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Rem vs Apollo

Rem's team wins 47.1% Apollo's team wins 52.9%, across 38,684 games

Written for the Rem player. Playing Apollo? See Apollo vs Rem →

Rem has the edge

Rem usually wins 45.5% of games. Against Apollo that is 1.6% higher, over 38,684 games.

  • Whole match 47.1% +1.6% vs usual 38,684 games
  • Sharing a lane 46.9% +1.4% vs usual 12,809 games
  • Oracle and above 45.5% +0.1% vs usual 409 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 Rem's usual win rate at that rank.

The fight at a glance

If you're Rem

Has the edge
Riposte 22s Cooldown Apollo readies a deflection. Crowd Control A 1.5s immobilize and parry disable on the counter-dash target, not a stun… Damage No direct damage listed; Mobility A targeted dash to an enemy hero after a successful deflection — a… 1 -8s cooldown (from a 22s base) 2 melee resist reduction increased to -30%, and +0.7s immobilize and parry disable 5 +1.6s immobilize and parry disable

Wait out Riposte 22s cooldown

ThenWith Riposte down he is a low-durability duellist with a 49 DPS gun.

Watch out
Riposte turns your committed damage against you: it deflects, makes him briefly invulnerable, then dashes him onto you with an immobilize, a parry lock and a -30% melee resist debuff.
Your edge
Rem has more healing than Apollo, so you recover between fights and they do not.
Buy
Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Apollo's Disengaging Sigil Disengaging Sigil 12s Cooldown Apollo inscribes a glowing sigil in the air ahead of him and springs backwards as it bursts, damaging and slowing anyone standing in it. Crowd Control Movement slow on enemies caught in the blast. Damage 85 base damage (deadlock.one). Mobility A backwards leap; at Tier 2 it also restores 1 stamina and resets his air… 1 +25% fire rate and +25% bullet velocity for 8s 2 restores 1 stamina and resets air jump / dash limit on hitting player targets 5 can be recast within 4 seconds .

If you're Apollo

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

Wait out Pillow Toss 25s cooldown

ThenFeint an approach with a durable body, eat the pillow, then commit for real.

Watch out
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. 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: -55s cooldown (200s to 145s); 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
Apollo has more burst damage than Rem.
Buy
Unstoppable Unstoppable 6,400 souls · Tier 4 · Armor · InstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy it against the channelled ultimates from Rem.

The full plan for Rem, phase by phase, is below. Apollo's side in full →

What should I do right now?

Do

  • Plan for Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance — know which tier it sits in so you are not improvising at the shop.
  • Know what Riposte looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Apollo's engage range.

Do

  • Only ~49 weapon DPS with 2.63 shots per second — he cannot burst a healthy laner down through raw gunfire
  • Poor wave clear; he farms slowly compared to Calico or Drifter
  • 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 harder to burst down, and the heal scales with missing health

Avoid

  • The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance
  • Disengaging Sigil lets him take an aggressive trade and immediately deny the counter-trade, which is very hard to punish

Do

  • Their first real spike is Flawless Advance Flawless Advance 8s Duration26s Cooldown Apollo performs a run of lunges in whatever direction he chooses, driving piercing stabs out in front of him. Damage 25 base hold damage, 40 at maximum hold, 65 on a perfect release… Mobility Directional lunges usable in any direction; Defensive Tier 2 grants 60% bullet resistance during the lunges, which makes it a… 1 hero hits restore 35 health (1.3 spirit scaling) 2 -12s cooldown (from a 26s base) and 60% bullet resistance during the lunges 5 +65 damage with improved spirit scaling, plus increased lunge speed and distance T2 (roughly 4-6k souls) — respect it from that point, not before.
  • Your spike is ult unlock: Naptime 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

Avoid

  • Taking an even fight against Apollo on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Itani Lo Sahn Itani Lo Sahn 145s Cooldown Apollo winds up a wide, long-reaching slash. Crowd Control Stasis-style lockdown — the target cannot take action and is stuck in slow… Damage 200 delayed damage base (deadlock.one); Mobility Tier 1 adds +8m dash range to the slash; 1 +8m dash range 2 -35s cooldown (from a 145s base) 5 adds maximum-health damage and increases the bonus against half-health enemies by 50% . The charge is a visible, immobilising wind-up — break line of sight behind a pillar during the charge and the slash cannot reach you
  • Never fire into a stationary Apollo who is facing you — that is the Riposte window. Feint a readable threat, let the parry expire, then commit the real damage into the 14-22s recovery

Avoid

  • Spending your own escape before Riposte is on cooldown.

Apollo’s abilities

  • Itani Lo Sahn Ultimate

    The one cooldown worth tracking on its own timer: stasis-style lockdown — the target cannot take action and is stuck in slow motion, plus a healing prevention effect for the duration.

    • The charge is a visible, immobilising wind-up — break line of sight behind a pillar during the charge and the slash cannot reach you
    • Do not spend your own burst or single-target ultimate while he is in the slow-motion effect; he is invulnerable and it is thrown away
    • Stay above half health when he has ultimate up — the bonus scales specifically against low-health targets and is where the execute damage comes from
  • Disengaging Sigil Ability 1

    Sticking power rather than damage: movement slow on enemies caught in the blast.

    • The leap goes backwards along a predictable vector — cut the retreat line rather than chasing directly behind him
    • The sigil has a visible draw animation before it detonates; step out of the sphere and he gets neither the damage nor the slow
    • Once the sigil is spent (12s base cooldown), his next approach has no exit and that is when to commit
  • Riposte Ability 2

    Movement and control on the same button, which is what makes it awkward to trade against: a 1.5s immobilize and parry disable on the counter-dash target, not a Stun, so they can still shoot and cast.

    • Do not throw your damage into an Apollo who is standing still and facing you — that pose is the parry, and feeding it hands him an immobilize and a free dash
    • Bait it with a readable but harmless action, let the window lapse, then commit the real burst into the recovery
    • Attack from multiple angles at once; a single perfectly-timed deflection cannot answer crossfire from two directions
  • Flawless Advance Ability 3

    His main damage tool and his in-fight movement at the same time. The timing mechanic means a skilled Apollo does roughly two and a half times the damage of a careless one with the same ability.

    • The lunges are linear and telegraphed — strafing perpendicular denies the piercing stab entirely
    • Do not shoot bullets into him during the lunges once he has Tier 2; the 60% bullet resistance makes it a wasted magazine. Use Spirit Damage or wait
    • Deny the hero hit and he loses the Tier 1 heal, which is most of his in-combat sustain
  1. 1 Riposte

    Riposte first, always — it is the hero. Show a readable threat, hold the real damage half a second, and punish the recovery. With Riposte down he is a low-durability duellist with a 49 DPS gun

  2. 2 Disengaging Sigil

    Disengaging Sigil second — it is his exit and his dash reset. Force it early in a skirmish and his next approach has no way out; the base cooldown is 12s so you have a real but short window

  3. 3 Flawless Advance

    Flawless Advance third — baiting the lunges denies both his damage and the T1 heal, and the 60% Bullet Resist window closes

The matchup in detail

  • Very little teamfight contribution — his ultimate is single-target and his damage is duel-shaped Strong evidence
  • Low durability; a Stun chain he cannot parry kills him quickly Strong evidence
  • Riposte is a read that can be baited, and a wrongly-spent parry leaves him exposed for 14-22s Strong evidence
  • Apollo threatens you two ways at once — a combo that kills and a disable that makes the combo land — and the three big defensive actives are deliberately orthogonal, so you have to decide which half you are answering. Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale blocks Bullet Damage and no statuses; Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer blocks statuses and no damage; Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power blocks everything but takes you out of the fight and cancels your own channels. Buying two is the honest answer if you have the souls; buying the wrong one is the same as buying nothing. Strong evidence
  • Riposte turns your committed damage against you: it deflects, makes him briefly invulnerable, then dashes him onto you with an immobilize, a parry lock and a -30% melee resist debuff Strong evidence
  • Itani Lo Sahn freezes you in slow motion with healing disabled, then detonates for 200+ delayed damage — and the bonus is amplified against targets under half health, so a chipped hero is dead outright Strong evidence
  • Flawless Advance perfect-timing hits do roughly 65 base compared to 25 on a lazy release, so a good Apollo's damage in a duel is far higher than his DPS number suggests Strong evidence
  • Disengaging Sigil resets his dashes and air jumps at T2, so a fight you thought you had cornered him in usually ends with him leaving and you slowed Strong evidence
  • For 1.5s after the counter-dash you can neither move nor parry, so his melee follow-up lands unanswered; you can still shoot and cast Strong evidence
  • You are exactly the target Apollo is looking for — low durability, no exit. Expect them to ignore your frontline entirely and open on you, and to do it at the moment your team's attention is elsewhere. Your positioning has to assume they are already past your tank. Strong evidence
  • Apollo can take you from healthy to dead inside one combo, so health-bar management is not a useful frame in this matchup — being visible at all inside their range is the risk. Assume any moment you are in their line of sight at full health is a moment they can kill you. Strong evidence
  • Never fire into a stationary Apollo who is facing you — that is the Riposte window. Feint a readable threat, let the parry expire, then commit the real damage into the 14-22s recovery Strong evidence
  • Attack from two angles at once; Riposte answers one incoming attack, and crossfire defeats it by definition Strong evidence
  • Engage him from the air where you can — tracklock notes the Riposte counter-dash loses reliability against airborne targets because Apollo descends during it Strong evidence
  • Stop shooting bullets during Flawless Advance once he has T2 — the 60% bullet resistance makes it a wasted magazine; use Spirit Damage or simply strafe out of the linear lunges Strong evidence
  • Break line of sight while he charges Itani Lo Sahn; the wind-up immobilises him and any pillar or corner denies the slash entirely Strong evidence
  • Stay above half health when his ultimate is up — the execute bonus keys off low-health targets, and topping up before a contest removes most of its damage Strong evidence
  • Do not burn burst or a single-target ultimate while he is invulnerable (during the Riposte deflect or the ultimate's slow-motion); wait the window out Strong evidence
  • Against Apollo the item that changes the matchup is Slowing Hex, and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their Warp Stone Warp Stone 3,200 souls Tier 3ArmorInstantCast +16s Cooldown +30% Bullet Resist +6s Buff Duration and their Phantom Strike Phantom Strike 6,400 souls Tier 4ArmorPress +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the Spirit Damage needed to apply the follow-up. Strong evidence
  • The 14-22s after a wasted Riposte — no parry, no counter-dash, and a fragile hero with low weapon DPS Strong evidence
  • During the Itani Lo Sahn charge: he is immobilised while holding it, so a flank or a long-range burst catches him standing still Strong evidence
  • Immediately after Disengaging Sigil is spent (12s base cooldown) — his next engage has no exit and no dash reset Strong evidence
  • In extended fights after his cooldowns are through; dramalock notes he specifically 'falters in extended fights after cooldown usage' Strong evidence
  • Any time he is caught in layered CC he cannot parry — his durability is low and he has no sustain beyond the 35 health per Flawless Advance hero hit Strong evidence
  • Your bullets are slow and Apollo is fast enough to make that matter. Lead into where their movement is constrained rather than where they are — the closer the fight, the less your bullet speed costs you. Strategic
  • Apollo closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Strategic
  • The no-falloff-to-25m weapon means he wins medium-range trades against heroes whose damage is already degrading at that distance Strong evidence
  • Disengaging Sigil lets him take an aggressive trade and immediately deny the counter-trade, which is very hard to punish Strong evidence
  • Only ~49 weapon DPS with 2.63 shots per second — he cannot burst a healthy laner down through raw gunfire Strong evidence
  • Poor wave clear; he farms slowly compared to Calico or Drifter 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
  • If you are behind and planning to fight Apollo on the Rift point because of the comeback bubble, recheck the number. As of 09-16-2026 the behind-team resist bonus inside the 35m radius is no longer a flat 35% — it is 10% + 1% per minute, capping at 40% only at 30:00, which is roughly 20% at the first Rift. Twenty percent does not turn a losing fight against burst into a winning one. The reduced capture time (floor 6 seconds) is the part of the comeback package that is still worth playing for. Documented
  • Apollo will be their Urn runner and you are the one who can stop it. The Urn cannot be voluntarily dropped — it comes loose only on melee, a Stun, or death — so chip damage and slows do not deny a delivery, your Hard CC does. Hold it for the carry rather than spending it on the approach fight, and note the favoured team gets +50% Bullet and Spirit Resist in a 60m bubble while carrying and depositing, which is why trying to burst the runner down usually fails. Documented
  • Flawless Advance T2 (roughly 4-6k souls) — -12s cooldown plus 60% bullet resistance during the lunges makes his primary damage tool repeatable and safe to use into gunfire Strong evidence
  • Itani Lo Sahn unlock — Gives him an anti-heal execute he otherwise completely lacks Strong evidence
  • Riposte T3 — +1.6s immobilize turns a successful parry from a trade-winner into a kill sentence Strong evidence
  • Disengaging Sigil T2/T3 — Dash and air-jump resets plus a 4-second recast make him very difficult to corner 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
  • Fight Apollo under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
  • Riding a zipline in Apollo's line of sight is worse than walking. Enemy hero damage while you are riding knocks you off for 15% of your max health, a 2.5-second Stun and a fall — for a hero with your health pool that is most of a death handed over for free. You gain knockoff immunity only after 3 consecutive seconds of riding, signalled by a blue particle effect, so the dangerous part is the first three seconds. Mount out of their sight line, not near it. Documented
  • Apollo fights from the air, which is exactly what Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented
  • Against Apollo's burst, a reactive mitigation active beats flat health. Flat health raises the number they have to hit; a barrier or damage-reduction active on a short cooldown breaks the combo itself, which is what actually saves you. Strong evidence
  • Slowing Hex (spirit T2) — Apollo's Disengaging Sigil is what you are buying against here. Buy it when an enemy repeatedly uses a movement ability or item to dash, blink or fly out of your kill window. Documented
  • Vortex Web Vortex Web 6,400 souls Tier 4TechPress +42s Cooldown +4s Duration +0.2s Cast Delay +0.5s Tether Duration +28% Move Speed -36% Dash Distance +8% Ability Range +8% Radius Builds from Slowing Hex (spirit T4) — Apollo's Disengaging Sigil is what you are buying against here. Buy to set up team wipes against scattered, mobile enemies — it groups them and takes away their escapes at once. Documented
  • Knockdown (spirit T3) — Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. What you are answering here: Apollo's Disengaging Sigil. Documented
  • The usual error against Apollo is treating Itani Lo Sahn as something to react to rather than something to pre-empt. By the time it is on you, the decision has already been made. Strategic

Next

Rem’s other hard matchups

Every Rem matchup →

All of Apollo

Who beats Apollo, the items that shut Apollo down, and every ability.

How to counter Apollo →

Facing more than Apollo?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Apollo's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 47.1% of these, which is 1.6% above your overall win rate (38,684 matches). The kit-based model reads this as high instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.

Apollo's kit and counterplay were compiled from 10 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Rem'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%.

Full source register →