Gloo Matchups

Stats for mythic rank, last 7 days — third-party aggregation, not an official Moonton figure.

Written by EllieAnth — playing MLBB since 2017 (9+ years), peak rank Mythical Immortal, 1126 stars.

A breakdown of the 10 matchups that decide Gloo games — why each one leans the way it does, what it costs you in lane, and how to play it.

Overview

What decides Gloo's matchups

Gloo's matchup dynamics revolve around chaining Slam, Slam into Pass, Pass to reset skill cooldowns, sustain HP, and reposition key targets. The stacking slow and damage reduction provided by Stick, Stick allow Gloo to overpower enemies in prolonged skirmishes. Leverage shifts drastically once Gloo unlocks Split, Split, using the attachment host state to force damage transfer onto host enemies while healing. Opponents counter this by disengaging during the initial split state or bursting Gloo down before max Stick, Stick stacks allow a successful latch onto a host hero.

Hard counters 2

These heroes have a structural edge over you: their kit directly shuts down the tools you rely on. Winning the lane outright is rarely the plan — the goal is to limit mistakes, give up as little tempo as possible, and look for value somewhere else on the map.

Freya

Hard counters

  • splash damage
  • shield absorption
  • sustained dps

Why this matchup leans

Freya neutralizes Gloo because her Valkyrie Descent turns Gloo's primary survivability tool into a vulnerability. When Gloo uses Split, Split to scatter into small Goos, Freya's ranged splash attacks enabled by Valkyrie Descent hit every clone simultaneously. Coupled with Power of Einherjar granting immense attack speed, she rapidly shreds Gloo's HP pool during his ultimate. Furthermore, Freya constantly refreshes shields using Spirit Combo, easily absorbing the damage from Gloo's Slam, Slam and Pass, Pass combo before Gloo can stack Stick, Stick to secure a Grab, Grab attachment.

Lane impact

Because Freya can freely contest waves, Gloo loses the ability to freeze or execute clean trades. When Gloo attempts to set up Slam, Slam and drag Freya with Pass, Pass, Freya closes the distance with Leap of Faith and overwhelms him with repeated Spirit Combo strikes. Gloo is forced to expend his HP pool early, rendering him unable to sustain through trades. This lane dominance forces Gloo to forfeit wave priority, delaying his rotations to contest the Turtle and leaving his team vulnerable to early skirmishes initiated by Freya.

How to play it

To survive, Gloo must avoid direct trades when Freya has active Sacred Orb stacks or Valkyrie Descent available. Rely on Slam, Slam from maximum distance to poke and reset cooldowns by stepping on the Goo without committing. Never trigger Split, Split within basic attack range of Valkyrie Descent; instead, force Freya to activate her ultimate defensively before disengaging. If lane trades become unwinnable, shift focus toward securing Stick, Stick stacks on Freya's squishier allies during team fights, utilizing Grab, Grab to disrupt the backline rather than challenging Freya directly.

Belerick

Hard counters

  • passive counter
  • multi hit trigger
  • taunt lockdown
  • sustain trade

Why this matchup leans

Gloo's ultimate, Split, Split, deals rapid damage every 0.25 seconds to nearby targets, which inadvertently hyper-triggers Belerick's passive, Deadly Thorns. Since Deadly Thorns can proc every 0.4 seconds and constantly reduces the cooldown of Nature's Strike, Gloo's primary damage mechanism accidentally provides Belerick with relentless retaliatory damage and self-healing. Additionally, Belerick's wide-area taunt from Wrath of Dryad interrupts Gloo's movement during the Goo state, making it extremely difficult to successfully channel Grab, Grab onto high-priority targets without taking lethal counter-damage.

Lane impact

During early roam engagements, Belerick easily denies Gloo's minion control and lane harassment. When Gloo attempts his core Slam, Slam and Pass, Pass combination to immobilize targets and heal off the Goo explosion, Belerick can interrupt the sequence using the taunt from Ancient Seed. This prevents Gloo from touching his Goo to reset cooldowns, leaving him stuck without mobility or sustain. Belerick's passive healing from Nature's Strike ensures he wins drawn-out trades, forcing Gloo to yield vision control around river choke points and delaying early Turtle setups.

How to play it

Gloo must avoid casting Split, Split while stacked directly on top of Belerick, as the multi-hit ticks turn Belerick into a hyper-active damage reflection engine. Track Belerick's ultimate, Wrath of Dryad, and wait for him to expend its taunt on your allies before diving in. Utilize Slam, Slam and Pass, Pass to fish for isolated enemy carries from the flanks. Once Split, Split is activated, immediately navigate past Belerick to attach Grab, Grab onto a soft backline hero who cannot rely on Deadly Thorns to punish you.

Unfavorable 2

You are behind in this matchup but not helpless. These opponents punish specific mistakes rather than dominating every exchange, so precise cooldown tracking and patient trading keep you in the game.

Akai

Unfavorable

  • knockback disruption
  • debuff cleanse
  • positional displacement

Why this matchup leans

Akai's Heavy Spin directly counters Gloo's engagement loop by removing all debuffs upon cast, instantly wiping away accumulated Stick, Stick stacks. The continuous knockback during Heavy Spin physically blocks Gloo from stepping onto the Goo left by Slam, Slam, breaking the crucial cooldown reset and healing mechanic. Furthermore, when Gloo casts Split, Split to swarm, Akai can activate Heavy Spin to push the small Goos away, preventing Gloo from getting close enough to activate Grab, Grab on intended high-value targets.

Lane impact

During early skirmishes, Akai uses Headbutt and Body Slam to trigger Tai Chi shields while knocking Gloo out of position. This disrupts Gloo's Slam, Slam and Pass, Pass drag combos, making wave management and bush control extremely difficult for Gloo. Around early Turtle contests, Gloo cannot easily set up sustained frontline trades because Akai can displace Gloo away from minion waves and objectives. If Gloo attempts to trade hits, Akai's crowd control forces Gloo to burn mana and health without completing stack setups.

How to play it

To win this matchup, Gloo must track the cooldown of Heavy Spin before committing to a Grab, Grab attachment. Avoid casting Slam, Slam directly onto Akai; instead, use Slam, Slam and Pass, Pass laterally to control choke points or clear waves from safety. When Akai activates Heavy Spin, use the bonus movement speed from Split, Split to kite away rather than diving forward. Once Heavy Spin ends, immediately look to stack Stick, Stick on vulnerable enemy backliners while Akai lacks his primary defensive displacement.

Angela

Unfavorable

  • shield response
  • tether control
  • damage transfer
  • engage denial

Why this matchup leans

Angela structurally counters Gloo's primary kill condition through her global defensive response and tether crowd control. When Gloo successfully attaches to an enemy using Grab, Grab, Angela can instantly cast Heartguard from anywhere on the map, neutralizing Gloo's damage transfer with a massive shield while granting her host movement speed via Smart Heart. Furthermore, during Gloo's initial engage setup with Slam, Slam and Pass, Pass, Angela can easily tether him with Puppet-on-a-String, applying an 80% slow into an immobilization that stalls his ability to stack Stick, Stick.

Lane impact

During early roaming setups, Angela's Love Waves allow her to harass Gloo from safe range while simultaneously healing her lane partner, constantly chipping down Gloo's HP pool. Gloo struggles to establish lane pressure because stepping forward to reset Slam, Slam by stepping on Goo exposes him directly to Puppet-on-a-String. This dynamic forces Gloo into passive positioning, handing Angela priority over river vision and granting her team the initiative during early Turtle contests while Gloo's team lacks aggressive rotation setup.

How to play it

To overcome this matchup, Gloo must bait out Puppet-on-a-String before committing to a full Pass, Pass drag. Instead of blindly diving the carry with Grab, Grab, track Angela's Heartguard availability; if her ultimate is on cooldown or used elsewhere, Gloo can commit Split, Split without fear of his host surviving behind a shield. If Angela holds her ultimate, Gloo should act as a frontline disruptor using Slam, Slam zone control and passive damage reduction from Stick, Stick, enabling his team to collapse rather than solo-hunting.

Skill matchups 1

Close matchups decided by execution on both sides. The player who reads cooldowns better, spaces more cleanly and picks the right moment to commit takes the lane — neither kit wins on paper.

Floryn

Skill matchups

  • crowd control
  • global heal
  • damage transfer
  • lane dominance

Why this matchup leans

Floryn's Bloom provides a direct structural counter to Gloo's offensive peak with Grab, Grab. When Gloo attaches to an enemy host to transfer 80% of incoming damage, Floryn can instantly activate Bloom from anywhere on the map, flooding the host with multi-stage healing and shield triggers from Dew to completely out-pace Gloo's redirected damage. Conversely, Floryn's complete lack of mobility makes her uniquely vulnerable to Gloo's lock-down; continuous hits from Slam, Slam allow Gloo to easily stack Stick, Stick and drag her out of position using Pass, Pass.

Lane impact

Early roaming revolves around Gloo commanding brush control and river space. By stepping on the Goo left by Slam, Slam, Gloo resets his cooldown and triggers a 3% Max HP heal, giving him complete wave authority over Floryn. Floryn cannot comfortably trade against Gloo because Sow deals minimal net damage against full Stick, Stick passive stacks. However, Floryn can interrupt Gloo's engage by landing Sprout mid-charge during Pass, Pass. This balances early objective setups: Gloo secures superior Turtle positioning, while Floryn keeps her allies sustained enough to prevent early dives.

How to play it

To win this matchup as Gloo, force out Sprout before going all-in. Bait her stun, then drop a Goo behind her with Slam, Slam and drag her into your allies using Pass, Pass. During team fights, track Floryn's ultimate closely. Never initiate Grab, Grab on a high-value carry while Bloom is available, as the global burst heal will keep your host healthy through your transferred damage. Instead, accumulate five Stick, Stick stacks on Floryn herself, attaching to her to force her into a defensive response and eliminate her healing presence.

Favorable 4

Your kit has the edge here. These are the matchups where you should look to build a lead early and convert it, rather than playing for scaling.

Alice

Favorable

  • damage redirection
  • sustained lockdown
  • sticky engagement

Why this matchup leans

Gloo completely counters Alice by turning her AoE sustained drain against her. Alice needs proximity to maintain Blood Ode and reduce her cooldowns on Flowing Blood and Blood Awe. However, Gloo rapidly applies max Stick, Stick stacks using Slam, Slam reset combos. Once Gloo uses Split, Split and latches onto Alice with Grab, Grab, eighty percent of incoming damage transfers directly to her. Alice's continuous spellcasting in close quarters forces her own allies or incoming AoE to destroy her health pool, nullifying her Blood Ancestry healing.

Lane impact

During early skirmishes and river control, Gloo's ability to repeatedly trigger Slam, Slam by stepping on his Goo allows him to out-sustain Alice without burning excessive resources. Alice relies on Blood Ancestry to maintain her mana pool while attempting to clear minion waves with Flowing Blood. However, Gloo's Pass, Pass drag disrupts her wave manipulation and forces her to burn Flowing Blood defensively to escape immobilizes. This leaves Alice unable to contest the Turtle or secure mid lane priority, continuously forfeiting objective pressure while bleeding mana during prolonged trades.

How to play it

Bait out Alice's Flowing Blood displacement before committing your ultimate. Once she spends that escape, close the gap using Slam, Slam, then immediately follow up with Pass, Pass to drag her and build max Stick, Stick stacks. Cast Split, Split and channel Grab, Grab onto her. While attached, basic attack continuously; even if she activates Blood Awe or continues ticking Blood Ode, the damage redirected to her will melt her HP faster than her healing can recover. If her team tries to peel you off, that incoming damage only accelerates her death.

Tigreal

Favorable

  • channel interrupt
  • crowd control
  • damage transfer
  • sustain

Why this matchup leans

Gloo holds a structural edge because his low-cooldown crowd control directly counters Tigreal's high-commitment teamfight initiation. The first half of Tigreal's Implosion channeling is vulnerable to control effects, allowing Gloo to interrupt it using the immobilize from Pass, Pass or a quick Slam, Slam reset. Furthermore, when Gloo stacks Stick, Stick and attaches via Grab, Grab, Tigreal's Sacred Hammer and heavy crowd control backfire. Any incoming damage dealt to Gloo while attached transfers eighty percent to Tigreal's own teammate, turning Tigreal's initiation into a liability for his allies.

Lane impact

During early roaming, Gloo dictates the lane tempo by repeatedly casting Slam, Slam and stepping on the Goo to reset its cooldown while healing. Tigreal relies on hitting Attack Wave to slow targets, but he cannot out-trade Gloo's passive Stick, Stick damage reduction. When contesting side lanes or securing the Turtle, Tigreal's inability to freely execute Sacred Hammer into Implosion deprives his team of quick pick-offs. Gloo easily dominates neutral choke points, forcing Tigreal to spend Sacred Hammer defensively to push Gloo away from his allies.

How to play it

Keep a close eye on Tigreal's positioning and save Pass, Pass specifically to cancel Implosion during its initial channeling phase. Spam Slam, Slam onto Tigreal in tight choke points, walking over the Goo to keep your HP high and maintain max Stick, Stick stacks. Once Split, Split is available, bypass Tigreal and attach to his damage-dealing teammate with Grab, Grab. This forces Tigreal into a lose-lose situation where using Sacred Hammer to peel you off will only accelerate his ally's demise through your damage transfer.

Estes

Favorable

  • clustering counter
  • crowd control
  • target isolation

Why this matchup leans

Estes lacks hard crowd control to interrupt Gloo's entry, relying entirely on slows from Domain of Moon Goddess and Scripture of the Moon Elf. Because Estes must stay close to his allies to maintain Moonlight Immersion links, he plays directly into Gloo's win condition. Gloo easily stacks Stick, Stick across tightly grouped enemies using Slam, Slam and Pass, Pass. Once Split, Split transitions into Grab, Grab, Estes has no displacement or stun to prevent Gloo from latching onto a target, forcing the enemy team into a self-destructive trade.

Lane impact

During early roaming, Estes provides strong sustain through Moonlight Immersion, but his complete lack of hard peel leaves his lane partner vulnerable to Gloo's level two powerspike. Gloo can reset Slam, Slam repeatedly by stepping on the left-behind Goo, creating constant ground pressure that forces Estes to expend his mana on direct heals rather than controlling vision. In skirmishes, Estes attempting to cast Blessing of Moon Goddess obliges his allies to clump up, offering Gloo effortless multi-hero pulls with the Slam, Slam and Pass, Pass combination.

How to play it

Prioritize building full stacks of Stick, Stick during early teamfights by spamming Slam, Slam onto the clustered formation Estes creates with Moonlight Immersion. Do not waste Split, Split early; wait until Estes commits Blessing of Moon Goddess and his team gathers together. Drive straight through the slow zone of Domain of Moon Goddess, rapidly stack passive charges, and trigger Grab, Grab on either Estes or his primary carry. If attached to Estes, his team's defensive focus backfires as incoming damage transfers directly into his own health pool.

Atlas

Favorable

  • damage transfer
  • sustain advantage
  • crowd control

Why this matchup leans

Gloo holds a distinct advantage because Atlas relies on telegraphed engage combos that Gloo easily exploits. When Atlas channels Fatal Links or charges with Perfect Match, Gloo quickly builds five stacks of Stick, Stick through rapid spams of Slam, Slam. Once fully stacked, Gloo can activate Grab, Grab to attach directly to Atlas. If Atlas attempts to initiate a team fight while host to Gloo, the eighty percent damage transfer from Grab, Grab turns Atlas's defensive buffs from Frigid Breath against him, forcing Atlas to expend his primary crowd control while damaging himself.

Lane impact

During the roaming phase, Gloo consistently out-sustains Atlas by stepping on Goos left by Slam, Slam to trigger instant skill resets and health recovery. Atlas struggles to secure river vision or contest the Turtle because Perfect Match requires close-range merging that Gloo readily interrupts or punishes with Pass, Pass immobilizes. Unable to trade effectively without burning high-cooldown skills, Atlas gets pinned under his tower. Gloo leverages this pressure to dictate rotation tempo, invading the enemy jungle and granting his team early map control while Atlas remains immobilized in lane.

How to play it

Track the cooldown of Perfect Match to anticipate when Atlas seeks an engage. When Atlas uses Perfect Match and channels Fatal Links, do not run away; instead, cast Slam, Slam and Pass, Pass directly into his path to stack Stick, Stick instantly. Activate Split, Split to rapidly close the gap, then lock onto him with Grab, Grab. Once attached, force your team to focus damage onto you, effectively executing Atlas through his own host link. If Atlas refrains from engaging, use Slam, Slam CD resets to maintain dominant zone control over major objectives.

Best allies 1

Heroes whose kit compounds with yours. Drafting alongside them turns your individual strengths into a coordinated threat.

Karina

Best allies

  • crowd control
  • execution reset
  • target isolation
  • burst window

Why it works

Gloo excels at locking down targets and pinning them in place, while Karina thrives on finishing off low-health enemies to reset her cooldowns. When Gloo initiates using Slam, Slam combined with Pass, Pass to drag and immobilize priority targets, Karina can immediately execute her Shadow Assault to close the distance without taking damage. Gloo's passive Stick, Stick reduces the enemy's damage output while slowing them, keeping targets trapped long enough for Karina to proc Shadow Combo with Dance of Death. Additionally, Gloo's Grab, Grab forces damage distribution, allowing Karina to freely commit Dance of Blades without fear of immediate counter-burst.

Lane impact

During early rotations, Gloo acts as the primary vanguard, invading or securing vision while Karina clears her jungle. Gloo uses Slam, Slam to detonate Goo on creep camps or enemy laners, clustering them together so Karina can quickly collapse with Dance of Death. Around neutral objectives like the Turtle or Lord, Gloo's Split, Split provides massive disruption, forcing enemies to scatter or focus him while Karina waits on the flank. Once Gloo attaches via Grab, Grab, he effectively isolates a key hero, creating an easy target for Karina to reset Shadow Assault and secure complete objective control.

How to play it

To execute this synergy effectively, Gloo must initiate by dropping Slam, Slam and instantly charging through it with Pass, Pass to pull enemies into Karina's striking range. Do not cast Grab, Grab too early on targets Karina is already bursting, as this can waste her execution damage from Shadow Combo. Instead, Gloo should use Split, Split to draw enemy crowd control, stack Stick, Stick to max, and attach to high-value backliners. Karina can then weave Dance of Blades to block basic attacks before executing with Shadow Assault and finishing with Dance of Death.

Matchup relationships for 3 of these pairings come from the game's own hero data; the rest are selected from the heroes you actually meet in this lane. All written analysis is AI-generated from both heroes' ability kits and reviewed automatically for accuracy — it describes kit interactions, not live win rates.