Gloo the mysterious Swamp Spirit has made its debut in Mobile Legends: Bang Bang as the game’s newest tank hero.

With a unique, blobby appearance, it certainly stands out from other tanks. If you enjoyed eating enemy heroes with Barats, you’ll definitely enjoy riding them with Gloo’s ultimate, Grab, Grab.

Ultimate – Split, Split

Gloo splits into 12, for up to ten seconds. Each Goo has 25% HP, and during this time Goos can move together freely as they gain increase 25% Movement Speed.

Gloo recovers 4%/4.5%/5% of its max HP every one second and deals 120 (+25% Total Magic Power) Magic Damage every 0.25 second to targets it impacts.

Grab, Grab

Gloo attaches itself to a target enemy hero with full Sticky stacks, immediately regaining 30%/32.5%/35% of its own max HP, during which it cast skills with halved cooldowns.

Basic Attacks deal 120 (+50% Total Magic Power) Magic Damage at its current location. 80% of the damage it receives (before damage reduction) is transmitted to its host as Magic Damage. 20% of this is regained as its own HP (excludes damage from Turrets). Lasts nine seconds.

Goo, Goo

Gloo can choose to leave the host before the effect duration is over.

  • There are two parts to Gloo’s ultimate. When you first cast Split, Split, Gloo will split into 12 smaller blobs.
  • Towers can target these smaller blobs, and you can use them to take the hits for you.
  • Thanks to its increased movement speed and HP regen, you can use Split, Split to escape sticky situations. Likewise, you can also use it to chase down enemy heroes.
  • When you do, you’ll apply Gloo’s passive, Stick, Stick. At max stacks, the skill icon will change to Grab, Grab. When you recast it, Gloo will attach and ride on an enemy hero within range.
  • The best case scenario is when you achieve max Stick, Stick stacks on multiple enemies so that you can choose who to Grab, Grab onto.
  • Once attached, you won’t be able to control Gloo’s movements. It is after all, a piggyback. However, you can use your first and second skill, as well as basic attacks. Remember to keep attacking.
  • This means that if you pull off a skill one and two combo, you can effectively drag the enemy hero into your teammates!
  • You can jump off your host by pressing your ultimate skill again if you wish to end it early.

Passive – Stick, Stick

Enemies gain a stack of Sticky each time they’re hit by Gloo’s skills, decreasing their Movement Speed by 6% for six seconds. Stacks up to five times.

Each stack of Sticky on an enemy reduces their damage dealt to Gloo by 8%.

  • You’ll know when you mark a target with its passive. Just look at the purple indicator above their heads!
  • The passive doesn’t apply to minions, only enemy heroes, jungle monsters, Turtle, and Lord.
  • Keep in mind the two effects of its passive: Decreased movement speed of enemy heroes, and reduced damage received.

First skill – Slam, Slam

Gloo reaches out and slams the ground, dealing 360/400/440/480/520/560 (+80% Total Magic Power) Magic Damage to the enemy.

On the final location, a Goo is left behind, and after three seconds, it explodes to deal 270/300/330/360/390/420 (+60% Total Magic Power) Magic Damage to nearby enemies, immobilizing them for one second. Gloo can also make the Goo explode immediately by touching it.

  • There are two parts to Slam, Slam. The initial AoE deals instant magic damage to enemies. After a delay of three seconds, the Goo left behind explodes, and deals slightly less damage than its first hit.
  • Otherwise, if you want to explode the Goo immediately, position Gloo to walk over it.
  • This is your bread and butter ability that you can use to poke. It is also the first skill you’ll cast in your basic combo.

Second skill – Pass, Pass

Gloo stretches forth to deal 325/350/375/400/425/450 (+50% Total Magic Power) Magic Damage to enemies in its path, immobilizing them 0.5 seconds.

If this skill hits a Goo, Gloo will charge over to it, dragging enemies in its path in the same direction for a distance.

  • Like its first skill, its second skill Pass, Pass has two effects. If you use it on its own, it roots enemies in place for a very short duration.
  • Combo with a Goo to pull off a chain crowd control effect: Immobilizing enemies, then displacing them.
  • Pass, Pass has a longer range than Slam, Slam, which makes it easy for you to cast both skills one after another without worrying about missing your mark.
  • This also means that you can utilize the longer range of Pass, Pass to finish off enemies low on HP.

Tips and tricks

Equipping the Tank Emblem is a natural choice for Gloo. Take Vitality for the extra HP, and Inspire for cooldown reduction. For Talents, depending on your playstyle, you can choose Brave Smite for extra HP, or deal extra damage with Concussive Blast.

When it comes to Battle Spells, Flicker helps Gloo engage. Your first and second skills aren’t long-ranged abilities, so Flicker will help you surprise and get closer to enemies by bridging the gap. Alternatively, Vengeance works too.

For equipment, Courage Mask, like Flicker, is here to help you engage. By giving Gloo increased movement speed topped with a boost to allies’ offensive power, you and your team will be a menacing threat.

Tough Boots to reduce crowd control duration is a must, while Oracle is a core as it gives Gloo added regeneration effects and added cooldown reduction, synergizing perfectly with its kit.

If there are high physical damage dealers on the enemy team, Antique Cuirass will be important for physical defense. In the late game, of course, Immortality is a must.

As your team’s tank, head to mid lane in level one and look for kills. At other times, roam to the side lanes for ganks. In team fights, initiate onto the enemy carries. Where possible, attach to them with Grab, Grab, then use your basic skill one and two combo to send them straight into your team.

Overall, Gloo isn’t a hard hero to master. Its basic combos revolve around skills one and two, which players will find easy to pull off. How effective its ultimate is depends largely on the individual player’s timing, position, and assessment of the situation.

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