Rem
Skills
Performance
Current patchCounters
Hardest matchupsSynergies
Best teammatesUniversally Effective
Popular items that work especially well against this heroToggle: Continually sacrifice Health to improve fire rate, Debuff Resistance and Move Speed.
Provides Bullet Resist to nearby friendly units.
Provides move speed and fire rate to you and nearby allies. Minions get double value.
Your bullets reduce the target's outgoing spirit damage.
Your bullets build up to a Silence. Victims are immune to the build up for 10s after silence expires.
Attacking or using an ability will end your stealth and start an ambush, temporarily granting you bonus Fire Rate, Spirit Power and Melee Damage.
While you are below 50% health, you gain stat bonuses.
Your bullets temporarily steal Max HP from enemies. Enemies regain their stolen health when the debuff expires.
Teleport to an enemy target and pull them to the ground. Dealing damage, Move speed reduction and Disarm.
Taking heavy hits of spirit damage from an enemy reduces a random ability cooldown.
Imbue an ability with Lifesteal and to apply slow on a hit target and deal an additional percentage of the damage dealt to enemies around the target after a short delay.
Dealing spirit damage applies a stacking Spirit Amp that increases your spirit damage to the target.
You enter a void state and become untargetable and invincible for a short duration, during which you float slowly and cannot perform actions. Afterwards you gain Spirit Power, Move Speed, and Spirit Resist.
Can be canceled early.
Activation cancels any active ability.
Situational Counters
Items picked specifically against this heroWhile reloading, pressing {g:citadel_binding:'Reload'} during the highlighted portion will instantly finish your reload and grant you Fire Rate, Bullet Lifesteal and Move Speed.
Landing a Headshot on Heroes reduces their Bullet Resist.
Make your weapon fire multishot.
Hitting more than one Hero per attack will grant a stacking weapon damage bonus.
Targets can only be hit once per multishot.
Dealing significant weapon damage replenishes a charge for each of your charged abilities.
Imbue an ability to increase its Duration.
When the target takes spirit damage, they have their Move Speed reduced.
When you Dash-Jump the next ability you use will have bonus Range, Duration, and Spirit Power. Lasts up to 7s.
Slows movement of enemy target. Also Silences their movement-based items and abilities.
Increases the target's gravity.
Does not affect target's stamina usage.
Your bullets have a chance to shock your target. The shock will jump to a nearby enemy.
When you are above 65% health, deal additional Weapon Damage and your bullets reduce enemy Bullet Resist.
Your next headshot against an enemy Hero deals bonus weapon damage, heal you, and briefly grants bonus move speed.
Grants Fire Rate and Spirit Resistance but Silences you and disables stamina usage and regeneration.
Whenever you score an assist or kill, gain extra health, sprint, ability range and passive soul generation. This effect stacks and persists through death.
After not taking damage for a period, gain health regen.
When you are above 75% health, you have bonus Move Speed.
Launch yourself high into the air and grant yourself a Barrier. While in the air, you can use the active again to drop down faster.
Cannot be used for 5s if attacked by enemy Hero.
Heals a target allied hero and yourself for a percentage of Max Health. Once while healing, you can Pull the target towards you. Can be self-cast.
Increases the duration of your abilities and items.
Your bullets have a chance to be empowered, causing them to deal bonus weapon damage on hit.
Bonus damage cannot Crit.
Landing a Headshot on Heroes will reduce their Bullet and Spirit Resist and applies Healing Reduction.
Each hero kill grants permanent Fire Rate (up to a max of 8 times). Death results in the loss of 1 stack.
Your bullets have a chance to shock your target. The shock will jump to a nearby enemy.
Launch a projectile that deals damage, applies a strong slow that recovers over time, prevents Stamina usage and Silences their movement-based items and abilities.
Your bullets build up to reduce the target's outgoing damage and apply healing reduction.
Upon casting an ultimate ability gain a Barrier and temporary Spirit Power.
When you would take lethal damage, instead become temporarily death immune and remove all non-stun debuffs.
While death immune, you deal reduced damage and have reduced healing.
Enemies that shoot you have their Fire Rate slowed.
Apply Spirit Resist and an aura on a friendly target that deals
damage to enemies proportional to their max health.
Can be self cast.
Summon a Magic Carpet that will fly you away. While flying you are immune to slows and doing any action will dismiss the carpet.
Cannot use abilities while the carpet is being summoned.
Dealing significant
spirit damage to an enemy within 5s causes an explosion dealing damage and a burn to nearby enemies. While burning, enemies take damage over time and receive reduced healing.
Deals half-damage and has half-cooldown on non-heroes.
Reset the cooldown of all your abilities and restore all your charges.
Throw a vacuum grenade, pulling all enemies into a small area and applying Slowing Hex.
Alt Cast to Target Unit Directly.
Trap Picks
Bought often against this hero but statistically don't helpGain a Barrier whenever you take significant spirit damage from enemy Heroes in a small time frame.
Throw a flask that explodes on contact, creating an area that does increasing
spirit damage per second and reduces enemy Bullet Resist.
50% less effective vs non-heroes.
Situational counters are items bought disproportionately often against this hero. Universally effective items are popular picks that show a statistically significant win rate advantage in these matchups.
Popular Items
Your next headshot against an enemy Hero deals bonus weapon damage.
Deal additional Weapon Damage when in close range to your target.
Your next bullet will heal you based on what target you hit.
Grant Regen and Sprint Speed to the target. Gets dispelled if you take damage from enemy players or objectives. Can be self-cast.
On a successful Parry against an enemy Hero, Heal yourself for the damage parried and returns that damage to the target, and temporarily gain increased damage.
Your next Melee attack heals you.
This heal is 30% effective vs non-heroes.
Cooldown is 1.5x as long for Light Melee hits.
Imbue an ability to increase its range and effect radius.
Charges up over time with bonus spirit damage, causing abilities dealing more than 80 damage to deal additional damage.
Hatch the egg, gaining souls and permanent buffs.
The value of the egg grows the longer you hold onto it.
Gain a permanent buff per 100 Souls accrued when hatched.
Dealing spirit damage to enemy Heroes grants you Bonus regeneration. Stacks when dealing damage to different heroes.
Target an enemy to reduce their Fire Rate and Bullet Resistance.
When you perform a Light or Heavy Melee attack against a hero, deal extra
spirit damage with the attack and reduce the target's Spirit Resist.
Cooldown is 2x longer for Light Melee hits.
Your next bullet deals bonus spirit damage.
Dealing significant weapon damage replenishes a charge for each of your charged abilities.
Make your weapon fire multishot.
Hitting more than one Hero per attack will grant a stacking weapon damage bonus.
Targets can only be hit once per multishot.
Removes the Move Speed penalty while shooting.
Gain bonus Move Speed and Slow Resistance.
When you Dash-Jump you gain Fire Rate and bonus Ammo until your next reload. Lasts up to 7s.
While reloading, pressing {g:citadel_binding:'Reload'} during the highlighted portion will instantly finish your reload and grant you Fire Rate, Bullet Lifesteal and Move Speed.
Your bullets build up a Movement Slow on enemies.
Increases Weapon Damage as you continuously fire your weapon.
Provide the target with a Barrier and temporary Move Speed.
Can be self-cast.
Cooldown is reduced by half when cast on someone else.
Increases the effectiveness of your healing.
While you are above 65% health, gain bonus Spirit and Cooldown Reduction.
Reduces the effect of enemy Move Speed penalties.
Your spirit damage applies Healing Reduction. If an enemy hero dies under this effect, you receive a large heal.
Gain a Barrier whenever you take significant spirit damage from enemy Heroes in a small time frame.
Automatically restores one stamina and gain a Barrier when you are movement locked, Stunned, Chained, Immobilized, or Slept.
While you are above 65% health, gain weapon damage and bonus fire rate.
Imbue an ability to reduce its Cooldown.
Slows movement of enemy target. Also Silences their movement-based items and abilities.
Increases the target's gravity.
Does not affect target's stamina usage.
Release an expanding ice blast that deals spirit damage and Slows targets it hits.
When the target takes spirit damage, they have their Move Speed reduced.
Imbue an ability to increase its Duration.
When an enemy takes
spirit damage, they have their
spirit resist reduced.
When you Dash-Jump the next ability you use will have bonus Range, Duration, and Spirit Power. Lasts up to 7s.
When you deal spirit damage to enemies, you also reduce their Fire Rate.
Your imbued ability charges up over time with bonus spirit damage, bonus fire rate, and reloads bullets on use.
Imbue an ability with increased range. Dealing damage with that ability grants you increased weapon damage per unique hero hit. Has reduced effect on non-heroes.
Provides Bullet Resist to nearby friendly units.
Provides move speed and fire rate to you and nearby allies. Minions get double value.
Target an enemy NPC and consume it for 170% Bonus Souls and grants a powerful long lasting buff.
Briefly gain Fire Rate and Move Speed when one of your bullets hits an enemy hero.
When in close range to your target, gain Weapon Damage and your bullets apply a Movement Slow.
Throw a flask that explodes on contact, creating an area that does increasing
spirit damage per second and reduces enemy Bullet Resist.
50% less effective vs non-heroes.
Your next headshot against an enemy Hero deals bonus weapon damage, heal you, and briefly grants bonus move speed.
Your bullets build up a Bleed on enemies, causing them to lose a percentage of their Max Health over time. Also applies Healing Reduction on the bleeding target.
Your bullets build up a Movement Slow on enemies.
Reduces nearby enemies' Bullet Resist and Fire Rate. If there is only one enemy hero nearby, this effect is doubled.
Heal yourself and nearby allies.
Allows an additional use of Air Jump or Air Dash before landing.
Whenever you score an assist or kill, gain extra health, sprint, ability range and passive soul generation. This effect stacks and persists through death.
Heals a target allied hero and yourself for a percentage of Max Health. Once while healing, you can Pull the target towards you. Can be self-cast.
When below 50% health, gain additional Spirit Resist.
Your next parry protects you from the damage and effects of enemy abilities and items. On a successful spell parry heal and gain move speed and Spirit.
When below 50% health, gain additional Bullet Resist.
After not taking damage for a period, gain health regen.
When you are above 75% health, you have bonus Move Speed.
Become immune to bullets.
Purge all non-ultimate negative effects currently applied to you. If any effects were removed, heal yourself and gain a move speed bonus.
Cannot be used while Stunned or Slept.
Increases the range and effect radius of your abilities and items.
Charges up over time with bonus spirit damage, causing abilities dealing more than 165 damage to deal additional damage. Ignores Spirit Resistance.
Periodically deals spirit damage to the closest two enemies nearby.
Reduces the Cooldown of your abilities.
Imbue an ability with permanent Spirit Power. When that ability is used, gain bonus Move Speed and maintain full speed while attacking.
Increases the duration of your abilities and items.
Apply a Stun after 2s. Stun duration is increased against airborne targets.
Increases the target's gravity for the duration of the stun.
Disarms enemy target and reduces their Bullet Resist.
Launch an expanding projectile which Silences enemies for a short duration and deals impact damage.
Silence does not interrupt channeling abilities.
Each hero kill grants permanent Fire Rate (up to a max of 8 times). Death results in the loss of 1 stack.
Your bullets will ricochet on enemies near your target, applying any bullet procs and dealing a percentage of the original damage.
Your bullets have a chance to be empowered, causing them to deal bonus weapon damage on hit.
Bonus damage cannot Crit.
Gain bonus Fire Rate, Spirit Power and Ability Duration by charging up when shooting enemy heroes.
Your bullets have a chance to shock your target. The shock will jump to a nearby enemy.
Launch a projectile that deals damage, applies a strong slow that recovers over time, prevents Stamina usage and Silences their movement-based items and abilities.
Landing a Headshot on Heroes will reduce their Bullet and Spirit Resist and applies Healing Reduction.
Your Bullets have a chance to become unavoidable, piercing through enemies and ignoring their Bullet Resistance.
Your next Heavy Melee attack against an enemy deals increased damage.
Your
melee damage will restore ammo and apply a stacking bullet resist debuff on enemies. Heavy melee applies 2 stacks.
If the target reaches max stacks, they will be stunned.
Your bullets reduce the target's outgoing spirit damage.
Your bullets build up to a Silence. Victims are immune to the build up for 10s after silence expires.
While in-combat whenever you cast an ability or item, gain a stacking buff that improves fire rate and reload speed.
Each stack refreshes the duration.
Applying
heal to yourself or an ally grants the target
bonus fire rate and
bonus move speed.
Does not apply on innate Regen or passive Bullet/Spirit Lifesteals.
Remove all non-stun debuffs from the target and provide them with a Barrier and Move Speed.
Can be self-cast. Cooldown is reduced by half when cast on someone else.
Enemies that shoot you have their Fire Rate slowed.
The next instance of high spirit damage you take is significantly reduced.
Grants Lifesteal, Fire Rate, and Ammo. This added Ammo is not limited by your max magazine size.
Taking heavy hits of spirit damage from an enemy reduces a random ability cooldown.
When you would take lethal damage, instead become temporarily death immune and remove all non-stun debuffs.
While death immune, you deal reduced damage and have reduced healing.
Gain a chance to either deflect incoming bullets, preventing all weapon damage or prevent all on-hit effects from bullets.
Your bullets build up to reduce the target's outgoing damage and apply healing reduction.
Reduces the Cooldown of your abilities and items.
Dealing significant
spirit damage to an enemy within 5s causes an explosion dealing damage and a burn to nearby enemies. While burning, enemies take damage over time and receive reduced healing.
Deals half-damage and has half-cooldown on non-heroes.
Curses an enemy - interrupting, Silencing, Disarming, and preventing item usage. Removes all non-ultimate buffs.
Imbue an ability with Lifesteal and to apply slow on a hit target and deal an additional percentage of the damage dealt to enemies around the target after a short delay.
This effect can only trigger once per target per ultimate.
Mystic Slow effects
Reset the cooldown of the imbued non-ultimate ability.
Release an expanding ice blast that deals spirit damage, Freezing and then Slowing targets it hits. Targets take increased damage while frozen.
Dealing spirit damage applies a stacking Spirit Amp that increases your spirit damage to the target.
Your imbued ability charges up over time with bonus spirit damage, bonus fire rate, and reloads bullets on use. Until your next reload, your bullets deal bonus spirit damage based on your Spirit Power.

