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Rem

SupportControllerSummoner Spirit Damage Mid Game High Difficulty

Patch 10-30-2026, 305,072 matches. Updated daily.

How to counter and play Rem

Items to buy

  • vs channelled ultimates 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 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 Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health
  • vs summons and turrets Monster Rounds Monster Rounds 800 souls Tier 1WeaponPassive +25% Weapon Damage vs. NPCs +1 Out of Combat Regen +25% Bullet Resist vs. NPCs Split Shot Split Shot 1,600 souls Tier 2WeaponInstantCast +27s Cooldown +5 Weapon Multishot +12s Bonus Duration +8% Weapon Damage per Stack +5 Max Stacks Alchemical Fire Alchemical Fire 3,200 souls Tier 3WeaponPress +30s Cooldown +5s Duration +0.2s Cast Delay +10 Spirit Power
  • vs pulls and knockbacks Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer
  • 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 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
  • 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 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); (the Stun cancels the ult outright)
  • 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
  • Bring a hero with an unstoppable or knockback-immunity window; Pillow Toss is Rem's only self-peel and immunity walks through it
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • Because Naptime pierces walls and floors, the usual 'break line of sight' answer to a large area ultimate does nothing here
  • 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
  • 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
  • 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
  • Do not bother baiting Lil Helpers; it is a non-combat ability and forcing it costs Rem nothing in a fight
  • 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
  • Immediately after Tag Along is used, while the 40s (32s at 1 AP) cooldown runs and Rem is stuck on whichever ally was chosen
  • When Rem is out of 23m range of every living teammate: Tag Along has no valid target, so Rem has zero mobility
  • During the Naptime channel — Rem is stationary and telegraphed for 1.9 seconds, though he takes 30% less damage while channelling
  • 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
  • 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

Plan a game against Rem and the rest of their team →

Good at

  • Tag Along's healing scales with how badly the ally is losing the fight
  • Naptime ignores walls and floors, so it is hard to dodge
  • Lil Helpers give Rem meaningful map and economy influence without needing to win a fight
  • Pillow Toss peel plus Tag Along healing makes a protected carry genuinely difficult to kill

Weak to

  • 680 HP with no escape ability that works without a nearby ally
  • Anti-heal items shut down the majority of the kit's value directly
  • Contributes essentially no damage, so an enemy who survives the heal window is never punished
  • Stun effects knock Rem off Tag Along and interrupt Naptime, and Rem has no cleanse or immunity window of any kind

In lane, good at

  • Tag Along'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
  • Lil Helpers generate soul income off-screen (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 , 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 ) while Rem is still standing in lane — Rem farms two places at once
  • 16 damage per shot on the candle gun is enough to secure and deny last hits without needing to commit

In lane, weak to

  • 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
  • Tag Along requires a living ally within 23m; in a solo lane or after the partner dies, Rem has literally no mobility
  • Everything defensive is on a long cooldown at base (Pillow Toss 25s, Tag Along 40s) before the 1 AP cuts
  • 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
  • 1 AP into Pillow Toss — -7s cooldown (25s to 18s) makes the peel-and-refund loop consistent rather than occasional
  • 2 AP into Naptime — +0.75s sleep and +3m radius (19m to 22m) is the difference between catching one hero and catching a group
  • 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

Candle Gun (Semi-Auto)

Burst FireMedium Range

61.5 DPS

Falloff Range 20m 58m

Roughly 62 DPS from 16 damage per shot at 3.85 shots per second — high per-shot value on a slow cadence, which makes it usable for last-hitting and denying but almost irrelevant in a straight duel. Rem's damage contribution in a fight is close to zero; the gun exists to hold a lane while the healing does the work.

  • 16 Bullet Damage
  • 1 Pellets per Shot
  • 3.85 Bullets per sec
  • 13 Ammo
  • 2s Reload Time
  • 160m/s Bullet Velocity
  • 58Light Melee
  • 116Heavy Melee
Vitality and movement
  • 680 Health
  • 2 Health Regen
  • 7.20m/s Move Speed
  • 4m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina Cooldown

Base values on patch data. Items and boons change all of these.

The heroes Rem wins most with, against what their two win rates would predict.

  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 53.4% together +2.3% above expected
  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 53.2% together +1.8% above expected
  • Baba Baba ControllerMageMid rangeSpirit damage Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) 51.8% together +1.4% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 51.8% together +1.3% above expected
  • Ivy Ivy SupportInitiatorMid rangeHybrid damage True flight — she can cross terrain and take an ally with her Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) 50.3% together +1.0% above expected

Every Rem duo →

Every Rem matchup

Rem wins 45.5% of games overall. Who counters Rem and who Rem counters: all 43 opponents, from Rem's hardest to easiest, with how far each sits from that average. Rem struggles Rem does well

Graves and Paige are strong against almost every hero this patch, so they sit near the top here too. The counters that are about Rem in particular: Seven (Rem wins 39.5%).

Only matches whose average rank was Oracle and above, where Rem wins 45.4% overall.

Abilities

Pick an ability to see what it does and how to play around it.

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.

Purpose: 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

Interactions

  • The cooldown-reduction-on-hit effect rewards landing pillows: a hit shortens the cooldown, so a Rem who lands them can recast sooner than 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.

Purpose: 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 hits hardest 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
  • 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 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 , perform 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 , 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.

Purpose: 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 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
  • Contesting 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 jungle 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 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 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 tunnels, which is easy to miss if you are not watching for it
  • Since the 09-29-2026 patch 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 have variable bonus timings, so a Helper sent to one does not pay out on a fixed clock any more
  • 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.

Purpose: 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, 200s 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.
Defensive
Rem takes 30% less damage while channelling (game data), which is what lets him cast it in a live fight; guides list more resist at 5 AP, which the game data doesn't show

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; 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
  • 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 Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling — 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 200s cooldown (-55s 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: -55s cooldown (200s to 145s); guides also list more damage resist while channelling, not in the game data

Rem's win rate by game length

Rem gets stronger the longer the game goes: 41.9% in games under 25 minutes (#42 of 44), 48.7% in games past 40 (#26 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch the long games are where Rem pulls ahead of other heroes.

35% 40% 45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 46.5% over 1,612 games 46.5% 15–20 min: 44.3% over 3,858 games 44.3% 20–25 min: 40.4% over 11,427 games 40.4% 25–30 min: 41.3% over 35,711 games 41.3% 30–35 min: 43.4% over 72,198 games 43.4% 35–40 min: 46.1% over 80,610 games 46.1% 40–45 min: 48.0% over 53,739 games 48.0% 45–50 min: 49.2% over 27,674 games 49.2% 50–55 min: 50.1% over 12,645 games 50.1% 55–60 min: 49.8% over 4,736 games 49.8% 60+ min: 49.5% over 2,193 games 49.5% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
10–15 46.5% +1.0% 1,612
15–20 44.3% −1.2% 3,858
20–25 40.4% −5.1% 11,427
25–30 41.3% −4.2% 35,711
30–35 43.4% −2.1% 72,198
35–40 46.1% +0.6% 80,610
40–45 48.0% +2.5% 53,739
45–50 49.2% +3.7% 27,674
50–55 50.1% +4.6% 12,645
55–60 49.8% +4.3% 4,736
60+ 49.5% +4.0% 2,193

"vs usual" is against Rem's 45.5% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.

Each point is how often Rem won games that ended at that length, not the chance of winning at that minute. Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games. Games under 10 minutes are left out. Every hero by game length →

Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.

Difficulty rating: deadlock.io hero page lists Rem at client complexity 3 and describes the hero as 'easy to use but punishing to master' — https://deadlock.io/en/heroes/rem