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

Playing Rem against Infernus

Moderate threat

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

Quick summary

Threat
Moderate threat
Main problem
Napalm plus Afterburn means you keep taking damage after the fight appears to be over — disengaging at 40% health frequently still kills you
Your main advantage
You recover between fights and they do not (Rem 3/3 against Infernus 2/3).
Primary rule
Do not commit before Flame Dash is gone. Flame Dash first — before tier 3 it is his only mobility. Feint an approach, make him dash to close, then focus him with no escape available
Key item
Majestic Leap — Infernus gives this team real zoning and area denial. Buy to escape ground-based lockdown and to rotate across the map quickly.

Data-supported Measured: you win 47.8% of these, which is 0.5 points above your overall win rate (37,800 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/rem/).

What should I do right now?

Before lane

Do

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

Avoid

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

During lane

Do

  • Very low burst — if he cannot sustain contact, his damage never materializes
  • Before Flame Dash tier 3 he has one charge, so committing forward is genuinely risky
  • 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

Avoid

  • Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously
  • Afterburn keeps damaging after the trade ends, so every exchange is worth more than it looks

Mid game

Do

  • Their first real spike is laning 0-10min — respect it from that point, not before.
  • Your spike is 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

Avoid

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

Teamfights

Do

  • Watch for Napalm. It is a short cone — back out of the arc rather than trading through it; the coating stops ticking once the burn expires
  • Hold him at range — Napalm is a short cone and his SMG has 660 m/s travel; Grey Talon, Vindicta or Holliday fight him from outside his entire kit

Avoid

  • Spending your own escape before Flame Dash is on cooldown.

Abilities to watch

  • Napalm Ability 1

    This is the ability that actually kills you — movement slow on everyone hit. Everything else in the kit is set up by it.

    • It is a short cone — back out of the arc rather than trading through it; the coating stops ticking once the burn expires
    • Spirit Armor is the correct resist because all of it is spirit damage, not bullet
    • At tier 3 the -33% healing means you cannot outsustain him — disengage instead of trying to heal through it
  • Concussive Combustion Ultimate

    This is the ability that actually kills you — area stun on detonation; tier 3 adds about +0.9s stun duration. Everything else in the kit is set up by it.

    • Do not try to stun him out of it — it is explicitly uninterruptible; instead use the delay to leave the radius
    • Unstoppable pre-cast makes you immune to the stun even if you eat the damage
    • Ethereal Shift during the delay makes you untargetable through the detonation entirely
  • Flame Dash Ability 2

    His gap-close and his escape, plus a lingering zone that makes retreating through the same corridor costly.

    • Before tier 3 he has one charge — if he dashes in, he has no dash out; collapse on him immediately
    • The dash is a fixed straight line; sidestep and he overshoots past you
    • Do not walk back down the corridor he dashed through — the trail persists and refreshes his burn

Abilities to bait — in this order

  1. 1. Flame Dash

    Flame Dash first — before tier 3 it is his only mobility. Feint an approach, make him dash to close, then focus him with no escape available

  2. 2. Napalm

    Napalm second: force it onto a durable frontliner or the creep wave, since without the slow he cannot hold you in his SMG range

  3. 3. Concussive Combustion

    Concussive Combustion is not worth baiting for interruption (it cannot be cancelled), but it IS worth baiting for position — make him commit it on a target holding Ethereal Shift or Unstoppable

Matchup overview

  • Their structural weakness: Almost no burst — every kill requires several seconds of contact Why this is shown: Infernus's weaknesses. Strong evidence
  • Their structural weakness: Must be at close range, where he is also easiest to focus down Why this is shown: Infernus's weaknesses. Strong evidence
  • Their structural weakness: Low durability with no defensive ability besides the dash Why this is shown: Infernus's weaknesses. Strong evidence
  • Read this matchup as one where the early deficit sticks. Infernus is a top-tier laner, and the 09-16-2026 patch removed the fixed bonus souls for being modestly behind in net worth on both hero kill bounties and Rift bounties, with the notes explicitly naming early-to-mid game as the most affected window. What is left is a redistribution inside your own team, not a handout. The practical consequence is that a lane you lose 0-6 minutes no longer self-corrects — you have to not lose it, or take the game somewhere else quickly. Why this is shown: 09-16-2026 removed the fixed bonus souls for modest net-worth deficits on kill and Rift bounties, hitting early-to-mid game hardest. Verified
  • You fight at mid range and Infernus has to reach close range, but they have the movement to do it — which means the matchup is not a range advantage, it is a cooldown one. Their gap-closer is the only thing bridging the band, so track it rather than tracking their health. With it up you are in their range and should behave accordingly; with it down you are in a range they cannot reach and every second of that window is free. Why this is shown: Mid-range hero versus a close-range opponent with mobility 2+; the gap-closer cooldown gates the entire matchup. Strategic

What they do against you

  • Napalm plus Afterburn means you keep taking damage after the fight appears to be over — disengaging at 40% health frequently still kills you Why this is shown: Authored from Infernus's kit. Strong evidence
  • Napalm tier 3 applies -33% healing, so your Restorative Locket, Lifestrike or support heals simply do not save you Why this is shown: Authored from Infernus's kit. Strong evidence
  • Concussive Combustion cannot be interrupted — stunning him does nothing, and at tier 3 the radius is large enough that walking out is not reliable Why this is shown: Authored from Infernus's kit. Strong evidence
  • Flame Dash with two charges lets him dive in, detonate, and still have a charge to leave with Why this is shown: Authored from Infernus's kit. Strong evidence
  • His damage is split spirit and bullet, so a single-resist build is only half-effective against him Why this is shown: Authored from Infernus's kit. Strong evidence

How you counter them

  • Hold him at range — Napalm is a short cone and his SMG has 660 m/s travel; Grey Talon, Vindicta or Holliday fight him from outside his entire kit Why this is shown: Authored counterplay against Infernus. Strong evidence
  • Buy Spirit Armor, not just Bullet Armor: Napalm, Afterburn, Flame Dash trail and Concussive Combustion are all spirit damage Why this is shown: Authored counterplay against Infernus. Strong evidence
  • Carry Dispel Magic to strip the Afterburn burn and the Napalm slow together — it resets his whole damage ramp Why this is shown: Authored counterplay against Infernus. Strong evidence
  • Use the Concussive Combustion delay to LEAVE, not to CC him; it is uninterruptible, so a stun on him is a wasted cooldown Why this is shown: Authored counterplay against Infernus. Strong evidence
  • Collapse on him whenever Flame Dash is spent — pre-tier-3 he has exactly one escape and nothing else Why this is shown: Authored counterplay against Infernus. Strong evidence
  • Break line of sight completely for a few seconds; Afterburn only extends on weapon hits, so hard cover lets the burn expire Why this is shown: Authored counterplay against Infernus. Strong evidence
  • Metal Skin is the right shape of answer to Infernus's gun — 5 seconds of complete bullet immunity on a 24-second cooldown — but know its two holes before you rely on it. It does not stop on-bullet build-ups, so their Toxic Bullets bleed, Silencer stacks and slow build-ups keep landing while you are immune, and it costs you −1.5 m/s and −20% dash distance for the duration, which is the wrong trade if you were planning to walk out during it. Use it to win a stand-and-fight window, not to escape one. Why this is shown: Metal Skin: 5s bullet immunity, 24s cooldown, does not stop on-bullet-hit build-ups, −1.5 m/s and −20% dash distance while active. Verified
  • You cannot out-move Infernus's gun, so the answer is the item that changes what their bullets do rather than where you stand. Plated Armor deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to Silencer, Toxic Bullets and Inhibitor stacks landing on you. If 6,400 is too far away, Battle Vest at +18% Bullet Resist is the efficient Tier II step and Bullet Resilience at +30% (with a further +15% below half health) the Tier III one. Why this is shown: Plated Armor deflects bullets and strips on-hit build-ups; Battle Vest +18% and Bullet Resilience +30% are the T2/T3 stat steps. Strong evidence

Trading

  • Any moment Flame Dash is on cooldown — he has no other escape and low durability Why this is shown: Infernus's vulnerability windows. Strong evidence
  • During the Concussive Combustion delay if you are already outside the radius: he is standing still, visible, and committed Why this is shown: Infernus's vulnerability windows. Strong evidence
  • His 2.25s reload on a 27-round magazine emptied at about 9.5 rounds per second Why this is shown: Infernus's vulnerability windows. Strong evidence
  • The first few seconds of any engagement, before Afterburn has ramped — his burst is the weakest in the group Why this is shown: Infernus's vulnerability windows. Strong evidence
  • Any time you can force the fight past 30m, where his cone, his trail and his bullet travel time all fail Why this is shown: Infernus's vulnerability windows. Strong evidence

Laning

  • What they want in lane: Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously Why this is shown: Infernus's laning strengths. Strong evidence
  • What they want in lane: Afterburn keeps damaging after the trade ends, so every exchange is worth more than it looks Why this is shown: Infernus's laning strengths. Strong evidence
  • What you can take from them in lane: Very low burst — if he cannot sustain contact, his damage never materializes Why this is shown: Infernus's laning weaknesses. Strong evidence
  • What you can take from them in lane: Before Flame Dash tier 3 he has one charge, so committing forward is genuinely risky Why this is shown: Infernus's laning weaknesses. Strong evidence
  • Your lever: 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
  • Infernus closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Why this is shown: Guardians deal 116 DPS to players and become contestable around 6:00; enemy gap-close against a hero with escape 0-1. Strategic
  • Infernus will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Why this is shown: Each trooper drops one undeniable ground orb and one contestable floating orb; enemy wave-clear versus a low-mobility hero. Strategic
  • Infernus is one of the strongest laners in the game and the standard build order will lose to them. Tier I is 800 and Tier II is 1,600, so your first meaningful decision comes fast: against this hero the 1,600 that answers their specific threat (Healbane if they out-sustain you, Debuff Reducer if they out-lock you, Battle Vest at +18% if they out-gun you) is worth more than the damage item that wins you a lane you are not going to win anyway. Why this is shown: Item tiers are 800/1,600/3,200/6,400; enemy laning trait 3 means the early damage race is already lost. Strategic

Mid game

  • Their spike — laning 0-10min: Napalm plus Afterburn is one of the strongest lane harass packages in the game Why this is shown: Infernus's power spike timeline. Strong evidence
  • Their spike — Napalm tier 3: +17% damage taken and -33% healing turns him into a native anti-heal and a team-wide damage amp Why this is shown: Infernus's power spike timeline. Strong evidence
  • Their spike — Flame Dash tier 3: Two dash charges turn him from a committal diver into a repeatable skirmisher Why this is shown: Infernus's power spike timeline. Strong evidence
  • Their spike — Concussive Combustion tier 3: +10m radius and +0.9s stun makes his ult a genuine teamfight-winning AoE Why this is shown: Infernus's power spike timeline. Strong evidence
  • Your 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
  • Your 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
  • There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Infernus can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Why this is shown: 09-16-2026: respawn timer at 20:00 raised 35s → 38s; hero has escape 0-1 against enemy diveThreat 2+. Verified
  • Your kit is built around lockdown and that is worth less on the Mid Boss than on Infernus — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Infernus if they contest. The payoff is worth the trip: 3,000 souls plus 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Why this is shown: Mid Boss has 35% Debuff Resist (03-06-2026); reward is 3,000 souls +50/min, two buffs, and Rejuvenator revive credits. Verified

Teamfights

  • Stacking a second damage-reduction debuff onto Infernus is close to a wasted slot: since 05-22-2026 total damage-reduction debuffs stack diminishingly rather than additively. If someone on your team already brings one, your souls buy more as anti-heal or as resist shred, both of which sit on different multipliers. Coordinate this before the game rather than discovering it in the fight — two players independently buying Inhibitor against their carry is a common and invisible waste. Why this is shown: 05-22-2026: total damage-reduction debuffs changed to stack diminishingly rather than additively. Verified

Positioning

  • Infernus wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Why this is shown: Zone-control kits convert space into damage; positioning must precede the cast. Strategic

Build adjustments

  • You deal spirit damage, so Healbane is the cheaper and more reliable anti-heal against Infernus — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Why this is shown: Spirit-applied anti-heal triggers on spirit damage; Healbane is T2 vs Toxic Bullets T3. Strong evidence
  • Majestic Leap (vitality T3) — Infernus gives this team real zoning and area denial. Buy to escape ground-based lockdown and to rotate across the map quickly. Why this is shown: Answers: enemy-zone-control, enemy-hard-cc, enemy-dive. Verified
  • Stamina Mastery (vitality T3) — Infernus gives this team real stuns and hard cc. Buy when dodging telegraphed abilities and disengaging is how you survive. Why this is shown: Answers: enemy-hard-cc, enemy-zone-control, enemy-dive. Strong evidence
  • Warp Stone (vitality T3) — Infernus gives this team real stuns and hard cc. Buy when you are repeatedly getting caught and killed out of position, or to close a gap onto a fleeing target. Why this is shown: Answers: enemy-hard-cc, enemy-zone-control, enemy-dive. Verified

Common mistakes

  • The instinct here is to buy Dispel Magic as your answer to Infernus and then find it greyed out at the exact moment you need it. Dispel Magic cannot be cast while you are stunned or asleep, and it cannot remove a stun at all — it purges what comes with the stun, not the stun itself. Against Infernus the item you actually want is the pre-cast kind (Unstoppable, which also cannot be activated once you are already stunned) or the automatic kind (Indomitable, which cleanses the next hard CC with no input from you). Why this is shown: Dispel Magic cannot be used while stunned or asleep and cannot purge stuns; Unstoppable has the same activation restriction. Verified
  • The specific error is walking into Infernus's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Why this is shown: Enemy zone-control against a hero with mobility 0-1; committed entry cannot be aborted. Strategic
  • Your damage arrives over time and Infernus converts damage dealt into health, which makes the natural instinct — stay in the fight, keep the pressure on — the exact thing that loses it. Their sustain scales with how many targets are in front of them and how long the fight runs; yours does not scale at all. Either break contact and force them to re-approach on a cooldown, or bring healing reduction so the long fight stops being their format. Why this is shown: Enemy lifesteal-core against a hero with burst 0-1; lifesteal scales with fight length and target count. Strategic

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

Infernus's kit and counterplay were compiled from 5 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Rem'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%.

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