Pillow Toss
Ability 1 · thrown skillshot with heavy knockback Rem hurls a pillow that deals spirit damage and knocks the enemies it hits well away from their position. Landing a hit shortens the cooldowns on Rem's other abilities.
What it is for: Rem's peel button and the tempo engine of the whole kit. Hitting it displaces a diver off an ally and simultaneously accelerates Tag Along, Lil Helpers and Naptime back into availability.
- Damage
- 75 spirit damage base; +100 damage at 5 AP (deadlock.one and mobalytics, 2026). 25s cooldown, 1 charge
- Crowd control
- Heavy knockback displacement on hit. The 2 AP upgrade adds -40% fire rate to those hit.
- Mobility
- none for Rem, but it moves enemies a long way
- Defensive
- This is Rem's primary self-defence — a diver knocked back is a diver who has to re-approach while Rem re-attaches to an ally
How to play against it
- 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
- Unstoppable or knockback-immunity effects walk straight through it, which is why heroes with immunity windows are Rem's worst matchups
Interactions
- The cooldown-reduction-on-hit effect is the single most important mechanic in the kit — a Rem who lands pillows has roughly double the uptime of one who misses
- Knockback can push enemies off elevated walkways and out of zoning ultimates
- The 2 AP -40% fire rate makes it a defensive debuff as well as a displacement, which matters against gun-primary divers
Upgrade tiers
- 1 AP: -7s cooldown (25s to 18s)
- 2 AP: applies -40% fire rate and +2m radius
- 5 AP: +100 damage and +2m radius
Tag Along
Ability 2 · targeted leap to an ally with attached burst heal and regeneration Rem leaps to a friendly hero and naps alongside them. Both Rem and the ally receive an immediate heal scaled to their missing health, followed by a sustained regeneration while attached. Rem can hop from ally to ally, once per ally.
What it is for: 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.
- Damage
- No damage. Burst heals 15% of missing health, then regenerates over time — sources disagree on the tick rate (deadlock.one lists 42 health/second, mobalytics lists 28/second), so treat the exact number as unconfirmed. 23m range, 40s cooldown
- Mobility
- A 23m leap, but only to a friendly hero — Rem cannot use it to escape into empty space
- Defensive
- Attaching to a durable frontliner is Rem's survival plan; the burst scales with missing health so it is strongest exactly when the ally is about to die
How to play against it
- 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 and are the highest-value counter-item against Rem
- Catch Rem while the leap is on its 40s (32s at 1 AP) cooldown and out of range of a teammate — that is a hero with no escape at all
Interactions
- Missing-health scaling means it is far stronger as a panic heal on a low ally than as topping-up chip damage
- Rem is knocked off the ally by stuns, which is why stun-based ultimates are the standard counter to an attached Rem
- Duration resets when hopping to a new ally, so with several teammates nearby Rem can stay attached almost indefinitely
- The 5 AP upgrade grants bonus spirit power while napping and briefly after waking, which is a real damage-amp window for Naptime follow-up
Upgrade tiers
- 1 AP: -8s cooldown (40s to 32s)
- 2 AP: bonus item range, duration and barrier effectiveness while attached
- 5 AP: bonus spirit power while napping and for a short window after waking
Lil Helpers
Ability 3 · dispatched non-combat minions (summon utility) 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. Helpers that follow a hero grant spirit resistance and move speed; ones sent to troopers heal them. After following someone, a Helper has to rest before it can be sent again.
What it is for: 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.
- Damage
- None. Heals troopers for 8 health/second; Helpers rest ~15.1 seconds after following a hero. 45m dispatch range (deadlock.one and mobalytics, 2026)
- Mobility
- Grants move speed to the hero being followed
- Defensive
- The spirit resist buff on a followed ally is a persistent small mitigation layer
How to play against it
- Watch the tunnels — Helpers stealing Sinner's Sacrifices 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
- Contesting crates and jungle camps on Rem's side of the map directly denies the macro value that the entire pick is built on
Interactions
- Helpers can take Sinner's Sacrifices out of tunnels, which is the highest-value sabotage use and is easy to miss if you are not watching for it
- Helper count scales with every upgrade tier (+1 at each of 1, 2 and 5 AP), so a maxed Rem is running multiple parallel map jobs
- The 09-16-2026 patch fixed a bug where multiple Helpers could be sent to follow one player for no effect, and added a target UI in instant-cast mode
- Helpers are why Rem can hold a lane and take map resources at the same time despite having no wave-clear ability
Upgrade tiers
- 1 AP: +1 Helper and +1.5 m/s Helper move speed
- 2 AP: +1 Helper and +15% trooper damage/resist
- 5 AP: +1 Helper and +15% spirit resist on the buff
Naptime
Ultimate · channelled wall-piercing gaze applying mass sleep Rem channels a gaze forward that passes through walls and floors. Enemies caught in it are slowed, have reduced dash distance and cannot use movement abilities; if they stay caught, they fall asleep, and they take damage when they wake.
What it is for: The fight-defining button. It is not primarily a damage ultimate — it strips an entire enemy group's mobility and then removes them from the fight, which is what lets Rem's team collect a pick or take an objective uncontested.
- Damage
- 120 spirit damage on wake (+50% at 5 AP). Sleeping enemies wake early if they take more than a 100 damage threshold (deadlock.one, 2026). 19m radius, 175s cooldown, 2 charges
- Crowd control
- Layered: first a slow with reduced dash distance and a full lockout on movement abilities, then sleep, which is a hard disable. 2 AP adds +0.75s sleep duration and +3m radius. 1 AP removes 1 stamina on wake and stops stamina regeneration during sleep.
- Mobility
- None for Rem, but it is the strongest mobility-denial effect in this group
- Defensive
- 5 AP grants +50% damage resistance while channelling, which is what lets Rem survive casting it in a live fight
How to play against it
- 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
- Do not commit a dash or movement ability into the cone — the lockout applies first and you will be stranded inside it
- Spread out before Rem has ult; the 19m (22m at 2 AP) radius is far less punishing against a spread team than a stacked one
Interactions
- It pierces walls and floors, so enemies cannot break line of sight the way they can against Seven's Storm Cloud — cover does not help here
- Damage wakes sleeping enemies once it exceeds the ~100 threshold, so a careless teammate splashing AoE onto the sleep undoes it
- The movement-ability lockout applies before the sleep lands, so dashing out on reaction is not possible once you are caught
- 2 charges on a 175s cooldown (-65s at 5 AP) means a well-played Rem can have this for two separate objectives
Upgrade tiers
- 1 AP: -1 stamina on wake and no stamina regeneration while asleep
- 2 AP: +0.75s sleep duration and +3m radius
- 5 AP: -65s cooldown (175s to ~110s) and +50% damage resistance while channelling