch 09-29-2026 from Rem's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Rem's kit and counterplay were compiled from 7 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Deadman Danny'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%.

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