Swamp Spirits
Updated Apr 17, 2026
Gloo is a lockdown tank that wins fights by turning an enemy carry into a piece of his own equipment. The recent passive nerf trimmed a layer off the damage reduction stacks, but the attach ultimate and the goo-reset loop still make him a top-tier exp-lane pick when the draft is right. When it isn't, he is one of the easiest tanks to kite into irrelevance.
Win Rate
55.72%
Pick Rate
0.59%
Ban Rate
77.05%
Team Buff
Emblem
Support Emblem
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, Gloo can use his 1st + 2nd skill combo to close in on the enemy and immobilize them. Then his 1st Skill and Ultimate to add more Sticky stacks to enemy heroes, and attach himself with his Ultimate to the enemy hero with max Sticky stacks. Once ready, Gloo can use the combo to deal damage and move the host out of position. Finally, he can use the refreshed 1st Skill and his Basic Attacks to finish off the host.
Gloo is a conditional pick, not a flex tank. Following patch 2.1.61 (patch notes), the passive damage reduction per stack dropped a notch, which means the attach ultimate now has to carry more of his value than it did last season. He rewards drafts that already have damage and punishes drafts that need their frontliner to also be a threat. Before you lock him in, your team should have at least one proper damage dealer, because Gloo's output after the core build is chip and chip only. The attach redirect means nothing if your team can't punish the host.
Pick Gloo when:
Skip Gloo when:
If you cannot name which of those conditions your current draft is in, Gloo is the wrong pick. Lock a more flexible option and save him for a draft where the attach has a real target to live on.
Gloo does not block damage for his team the way Tigreal or Atlas does. He converts someone else's mistake into his own survival. Every skill in his kit exists to set up one moment: attaching to an enemy hero and transferring most of the damage he takes onto them.
The passive stacks on hit. Slam-Slam puts a goo puddle on the ground at range, and Gloo can walk through it to refund the cooldown and heal. Pass-Pass charges to a placed goo, dragging enemies in the path. These are not separate abilities, they are a loop. You cast S1 at range, walk into your own goo to reset it, cast again, hit the target to stack Sticky, then ultimate. Every cast feeds the next. Max stacks unlock the attach, the attach gives you a second life on the host, and the host dying drops the ultimate's cooldown so low that you can chain a second attach in the same skirmish.
The correct mental model is not tank. It is parasite. Your team kills things and you ride along. The difference from a real frontliner is that your entire value depends on picking the right host. Attach to a dasher and you wasted the ultimate. Attach to a carry your team is already focusing and you doubled their damage by feeding it back into the kill. The skill ceiling on Gloo is almost entirely in target selection.
Gloo has one of the most forgiving laning phases of any exp tank, but only if you respect the goo-reset loop. Do not play him like a brawler.
Take Flicker, not Arrival. Flicker covers the positioning failure of initiating without a goo placed, and it doubles as the only real escape Gloo has against a counter-gank after S2 is on cooldown.
Gloo's identity flips at Cursed Helmet plus Glowing Wand. That usually lands between the 9 and 11 minute mark on a standard exp farming pattern.
Before the spike, Gloo is a tax. He survives fights but does not pressure them. The ultimate is a peel-and-delay tool. S1 clears waves and heals.
After the spike, three things change at once. Cursed Helmet's Burning Soul adds a percent-max-HP magic burn to everything near you, which means standing in the middle of a teamfight is now active damage instead of passive soaking. Glowing Wand's Scorch layers a second percent-max-HP burn onto any hero you hit with a skill, and its Lifebane passive slashes the target's heals and shields. Together, the two items turn the attach from "delay this carry" into "kill this carry while I am stuck to them." Your basic attacks during the split form scale with total magic power, and Glowing Wand is the only magic-power defense item in the core build.
This is the minute window you are playing the whole laning phase for. If you hit it ahead and your jungler is farmed, force a Lord contest at minute 12 and win it on the strength of the attach alone. If you hit it even, you are finally a real teamfight threat instead of a bodyguard. If you hit it behind, you are already on damage control and need to play peel-only until Antique Cuirass and Oracle close the gap.
The reflex when you see an enemy carry burst down your marksman is to attach to whoever did the burst. That reflex is usually wrong. The burst already happened. The attach redirects future damage, not past damage, and the enemy who just deleted your carry is about to reposition out of your team's range.
Three positioning rules:
If your support is Estes or Floryn, you can attach earlier and hold the host longer because the sustain covers the moment after the attach ends when Gloo is briefly vulnerable. If your support is Diggie or Rafaela, time the attach later and closer to full health. The difference in your survival post-ultimate is almost entirely your support's heal radius.
Warrior Boots, Cursed Helmet, and Antique Cuirass are locked. Everything else is a flex slot with a specific condition.
Flex one, magic damage slot. Glowing Wand is the default when the enemy has a healer or sustain comp (Estes, Mathilda, Rafaela, Floryn, or a carry like Alucard or Esmeralda). The Lifebane passive cuts their heals for three seconds, which is the difference between killing the attached host and watching them full-heal through your window. Swap to Concentrated Energy when the enemy has no healer and you want more basic-attack scaling during the split form. Do not run both. Concentrated Energy's ramp wastes on a Glowing Wand build.
Flex two, defensive response slot. Dominance Ice against basic-attack marksmen (Wanwan, Karrie, Claude) because the attack-speed slow on its Arctic Cold passive directly kneecaps the one thing those heroes need. Athena's Shield against burst mage comps (Eudora, Lylia, Valentina) for the Shield passive that kicks in before incoming magic damage resolves. Radiant Armor against damage-over-time mages (Julian, Cecilion, Yve) because the stacking magic defense ramps faster than a single big shield threshold. Pick one.
Flex three, sustain amplifier or emergency slot. Oracle when your team has Estes or Rafaela; the Bless passive multiplies the sustain you are already receiving. Immortality when you are behind and getting picked off before fights start. Brute Force Breastplate when the enemy has Tigreal or Franco and you need the control-duration reduction at full stacks to survive the second link in a chained CC.
Guardian Helmet looks great on paper and is wrong for Gloo. The Recovery passive collapses to a fraction of its regen after taking damage, which is the exact state Gloo is in during every fight. Antique Cuirass gives you real physical defense and a stacking damage reduction on Deter that fits the parasite-loop playstyle. Build Guardian Helmet on a passive farm tank like Esmeralda, not Gloo.
Tank Emblem with Vitality, Tenacity, and Concussive Blast is standard. Concussive Blast's bonus magic damage on basic attack triggers during the split form, which stacks with Cursed Helmet's burn for a small but real damage add. Fighter Emblem trades the defensive stats you need to survive the attach for offensive stats the kit does not scale with. Tank Emblem only.
Attaching the ultimate to a target whose escape is still up. This is the single most common Gloo misplay below Mythic rank. Ling jumps into your backline, gets max stacks on your marksman in half a second, you ult him, he presses Tempest of Blades and leaves, and your entire window is a wasted walk. Watch the diver's escape cooldown in the combat log or on the status ring. Wait it out, then attach on the follow-up engage.
Tossing S1 goo into a wave you will not walk back to. The healing and cooldown reset only trigger if Gloo touches the goo. If you slam the back row of an enemy wave while retreating, the goo lands behind enemy lines, detonates on its own timer, and heals nothing. Place goo where your path will cross it in the next few seconds, not where the damage pattern looks cleanest.
Engaging a fight with two or three Sticky stacks instead of max. Every stack lowers the target's damage dealt to you. Engaging at low stacks means you are taking near-full damage from the hero your kit is supposed to tank. Stack through two S1-plus-S2 rotations at range first, then commit. The cost is a couple of seconds. The survival difference is the entire fight.
Picking Gloo into Yu Zhong, Dyrroth, or Natan. The counter snapshot above shows the win rate. The reason those matchups are bad is that each of those heroes clears waves faster than Gloo heals back through goo, which shoves him off experience and denies the farm lead his scaling needs. If the draft gave you one of these matchups and you already locked Gloo, play fully defensively under turret and accept the lane loss. Trying to trade is how the matchup gets worse.
Dashing S2 through three enemies for the highlight clip. The Pass-Pass dash is a commitment animation. Using it as an entry tool into the enemy team with no goo behind you and no teammate following up is a guaranteed deletion. S2 is an exit and a setup, not a dive. If you find yourself dashing in first with no goo placed, you are about to die.
Tip
Place S1 goo in unwarded river brush near the Turtle pit. The explosion triggers on enemy entry and works as a free vision ping. This is the cheapest information-gathering tool any tank has in the first ten minutes.
Note
The ultimate cooldown drops dramatically if your attached host dies. In coordinated fights this means you can chain a second attach in the same skirmish. Call it in voice or ping the cooldown so your team knows a second ultimate is live.
Tip
Use S2's dash window to bait lock-on skills. Franco hook, Hayabusa ultimate, Lolita ultimate, Saber ultimate: all of them can miss during the dash if you time the cast against the enemy's commit animation. Front-load S2 when you see one of these heroes lining up their signature engage.
Note
Against a pure poke comp (Cecilion, Kagura, Xavier), save the ultimate for after the enemy mage has committed to a cast animation. The attach forces them to either interrupt the channel themselves or eat most of it through the damage redirect.
Gloo's skills apply a stack of Sticky to enemies on hit, decreasing their Movement Speed by 4% for 6s (up to 5 stacks). Each Sticky stack on an attacker reduces their damage dealt to Gloo by 3%.
Gloo reaches out and slams the ground, dealing 80 (+80% Total Magic Power) Magic Damage to enemies hit. A Goo is left at the end location, which explodes after 3s, dealing 300 (+12% Extra Max HP) Magic Damage to nearby enemies and immobilizing them for 1s. Touching the Goo detonates it immediately and resets this skill's cooldown. Gloo also recovers 2.5% Max HP if the explosion hits an enemy (doubled if it hits an enemy hero).
Gloo splits into Goos, dealing 100 (+80% Total Magic Power) Magic Damage to enemies in a fan-shaped area and immobilizing them for 0.5s. For the next 4s, Gloo gains 10% Movement Speed and deals 80 (+15% Total Magic Power) Magic Damage every 0.25s to enemies it touches. If this skill hits a Goo, Gloo charges toward it, dragging enemies in its path along for a distance.
Unlocked when an enemy hero reaches max Sticky stacks. Gloo attaches itself to the target for up to 9s, recovering 25% Max HP. While attached, Gloo's Basic Attacks deal 30 (+50% Total Magic Power) (+6% Extra Max HP) Magic Damage, and it transfers 80% of the damage it takes (excluding Turret damage) to the host. If the host dies while Gloo is attached, this skill's cooldown is reduced to 5s.
In teamfights, Gloo can use his 1st + 2nd skill combo to close in on the enemy and immobilize them. Then his 1st Skill and Ultimate to add more Sticky stacks to enemy heroes, and attach himself with his Ultimate to the enemy hero with max Sticky stacks. Once ready, Gloo can use the combo to deal damage and move the host out of position. Finally, he can use the refreshed 1st Skill and his Basic Attacks to finish off the host.
In the laning phase, Gloo should use his 1st Skill to attack the target enemy and create a Goo, then he can use his 2nd Skill to target the Goo to bring the target to its location and trigger an explosion. Touching the Goo will also reset Gloo's 1st Skill, allowing him to use it again to deal damage.
These heroes have the highest win rates against Gloo in ranked matches. Pick any of them for a statistical advantage in draft.
Gloo performs well against these heroes. Consider picking Gloo when you see them on the enemy team.

Gloo outscales Vale as the match progresses, gaining a significant advantage in late game fights.
50.3%
Gloo is most vulnerable in the early game, where counters average a 63.1% win rate. As the match progresses, Gloo becomes harder to shut down (58.5% mid, 52.9% late). Prioritize early aggression and ganks to build an advantage before Gloo can scale.
Gloo is vulnerable here
Gloo is vulnerable here
Gloo is vulnerable here
Support Emblem
Flicker
Support Emblem
Flicker
Support Emblem
Flicker
Heroes that synergize well with Gloo in team compositions.




Gloo is a sentient slime entity born from the magical runoff of an ancient arcane laboratory. What began as a simple alchemical accident evolved over centuries into a being of surprising intelligence and adaptability. Gloo can split, merge, and reshape its body at will, making it nearly impossible to destroy. It communicates through physical contact and has developed an oddly endearing personality despite its alien nature. Gloo now wanders the Land of Dawn, drawn to sources of magic that sustain its ever-hungry form.
No voice lines available for Gloo yet.