How Rem plays Editorial analysis
Most heroes are judged by what they do to the enemy. Rem is better judged by what he stops the enemy from doing
to his team. His best moments rarely make the kill feed. A teammate who should have died walks away, a dive that
was about to land gets knocked out of position, or a Helper keeps a lane moving while the rest of the team fights
elsewhere.
Supporting teammates
Tag Along is the centre of the kit. You jump onto an ally, both of you
get a heal, and while you're napping on them you can't be targeted or damaged. That makes it a heal and an
escape in one button, but it is only as good as the ally you choose. Riding a teammate who is about to walk into
five enemies keeps you safe for a few seconds, then leaves you exposed where they died.
Using Lil Helpers well
Lil Helpers are easy to forget because they don't hit anyone. Their
value is that they work while you're elsewhere. A Helper on a trooper heals it, makes it stronger and gives you
a Tag Along target in that lane. A Helper sent to a Curiosity Shop can buy queued items without you walking back.
The usual mistake is leaving every Helper idle because the fight in front of you feels more urgent.
Map movement and objectives
Vent travel and Helpers both reward a Rem who keeps moving. While your team is grouping for an objective, send
Helpers to keep the other lanes under some pressure, so the enemy has to choose between defending and contesting.
Be careful with that last part. A trooper with a Helper is worth more souls to the enemy hero who kills it, so
don't feed a strong farmer free bounty.
When to step in and when to stay out
Go in when a teammate is committed and losing a trade they could win with a heal, or when a single diver has
jumped your backline and a Pillow Toss would knock them out of it. Stay out when the whole enemy team is already
on your ally, when Tag Along is on cooldown, or when you'd have to walk through the enemy to get in range. In
those cases a heal only delays the outcome, and you may die with your ally.
Where the kit is strongest
Narrow streets, stairwells and building interiors favour Naptime, because
enemies can't spread out of a 19-metre radius and the gaze ignores walls and floors. Open areas with mobile
enemies are harder: they can dodge the gaze, and a whiffed ultimate on a 200-second cooldown is a long time
without your fight-starter.