
Overview
This guide focuses on Gloo's ability to control and break opponents' lines as an Exp laner.
Strengths
-Gloo's passive at maximum stacks gives damage reduction and reduced movement speed, making him much more defensive -Gloo's Ultimate is extremely frustrating to deal with due to the fact that it is a soft lockdown since opponents are forced to run back and their teammates being unable to deal damage to him for risk of hurting their caught teammate.
Weaknesses
-Mobile heroes will be a problem for Gloo; either you can't catch them OR you catch them and they bring you to an unsafe location -If you miss touching the goo of his first skill to reset, you can be punished by opponents
Endgame
This will how your endgame equipment look like. For this guide, Glowing Wand and Oracle are your core items, while the rest, you can adapt depending on your opponents.
Core items
By midgame, you should have at least Glowing Wand and Oracle. These will be your core items. Glowing Wand gives everything for Gloo: magic power for that small boost of damage, HP based damage over time via the burn effect, Movement speed, and small boost in HP. It even has the anti-heal capabilities which directly counters those with high sustain and helps him trade hits. Oracle is for that boost in heal as well as giving him hybrid defense; a straightforward item.
Common Emblem - Gloo
Common Emblem will give Gloo that slight HP regen for Laning as well as Mana Regen so you don't run out of mana spamming your first skill. Agility, for that slight MS boost Wilderness Blessing, for that extra MS Boost during chases in the jungle or river Brave Smite, for that extra heal so you can trade hits with your opponent better
Battle Spell
For this guide, Flicker will be your choice for battle spell. It helps you reposition defensively or aggresively, since Gloo has a low movement speed.
Early Game - Spam 1st skill
From Level 1 to 4, during the laning phase, your first skill is your core to deal damage. Try to apply the full passive stacks of Gloo to your opponent so they deal less damage and become extremely slow. Release your first skill and move up to it to reset cooldown, this is generally what you want to do early on.
Mid Game - Choosing between Ganking and Lane Pressure
From Level 5 to 10, after clearing your lane, gank other lanes to pressure your opponents. Make sure after ganking, push and deal damage to turret, or completely destroy it. By this stage, majority of the map is yours.
Late Game - Breaking Opponent lines: MM or Tank?
From Level 11 to 15, once you're comfortable with your items, it will be your job to break your opponents' formation. Since this is a simple guide, see as follows 1. Always catch the vulnerable damage dealer (MM, assassin, mage). Bring this TO your team. 2. If you can't reach the damage dealer, catch the playmaker or heroes that threaten you with control abilities (Tank, Supports). Bring this AWAY from your team. **By bringing the caught hero to your opponent or away from your team, they are forced to choose to retreat, attack you (which cripples the caught hero), or force a teamfight, which overloads your opponents on decision making.
Best With Karrie
80% co-op win rate
In general, Gloo is compatible with a lot of heroes but he needs to be paired with a hero that can push. As a simple, sample opening pick, Karrie works well with Gloo. It also denies your opponent to use Karrie against Gloo, which Gloo does not do well since Karrie's passive hurts him a lot.
Watch Out For Faramis
20% counter win rate
Faramis is a hard counter as his second skill obliterates Gloo's mini-Gloos