How to read this page

  • Verified Checked against the sources listed under each ability.
  • Unconfirmed A value we couldn't confirm, shown with an explanation.
  • Editorial analysis Our advice on how to use it. Strategy, not a game fact.

Spirit scaling (for example "x1.6 spirit") is the multiplier applied to your spirit power. "AP" is ability points.

Ability 1

Pillow Toss

Verified Rem throws his pillow for spirit damage and a strong knockback, leaving the target with a movement slow that fades over a few seconds. Every hit also shaves time off Tag Along and Naptime.

Pillow Toss values
Value Current figure Status
Spirit damage 75 x1.6 spirit Verified
Cooldown 25 s Verified
Time between charges Matters once the third upgrade adds a second charge. 8 s Verified
Cooldown cut on hit Applies to Tag Along and Naptime only, not Lil Helpers. 5 s Verified
Slow debuff duration 3 s Verified
Fading move slow Listed by the wiki. The 2026-09-16 update softened all slows by roughly 20%, and it is unclear whether this figure already reflects that. 36% Unconfirmed

Ability point upgrades

  1. T1 1 AP -7 s cooldown
  2. T2 2 AP +2 m radius and the hit also reduces the target's fire rate by 35%
  3. T3 5 AP +100 damage and +1 charge

Interactions and exceptions

  • Casting it briefly stops your fall and holds you in the air, which can buy a moment while dropping off a ledge.
  • Hitting any unit, not just heroes, counts toward the cooldown reduction.
  • Debuff resist shortens the slow, it can be dispelled, and Unstoppable suppresses the crowd-control part.

Editorial analysis How to use it

Practical uses

  • Knocking a diver off a teammate the moment they commit.
  • Creating distance for yourself when Tag Along is on cooldown.
  • Tossing at a trooper wave or any nearby unit during a long fight, just to cut Tag Along and Naptime cooldowns.

Strengths

  • Every hit speeds up both of your important cooldowns.
  • The fading slow buys a few seconds after the knockback, not just the knockback itself.
  • The second upgrade adds a fire-rate debuff that weakens gun-focused divers.

Limitations

  • The damage is modest, so it rarely secures a kill.
  • Knockback can push a low-health enemy out of your team's reach.
  • Debuff resist shortens the slow, and Unstoppable ignores the crowd-control part entirely.

Timing and positioning

Hold it until an enemy commits. Most divers jump in, use their burst, and then are at their most exposed, which is when a knockback and slow do the most. When you are falling from a ledge, casting it briefly holds you in the air, a small trick for dodging or changing your landing.

Upgrade choices

The first upgrade (-7 s cooldown) gives more peel and more cooldown reduction for the rest of your kit. The second upgrade suits matches against weapon divers because of its fire-rate debuff. The third upgrade's extra charge lets you spend one pillow on cooldown value and keep one for defence.

Example scenario

An enemy jumps onto your carry and starts shooting. Tag Along is on cooldown. You throw Pillow Toss, the enemy is knocked away and slowed, and the 5-second cooldown cut brings Tag Along back in time to heal your carry once the enemy re-engages.

Common mistakes

  • Using it on the nearest enemy instead of the one threatening your team.
  • Knocking a nearly dead enemy to safety.
  • Holding it for a perfect peel all fight and missing the cooldown value.

Ability 2

Tag Along

Verified Rem leaps onto an ally and naps on them. Both of you get a burst heal based on missing health, then a short heal-over-time. While napping you can hop to other allies, healing each one once, and any item you self-cast goes to the ally you are riding instead.

Tag Along values
Value Current figure Status
Cast range 23 m Verified
Nap duration Resets each time you hop to a new ally. 5.5 s Verified
Cooldown 40 s Verified
Burst heal 15% of missing health x0.03 spirit Verified
Heal over time 42 HP/s for 2 s x0.4 spirit Verified

Ability point upgrades

  1. T1 1 AP -8 s cooldown
  2. T2 2 AP +35% bonus item range, item duration and barrier effectiveness while napping
  3. T3 5 AP +15% spirit power and +35 spirit power while napping and for 10 s afterwards, plus improved spirit scaling on the heals

Interactions and exceptions

  • Rem is untargetable and immune to damage while napping on an ally.
  • An enemy ultimate that stuns your ally knocks you off.
  • You can Tag Along to a trooper if one of your Lil Helpers is following it.
  • Jumping off early costs one stamina bar and launches you further.
  • Leaving early or getting knocked off cuts the heal-over-time short.
  • Using it makes you drop the Soul Urn.
  • An enemy Slowing Hex on you prevents the cast.
  • It cannot attach to or keep up with an ally during certain movement, such as an express lane ride or Mo & Krill's Burrow.
  • Healing Booster amplifies it, healing reduction weakens it, and it triggers Healing Tempo.

Editorial analysis How to use it

Practical uses

  • Healing a teammate after they take a big hit.
  • Dodging a burst combo by becoming untargetable on an ally.
  • Hopping between allies in a team fight, giving each one a burst heal.
  • Using a Helper-supported trooper as a jump target to travel or escape along a lane.

Strengths

  • Untargetable and immune to damage while napping.
  • Self-cast items go to your ally while you nap, with boosted range, duration and barriers after the second upgrade.
  • The burst heal scales with missing health, so it is strongest when it matters most.

Limitations

  • Needs an ally within 23 m.
  • Getting knocked off by an ultimate stun on your ally ends the nap early.
  • Healing reduction weakens it, and an enemy Slowing Hex stops the cast.
  • Drops the Soul Urn when cast.

Timing and positioning

Arrive after the damage spike, then stay for the full heal-over-time. If the fight is lost, hop to an ally further back before the first one dies, which resets the nap duration and moves you towards safety.

Upgrade choices

The first upgrade (-8 s cooldown) means more heals and more escapes, and most Rem players will want it early. The second upgrade is what makes targeted support items strong on Rem, so its value depends on what you buy. The third upgrade raises your spirit power while napping and for 10 s afterwards, and improves the heal scaling.

Example scenario

Your frontliner is at half health and still trading. You Tag Along: they get a burst heal and you are now immune. You self-cast Guardian Ward, which lands on them as a barrier. When they take another big hit, you hop to a teammate behind them to heal that player too, and you are already back in a safer position.

Common mistakes

  • Riding a teammate who is already caught and about to die.
  • Jumping off immediately and losing most of the heal-over-time.
  • Casting it while carrying the Soul Urn.
  • Wasting it as travel when a fight is about to start.

Ability 3

Lil Helpers

Verified Rem sends one of his Helpers out to do a job: break boxes, work a Sinner's Sacrifice, shop at a Curiosity Shop, or follow an ally hero or trooper. Following a hero gives spirit resist and a burst of speed; following a trooper makes it heal, hit harder and tank more, and gives Rem a Tag Along target.

Lil Helpers values
Value Current figure Status
Cast range 45 m Verified
Base number of Helpers Each upgrade adds one Helper. The base count needs in-game confirmation. Awaiting verification Unconfirmed
Hero follow: spirit resist 12% Verified
Trooper follow: damage and resists 30% Verified
Trooper follow: heal 8 HP/s x0.14 spirit Verified
Helper nap after following 15.1 s Verified

Ability point upgrades

  1. T1 1 AP +1 Helper and +1.5 m/s move speed
  2. T2 2 AP +1 Helper and +15% trooper damage and resist
  3. T3 5 AP +1 Helper and +15% spirit resist

Interactions and exceptions

  • A Helper fully heals a trooper the moment it starts following it.
  • Enemies get 20% more souls for killing a trooper that has a Helper on it.
  • When a trooper with a Helper kills enemy troopers and no allied hero is nearby, the souls are shared across your team instead of being lost.
  • Helpers can buy items in your shop queue from a Curiosity Shop, including an enemy team's shop, though not base shops. Rem does not need line of sight to the shop.
  • Helpers can collect Bridge Buffs.
  • A Helper on a Sinner's Sacrifice is interrupted if a player hits the machine. The 2026-09-29 map update gave Sinner's Sacrifice variable bonus timings, so older advice about Helpers always securing the jackpot needs re-testing. Unconfirmed
  • Can be cast while you are napping with Tag Along.
  • Monster Rounds and Heroic Aura affect troopers your Helpers follow, and Healing Booster amplifies the Helper heal.
  • Followed troopers and heroes appear as green circles on the minimap for you and your allies.

Editorial analysis How to use it

Practical uses

  • Sending a Helper to follow a trooper wave so a lane keeps pushing without you.
  • Following a hero for a quick spirit-resist and speed boost.
  • Buying queued items from a Curiosity Shop without walking back.
  • Breaking boxes and working a Sinner's Sacrifice machine while you fight.

Strengths

  • Value that doesn't need you to be there.
  • Can shop at enemy Curiosity Shops (though not base shops).
  • Each Helper has its own cooldown, so as you gain Helpers you can run several jobs at once.
  • Can be cast while napping on an ally.

Limitations

  • Enemies earn 20% more souls for killing a trooper with a Helper.
  • A Helper on a Sinner's Sacrifice is interrupted if a player hits the machine.
  • Cooldown reduction only partly affects it, and Echo Shard does not reset it.

Timing and positioning

Send Helpers out as soon as they are ready, before your team groups for an objective. The pressure they create in other lanes is what forces the enemy to split.

Upgrade choices

Every upgrade adds a Helper. The first also adds Helper move speed, the second strengthens the troopers they follow, and the third adds more spirit resist to the heroes they follow. Whether to invest early depends on how much you plan to push and farm.

Example scenario

Your team is about to fight at the middle of the map. Before the fight, you send one Helper to a trooper wave in a side lane and another to a Curiosity Shop to buy the item you queued. The wave keeps pushing, the enemy has to send someone to answer it, and you fight with your new item and one fewer opponent.

Common mistakes

  • Leaving Helpers idle for minutes at a time.
  • Pushing a lane with a Helper trooper straight into a strong enemy farmer, who gets the bonus souls.
  • Assuming a Helper will finish a Sinner's Sacrifice uncontested.

Ultimate

Naptime

Verified Rem channels a wide gaze that passes through walls and floors. Enemies inside it are slowed, dash shorter and cannot use movement abilities. When the channel finishes they fall asleep, and on waking they take a large hit of spirit damage.

Naptime values
Value Current figure Status
Channel time 1.9 s Verified
Radius 19 m Verified
Cooldown Halved if the channel is interrupted. 200 s Verified
Sleep duration Minimum 0.5 s before damage can wake a target. 4 s Verified
Wake-up damage 120 x1.6 spirit Verified
Damage that breaks sleep Damage to barriers does not count. 100 x3.1 spirit Verified
Damage resist while channeling 30% Verified
Move and dash slow during the gaze Listed by the wiki. The 2026-09-16 update softened all slows by roughly 20%, and it is unclear whether this figure already reflects that. 20% / 20% Unconfirmed

Ability point upgrades

  1. T1 1 AP Targets lose 1 stamina on waking and regain no stamina while asleep
  2. T2 2 AP +3 m radius and +0.75 s sleep duration
  3. T3 5 AP -55 s cooldown, plus extra damage reduction and unstoppable while channeling

Interactions and exceptions

  • Debuff resist shortens the sleep, Indomitable prevents it, Unstoppable suppresses it, and it triggers an enemy's Reactive Barrier.
  • Each Pillow Toss hit takes 5 s off Naptime's cooldown.
  • Without the third upgrade, the channel can be interrupted. If that happens you get half the cooldown back.

Editorial analysis How to use it

Practical uses

  • Starting a team fight by putting several enemies to sleep at once.
  • Locking enemies out of movement abilities so they can't escape a lost fight.
  • Casting from behind walls or from the floor below to catch enemies who think they are safe.

Strengths

  • Passes through walls and floors.
  • Blocks enemy movement abilities and shortens dashes during the gaze.
  • Barrier damage doesn't count towards breaking the sleep.
  • Damage resist while channeling, which the third upgrade increases further, along with adding unstoppable.

Limitations

  • A 1.9-second channel that can be interrupted until the third upgrade.
  • A 200-second cooldown (halved if interrupted).
  • Debuff resist shortens it, Indomitable prevents it, and Unstoppable suppresses it.
  • It triggers an enemy Reactive Barrier.

Timing and positioning

Call it before you cast. The best moment is when several enemies are grouped in an enclosed space and your team is close enough to follow up within the sleep window.

Upgrade choices

The first upgrade costs targets stamina on waking and stops their stamina regen while asleep, making them easier to chase. The second adds radius and sleep time. The third cuts the cooldown by 55 s and protects the channel, which is a strong reason to save points for it.

Example scenario

The enemy team is grouped in a building pushing your objective. From the floor below, you channel Naptime. The gaze slows them and stops them using movement abilities, then they fall asleep. Your team arrives, focuses the enemy carry and kills them before the sleep breaks on everyone else.

Common mistakes

  • Channeling in the open, where a single stun cancels it before the third upgrade.
  • Casting it with no team nearby to follow up.
  • Teammates spraying every sleeping enemy and waking them all early.
  • Ignoring enemy items such as Indomitable or Unstoppable before casting.

Innate: vent travel

Verified Rem can enter and leave the tunnels by crouching and walking into a vent. He can't do this while in combat.

Editorial analysis Because it doesn't work in combat, it's a rotation tool rather than an escape. It is most useful for getting between lanes quickly, so you arrive in Tag Along range of a teammate before a fight starts.

Sources

Spotted a value that's out of date?

The in-game tooltip is always the final word. If it disagrees with this page, please send us the patch and the value you see and we'll re-check it.