AT A GLANCE
Weaknesses
- No dash or blink — hard to escape a dive
- No protection from crowd control
- No hard control of their own
SKILLS
Stick, Stick
slow
Enemies gain a stack of Sticky each time they're hit by Gloo's skills, decreasing their Movement Speed by 4% for 6 seconds. Stacks up to 5.
Each stack of Sticky on an enemy reduces their damage dealt to Gloo by 4%.
Slam, Slam
Cooldown: 10–6 s by level
immobilizehealing
Gloo reaches out and slams the ground, dealing 80 (+80% MP) magic damage to the enemy.
At the final, a Goo is left behind that explodes after 3 seconds to deal 300–450 (+12% extra HP) magic damage to nearby enemies and immobilize them for 1 second. If Gloo touches the Goo, it will explode immediately, reset the skill's cooldown, and heal Gloo for 2.5%-5% of if the explosion hits an enemy (doubled if hits an enemy hero).
Spread, Spread
Cooldown: 12–10 s by level
immobilizepull
Gloo splits into Goos, dealing 100–200 (+80% MP) magic damage to enemies in a fan-shaped area and immobilizing them for 0.5 seconds. While split, Gloo gains 10% Movement Speed and deals 80 (+15% MP) magic damage every 0.25 seconds to enemies it touches, lasting 4 seconds. If this skill hits a Goo, Gloo will charge over to merge with it, dragging enemies in its path in the same direction for a distance.
Grab, Grab
Cooldown: 50 s
Unlocked when any enemy hero has full Sticky stacks. Gloo attaches itself to the target enemy hero for up to 9 seconds, recovering 25%-30% of its . For the duration, its Basic Attacks are converted to deal 30–90 (+50% MP, +6% extra HP) magic damage, and it transfers 80% of the damage it receives (excluding damage from turrets) to its host. If the target dies while attached, this skill's cooldown is reduced to 5 seconds.
WHO COUNTERS GLOO
Pick them when the enemy has Gloo · score is their advantage
Vexana11.5
Area damage wipes his split units the moment he divides, and the whole ultimate is wasted.
Natan10.5
His hybrid damage goes through the defensive stacking that Gloo relies on.
Moskov10.5
Fast attacks and the spear stun tear through them once he is set up.
Faramis10.5
The Nether Realm buffer keeps his team alive through the damage window they were counting on.
Alice10.5
She out-sustains his sticky pressure and drains health off him for the whole fight.
WHO GLOO COUNTERS
Pick Gloo into them
Aamon11.2
Your sustain outlasts the whole burst window and he has nothing left after it.
Yin10.3
You simply win the isolated fight he drags you into.
Selena10.1
His sustain outlasts her burst and wins the extended trade.
Lesley10.1
You stick to her through the camouflage and she cannot peel you off.
Zetian10.0
He sticks to her through the poke and she has no mobility to shake him off.
BEST TEAMMATES
HOW TO PLAY GLOO
Use your first and second skill combo to immobilize enemies. When your Ultimate is active, spread your small Gloos to slow enemies, then attach to a high-priority target to redirect damage and control their movement.
HOW TO PLAY AGAINST GLOO
- No dashes — easy to catch with control and a dive.
HIDDEN MECHANICS
What the in-game descriptions do not tell you: crowd-control rules and verified skill quirks. How crowd control works →
- Immobilize — low-level control: does not interrupt skills — the target can still cast; blocked by control immunity.
- Immobilize — low-level control: does not interrupt skills — the target can still cast; blocked by control immunity.
- Gloo lingers on the host even when the host becomes untargetable.
- Gloo can freely use any battle spells and equipments while Mobility ones are disabled. Flicker, Arrival, Recall are disabled. Wind of Nature is not disabled but Winter Crown is disabled.
- When Nana's Molina's Gift is triggered, Gloo will be detached. However, its cooldown will not be reduced. However, when Aurora's Pride of Ice is triggered, Gloo will remain attached and will not exit his Ultimate form.
- When an attached enemy hero has Immortality active, Gloo will exit his ultimate and his cooldown be reduced.
