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Rem Live

Rem

~48.9% WR ~5.8% pick
Hard HelpfulTinyzZzzZ
Signature abilities4
Pillow Toss Tag Along Lil Helpers Naptime ult at lvl 6
Ability 1
Pillow Toss
25s
Instant cast

Throw your trusty pillow inflicting Spirit Damage and heavy Knock Back. Landing hits reduces the cooldown of your other abilities.

1
Charges
8s
Charge cooldown
0.3s
Cast delay
40m
Cast range
1AP Cooldown -7s
2AP +5m Radius and applies -0% Fire Rate — Fire Rate Slow +35%, Radius +2m
5AP +75 Damage and +1 Charge — Damage +100, Charges +1
Ability 2
Tag Along
40s
Press

Jump to an ally and nap alongside them. Both you and the ally receive a burst Heal based on missing health followed by lingering Regen. Hop between allies with Ability 2 to apply the heal, once per ally. You are knocked off if stunned by an ultimate ability. You can use items and all self-casts target your ally instead.

0.5s
Cast delay
23m
Cast range
5.5s
Duration
15
Missing Health Burst Pct
1AP Cooldown -8s
2AP 0% Bonus Item Range, Duration, and Barrier Effectiveness while napping — Bonus Barrier Amp Percent +35%, Bonus Item Duration Percent +35%, Bonus Item Range Percent +35%
5AP +0% Spirit Power and +0 Spirit Power while napping and for 0s after napping Improved Spirit Scaling — Tech Power Percent +15%, Bonus Spirit Power +35, Hop Off Effec Duration +10s, Missing Health Burst Pct +0.02, Healing Per Second +0.34
Ability 3
Lil Helpers
Press

Signal a Helper to lend a hand. They can collect boxes, do Sinner's Sacrifices, or be sent to support allies and troopers. Follow a hero: Provides a short burst of Spirit Resist and fading Move Speed. Follow a trooper: Provides healing, damage, resists, and allows tagging along. When no hero is around, souls from trooper kills are split amongst the team. Can be cast during Tag Along. Helpers will take a nap for 15.1s after following someone.

0.1s
Cast delay
45m
Cast range
15
Tech Armor Gain
3m
Move speed
1AP +1 Helper — Helper Count +1
2AP +15% Spirit Resist +3m/s Move Speed — Tech Armor Gain +8, Move speed +1.5m
5AP +1 Helpers +30% Trooper Damage and Resist — Helper Count +2, Infest Damage Taken Percent +20%
Ability 4
Naptime
175s
Instant cast

Cast your gaze forward, piercing walls and floors. Enemies in the gaze are slowed, have reduced dash distance, and cannot use movement abilities. When the channel ends they fall asleep before waking up to a splitting headache that deals heavy Spirit Damage.

1.9s
Channel time
0.18s
Cast delay
24m
Cast range
19m
Radius
1AP -0 Stamina On Wake and no Stamina Regen while sleeping — Consume Stamina On Wake +1, No Stamina Regen During Sleep +1
2AP +19m Radius and +4s Sleep Duration — Sleep Duration +0.75s, Radius +3m
5AP 175s cooldown Reduced damage and unstoppable while channeling — Damage Resist Pct While Channeling +50%, Unstoppable While Channeling +1, Cooldown -65s
Guidehow to play

Rem is a pure spirit-support and the strongest raw healer in the game right now — her whole job is to keep your best frontliner unkillable, deny space with Lil Helpers, and swing the decisive fight from the back row with a wall-pierced Naptime. Her win condition is enablement, not damage: feed Pillow Toss for non-stop cooldowns, ride Tag Along into dives untargetable, and own every urn and midboss circle. The catch is a ~680 HP body (one of the squishiest after the patch-wide base-HP cut), so this is a complexity-3 pick that's easy to use but punishing to master — Helper micro, Tag timing, and a skillshot ult all while being the easiest body on the map to delete.

Early game

Lane second row, behind your partner's aggro — you are the squishiest body in the duo and you trade with abilities, not your gun (61.6 DPS is just a backup). Buy Mystic Burst turn one so Pillow Toss actually crosses its damage breakpoint and hits the wave and enemy for real, and treat landing Pillow as the priority: every hit shaves the cooldown of your other abilities, so it's your tempo engine that keeps Tag Along available. When you or your partner get jumped, Tag Along to burst-heal off missing HP and ride the threat out untargetable. Drop a Lil Helper on a neutral camp or box between trades for free tempo. First buys are Extra Charge, Mystic Burst, Extra Spirit, and a Healing Rite to stay in lane.

Mid game

With Naptime online (~level 6) you flip into a map-control hero. Split Helpers across side lanes for income and soul denial, contest every Sinner's Sacrifice and buff, and use a wall-pierced Naptime to win skirmishes you can't be touched in. This is your objective window: with the King-of-the-Hill urn rework, Rem is elite — park the team in the circle, chain Tag Along and Healing Nova to keep everyone topped, and Naptime any contesters straight through the wall. Build your spirit-heal-CDR core here (Improved Spirit, Healing Booster, Enchanter's Emblem, Superior Cooldown) so Pillow keeps everything off cooldown and your heals actually outpace incoming burst.

Late game

Late, you decide fights from the back, never the front. Pre-deploy Helpers on your carry for resist and move speed, ride Tag Along into the engage (untargetable except by stun ultimates), and bounce burst heals across the team while feeding Pillow Toss for near-perma uptime. Hold Naptime for the grouped enemy and channel it through a wall or floor so you're never exposed — it strips dashes and movement abilities first, so the cone is almost undodgeable once you commit. Boundless Spirit makes every heal and the wake-up headache bigger, Healing Nova covers the whole team, and Divine Barrier saves a diving carry for half the cooldown when cast on an ally.

Combos & tricks

Untargetable pocket-heal: Tag Along onto a diving ally and you can't be targeted (except by stun ults), but you can still self-cast Healing Nova, Divine Barrier and items — so you babysit a dive that would kill any normal support. Pillow tempo loop: every landed Pillow Toss cuts all your other cooldowns, so chip the wave or enemy to rush Naptime and Tag back; with Compress Cooldown and Superior Cooldown you approach permanent uptime. The big one is the wake-up: Naptime sleepers wake on any hit above the damage threshold (and damage onto barriers does NOT proc the wake), so hold your team's burst, let the splitting headache land, then dump on the wake — chip and DoT under the threshold is fine to keep ticking. Chain Naptime into Knockdown as they wake for a guaranteed stun (bonus duration vs airborne) to turn a sleep into a full lockout.

Matchups & duos

You're strong into low-mobility brawlers you can sleep, kite and out-sustain — Paradox, Holliday and Viscous all trend in your favor. You struggle against burst and long range that delete you before heals matter (Victor, Seven, Warden), high-mobility divers who ignore your CC, and anti-heal carriers like Healbane or Decay that gut your entire value. Best duos are Dynamo, whose Singularity layers perfectly with Naptime and your peel, and Graves. Avoid pairing with Sinclair and Bebop — the data shows clear anti-synergy. Into CC-heavy lobbies, carry Ethereal Shift, Unstoppable or Debuff Reducer so a stun can't pop you off Tag Along.

Buildsbuy order matters
Laning1600

Extra Charge is non-negotiable for extra Pillow/Helper charges plus spirit and CDR; Mystic Burst pushes Pillow Toss past its damage breakpoint, Extra Spirit is the cheapest heal/damage scaling, and Healing Rite keeps you in lane on a ~680 HP body.

Mid game3200

Your spirit-heal-CDR spine. Improved Spirit scales both heals and Pillow/Naptime, Healing Booster amps every Tag Along and Nova, Enchanter's Emblem and Superior Cooldown let you spam abilities, and Slowing Hex locks targets to set up Naptime and peel divers.

Late game6400

Boundless Spirit turns every heal and the Naptime wake-up huge, Healing Nova is your AoE teamfight/urn heal, Divine Barrier saves a diver at half CD on an ally, and Superior Duration plus Compress Cooldown stretch sleep, Tag uptime and approach permanent ability spam.

Situational / Flex4500

Swap pieces to the lobby: Unstoppable so a stun ult can't knock you off Tag Along and lets you channel Naptime through CC, Ethereal Shift as a squishy panic button, Knockdown to chain the instant sleepers wake, Silence Wave vs ability-reliant divers, Debuff Reducer into heavy-CC comps, and Echo Shard for a double Naptime or second-angle Pillow.

Tips & tricks
Land Pillow Toss as often as possible — every hit shaves all your other cooldowns, so it's how you keep Tag Along and Naptime available.
Cast Naptime through walls and floors: you channel safely from cover, and it strips enemy dashes and movement abilities before the sleep, so the cone is nearly undodgeable.
Don't pre-damage sleepers above the wake threshold — hold your team's burst, let the splitting headache land, then dump on the wake. Hits onto barriers don't count, and chip/DoT under the threshold is fine.
While attached via Tag Along you're untargetable except by stun ultimates, and you can still self-cast Healing Nova, Divine Barrier and items — abuse it to babysit dives.
Park Helpers on side waves and the enemy jungle for soul denial, then pull them to follow your frontliner before a fight for resist, move speed, and to enable Tag onto troopers.
You have ~680 HP — never facecheck. Heal from the second row and carry Ethereal Shift, Unstoppable or Debuff Reducer into CC-heavy lobbies.
Common questions

Weapon or spirit Rem?

Spirit, decisively. Heals, Naptime burst and Helper value all scale with Spirit Power and cooldown reduction. A Frenzy/weapon flex exists for selfish solo-queue lobbies and is the top solo-WR item, but it throws away Rem's entire team identity.

Is Rem good for beginners?

No — she's complexity 3. The kit is easy to use but hard to master: Helper micro, Tag Along timing and a skillshot ult, all while piloting the squishiest body on the map. She rewards good positioning and punishes bad positioning hard.

How do I land Naptime in a real fight?

Cast it through a wall or floor so you're never exposed. It disables enemy dashes and movement abilities before the sleep lands, so once you commit the cone is very hard to dodge. Seal it with Knockdown or Slowing Hex and hold your burst for the wake.

Why do I keep dying as Rem?

Your ~680 HP can't take a facecheck. Heal from the back row, abuse Tag Along's untargetability to ride out dives, and pick up Ethereal Shift, Unstoppable or Debuff Reducer against burst and CC. If they have anti-heal like Healbane or Decay, value drops — play even safer.

Profilevs roster
Health 5 Mobility 74 Burst 75 Sustain 70 Range 70 Ammo 33
Health 680
Regen 2/s
Move speed 7.2 m/s
Stamina 3
Burst DPS 61.6
Sustained 38.7
Range 58 m
Ammo 13
Primary weapon
Long Night
61.6
DPS
16
Bullet damage
3.9rps
Fire rate
13
Ammo
2s
Reload
38.7
Sustained DPS
49
Shots to down
18.47s
Time to kill
30
Weak-spot shots
208
Clip damage
vs 780 HP · body · no resist
Damage falloff100% → 10%
0m20m57.5m76.2m
Melee 58Light 116Heavy
Matchups

An accidental stowaway from the world of dreams, Rem has found himself stranded in the city that never sleeps. Driven by his curious nature, Rem and his helpful friends have been seen wandering across the five boroughs in search of a way back home.

So if you ever find yourself dozing off while taking the Blue line home from work, maybe you’ve just had an encounter with one of the Cursed Apple’s newest denizens.

Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.

Update history40
  • Backdoor removal linger duration reduced from 20s to 14s
  • Removed two jump pads from around the middle of the map that point to outwards (to the left and right respectively)
  • Removed delay on ziplines when using alternative key binds
  • The rules for Favored/Unfavored remain the same (+15% soul difference for the first urn at 10:00, +10% for all future urns)
  • Pillow Toss charge time reduced from 9s to 8s
  • Fixed a bug with Naptime that allowed you to attack while casting it
  • Pillow Toss recharge timer reduced from 10s to 9s
04-10-2026 UpdateApr 11, 2026
  • Fixed souls bug with breakables
  • Tag Along can no longer be cancelled during the cast delay to prevent accidentally stopping it mid-cast
  • Naptime radius increased from 17m to 19m
  • Naptime T2 sleep duration increased from +0.5s to +0.75s
03-25-2026 UpdateMar 26, 2026
  • Naptime T3 now also provides unstoppable while channeling
  • Brawl: Removed item slot limit (don't need to sell items in the final round sometimes)
01-30-2026 UpdateJan 30, 2026
  • Shard: Removed cast time
  • Removed global 40% healing reduction (balance note: it didn't actually work on many things that it was supposed to work on. We'll be adjusting specific things that need healing reductions directly instead.)
  • An accidental stowaway from the world of dreams, Rem has found himself stranded in the city that never sleeps. Pillow fights are Rem's preferred form of conflict, tossing his favorite pillow at enemies to knock them back when they're getting too close. His friends, however, he likes to keep nearby - leaping to their aid when things get dicey and taking a quick nap on their shoulder. His Lil Helpers are curious creatures, taking interest in everything the streets of New York have to offer, and cheering on his allies as they go. Ultimately when Naptime hits, no one will be able to keep their eyes open.
12-16-2025 UpdateDec 16, 2025
  • Remover: Move speed reduced from 2.5 to 2.25​
  • Unsecured souls claim period reworked. Previously the way it worked was any unsecured souls you gained were added to a rolling 165s window, where it was divided over that time and given out, with a minimum amount given per second of 1 soul. The new system drains 0.5% (of the remaining souls) + 1.6 (scales with the 8% bounty growth per minute).
Raw data & APIopen JSON from the client
remslug79heroIdfamiliarcodeName3complexityfalsenewPlayer2026-06-06T16:23:38.392ZupdatedAt