Tag Along keeps saving a low target or letting Rem escape
What to do: Apply Slowing Hex before the ally jump.
Why it helps: Denying the movement prevents the save/escape that often turns one low target into two safe heroes.

Learn which items answer Rem’s threats, how to play the lane, and when to commit or disengage.
Buy for the threat you are facing. These are situational options, not a build to purchase in full. Tap an item for its breakdown.
Remove Little Helpers from valuable resources when safe, and watch Tag Along before committing burst. If ally jumping keeps Rem out of reach, grounding answers access; if the ultimate catches you, reactive timing is the priority. For repeated healing, choose an actual anti-heal item instead of relying on movement denial.
Slowing Hex blocks his ally jump, Counterspell answers the telegraphed ultimate, and real anti-heal items such as Healbane, Toxic Bullets, or Spirit Burn reduce his late-fight sustain.
Identify what is losing the exchange, then use the answer and timing below.
What to do: Apply Slowing Hex before the ally jump.
Why it helps: Denying the movement prevents the save/escape that often turns one low target into two safe heroes.
What to do: Counterspell the telegraphed ultimate.
Why it helps: The timing is readable enough that a prepared parry can remove the highest-impact part of his teamfight control.
What to do: Apply reliable anti-heal such as Healbane, Toxic Bullets, Decay, or Spirit Burn.
Why it helps: Rem can produce large healing totals, so healing reduction directly attacks the reason the fight is not ending.
What to do: Buy Monster Rounds and clear Lil Helpers quickly.
Why it helps: Removing the summoned/resource pressure keeps Rem from turning lane control into free farm and reduces the healing/support value the helpers create.
Light melee can remove them. Use a safe opportunity to reduce their contribution before the next fight.
Slowing Hex addresses the jump route. Healbane, Toxic Bullets, or Spirit Burn address healing; choose the answer you can apply reliably.
Reduces enemy healing and sustain during fights.
Useful answers: Healbane · Toxic Bullets · Decay · Spirit Burn
Interrupts vulnerable channels or denies an important cast before it starts. Silence alone is not a universal channel interrupt.
Useful answers: Silence Wave
Limits control-led combos through immunity, a qualifying automatic response, shorter debuffs, or a barrier after the catch.
Slows the target and disables affected movement abilities.
Use in this matchup:
Upgrades parry to block ability damage and effects.
Use in this matchup:
Spirit damage applies anti-heal; affected enemy deaths restore health.
Use in this matchup:
Spirit-damage buildup triggers an explosion, burn, and healing reduction.
Repeated weapon hits apply anti-heal and maximum-health bleed.
Targeted healing reduction with current-health damage over time.
Silences enemies before an important escape or defensive cast.
Improves damage against minions and summons.
Use in this matchup: