Build file · 25 Oct to 3 Nov

Rem build and item order

What Rem players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.

Matches

335.9k

last 7 days

Finished build

≈11 items

42k souls held in items at the end

Build type

Caster

64% of item souls in spirit

Games past 35 min

46%

the finished build is read from these

The Rem build in brief

Most Rem players open with Extra Charge and Extra Spirit, then pick up Rapid Recharge (around 20 minutes, 63% of games) and Superior Cooldown (around 24 minutes, 45% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Rapid Recharge (39%), Tankbuster (22%) and Healing Nova (16%).

In games past 35 minutes, a finished Rem carries about 11 items, 41.7k souls, 64% of them spirit; most end with Rapid Recharge (75%), Boundless Spirit (61%) and Greater Expansion (50%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (26% of games); the late-game duel sets it against Greater Expansion (21% of games).

In long games, players pick Knockdown or Surge of Power: of those who buy either, 8% buy both.

The clearest change by opponent: against Deadman Danny, Rem players buy Knockdown at about ×1.42 the usual rate (68,331 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Best Support Rem Build - deadlocked.gg" by deadlocked.gg, picked in 18,160 games (42% won).

SpiritWeaponVitality
Caster64% of item souls in spiritWeapon 8% · vitality 28% · spirit 64%. The diamond is the average hero.7 days · games over 35 min (46%)

The finished build 7 days · games over 35 min (46%)

AgainstPick up to 6 enemies to see what players change. Enemies that move the finished build come first.

What Rem games of 35 minutes or more end with, slot by slot: the share of those games still holding each item at the end, and when it's bought. Pick an item for its upgrade chain and numbers.

  • usually empty
  • usually empty
  • usually empty
  • usually empty
  • usually empty

Games over 35 minutes end with about 11 items, so 5 sockets read “usually empty”. Solid frames: held at the end of at least half of those games; dashed: fewer. Flex slots take any slot type, and each flex item keeps its own slot colour. From 168,045 long games (46% of Rem games).

Show as table
The finished Rem build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
VitalityHealing Tempo48%49%1%~32:246,400
VitalityTrophy Collector35%41%15%~10:341,600
VitalityHealing Nova34%35%4%~21:363,200
VitalityDivine Barrier33%33%1%~30:346,400
SpiritRapid Recharge75%76%1%~20:483,200
SpiritBoundless Spirit61%61%1%~31:276,400
SpiritGreater Expansion50%50%1%~26:593,200
SpiritTankbuster48%49%2%~21:503,200
Flex (spirit)Transcendent Cooldown46%46%1%~32:256,400
Flex (spirit)Superior Duration38%38%1%~28:453,200
Flex (spirit)Knockdown24%26%6%~23:273,200
Weapon, alternateOpening Rounds19%24%21%~7:441,600
Vitality, alternateHealbane18%21%14%~19:531,600
Vitality, alternateEnchanter's Emblem16%20%20%~14:081,600
Spirit, alternateCursed Relic23%23%1%~31:506,400
Spirit, alternateSurge of Power23%23%2%~27:013,200
Spirit, alternateEcho Shard22%23%1%~30:516,400

Against other heroes 21 days

What players change, not proof it works. ★ marks an item whose buyers win at least 1 point more against that enemy than buyers of other items of its tier, after checking for chance, over 21 days: ★ all pools every hero's buyers, ★ Rem is Rem players only.

The 8 clearest changes in what Rem players buy, across every enemy. Pick enemies above the board to see one lineup.

Lifts compare how often Rem players buy an item in games against a hero with how often they buy it otherwise, over 21 days, with the build's usual items set to ×1 and small samples pulled towards ×1. Cells need 200 buyers. Several enemies are combined from separate match-ups (a weighted average of their lifts), not games against that exact team.

Show as table
What Rem players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
Deadman DannyKnockdown×1.4268k—
HazeMetal Skin×3.464.6k—
HazeDisarming Hex×1.7619k—
ApolloSlowing Hex×1.7117k—
HazeRusted Barrel×1.5316k—
HazePlated Armor×2.263.2k—
VictorHealbane×1.2630k—
BillyRebuttal×1.636.3k★ +1.2 pts over tier I · 260k buyers, all heroes pooled

What you hold, minute by minute 7 days

Each band is one item: the share of Rem games still going at that minute that hold it. The bands stack, so the top edge is the whole inventory. Press play, or drag the slider, to watch a game fill up. Hover a band for its numbers.

45:00about 12.2 items53,692 souls14% of games still going1.1 weapon3.7 vitality7.4 spirit
80% of games still going at 30:00481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon1.1 itemsVitality3.7 itemsSpirit7.4 items
80% still going at 30:004812items0m10m20m30m40m60k souls

At 45:00 you'd typically hold

Estimated from when players buy and sell; assumes what they buy doesn't depend on how long the game will last. Hatched minutes rest on fewer than a quarter of games. The 12-item line is where the base slots are full and flex slots start.

Show as table
Share of Rem games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Other weapon items0.60.70.80.90.91.01.01.1
Grit26%33%9%2%1%1%1%1%
Guardian Ward3%23%41%47%47%35%27%27%
Divine Barrier0%0%0%3%10%16%22%29%
Trophy Collector3%23%36%38%39%40%40%38%
Healing Booster3%24%47%56%59%50%37%36%
Healing Tempo0%0%1%3%9%18%30%42%
Healing Nova0%1%7%17%25%29%32%33%
Other vitality items0.30.80.80.80.91.01.11.3
Extra Charge45%76%78%49%19%16%16%16%
Rapid Recharge0%3%19%40%57%65%70%73%
Extra Spirit32%51%28%6%5%5%5%5%
Improved Spirit3%25%48%60%64%49%33%32%
Boundless Spirit0%0%1%4%11%25%41%56%
Mystic Burst11%35%40%30%11%8%8%8%
Tankbuster0%1%8%23%34%40%44%46%
Mystic Expansion5%33%47%52%36%16%14%14%
Greater Expansion0%0%3%10%21%33%42%48%
Compress Cooldown0%5%24%35%23%12%12%12%
Superior Cooldown0%0%4%15%32%34%25%25%
Transcendent Cooldown0%0%0%2%7%18%30%42%
Superior Duration0%0%1%4%13%23%30%36%
Other spirit items0.10.30.71.11.41.72.02.4
Items held, in all2.45.26.77.78.49.09.811.0

Items show the share holding them; other items show the average number held.

Buy windows: clock against souls 7 days

When Rem players buy each big item, and how its buyers did. Bars are buyers; the line is the share of them who won, with its 95% band. Switch to souls at purchase to see how much of the early-buyer edge is just being ahead.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall
  1. Rapid Recharge

    210,131 buyers · 46.1% won overall

    most buy it 15–24 min

    46.1% of all its buyers won.

    Show as table
  2. Healing Nova

    95,614 buyers · 46.6% won overall

    most buy it 15–25 min

    46.6% of all its buyers won.

    Show as table
  3. Tankbuster

    132,443 buyers · 46.9% won overall

    most buy it 16–24 min

    46.9% of all its buyers won.

    Show as table
  4. Greater Expansion

    126,331 buyers · 47.6% won overall

    most buy it 20–30 min

    47.6% of all its buyers won.

    Show as table
  5. Superior Duration

    93,448 buyers · 48.2% won overall

    most buy it 22–31 min

    48.2% of all its buyers won.

    Show as table
  6. Boundless Spirit

    136,168 buyers · 50.4% won overall

    most buy it 25–35 min

    50.4% of all its buyers won.

    Show as table
  7. Healing Tempo

    105,860 buyers · 51.6% won overall

    most buy it 25–36 min

    51.6% of all its buyers won.

    Show as table
  8. Transcendent Cooldown

    101,178 buyers · 49.0% won overall

    most buy it 26–35 min

    49.0% of all its buyers won.

    Show as table

Early buyers are often already ahead; compare by souls at purchase. Win rates describe; they don't say an item wins games.

Two late games, side by side 7 days

What Rem players buy after 30 minutes, split by the big item they took at 20–30 minutes. Bars are the share of each side's games reaching 30 minutes that bought the item. Pick the two sides to compare.

Superior Cooldown at 20–30 min

95,759 games · 45.7% won · 73% reach 30 min

Greater Expansion at 20–30 min

77,312 games · 46.7% won · 73% reach 30 min

Either way, 7 of the top 8 late items are the same.

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Greater Expansion at 20–30 min: share of each side's games reaching 30 minutes that bought each, and how they did
A wonA buysLate itemB buysB won
50.3%
49.1%49.4%
49.3%50.4%
47.6%48.6%
50.1%49.7%
51.0%51.6%
51.2%51.8%
51.1%51.9%
49.4%50.7%

Shares are of each side's games reaching 30 minutes; an item a side doesn't list was bought by fewer than its smallest listed share. ⇄: both sides buy it in 15% or more of games. Win dots run from 40% to 60%, with a tick at 50%, adjusted for souls at purchase where upstream gives it, with 95% whiskers, hollow under 2,000 buyers. They describe; they don't prove.

Either/or, and sets 7 days · games over 35 min (46%)

Items Rem players choose between in games over 35 minutes, and items they buy as a package. Every number is printed under its cards; click a card to outline the item in every chart.

Either/or

  • Knockdown or Surge of Power: only 8% buy both.

    Only Knockdown46.0% won · 37,599 games

    Both8%

    Only Surge of Power48.4% won · 32,856 games

    Surge of Power-only buyers won 2.4 pts more than Knockdown-only buyers. Out of 76,175 long games with either.

  • Cursed Relic or Surge of Power: only 4% buy both.

    Only Cursed Relic48.5% won · 35,655 games

    Both4%

    Only Surge of Power47.8% won · 35,518 games

    Players who bought only one won about the same either way. Out of 74,231 long games with either.

  • Superior Duration or Surge of Power: only 7% buy both.

    Only Superior Duration48.9% won · 57,470 games

    Both7%

    Only Surge of Power47.8% won · 32,145 games

    Superior Duration-only buyers won 1.1 pts more than Surge of Power-only buyers. Out of 96,046 long games with either.

Sets

  • 2.0× as likely together

    22% of long games · 37,145 games

  • 1.9× as likely together

    19% of long games · 32,426 games

  • 1.8× as likely together

    19% of long games · 31,706 games

Descriptive: players who pick one may play differently from those who pick the other. Pairs that are one item's upgrade path are left out.

How players get there, 0–30 min 7 days

The items most bought in each phase of the game, and what their buyers bought next. Pick a mid-game item to follow only the players who bought it. Hover an item for its numbers.

  • Weapon
  • Vitality
  • Spirit
0–9 min9–20 min20–30 min30 min +Extra ChargeExtra SpiritGritMystic BurstMystic ExpansionHigh-Velocity RoundsImproved SpiritRapid RechargeHealing BoosterCompress CooldownGuardian WardMystic ExpansionSuperior CooldownRapid RechargeGreater ExpansionBoundless SpiritSuperior DurationTankbusterBoundless SpiritHealing TempoTranscendent CooldownGreater ExpansionDivine BarrierSuperior DurationEvery game100% reach 9 min95% reach 20 min67% reach 30 min
Show as table
Rem's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minExtra Charge73%45.5%266,916
0–9 minExtra Spirit52%46.0%188,102
0–9 minGrit41%44.9%150,087
0–9 minMystic Burst31%46.2%113,338
0–9 minMystic Expansion28%46.8%101,256
0–9 minHigh-Velocity Rounds25%44.4%92,807
9–20 minImproved Spirit41%45.3%149,057
9–20 minRapid Recharge39%46.9%140,843
9–20 minHealing Booster38%45.2%137,130
9–20 minCompress Cooldown35%45.3%127,618
9–20 minGuardian Ward30%45.3%109,573
9–20 minMystic Expansion26%45.8%94,197
20–30 minSuperior Cooldown26%46.7%95,759
20–30 minRapid Recharge23%46.2%85,498
20–30 minGreater Expansion21%46.5%77,312
20–30 minBoundless Spirit19%49.0%69,371
20–30 minSuperior Duration17%47.4%61,755
20–30 minTankbuster16%46.6%59,935
30 min +Boundless Spirit22%49.3%80,941
30 min +Healing Tempo18%50.2%65,314
30 min +Transcendent Cooldown17%48.9%63,404
30 min +Greater Expansion11%49.4%38,966
30 min +Divine Barrier10%49.0%36,854
30 min +Superior Duration9%48.9%34,395

Bar heights compare how often items are bought within a phase; fewer items are bought late, and the row underneath shows how many games last that long. Win rates are adjusted for the buyer's souls at purchase, so players who are already ahead don't make an item look better than it is; they still describe, not prove.

Ability order

Pillow Toss1269
Tag Along341013
Lil Helpers581215
Naptime71114

The most played full upgrade path (2% of matches, 49.2% won). Pillow Toss is maxed first in 49% of matches.

In-game builds players pick 7 days

  1. Best Support Rem Build - deadlocked.ggby deadlocked.gg · 11,797 players9 of 11 board items
    18,160 games
    42.3% won

    EARLY GAME

    EARLY GAME

    MID GAME

    MID GAME

    LATE GAME

    LATE GAME

  2. The World's Craziest Pillow Fight, But Crazierby bebungo · 8,800 players7 of 11 board items
    16,458 games
    46.1% won
  3. Sleepy little guy!!!by mocha · 8,757 players11 of 11 board items
    15,411 games
    48.2% won
  4. The World's Craziest Pillow Fight (L --> R)by bebungo · 8,143 players6 of 11 board items
    14,206 games
    45.3% won
  5. Piggy`s Support Rem (twitch.tv/piggyxdd)by Piggy · 8,037 players10 of 11 board items
    13,503 games
    44.7% won

The build each player had selected when the match started; known for 44% of Rem games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
25 Oct to 1 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Rem matches.
21 days
11 Oct to 1 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
168,045 (46% of Rem games). The finished build, choices and the soul split read only these.
Patch
The latest big patch was 29 Sept; no window reaches back before it.
Sample sizes
5,000+ games 1,000 to 5,000 200 to 1,000Nothing under 200 is drawn.
Win rates
Shown with their 95% range and the games behind them. They describe rather than prove: players who buy an item may differ in other ways.

Via deadlock-api. Updated 3 Nov. Not affiliated with or endorsed by Valve.