How this page works
We don't publish a hero tier list or matchup win rates. Matchup statistics depend heavily on rank, patch and sample size, and we haven't found a source we can cite reliably for Rem-specific matchups. Instead, this page explains the mechanics that decide matchups, so you can recognise them in any game.
Verified marks a documented game interaction. Editorial analysis marks our interpretation of what to do about it.
Threats to Rem's game plan
Rem's plan has three supports: an ally within range to Tag Along to, heals that land at full strength, and a Naptime that holds enemies for his team. Anything that removes one of those is a threat.
| Threat | What it does to Rem | Status |
|---|---|---|
| Healing reduction | Weakens Tag Along and the Lil Helpers trooper heal | Verified |
| Slowing Hex | Prevents Tag Along from being cast | Verified |
| Stunning ultimates on Rem's ally | Knock Rem off Tag Along | Verified |
| Debuff resist (e.g. Debuff Reducer) | Shortens Pillow Toss's slow and Naptime's sleep | Verified |
| Indomitable | Prevents the Naptime disable | Verified |
| Unstoppable | Suppresses Naptime and Pillow Toss crowd control | Verified |
| Reactive Barrier | Triggered by Naptime, giving the target a barrier | Verified |
| Interrupts and stuns during the channel | Cancel Naptime before its third upgrade (half cooldown refunded) | Verified |
Anti-heal
Both of Rem's heals, Tag Along and the Lil Helpers trooper heal, are reduced by healing reduction. A team that buys it turns Rem's main contribution into a smaller one.
Editorial analysis What to do: lean on the parts of the kit that anti-heal doesn't touch. Tag Along still makes you untargetable, Pillow Toss still peels, and barriers from items such as Guardian Ward and Divine Barrier aren't healing. Delay Healing Tempo in favour of those. See when to change the build.
Stopping Tag Along
Tag Along can be denied in several ways: Slowing Hex on Rem blocks the cast, and an ultimate stun on the ally he is napping on knocks him off. It also can't attach to or keep up with allies during certain movement, such as express lanes.
Editorial analysis For opponents, the practical lesson is to separate Rem from his team. A Rem who can't reach an ally has very little defence. For Rem players, it means watching for Slowing Hex in the enemy's items and staying close enough to a teammate that you can cast Tag Along before you are hexed.
Blunting Naptime
Naptime has the most documented counters of Rem's abilities: debuff resist shortens it, Indomitable prevents it, Unstoppable suppresses it and Reactive Barrier triggers on it. Before the third upgrade, the channel can also be interrupted.
Editorial analysis Against several of these, Naptime becomes a tool for shutting down movement and splitting the enemy team rather than a guaranteed fight-winner. Aim it at the enemies who lack those items, and save it until key counters such as Unstoppable have been used.
How opponents punish predictable ability use
Editorial analysis Patterns experienced opponents can look for:
- Baiting Pillow Toss. A diver who fakes an engagement can draw out the knockback, then commit once it's on cooldown.
- Waiting out Tag Along. Burst the ally Rem is likely to ride only after Tag Along has been used, so the heal is already spent.
- Diving Rem when he's alone. Without a nearby ally, Rem's only defensive tool is a knockback.
- Interrupting the channel. Before the third upgrade, a stun or silence during Naptime's 1.9-second channel cancels it. Rem gets half the cooldown back, but loses the fight-starter.
- Farming Helper troopers. Killing a trooper with a Helper gives the killer 20% more souls.
Positioning mistakes to avoid
- Standing further than 23 m from every ally.
- Channeling Naptime in the open, where enemies can reach and interrupt you.
- Riding a teammate who is already overextended.
- Walking ahead of your frontliner to reach a Pillow Toss target.
- Carrying the Soul Urn and relying on Tag Along to escape (casting it drops the Urn).
Team coordination considerations
Editorial analysis Rem relies on his team more than most heroes. A few habits help:
- Agree on one target to burst while enemies sleep, rather than chipping at all of them and waking them up.
- Ask your frontliner to tell you when they are going in, so Tag Along arrives with them.
- Ping the lane your Helper is pushing, so teammates know where the pressure is.
- If the enemy has Slowing Hex, ask a teammate to stay close to you.
Adapting itemization and ability use
- Against anti-heal: barriers and cleanses over heals. Divine Barrier removes non-stun debuffs as well as shielding.
- Against heavy crowd control: Debuff Reducer, and hold Tag Along until the crowd control is used.
- Against spirit burst: Spirit Shielding.
- Against mobile divers: keep a Pillow Toss charge for defence, and consider Slowing Hex of your own.
- Against many Naptime counters: prioritise the third upgrade to protect the channel, and aim the gaze at the enemies who lack counters.
If you're playing against Rem
A short summary for opponents
- Isolate him from his team. Tag Along needs an ally in range.
- Buy anti-heal if he's keeping your targets alive.
- Slowing Hex on Rem stops Tag Along.
- Interrupt or dodge Naptime's channel, and buy Indomitable or Unstoppable if it keeps winning fights.
- Don't let a Helper trooper push freely. Killing it gives you bonus souls.
Sources
- The Deadlock Wiki: Rem (opens in a new tab) (checked October 15, 2026)
- The Deadlock Wiki: Items (opens in a new tab) (checked October 15, 2026)
- The Deadlock Wiki: Debuff Reducer (opens in a new tab) (checked October 15, 2026)