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Sinclair vs Rem

Sinclair's team wins 48.8% Rem's team wins 51.2%, across 17,130 games

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

Sinclair has the edge

Sinclair usually wins 45.0% of games. Against Rem that is 3.8% higher, over 17,130 games.

  • Whole match 48.8% +3.8% vs usual 17,130 games
  • Sharing a lane 49.1% +4.1% vs usual 5,400 games

"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself.

The fight at a glance

If you're Sinclair

Has the edge
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
Sinclair 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.

If you're Rem

Rabbit Hex 24m Range26s Cooldown Sinclair hexes an area, turning every enemy inside it into a rabbit for a short time. Crowd Control A hard disable — hexed targets cannot use most actions for 2s (3s at 2 AP). Damage No direct damage; applies 15% increased damage taken (+7% at 5 AP). 26s… Mobility None for Sinclair. Hexed enemies move faster, which is a real drawback of… 1 1 AP: -10s cooldown (26s to 16s) 2 2 AP: +1s duration (2s to 3s) 5 5 AP: +7% damage amplification and +2m radius (was +3m before 5 October)

Wait out Rabbit Hex 26s cooldown

ThenAt 26s base (16s at 1 AP), baiting it with a durable body opens a clean dive window on a 730 HP mage.

Watch out
Vexing Bolt 500m Range24s Cooldown Sinclair fires a bolt of magic whose damage grows the further it travels. Crowd Control None at base. The 1 AP upgrade applies -25% fire rate for 5s. Damage 60 minimum to 120 maximum depending on distance travelled; Defensive The fire-rate slow at 1 AP is a genuine defensive debuff against gun-primary… 1 1 AP: applies -25% fire rate for 5s 2 2 AP: -13s cooldown (24s to roughly 11s) 5 5 AP: +50% maximum damage and +50% assistant bolt damage Vexing Bolt is redirectable mid-flight, so dodging it early does nothing.
Your edge
Rem has more healing than Sinclair, so you recover between fights and they do not.
Buy
Knockdown Knockdown 3,200 souls · Tier 3 · Tech · Press +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Buy it against Sinclair's Spectral Assistant Spectral Assistant 15m Range6s Duration40s Cooldown Sinclair summons an Assistant at a targeted location. Damage 15 damage per Assistant attack, +14 at 5 AP. Mobility The swap is a functional blink to a pre-chosen location, usable twice per… Defensive His only escape tool — placing the Assistant behind cover and swapping is… 1 1 AP: -10s cooldown (40s to 30s) 2 2 AP: +7s duration and +5m placement range 5 5 AP: +60% Assistant fire rate and +14 Assistant damage .

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

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 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
  • 16.5 damage per bullet with falloff not starting until 20m gives him a long comfortable poke range

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 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 1 AP into Rabbit Hex: -10s cooldown (26s to 16s) makes the hard disable available in nearly every skirmish instead of once per fight

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 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing / Decay Decay 3,200 souls Tier 3TechPress +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 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 will go next
  1. 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. 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. 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
  • 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 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 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 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 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 +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 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 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
  • 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
  • 16.5 damage per bullet with falloff not starting until 20m gives him a long comfortable poke range 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
  • 1 AP into Rabbit Hex — -10s cooldown (26s to 16s) makes the hard disable available in nearly every skirmish instead of once per fight Strong evidence
  • 2 AP into Vexing Bolt — -13s cooldown (24s to ~11s) turns his poke from a punctuation mark into continuous pressure Strong evidence
  • 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
  • Riding a zipline in Rem'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
  • You deal Spirit Damage, so Healbane is the cheaper and more reliable anti-heal against Rem — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. 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 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. 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 Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% 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

Next

Sinclair’s other hard matchups

Every Sinclair matchup →

All of Rem

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

How to counter Rem →

Facing more than Rem?

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 Rem's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 48.8% of these, which is 3.8% above your overall win rate (17,130 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 Sinclair'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 →