Throw your trusty pillow inflicting Spirit Damage and heavy Knock Back. Landing hits reduces the cooldown of your other abilities.
Live
Pillow Toss
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Tag Along
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Lil Helpers
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Naptime
ult at lvl 6
Throw your trusty pillow inflicting Spirit Damage and heavy Knock Back. Landing hits reduces the cooldown of your other abilities.
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.
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.
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.
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.
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.
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, 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.
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.
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.
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.
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.
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.
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.
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.
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.