Tips marked Verified mechanic rely on a documented interaction. The advice about when to use it is ours.

Laning

Small habits that add up in the first minutes.

Hit the wave with Pillow Toss between trades

Hits on any unit count towards the 5-second cooldown cut on Tag Along and Naptime. Tossing into a trooper wave while nothing else is happening brings your heal back sooner.

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Use Pillow Toss to hang in the air

Casting it briefly stops your fall. When you drop from a ledge into a fight, this can break the rhythm of an enemy aiming at your landing spot.

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Heal, then jump towards safety

After a lost trade, Tag Along to your lane partner, then eject towards your own side. Ejecting early costs a stamina bar but launches you further than a normal jump.

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Lil Helpers routing

Getting value from Helpers without being there yourself.

Treat a Helper trooper as a return ticket

You can Tag Along to a trooper that one of your Helpers is following. A Helper on a wave in another lane gives you a way back into that lane, or a way out of a fight towards it.

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Your team can see your Helpers

Followed troopers and heroes show as green circles on the minimap for you and your allies. Point to them when you ping where the pressure is.

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Send Helpers while napping

Lil Helpers can be cast during Tag Along. Use the safe seconds on an ally to send a Helper to its next job.

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Bridge Buffs count

Helpers can collect Bridge Buffs, so a buff you can't safely reach yourself may still be yours.

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Don't send Helpers into a strong farmer's lane

A trooper with a Helper is worth 20% more souls to the enemy who kills it. Push lanes the enemy isn't watching.

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Tag Along details

Interactions that are easy to miss.

Chain hops in team fights

Each new ally you hop to gets the burst heal, and the nap timer resets with each hop. Hopping through your team as damage comes in spreads the healing where it is needed.

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You get your team's auras while napping

Friendly auras affect Rem while he is napping on an ally, so riding the teammate with an aura item is doubly useful.

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It works through veils

Tag Along can be cast through veils, so a veil between you and your ally doesn't block the jump.

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Stealth: casting is safe, hopping isn't

Casting Tag Along doesn't break your stealth, but hopping to a new ally does.

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Naptime calls

Getting full value from a 200-second ultimate.

Barriers can be broken without waking the target

Damage to barriers doesn't count towards waking a sleeping enemy. If Naptime triggers an enemy's Reactive Barrier, your team can strip it first and then burst the target.

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The first upgrade sets up chases

With the first upgrade, targets lose a stamina bar on waking and regain none while asleep, so they have fewer dashes to escape with.

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Look for the floor below the fight

The gaze passes through floors as well as walls. Channeling from a lower level keeps you out of the line of fire.

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An interrupted Naptime isn't a full loss

If the channel is interrupted, the cooldown is halved. Re-position and plan for the next fight rather than giving up on it.

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Shopping

Spending souls without walking back to base.

Queue it, then send a Helper

Helpers can buy items in your queue from any Curiosity Shop, including enemy shops, though not base shops. You don't need line of sight to the shop.

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Changed your mind? Sell before you leave

Items sold before you leave the shop area refund their full value. After that you only get half back.

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Macro decisions

Where to be, and when.

Rotate through vents before the fight starts

Vent travel doesn't work in combat, so use it to arrive in Tag Along range early rather than to escape.

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Don't carry the Soul Urn

Casting Tag Along makes you drop it. Let a teammate carry it while you escort them.

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Split pressure before grouping

Send Helpers to side lanes just before your team groups for an objective, so the enemy has to choose between answering the push and contesting the objective.

Editorial analysis

Want the numbers behind these tips? See Tag Along's values, Naptime's sleep thresholds and the build guide.