Patch 09-16-2026 Data researched 2026-09-21 What changed
RE Rem — carry frame

Rem

SupportControllerSummoner mid range spirit damage mid-game High difficulty

Measured 47.3% win rate, 3.2% pick rate on patch 09-16-2026 across 75,494 matches.

Strengths

  • The highest healing throughput in this group by a wide margin, and it scales with how badly the ally is losing the fight
  • Naptime is unusually hard to dodge because it ignores walls and floors, unlike most large-area ultimates
  • 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

Weaknesses

  • 680 HP with no escape ability that works without a nearby ally — the most fragile profile in this group
  • 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

Weapon

candle gun (semi-auto). 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.

Abilities

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

Laning strengths

  • Tag Along's missing-health burst plus lingering regeneration makes a duo lane extremely hard to burst down, and the heal is strongest exactly at the moment the trade should have been lost
  • 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, Sinner's Sacrifices) 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

Laning weaknesses

  • 680 max health, the lowest in this group and among the lowest in the game — 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

Power spikes

  • 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
  • 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+): -65s cooldown plus +50% damage resist while channelling means Rem can cast it inside a live fight and have it back for the next objective

Playing against Rem

  • 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
  • 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)
  • Focus Rem directly — 680 HP with no escape means any gap-closer that gets past Pillow Toss 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 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

Bait these first

  • 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

What Rem does to you

  • 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 quietly take Sinner's Sacrifices out of your tunnels and collect crates 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

Punish windows

  • 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 before the 5 AP damage-resist upgrade — Rem is stationary, telegraphed and takes full damage
  • 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

Hardest matchups for Rem

Ranked by how far below Rem's own baseline each pairing measures — not by raw win rate.

Victor 40.4% -6.9 pts
Seven 41.7% -5.6 pts
Paige 44.5% -2.8 pts
Mo & Krill 44.9% -2.4 pts
Ivy 45.0% -2.3 pts
Dynamo 45.3% -2.0 pts
McGinnis 47.4% +0.1 pts
Vindicta 47.4% +0.1 pts

Best matchups for Rem

Same measure, other direction.

Mirage 54.6% +7.3 pts
Mina 53.4% +6.1 pts
Silver 52.3% +5.0 pts
Paradox 52.2% +4.9 pts
The Doorman 52.2% +4.9 pts
Holliday 51.4% +4.1 pts
Viscous 50.1% +2.8 pts
Yamato 48.6% +1.3 pts

Every Rem matchup

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Rem
Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 09-16-2026, researched 2026-09-21.

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