In Patch 1.9.68, Moonton gave Gloo, the Swamp Spirits, a significant overhaul. These changes are not just surface-level numbers but fundamental improvements that affect his combos, utility, and effectiveness in fights. Whether you're a long-time Gloo main or curious about tank heroes, here’s a deep dive into how Gloo has evolved with this patch.
Gloo smashes the ground, leaving Goo on the field and dealing AoE damage.
A game-changing addition: now when Gloo actively detonates the Goo, the cooldown for Skill 1 is fully reset. This means Gloo can double-cast or even triple-cast this skill in succession depending on how you manage the Goo's detonation timing. It opens up combo potential and enables fast wave clear or burst damage in fights.
The cooldown has been increased from 8–6 seconds to 10–8 seconds, but the tradeoff is clear—being able to reset the skill more than compensates for the longer base cooldown. Gloo mains who time their detonations well will find this to be a huge buff.
From 360–560 down to 300–450. This helps balance out the new cooldown-reset mechanic and prevents the skill from becoming overly oppressive in the early game. It’s a nerf on paper but one that's fair given the skill's newfound flexibility.
A critical bug was fixed where Skill 1's damage was significantly reduced while Gloo was attached to an enemy. Now, Gloo retains consistent damage output whether he’s fighting independently or riding on a foe using his Ultimate.
Strategy:
Use Slam, Slam → Detonate → Slam, Slam again for a quick double burst. If the Goo spreads across multiple enemies, Gloo can apply pressure across a wider area, increasing his control in team fights.
Gloo stretches to immobilize and pull enemies toward the center.
The skill has received a slight but noticeable increase in casting speed, improving Gloo’s responsiveness. This makes it easier to follow up on enemy positioning or combo it more fluidly with Skill 1 or Ultimate.
Damage has been lowered from 325–450 to 325–400. Like Skill 1, this reduction balances the improved flow and bug fixes to the ability.
Like with Skill 1, Skill 2 had its damage reduced unintentionally while Gloo was in his "Split, Split" state. That’s now fixed, ensuring consistent crowd control and damage when he’s latched onto enemies.
Skill 2 is essential for zone control and initiating team fights. With the faster cast, it's easier to root multiple enemies, especially when comboed with Flicker or Surprise Initiation. Try to catch squishier backline heroes off guard by popping in from bushes or fog of war.
Gloo splits into mini-Gloos and attaches himself to enemy heroes, reducing their movement and dealing damage over time.
A long-requested feature—Gloo can now cast Skill 1 or 2 to end the Split, Split state. This gives players more control over when and how to disengage or re-enter a full form fight. It removes the passive feel of being “stuck” once latched.
The "Go, Go" movement while split has longer travel distance, helping Gloo reach targets or reposition better during his ultimate. This improves his ability to stick to priority targets or escape when needed.
Gloo’s HP regen during Split, Split has been reduced from 30%–35% to 25%–30%, toning down his sustainability while attached. This change encourages smarter ult usage rather than just tanking endlessly.
With the new manual detach, you can execute clever combos like :
Split → Latch → Skill 1 to detach → Slam → Skill 2 to root
This opens up burst + CC sequences that weren’t possible before. You can now control when to peel off and punish the backline or retreat without waiting for the full duration.
Absolutely. While some of the damage numbers were toned down, the utility and fluidity of Gloo's kit has skyrocketed. He now has:
- Better combo potential
- Stronger zone control
- More agency in fights
Improved mechanical satisfaction
For ranked matches or pro play, Gloo’s changes make him more viable in both team fights and skirmishes. However, he still requires good map awareness and positioning to be truly effective.