What Changed in Gloo's Patch 1.9.60 Revamp
The revamp shifts Gloo from passive zone control to active combo-based engagement centered on Skill 1 (Slam) to Skill 2 (Spread) sequencing.
MLBB Patch 1.9.60 (Advanced Server, January 2026) transforms Gloo through enhanced Skill 1→2 combo mechanics, faster Sticky stacking, percentage-based healing, and untargetability during split form. This guide covers new mechanics, combos, counters, and positioning for intermediate-advanced players.
The revamp shifts Gloo from passive zone control to active combo-based engagement centered on Skill 1 (Slam) to Skill 2 (Spread) sequencing.
Skill 1 Slam:
Skill 2 Spread:
Ultimate Grab:
Passive Sticky:
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New Sticky passive provides dual scaling (Movement Speed + damage reduction) vs old single-layer defense. Skill 1 cooldown reset on goo contact rewards strategic placement. Skill 2 untargetability blocks previously unavoidable abilities, changing matchups against Johnson, Chang'e, Lesley, Franco, Hayabusa.
Dual damage instances: immediate 80 + 80% Total Magic Power, delayed 300-450 + 12% Extra Max HP explosion. Doubled healing vs heroes (5-10% Max HP) enables aggressive trading. Goo placement creates persistent map control.

0.5s immobilization chains with Skill 1 for 1.5s total lockdown. Split form deals damage 16 times (every 0.25s), rapidly applying Sticky stacks. Untargetability dodges Lolita Skill 1/Ultimate, Hayabusa Ultimate, Franco hook. 10% Movement Speed enables repositioning or escape.
9s max duration provides extended protection. 25-30% Max HP recovery creates 150%+ effective HP pools. 80% damage transfer makes Gloo primary damage sponge. 5s cooldown reduction on target death enables chain attachments.
Full 5 stacks = 20% less damage to Gloo + 20% slower enemy movement. Skill 2 split form reaches 5 stacks within 2s of combo initiation.
Total crowd control: 1.5s, sufficient for teammate follow-up.

Cancel Skill 1 recovery frames by immediately inputting Skill 2, reducing combo time by 0.2s. During split form, directional inputs control movement without canceling damage ticks.
Optimal positions:
Avoid predictable angles where enemies pre-position crowd control.
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Level 1-4: Establish priority through Skill 1 poke and 5-10% Max HP healing vs heroes. Place goo on minion waves to zone enemies. Level 4 gains kill threat with full combo.
Skill priority: Max Skill 1 first (healing + poke), then Skill 2. Ultimate at levels 4, 8, 12.
Rotate to lanes with allied crowd control for guaranteed combo. 1.5s lockdown provides time for mage/marksman burst. Contest objectives by placing goo on buff positions. Ward jungle entrances, execute combo on rotating enemies in corridors.
Protect hypercarry marksmen or fed mages with Ultimate attachment. 80% damage transfer + 25-30% Max HP recovery doubles carry survivability. Flank enemy backline with Skill 1→2 combo, forcing peel decisions. Chain attachments using 5s cooldown reduction on target death.
Skill 1's 12% Extra Max HP provides significant Lord/Turtle damage. Skill 2 split adds DPS while untargetability prevents poke interruption. Place goo at pit entrances to detect approaches and force unfavorable engagements.

Tank Emblem + Tenacity: +35 physical/magic defense + 600 HP at level 60 Support Emblem + Focusing Mark: 8% increased damage to marked targets
Emblem points: Movement Speed (+3%), Hybrid Penetration (+5), HP (+267)
Flicker: Repositioning for backline access and escape Vengeance: vs basic attack comps (40% damage reflection during Ultimate attachment)
Yu Zhong: AOE hits multiple split forms, lifesteals from each form, Black Dragon immunity prevents combo lockdown
Faramis: Skill 2 AOE damages multiple splits, Ultimate prevents allied deaths during Gloo attachment
Vexana: Passive triggers on goo placement, Ultimate creates enemy Gloo puppet
Lancelot: Immunity frames during dashes avoid Skill 1/2, burst deletes Gloo pre-combo
Wanwan: Procs weakness points during attachment for true damage, mobility avoids goo zones
Carmilla: Skill 1 lifesteals from multiple goos, Ultimate spreads Gloo damage across team
Lunox: Chaos form lifesteals from goos, Light Ultimate cancels Gloo attachment
Hypercarries (Melissa, Beatrix, Wanwan): Maximize Ultimate protection value, enable aggressive positioning
Immobile (Layla, Miya): Gain disproportionate value from peel and escape options
Burst mages (Eudora, Aurora, Pharsa): 1.5s crowd control guarantees skill shot connections
AOE mages (Vale, Valir, Yve): Synergize with goo zone control for guaranteed area damage
Protect the Carry:
Crowd Control Chain:
Place Skill 1 goo in unwarded brush for enemy rotation detection. Explosion triggers on enemy entry, providing vision alerts. Monitor enemy Ultimate cooldowns before engaging—initiate when key abilities (Franco hook, Tigreal Ultimate, Atlas Ultimate) are down.
Use Skill 2 untargetability to bait lock-on abilities (Hayabusa Ultimate, Franco hook, Lolita Ultimate) before team fights. Fake retreats after placing goo, baiting enemies into explosion zones.
Ping Ultimate cooldown status for attachment priority clarity. Announce goo placements in voice chat, directing teammates to force enemies into marked zones.
Reality: Comparable damage through percentage scaling. Skill 1's 12% Extra Max HP threatens tanks, Skill 2's 16 ticks apply consistent pressure, Ultimate basic attacks deal 6% Extra Max HP. Full combo deals 30-40% enemy Max HP vs squishies.
Reality: Ultimate provides superior protection. 80% damage transfer + 25-30% Max HP recovery = 150%+ effective HP for 9s. Skill 1→2's 1.5s crowd control peels divers. Untargetability maintains presence throughout fights.
Reality: Functions in EXP lane vs melee fighters. 5-10% Max HP healing enables favorable trades, percentage damage threatens HP-stacking fighters. Improved wave clear via Skill 2 enables faster rotation.
A-tier among tanks. Win rate: 51-53% (Epic-Mythic). Excels in protect-carry comps, struggles vs AOE teams. S-tier tanks (Fredrinn, Edith) maintain higher priority but lack Gloo's unique Ultimate attachment utility.
15-20% ban rate in Mythic. Moderate priority—players prioritize hypercarry marksmen and overtuned junglers. Suboptimal ban target except when protecting strategies vulnerable to attachment mechanics.
Expect minor numerical adjustments (reduced Skill 1 healing or Skill 2 damage) before release. Core mechanics unchanged. Will settle into B+ to A-tier: situational counter-pick vs dive comps, vulnerable to AOE teams. Skill ceiling rewards dedicated players.
How does Gloo's Skill 1→2 combo work? Cast Skill 1 for 1s immobilization + goo, immediately follow with Skill 2 (within 0.3s) for 0.5s immobilization. Split form deals damage every 0.25s for 4s, stacking Sticky to 5. Activate Ultimate at max stacks for optimal value.
Which heroes counter Gloo? Yu Zhong, Faramis, Vexana (AOE hits multiple splits). Lancelot, Wanwan (immunity frames, true damage). Build Sea Halberd or Glowing Wand for 50% healing reduction.
Best build for revamped Gloo? Warrior Boots → Cursed Helmet → Oracle → Antique Cuirass → Dominance Ice → Immortality. Prioritize HP scaling for Skill 1 healing and percentage damage. Oracle amplifies healing 30%, Antique Cuirass stacks with Sticky for multiplicative reduction.
Can Gloo still attach to allies? Yes. Ultimate lasts up to 9s, recovers 25-30% Max HP, transfers 80% damage to host. Cooldown reduces to 5s if target dies, enabling chain attachments.
Should I ban Gloo in 1.9.60? Moderate priority (15-20% Mythic ban rate). Prioritize hypercarries, overtuned junglers, or hard counters to your comp. Reserve Gloo bans when team lacks AOE or runs dive-heavy comp vulnerable to peel.
What are Gloo's weaknesses? Struggles vs AOE comps (Yu Zhong, Faramis, Vexana damage multiple splits). Anti-heal items reduce sustain 50%. Requires mechanical execution, creating skill floor barriers.
