Rem
Rem is a hero in Deadlock, with a Complexity of 3 in the game files. Rem has 680 base health and 2 health regen. Rem's gun fires 16 damage per bullet from a 13-round clip. Each level adds 28 health and 0.34 bullet damage.
Open the most-bought Rem build
The 4 items bought most in each phase of 122,938 Rem matches, October 30 to November 1, 2026, measured by deadlock-api.com.
Rem counters
Rem's toughest matchups, the furthest below what both heroes' overall win rates predict, are Seven (40.0% over 19,264 matches, 0.9 points below expected), Victor (41.1% over 20,354 matches, 0.8 points below expected) and Bebop (46.7% over 24,438 matches, 0.6 points below expected), and its best, the furthest above, are Paige (41.2% over 21,724 matches, 1.4 points above expected), Calico (48.8% over 10,013 matches, 1.4 points above expected) and Vyper (51.0% over 8,669 matches, 1.3 points above expected), in all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, measured by deadlock-api.com.
Measured from matches at all ranks from October 30 to November 1, 2026, starting on the day patch 6833 was released (October 30, 2026), by deadlock-api.com. These are match results, not numbers from the game files. A pairing shows its win rate only with at least 500 matches. Expected is what both heroes' overall win rates predict (computed), and each list is ordered by the gap between it and the win rate, not by the rate alone: how the order is computed. Across all its matches in the same window, Rem won 45.8% over 122,938 matches.
Toughest matchups
| Enemy | Rem win rate | Expectedcomputed | Matches |
|---|---|---|---|
| 40.0% | 40.8%0.9 below | 19,264 | |
| 41.1% | 41.9%0.8 below | 20,354 | |
| 46.7% | 47.3%0.6 below | 24,438 | |
| 42.3% | 42.8%0.6 below | 20,309 | |
| 43.8% | 44.2%0.4 below | 15,874 |
Best matchups
| Enemy | Rem win rate | Expectedcomputed | Matches |
|---|---|---|---|
| 41.2% | 39.8%1.4 above | 21,724 | |
| 48.8% | 47.4%1.4 above | 10,013 | |
| 51.0% | 49.7%1.3 above | 8,669 | |
| 50.0% | 49.0%1.0 above | 9,568 | |
| 49.9% | 49.1%0.8 above | 16,626 |
Match data: deadlock-api.com. deadlock-api.com is not endorsed by Valve and does not reflect the views or opinions of Valve or anyone officially involved in producing or managing Valve properties. How a rate is computed: methodology.
Most-bought Rem build
On Rem, players bought Extra Charge in 85.5% of matches (105,141 of 122,938), Improved Spirit in 73.3% of matches (90,059 of 122,938) and Extra Spirit in 70.9% of matches (87,115 of 122,938), in all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, measured by deadlock-api.com.
Laning, bought before 10:00
| Item | Bought by | Win rate when bought | Average buy time |
|---|---|---|---|
| 76.7%94,344 of 122,938 Rem matches | 46.1%94,344 matches | 4:30 | |
| 54.5%66,956 of 122,938 Rem matches | 46.6%66,956 matches | 4:46 | |
| 42.9%52,705 of 122,938 Rem matches | 45.8%52,705 matches | 4:33 | |
| 34.1%41,930 of 122,938 Rem matches | 46.5%41,930 matches | 6:05 | |
| 32.2%39,548 of 122,938 Rem matches | 47.0%39,548 matches | 6:52 | |
| 26.4%32,505 of 122,938 Rem matches | 44.6%32,505 matches | 2:38 |
Mid game, bought 10:00 to 19:59
| Item | Bought by | Win rate when bought | Average buy time |
|---|---|---|---|
| 37.1%45,644 of 122,938 Rem matches | 47.8%45,644 matches | 15:25 | |
| 34.8%42,819 of 122,938 Rem matches | 45.5%42,819 matches | 13:55 | |
| 32.8%40,376 of 122,938 Rem matches | 44.7%40,376 matches | 13:33 | |
| 32.1%39,407 of 122,938 Rem matches | 45.8%39,407 matches | 14:37 | |
| 24.4%30,056 of 122,938 Rem matches | 44.6%30,056 matches | 13:20 | |
| 21.7%26,624 of 122,938 Rem matches | 48.7%26,624 matches | 16:07 |
Late game, bought at 20:00 or later
| Item | Bought by | Win rate when bought | Average buy time |
|---|---|---|---|
| 42.8%52,599 of 122,938 Rem matches | 50.6%52,599 matches | 31:15 | |
| 35.2%43,218 of 122,938 Rem matches | 47.0%43,218 matches | 26:56 | |
| 33.7%41,418 of 122,938 Rem matches | 51.9%41,418 matches | 32:01 | |
| 33.5%41,229 of 122,938 Rem matches | 47.6%41,229 matches | 28:24 | |
| 32.6%40,130 of 122,938 Rem matches | 49.7%40,130 matches | 31:50 | |
| 30.0%36,848 of 122,938 Rem matches | 45.0%36,848 matches | 26:25 |
Measured from matches at all ranks from October 30 to November 1, 2026, starting on the day patch 6833 was released (October 30, 2026), by deadlock-api.com. These are match results, not numbers from the game files, and the most bought items, not a recommended build. Each table counts the items bought in one part of a match, by the game time of the purchase: laning before 10:00, mid game 10:00 to 19:59 and late game at 20:00 or later. "Bought by" is the share of all Rem matches in which the Rem player bought the item in that phase, counting matches that ended before it began. The win rate is how often those players won, which describes the players who bought it, not what the item itself adds. The average buy time is the average game time of those purchases, also measured by deadlock-api.com. A copy the Broker corrupted is not counted. An item shows only with at least 500 matches.
Match data: deadlock-api.com. deadlock-api.com is not endorsed by Valve and does not reflect the views or opinions of Valve or anyone officially involved in producing or managing Valve properties. How a rate is computed: methodology.
Rem ability order
On Rem, players unlocked Pillow Toss, Tag Along, Lil Helpers, then Naptime in 31.8% of matches (39,356 of 123,611), and Lil Helpers, Tag Along, Pillow Toss, then Naptime in 19.5% of matches (24,107 of 123,611), in all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, measured by deadlock-api.com.
| Unlock order | Matches |
|---|---|
| 31.8%39,356 of 123,611 | |
| 19.5%24,107 of 123,611 |
Measured from matches at all ranks from October 30 to November 1, 2026, starting on the day patch 6833 was released (October 30, 2026), by deadlock-api.com. These are match results, not numbers from the game files, and the most common orders, not a recommendation. An unlock order is the order of each ability's first point; the share is the Rem matches that used it out of every Rem match counted, including players who spent no point. An order shows only with at least 500 matches.
Match data: deadlock-api.com. deadlock-api.com is not endorsed by Valve and does not reflect the views or opinions of Valve or anyone officially involved in producing or managing Valve properties. How a share is computed: methodology.
Rem lore
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.
Rem stats
Rem abilities
| Slot | Ability | Damage | Cooldown | Scaling | What it does |
|---|---|---|---|---|---|
| Ability 1 | 75Damage | 25s | +1.6 x SpiritDamage | Throw your trusty pillow inflicting spirit damage and heavy knockback. Landing hits reduces the cooldown of your other abilities. | |
| Ability 2 | 40s | +0.03 x Spirit (% points)Missing Health Burst | Jump to an ally and nap alongside them. Both you and the ally receive a burst heal based on missing health followed by lingering regeneration. 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. | ||
| Ability 3 | +0.14 x SpiritTrooper Heal | 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. | |||
| Ultimate | 120Wake Damage | 200s | +1.6 x SpiritWake Damage | 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. |
Hero
- Complexity
- 3
- Tags
- Helpful, Tiny, zZzzZ
Starting stats
- Max Health
- 680
- Health Regen
- 2
- Move Speed
- 7.2
- Sprint Speed
- 4m
- Stamina
- 3
- Stamina regen per second
- 0.222222
- Light Melee
- 58
- Heavy Melee
- 116
- Ground dash distance
- 10m
- Air dash distance
- 8m
Gun
- Bullet Damage
- 16
- Bullets per shot
- 1
- Cycle time
- 0.26s
- Rounds per second
- 3.85computed
- Weapon DPS
- 61.5computed
- Clip size
- 13
- Reload Time
- 2s
- Bullet Velocity
- 6300 units/s
- Falloff start range
- 787 units
- Falloff end range
- 2264 units
- Damage scale at falloff end
- 0.1
Weapon DPS is computed at level 1 with no items: bullet damage x bullets per shot x (1 / cycle time). Burst fire, reload and falloff are not modelled. Ranges and bullet speed are in the game file's own units.
Rem vs every hero
Body shots Rem needs to kill each other hero, and each hero needs to kill Rem, both at level 1 with no items. Each number opens that matchup in the lab.
Computed with the matchup lab's formula, body shots with every pellet hitting, level 1, no items: damage per bullet = bullet damage x (1 - defender bullet resist / 100); bullets to kill = ceil(defender max health / damage per bullet); body shots = ceil(bullets to kill / bullets per shot). Each number's tooltip holds its inputs.
Not modelled:
- Headshots: the gun files give a 1.65 bonus, a game setting gives 1.25, and only the game shows which applies.
- Damage falloff over range, and the game-unit to meter conversion.
- Resist shred and negative resist.
- Reload, burst-fire and spin-up timing, so time to kill is shown only when the kill fits in one clip of a gun that neither bursts nor spins up.
- Item procs and actives, spirit damage amplifiers, and ability upgrades (every ability is at its base tier).
- Health regen, barriers and healing during the fight.
Gains per level
- Bullet damage per level
- 0.34
- Health per level
- 28
- Melee damage per level
- 1.58
- Boons per level
- 1
- Spirit power per level
- 1.1
Souls and investment
Same soul curve as every hero: Rem reaches level 36 at 48,600 souls. See souls per level and investment bonuses.
Rem change history
| Patch | Change | State |
|---|---|---|
| November 5, 2026build 6860from build 6835 | No player-facing change in 9 builds (October 30 to November 5, 2026). | Unchanged |
| October 30, 2026build 6833 | Rem's hero type changed. | Changed |
| October 26, 2026build 6821from build 6745 | No player-facing change in 26 builds (October 2 to October 26, 2026). | Unchanged |
| October 2, 2026build 6742 | Rem's hero type is now Mystic. | Changed |
| October 1, 2026build 6731 | Rem's shop stat panel now lists Lifesteal Effectiveness under Vitality. | Changed |
| September 30, 2026build 6726from build 6643 | No player-facing change in 16 builds (July 28 to September 30, 2026). | Unchanged |
| July 28, 2026build 6642 | Rem's Air dash duration changed from 0.49 to 0.51 and Ground dash duration from 0.68 to 0.72. | Changed |
| July 25, 2026build 6640 | First recorded in Deadlock. | Baseline |
Rem FAQ
Who is Rem in Deadlock?
Rem is a hero in Deadlock, with a Complexity of 3 in the game files. 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.
Who counters Rem in Deadlock?
In all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, Rem did furthest below what both heroes' overall win rates predict against Seven (40.0% over 19,264 matches, 0.9 points below expected), Victor (41.1% over 20,354 matches, 0.8 points below expected), Bebop (46.7% over 24,438 matches, 0.6 points below expected), Abrams (42.3% over 20,309 matches, 0.6 points below expected) and Lady Geist (43.8% over 15,874 matches, 0.4 points below expected). These are match results measured by deadlock-api.com, not numbers from the game files.
What items do players buy most on Rem in Deadlock?
In all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, Rem players bought Extra Charge in 85.5% of matches (105,141 of 122,938), Improved Spirit in 73.3% of matches (90,059 of 122,938) and Extra Spirit in 70.9% of matches (87,115 of 122,938). These are match results measured by deadlock-api.com, not numbers from the game files, and the most bought items are not a recommended build.
What are Rem's abilities in Deadlock?
Rem has four abilities. Pillow Toss (first ability, 25 second cooldown): Throw your trusty pillow inflicting spirit damage and heavy knockback. Landing hits reduces the cooldown of your other abilities. Tag Along (second ability, 40 second cooldown): Jump to an ally and nap alongside them. Both you and the ally receive a burst heal based on missing health followed by lingering regeneration. 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. Lil Helpers (third ability): 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. Naptime (ultimate, 200 second cooldown): 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.
What do Rem's abilities scale with?
All four of Rem's abilities scale with Spirit in the game files: Pillow Toss (75 Damage, +1.6 x Spirit), Tag Along (15% Missing Health Burst, +0.03 x Spirit in percentage points), Lil Helpers (8/s Trooper Heal, +0.14 x Spirit) and Naptime (120 Wake Damage, +1.6 x Spirit).
What order do players unlock Rem's abilities in Deadlock?
In all-rank matches from October 30 to November 1, 2026, from patch 6833's release day, Rem players unlocked Pillow Toss, Tag Along, Lil Helpers, then Naptime in 31.8% of matches (39,356 of 123,611), and Lil Helpers, Tag Along, Pillow Toss, then Naptime in 19.5% of matches (24,107 of 123,611). These are match results measured by deadlock-api.com, not numbers from the game files, and the most common order is not a recommendation.
How much health does Rem have in Deadlock?
Rem starts with 680 max health and gains 28 health per level, before items.
How much damage does Rem's gun do?
Rem's gun fires 16 damage per bullet from a 13-round clip. That is about 61.5 damage per second at level 1 with no items, computed as bullet damage x bullets per shot / cycle time, ignoring reload and falloff.
How many souls does Rem need to reach max level?
Rem reaches level 36 at 48,600 souls (Boon 35 in the game's HUD).
Was Rem changed in the latest patch?
No. Rem is unchanged in the latest build of Deadlock on file (the November 5, 2026 patch, build 6860). It last changed in the October 30, 2026 patch (build 6833).