Patch 09-16-2026 Data researched 2026-09-21 What changed
Ivy portrait Rem portrait

Playing Ivy against Rem

Low threat

Everything below is generated for Deadlock patch 09-16-2026 from Rem's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Quick summary

Threat
Low threat
Main problem
Naptime strips your dash distance and locks out every movement ability before the sleep even lands, so once you are in the 19m gaze there is no mechanical out — then your whole group is asleep for the objective
Your main advantage
You choose the terms of engagement (Ivy 3/3 against Rem 1/3).
Primary rule
Do not commit before Pillow Toss is gone. Pillow Toss first, always. It is one charge on a 25s (18s at 1 AP) cooldown, it is Rem's only self-peel, and landing it is also what refunds cooldowns on everything else. Feint an approach with a durable body, eat the pillow, then commit for real
Key item
Unstoppable — Rem gives this team real channelled ultimates. Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage.

Data-supported Measured: you win 55.0% of these, which is 2.3 points above your overall win rate (31,200 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: Deadlock Labs (deadlocklabs.gg/heroes/ivy/).

What should I do right now?

Before lane

Do

  • Plan for Unstoppable — know which tier it sits in so you are not improvising at the shop.
  • Know what Pillow Toss looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Rem's engage range.

During lane

Do

  • 680 max health, the lowest in this group and among the lowest in the game — Rem dies to any burst combo that connects
  • Zero damage contribution means a lane partner who wants to force kills gets no help doing it
  • Entangling Thorns clears the wave and denies the orb area at the same time

Avoid

  • Tag Along's missing-health burst plus lingering regeneration makes a duo lane extremely hard to burst down, and the heal is strongest exactly at the moment the trade should have been lost
  • Pillow Toss knockback denies the enemy's all-in and refunds cooldowns on hit, so a Rem who lands pillows out-tempos the lane

Mid game

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is ult unlock: Air Drop turns every fight into one her team can start from an angle the enemy cannot defend

Avoid

  • Taking an even fight against Rem on their spike timing when you could take the same fight ten minutes later on yours.

Teamfights

Do

  • Watch for Naptime. It is a directional channelled gaze with a 19m radius — the counter is leaving the cone, not hiding, because it goes through walls
  • Buy healing reduction early (Healbane / Decay-style anti-heal). Tag Along's missing-health burst is Rem's entire teamfight value and anti-heal cuts it at the source

Avoid

  • Spending your own escape before Pillow Toss is on cooldown.

Abilities to watch

  • Naptime Ultimate

    This is the ability that actually kills you — Layered: first a slow with reduced dash distance and a full lockout on movement abilities, then sleep, which is a hard disable. 2 AP adds +0.75s sleep duration and +3m radius. 1 AP removes 1 stamina on wake and stops stamina regeneration during sleep. Everything else in the kit is set up by it.

    • It is a directional channelled gaze with a 19m radius — the counter is leaving the cone, not hiding, because it goes through walls
    • Interrupt the channel: any stun, silence or knockdown on Rem stops it, and before 5 AP Rem has no damage resistance during the cast
    • Once your team is asleep, apply exactly one damage instance above the ~100 threshold to wake a key teammate rather than letting the full duration run
  • Pillow Toss Ability 1

    This is the ability that actually kills you — Heavy knockback displacement on hit. The 2 AP upgrade adds -40% fire rate to those hit. Everything else in the kit is set up by it.

    • It is a single-charge skillshot on a 25s (18s at 1 AP) cooldown — force it out with a feint approach, then commit for real
    • A missed Pillow Toss is the entire engagement window on Rem; with 680 HP and no escape ability, that is the cue to dive
    • Approach from an angle where knockback pushes you toward your own team rather than away from it
  • Tag Along Ability 2

    The core of Rem's game: it is simultaneously the only mobility tool, the main healing output, and a positioning trick that keeps Rem glued to a protected body instead of standing in the open.

    • Any stun knocks Rem off the ally — stun ultimates and knockdowns are the designed answer, and they leave Rem exposed in the open with 680 HP
    • Kill or force out the frontliner Rem is attached to; Tag Along requires a living ally in 23m and Rem has no other mobility
    • Anti-heal items (Healbane, Decay and similar healing-reduction purchases) cut the missing-health burst directly and are the highest-value counter-item against Rem
  • Lil Helpers Ability 3

    Rem's macro engine and the reason Rem contributes to a game without contributing damage. Helpers convert map resources into souls and tempo while Rem stands in lane, and the buff mode is a quiet but real combat contribution.

    • Watch the tunnels — Helpers stealing Sinner's Sacrifices is free enemy economy, and killing the Helper or contesting the sacrifice yourself denies it
    • Helpers are killable; removing one costs Rem the ~15.1s rest cycle plus travel time
    • A followed ally is the one Rem intends to keep alive — it is a free read on where Tag Along will go next

Abilities to bait — in this order

  1. 1. Pillow Toss

    Pillow Toss first, always. It is one charge on a 25s (18s at 1 AP) cooldown, it is Rem's only self-peel, and landing it is also what refunds cooldowns on everything else. Feint an approach with a durable body, eat the pillow, then commit for real

  2. 2. Tag Along

    Then Tag Along. A Rem who has already leapt to an ally cannot leap again for 40s (32s at 1 AP); forcing the hop by threatening that ally strands Rem where it lands

  3. 3. Naptime

    Naptime is worth baiting only with a stun held in reserve — otherwise a forced cast still wins Rem the objective. At 2 charges it is also the one ability you cannot reliably drain

Matchup overview

  • Their structural weakness: 680 HP with no escape ability that works without a nearby ally — the most fragile profile in this group Why this is shown: Rem's weaknesses. Strong evidence
  • Their structural weakness: Anti-heal items shut down the majority of the kit's value directly Why this is shown: Rem's weaknesses. Strong evidence
  • Their structural weakness: Contributes essentially no damage, so an enemy who survives the heal window is never punished Why this is shown: Rem's weaknesses. Strong evidence

What they do against you

  • Naptime strips your dash distance and locks out every movement ability before the sleep even lands, so once you are in the 19m gaze there is no mechanical out — then your whole group is asleep for the objective Why this is shown: Authored from Rem's kit. Strong evidence
  • Tag Along's 15%-of-missing-health burst plus lingering regeneration means the frontliner you just spent all cooldowns on is back to fighting health before your cooldowns return Why this is shown: Authored from Rem's kit. Strong evidence
  • Pillow Toss knocks your diver clean off the target and, at 2 AP, applies -40% fire rate — your engage is displaced and your DPS is halved in one button Why this is shown: Authored from Rem's kit. Strong evidence
  • Lil Helpers quietly take Sinner's Sacrifices out of your tunnels and collect crates across the map, so Rem's team out-economies yours without winning a fight Why this is shown: Authored from Rem's kit. Strong evidence
  • Because Naptime pierces walls and floors, the usual 'break line of sight' answer to a large area ultimate does nothing here Why this is shown: Authored from Rem's kit. Strong evidence
  • Your mobility is a real advantage here, and Rem's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Why this is shown: Debuff Resist reduces duration only; short slows are largely unaffected. Strong evidence

How you counter them

  • Buy healing reduction early (Healbane / Decay-style anti-heal). Tag Along's missing-health burst is Rem's entire teamfight value and anti-heal cuts it at the source Why this is shown: Authored counterplay against Rem. Strong evidence
  • Hold a stun or knockdown for two specific moments: Rem attached via Tag Along (the stun knocks Rem off the ally) and Rem channelling Naptime (the stun cancels the ult outright) Why this is shown: Authored counterplay against Rem. Strong evidence
  • Focus Rem directly — 680 HP with no escape means any gap-closer that gets past Pillow Toss kills before the heal cycle matters Why this is shown: Authored counterplay against Rem. Strong evidence
  • Bring a hero with an unstoppable or knockback-immunity window; Pillow Toss is Rem's only self-peel and immunity walks through it Why this is shown: Authored counterplay against Rem. Strong evidence
  • If your team is slept, deliberately apply one damage instance above the ~100 wake threshold to your most important teammate rather than letting the full duration run Why this is shown: Authored counterplay against Rem. Strong evidence
  • Contest the crates and tunnel sacrifices on Rem's half of the map — killing Helpers costs Rem the ~15.1s rest cycle and denies the macro value the pick is built on Why this is shown: Authored counterplay against Rem. Strong evidence
  • You do not have the CC to reliably break Naptime out of your own kit, so buy the cheapest thing that does: Silence Wave is the only area silence in the shop and the standard answer to channelled ultimates. Area matters because you do not have to win the aim duel — you have to cover the spot they cast from. Note the alternative, Counterspell, parries a single ability outright but requires a read; Silence Wave forgives a bad read, which is why it is the buy when interrupting is not your specialty. Why this is shown: Silence Wave (T3 Spirit) is the only area silence; Counterspell negates a single ability but requires prediction. Strong evidence
  • Rem does a lot of damage through summons rather than in person. Do not spend single-target cooldowns clearing them — area damage handles the summons while you keep your burst for the hero. Check whether the summons are what is actually killing you before you commit to fighting the hero at all. Why this is shown: Summoner kits split threat between hero and units. Strategic

Trading

  • Any moment Pillow Toss is down — that is a 680 HP hero with no displacement and no way to stop a gap-closer for the next 18-25 seconds Why this is shown: Rem's vulnerability windows. Strong evidence
  • Immediately after Tag Along is used, while the 40s (32s at 1 AP) cooldown runs and Rem is stuck on whichever ally was chosen Why this is shown: Rem's vulnerability windows. Strong evidence
  • When Rem is out of 23m range of every living teammate: Tag Along has no valid target, so Rem has zero mobility Why this is shown: Rem's vulnerability windows. Strong evidence
  • During the Naptime channel before the 5 AP damage-resist upgrade — Rem is stationary, telegraphed and takes full damage Why this is shown: Rem's vulnerability windows. Strong evidence
  • After a Helper has been sent to follow a hero: it rests for ~15.1 seconds, so consecutive Helper plays are on a real timer Why this is shown: Rem's vulnerability windows. Strong evidence
  • The first few minutes of lane before the 1 AP cooldown cuts, when both Pillow Toss (25s) and Tag Along (40s) are at base cooldowns Why this is shown: Rem's vulnerability windows. Strong evidence
  • Rem builds almost no resist, which is the case where shred stops being a tank-buster and becomes raw amplification. Because shred is subtracted from total resist, a target sitting near zero goes negative — and negative resist is a damage multiplier, with −30% meaning they take 130%. Against a hero this fragile, one shred source in your build is doing the work of a damage item for the whole team's bullets, not just yours. Why this is shown: Shred subtracts from total resist and can push it negative; negative resist amplifies damage (−30% = 130% taken). Strong evidence

Laning

  • What they want in lane: Tag Along's missing-health burst plus lingering regeneration makes a duo lane extremely hard to burst down, and the heal is strongest exactly at the moment the trade should have been lost Why this is shown: Rem's laning strengths. Strong evidence
  • What they want in lane: Pillow Toss knockback denies the enemy's all-in and refunds cooldowns on hit, so a Rem who lands pillows out-tempos the lane Why this is shown: Rem's laning strengths. Strong evidence
  • What you can take from them in lane: 680 max health, the lowest in this group and among the lowest in the game — Rem dies to any burst combo that connects Why this is shown: Rem's laning weaknesses. Strong evidence
  • What you can take from them in lane: Zero damage contribution means a lane partner who wants to force kills gets no help doing it Why this is shown: Rem's laning weaknesses. Strong evidence
  • Your lever: Entangling Thorns clears the wave and denies the orb area at the same time Why this is shown: Ivy's laning strengths. Strong evidence
  • Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Rem's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Why this is shown: 09-16-2026: slows now apply to air drag at 35% of their value, alongside the ~20% global slow reduction. Verified

Mid game

  • Their spike — ult unlock: Naptime turns Rem from a passive healer into the team's objective-taking tool — a wall-piercing mass mobility strip plus sleep is decisive at urn and mid-boss fights Why this is shown: Rem's power spike timeline. Strong evidence
  • Their spike — 1 AP into Pillow Toss: -7s cooldown (25s to 18s) makes the peel-and-refund loop consistent rather than occasional Why this is shown: Rem's power spike timeline. Strong evidence
  • Their spike — 2 AP into Naptime: +0.75s sleep and +3m radius (19m to 22m) is the difference between catching one hero and catching a group Why this is shown: Rem's power spike timeline. Strong evidence
  • Their spike — 5 AP into Naptime (late 35min+): -65s cooldown plus +50% damage resist while channelling means Rem can cast it inside a live fight and have it back for the next objective Why this is shown: Rem's power spike timeline. Strong evidence
  • Your spike — ult unlock: Air Drop turns every fight into one her team can start from an angle the enemy cannot defend Why this is shown: Ivy's power spike timeline. Strong evidence
  • Your spike — Kudzu Connection tier 3: The connection becomes always-on, so the buff no longer depends on holding line of sight Why this is shown: Ivy's power spike timeline. Strong evidence
  • Urn spawns at 10, 15, 20 and 25 minutes, and you are the correct carrier in this matchup. Two changes make that stronger than old guides suggest: the runner is no longer revealed, and is no longer disarmed or silenced — you keep your whole kit while carrying. Rem cannot match your speed, so the only way they take it off you is melee, a stun, or a kill. Route around their stun range, not around their vision, and remember the bounty starts decaying after 45 seconds of carry. Why this is shown: Urn spawns 10/15/20/25; runner is no longer revealed, disarmed or silenced; bounty decays after 45s of carry. Verified

Teamfights

  • Naptime is a channel, which means the fight is decided by whether you can break it. Hold one interrupt — a stun, a silence, or a displacement — specifically for that cast rather than spending it on the opening trade. If you have no interrupt, the answer is line of sight: leave the area entirely rather than trying to out-heal it. Why this is shown: Channelled ultimates are interruptible by hard CC, silence or displacement. Strong evidence
  • Your silence may be worth more in a chain than a teammate's stun. The 03-06-2026 diminishing-returns system reduces subsequent CC by 10% then 30% inside an 8-second window, and community reporting holds it applies to stuns only — not to silences, slows, hexes or disarms. If that is right, sequencing your silence after an ally's stun costs you nothing, while a second stun in the chain is already 10% shorter. Treat it as community-reported rather than confirmed, but order your chain accordingly against Rem. Why this is shown: CC diminishing returns of 10%/30% in an 8s window (03-06-2026); the stun-only scope is a single community source. Uncertain
  • Rem brings enough lockdown that stun sequencing matters. Community reporting describes stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening stun. Why this is shown: Stun diminishing returns reported by community sources; not confirmed in official notes. Uncertain

Positioning

  • Your habit of taking the fight vertical to reset spacing against Rem is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Why this is shown: 09-16-2026: slows affect air drag at 35% of value; 05-22-2026 added the wall-jump stamina penalty and brought knockups under debuff reduction. Verified
  • Rem decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Why this is shown: Displacement kits convert bad positioning into a kill; failure-case positioning mitigates it. Strong evidence

Build adjustments

  • Rem heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (Toxic Bullets, T3) builds up through gunfire, and spirit-applied (Healbane, T2) lands off spirit damage. Buy the one that matches how you actually deal damage, or it will never apply. Why this is shown: Anti-heal application routes differ by damage type; mechanics research, patch 09-16-2026. Verified
  • If Rem buys Dispel Magic to purge your anti-heal, bullet-applied reduction re-lands on your very next shot, while spirit-applied reduction has to wait for your next ability. That asymmetry is a real argument for the bullet route against a hero who will buy a purge. Why this is shown: Dispel Magic purges non-ultimate debuffs; bullet-applied anti-heal reapplies on the next bullet. Strong evidence
  • Unstoppable (vitality T4) — Rem gives this team real channelled ultimates. Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. Why this is shown: Answers: enemy-channeled-ult, enemy-hard-cc, enemy-displacement. Verified
  • Counterspell (vitality T3) — Rem gives this team real channelled ultimates. Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry. Why this is shown: Answers: enemy-channeled-ult, enemy-hard-cc. Verified
  • Monster Rounds (weapon T1) — Rem gives this team real summons and turrets. Buy when you need to clear jungle camps and waves quickly, or to trade objectives with a pushing enemy. Why this is shown: Answers: enemy-summons, enemy-objective-pressure. Strong evidence

Common mistakes

  • Anti-heal against Rem is bought correctly and applied at the wrong moment. Healbane's reduction runs for 8 seconds from your spirit damage and Toxic Bullets' runs while the bleed is up — both are windows, and re-applying the same source before it expires does not stack a second instance. The mistake is opening the fight clean and reaching for anti-heal once they start healing; by then you have spent the fight. Land it before they commit, then keep the window refreshed rather than re-triggering it. Why this is shown: Healbane applies for 8s on spirit damage; same-source healing reduction does not stack on re-application. Strong evidence

Analyse this against your whole enemy team

A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.

Open in the matchup tool
Sources and method for this page

Rem's kit and counterplay were compiled from 7 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Ivy's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

Full source register →