vs summons and turretsMonster RoundsMonster Rounds800 soulsTier 1WeaponPassive+25%Weapon Damage vs. NPCs+1Out of Combat Regen+25%Bullet Resist vs. NPCsSplit ShotSplit Shot1,600 soulsTier 2WeaponInstantCast+27sCooldown+5Weapon Multishot+12sBonus Duration+8%Weapon Damage per Stack+5Max StacksAlchemical FireAlchemical Fire3,200 soulsTier 3WeaponPress+30sCooldown+5sDuration+0.2sCast Delay+10Spirit Power
vs pulls and knockbacksUnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer
Buy healing reduction early (HealbaneHealbane1,600 soulsTier 2ArmorPassive+8sDuration+7Spirit Power-35%Incoming Healing / DecayDecay3,200 soulsTier 3TechPress+30sCooldown+12sDuration+0.1sCast Delay+8Spirit Power-55%Incoming Healing+65Bonus Health-style anti-heal). Tag AlongTag Along23m Range5.5s Duration40s CooldownRem leaps to a friendly hero and naps alongside them.DamageNo damage. Burst heals 15% of missing health, then regenerates over time —…MobilityA 23m leap, but only to a friendly hero — Rem cannot use it to escape into…DefensiveAttaching to a durable frontliner is Rem's survival plan;11 AP: -8s cooldown (40s to 32s)22 AP: bonus item range, duration and barrier effectiveness while attached55 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 NaptimeNaptime24m Range200s CooldownRem channels a gaze forward that passes through walls and floors.Crowd ControlLayered: first a slow with reduced dash distance and a full lockout on…Damage120 spirit damage on wake (+50% at 5 AP).MobilityNone for Rem.11 AP: -1 stamina on wake and no stamina regeneration while asleep22 AP: +0.75s sleep duration and +3m radius55 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 TossPillow Toss40m Range25s CooldownRem hurls a pillow that deals spirit damage and knocks the enemies it hits well away from their position.Crowd ControlHeavy knockback displacement on hit.Damage75 spirit damage base;Mobilitynone for Rem, but it moves enemies a long way11 AP: -7s cooldown (25s to 18s)22 AP: applies -40% fire rate and +2m radius55 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 cratesCrates Breakable Streets, rooftops and tunnels — about 500 of themOrdinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double.Souls23 soulsa 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 HelpersLil Helpers45m RangeRem signals a Helper to go do a job: collect crates, perform Sinner's Sacrifices, or follow and buff an ally hero or friendly troopers.DamageNone. Heals troopers for 8 health/second; Helpers rest ~15.1 seconds after…MobilityGrants move speed to the hero being followedDefensiveThe spirit resist buff on a followed ally is a persistent small mitigation…11 AP: +1 Helper and +1.5 m/s Helper move speed22 AP: +1 Helper and +15% trooper damage/resist55 AP: +1 Helper and +15% spirit resist on the buff quietly take Sinner's SacrificesSinner's Sacrifice Soul objective Ten machines around the map, plus the Bell TowerA 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.Souls310 soulsat 0:00+3.35 a minute out of your tunnels and collect cratesCrates Breakable Streets, rooftops and tunnels — about 500 of themOrdinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double.Souls23 soulsa 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
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 (cratesCrates Breakable Streets, rooftops and tunnels — about 500 of themOrdinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double.Souls23 soulsa crate, 60% of the time+2 a minute, Sinner's SacrificesSinner's Sacrifice Soul objective Ten machines around the map, plus the Bell TowerA 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.Souls310 soulsat 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
61.5DPS
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.
16Bullet Damage
1Pellets per Shot
3.85Bullets per sec
13Ammo
2sReload Time
160m/sBullet Velocity
58Light Melee
116Heavy Melee
Vitality and movement
680Health
2Health Regen
7.20m/sMove Speed
4m/sSprint Speed
3Stamina
4.50sStamina 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.
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)53.4% together+2.3% above expected
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)53.2% together+1.8% above expected
BabaBabaControllerMageMid rangeSpirit damageThree kinds of control in one kit: silence, a hex and several slowsDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3)51.8% together+1.4% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)51.8% together+1.3% above expected
IvyIvySupportInitiatorMid rangeHybrid damageTrue flight — she can cross terrain and take an ally with herDurabilityhigh (2/3)Burstlow (1/3)Mobilityvery high (3/3)Healinghigh (2/3)50.3% together+1.0% above expected
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 strugglesRem 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%).
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
Rem signals a Helper to go do a job: collect cratesCrates Breakable Streets, rooftops and tunnels — about 500 of themOrdinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double.Souls23 soulsa crate, 60% of the time+2 a minute, perform Sinner's SacrificesSinner's Sacrifice Soul objective Ten machines around the map, plus the Bell TowerA 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.Souls310 soulsat 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 SacrificesSinner's Sacrifice Soul objective Ten machines around the map, plus the Bell TowerA 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.Souls310 soulsat 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 cratesCrates Breakable Streets, rooftops and tunnels — about 500 of themOrdinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double.Souls23 soulsa crate, 60% of the time+2 a minute and jungle campsHaunts Neutral camps Lanes and Districts across the mapHaunts 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.Souls41/68/181 soulstier I / II / IIIa 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 SacrificesSinner's Sacrifice Soul objective Ten machines around the map, plus the Bell TowerA 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.Souls310 soulsat 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 SacrificesSinner's Sacrifice Soul objective Ten machines around the map, plus the Bell TowerA 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.Souls310 soulsat 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
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 CloudStorm Cloud205s CooldownSeven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it.Crowd ControlNo direct CC, but it functions as area denial — the practical effect on…Damage95 damage per second base plus a 75 strike component;MobilitySeven is stationary for the channel at base.11 AP: +55% bullet resist while channelling22 AP: +7s channel time and +5m radius55 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.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
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