
GlooGloo is best treated as a Roam, Exp Lane Tank pick built around Regen, Control. Recent match stats show 54.68% / 0.67% / 50.53% for win, pick, and ban context, so read the hero as a draft-dependent tool, not an automatic answer in every lobby. The clean plan is to follow the skill priority, convert the combo only when the opener can land, and respect hard matchups such as Karrie, Lesley. Skin collection belongs after the gameplay decision: check active shop or event availability first, then top up only if Diamonds are actually needed.
Pick Gloo when your team needs a tank hero who can turn a clean opener into a repeatable fight plan. Main skill priority: Upgrade Skill 1 at Level 1 and prioritize upgrading Skill 1 with Skill 2 as backup. Upgrade the Ultimate whenever it is available. The best use case is against Cecilion, Chang'e, while the biggest risk is drafting into Karrie, Lesley without vision, cooldown tracking, or ally follow-up.
| Field | Detail |
|---|---|
| Role | Tank |
| Specialty | Regen, Control |
| Recommended lane | Roam, Exp Lane |
| Damage type | Magic |
| Basic attack type | Melee |
| Skill resource | Mana |
| Difficulty | 60 |
| Release date | 16 April 2021 |
| Price | 32,000 Battle Points or 599 Diamonds |
| Win / pick / ban snapshot | 54.68% / 0.67% / 50.53% |
| Identity hook | A magical amalgamation of cute, mischievous creatures that dwells deep in the Shadow Swamp. |
Read Gloo's kit as a practical fight plan: one part starts the pressure, one part keeps the target inside range, and one part converts the damage or control window.
| Icon | Skill | CD / Cost | Tags | What it means in play |
|---|---|---|---|---|
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Stick, Stick | Passive | Slow, Buff | Stick, Stick is the passive layer that rewards Gloo for taking or using actions repeatedly, so track its stacks before committing. |
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Slam, Slam | CD: 10 Mana Cost: 25 | AOE, CC | Slam, Slam is a control tool. Use it after the target is committed, then let allies or the next skill convert the control window. |
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Spread, Spread | CD: 12 Mana Cost: 80 | CC, AOE | Spread, Spread is a control tool. Use it after the target is committed, then let allies or the next skill convert the control window. |
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Grab, Grab | Passive | Attach, Heal | Grab, Grab changes Gloo's durability or damage window. Time it before the trade becomes dangerous, not after the fight is already lost. |
The practical pattern is simple: check which skill starts the fight, which skill protects the recovery window, and which skill should be saved for the target that matters.
Upgrade Skill 1 at Level 1 and prioritize upgrading Skill 1 with Skill 2 as backup. Upgrade the Ultimate whenever it is available.
That priority matters because Gloo's early levels decide whether the hero can contest lane, protect an ally, or threaten a rotation. Treat the priority as a tempo clue, not only as a damage chart: the main skill creates the normal play pattern, while the backup skill fills the control, mobility, or damage gap between major fights.
| Combo type | Icon sequence | Skill sequence | How to use it |
|---|---|---|---|
| Teamfight Combos | Slam, Slam -> Spread, Spread -> Slam, Slam -> Grab, Grab -> Grab, Grab -> Slam, Slam -> Spread, Spread | Use Slam, Slam -> Spread, Spread -> Slam, Slam -> Grab, Grab -> Grab, Grab -> Slam, Slam -> Spread, Spread after the enemy commits to a fight, then reset if the first control window misses. | |
| Laning Combos | Slam, Slam -> Spread, Spread -> Slam, Slam | Use Slam, Slam -> Spread, Spread -> Slam, Slam when the target has already spent mobility or is forced to contest an objective entrance. |
The key is not to press the sequence mechanically. Start the combo only when the target cannot easily walk away, blink out, or punish the recovery window. If the first part misses, reset and use the next wave, bush, or objective entrance instead of spending every cooldown.
| Timing cue | What to do |
|---|---|
| Start condition | Begin only when the target has used the movement or immunity tool that would break Gloo's setup. |
| Clean sequence | Slam, Slam -> Spread, Spread -> Slam, Slam -> Grab, Grab -> Grab, Grab -> Slam, Slam -> Spread, Spread |
| Why it works | Use Slam, Slam -> Spread, Spread -> Slam, Slam -> Grab, Grab -> Grab, Grab -> Slam, Slam -> Spread, Spread after the enemy commits to a fight, then reset if the first control window misses. |
| Conversion window | After Slam, Slam connects, keep the target inside ally damage or objective pressure before committing Spread, Spread. |
| Reset rule | If the opener misses, back out, wait for cooldowns, and look for the next wave, bush, or objective entrance. |
| Timing cue | What to do |
|---|---|
| Start condition | Begin only when the target has used the movement or immunity tool that would break Gloo's setup. |
| Clean sequence | Slam, Slam -> Spread, Spread -> Slam, Slam |
| Why it works | Use Slam, Slam -> Spread, Spread -> Slam, Slam when the target has already spent mobility or is forced to contest an objective entrance. |
| Conversion window | After Slam, Slam connects, keep the target inside ally damage or objective pressure before committing Slam, Slam. |
| Reset rule | If the opener misses, back out, wait for cooldowns, and look for the next wave, bush, or objective entrance. |
| Phase | What to focus on | Common mistake |
|---|---|---|
| Early game | Protect the first wave path, check river movement, and use Gloo's control to stop easy invades. | Forcing a fight before allies can follow. |
| Mid game | Move first for Turtle, turret dives, and bush control; start fights only when damage dealers are in range. | Starting with crowd control while the carry is still clearing a wave. |
| Late game | Hold the key control skill until an enemy core steps too far forward. | Using the engage tool on a tank when the enemy back line is still safe. |
| Objectives | Zone entrances, punish face checks, and reset if the first engage misses. | Staying in the pit when the better job is cutting the enemy approach. |
Use these matchups as a draft check before locking Gloo. The icons separate favorable targets from picks that can punish the combo.
| Matchup type | Hero icons | Why it matters | Draft cue |
|---|---|---|---|
| Good targets | Gloo is comfortable here when the opener controls Cecilion, Chang'e before they can reset the fight. | Draft Gloo when these heroes need to walk through the same control or damage window. | |
| Hard matchups | Karrie, Lesley can punish the setup window, so wait for their mobility, immunity, or burst tool before committing. | Play slower, wait for the punish tool, and avoid blind engages without ally follow-up. |
Gloo can pressure Cecilion, Chang'e when the fight follows the kit's preferred pattern. Do not chase that advantage into fog, because the matchup is only useful if the opener still connects.
The dangerous matchups are Karrie, Lesley. Respect these picks in draft and avoid spending the full combo just to start a low-value skirmish.
| Watchlist hero | Score lift | Win rate | Pick rate | How to use this row |
|---|---|---|---|---|
| Aamon | 5.45% | 51.61% | 0.77% | Review whether Gloo's opener still starts safely into Aamon. |
| Yin | 5.16% | 47.94% | 0.64% | Review whether Gloo's opener still starts safely into Yin. |
| Johnson | 4.97% | 50.68% | 0.82% | Review whether Gloo's opener still starts safely into Johnson. |
| Jawhead | 4.40% | 48.27% | 0.42% | Review whether Gloo's opener still starts safely into Jawhead. |
| Nana | 4.16% | 47.29% | 1.50% | Review whether Gloo's opener still starts safely into Nana. |
The best teammates for Gloo are heroes that convert the same timing window: someone starts or extends the fight, someone keeps the target controlled, and someone supplies damage before the enemy resets.
| Best teammates | Hero icons | Teamfight reason | Draft cue |
|---|---|---|---|
| Eudora, Saber | Eudora, Saber add follow-up damage, protection, or control during Gloo's main timing window. | Pair Gloo with allies who can layer damage, control, or protection during the main timing window. |
If your lineup lacks follow-up, use Gloo more as a zone-control pick than as a forced engage pick.
| Watchlist hero | Score lift | Win rate | Pick rate | How to use this row |
|---|---|---|---|---|
| Zilong | 7.24% | 47.48% | 0.93% | Check whether Zilong adds follow-up, damage, or protection for Gloo's timing window. |
| Aldous | 5.14% | 49.78% | 0.40% | Check whether Aldous adds follow-up, damage, or protection for Gloo's timing window. |
| Vale | 4.79% | 50.45% | 0.61% | Check whether Vale adds follow-up, damage, or protection for Gloo's timing window. |
| Saber | 4.14% | 49.39% | 0.94% | Check whether Saber adds follow-up, damage, or protection for Gloo's timing window. |
| Natalia | 3.96% | 51.58% | 0.27% | Check whether Natalia adds follow-up, damage, or protection for Gloo's timing window. |
Build for durability, movement, and dependable setup. Because the kit leans on AOE, Attach, Buff, CC, Heal, roam utility and defensive timing are safer than forcing damage items before your team can follow.
Use the embedded Hero Spotlight below when you want to check timing visually after reading the combo and matchup sections. Watch the skill and combo moments first, then use the build and matchup notes to confirm how the written plan fits real movement.
| Time | Chapter | Why it matters |
|---|---|---|
| 0:05 | HERO SKILLS | Use this section to check range, delay, and hit-confirm details. |
| 1:42 | COMBO TIPS | Use this section to compare the written sequence with real timing. |
| 2:51 | SKILL TIPS | Use this section to check range, delay, and hit-confirm details. |
| 2:51 | BUILDS | Use this section to verify setup choices after you understand the kit. |
| 3:29 | BATTLE SPELLS | Use this section to verify setup choices after you understand the kit. |
| 4:08 | RELATIONS | Use this section to review counters and teammate fit. |
| 4:38 | BEST WITH | Use this section to review counters and teammate fit. |
| 4:51 | TACTICS | Use this section as a quick visual check before playing. |
Gloo guides can age quickly when skill timing, item value, or matchup pressure changes. Use the combo, counter, and teammate sections above as the current play plan, then test the timing in game before copying an older build habit.
Use these skins as collection checks, not as proof that every skin is currently sold in the shop. Starlight and event skins can rotate, so confirm the active in-game shop or event page before topping up.
| Skin preview | Skin | Availability note |
|---|---|---|
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Jellyman | 749 Diamonds; verify current in-game availability |
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Swamp Spirits | Check current in-game availability |
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Verdant Enchanter | 269 Diamonds; verify current in-game availability |
Not every listed skin is a direct Diamond purchase. If the note says Starlight, event, collaboration, or check in game, treat it as an availability warning first and a top-up decision second.
Check the current in-game shop or event page first. If you need Diamonds after confirming availability, use ManaBuy's MLBB top-up page.
A magical amalgamation of cute, mischievous creatures that dwells deep in the Shadow Swamp.
Gloo is beginner-friendly only if the player understands the main job first: Regen, Control. The difficulty value is 60, but real difficulty depends on whether the player can use the combo at the correct time.
Use Roam, Exp Lane as the default lane unless your draft needs a special flex pick. The important part is matching the lane job to Gloo's engage, damage, or control timing.
For teamfights, use Slam, Slam -> Spread, Spread -> Slam, Slam -> Grab, Grab -> Grab, Grab -> Slam, Slam -> Spread, Spread. Stop the sequence if the opener misses or the target escapes before the follow-up can connect.
The hardest listed matchups are Karrie, Lesley. Play slower into those picks, wait for cooldowns, and avoid starting fights without allied follow-up.
Eudora, Saber work well because they add damage, control, or protection during Gloo's main timing window.
Start with the skin table above, then confirm the active in-game shop or event page. Treat Starlight, event, and collaboration notes as availability warnings rather than guaranteed current-shop offers.
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