How to Tame Gloon in ARK

Gloon is a passive, non-knockout tame added to ARK: Survival Ascended in the Lost Colony DLC, released Dec 19th, 2025 on patch 77.0. Per ark.wiki.gg, it's "a strange-looking frog-like creature with large translucent eyes that has unusual reactions in nearby creatures, calming some, provoking others." Its domestication table lists Taming Method as Passive, Knockout Tame as No, and Nonviolent Tame as Yes — you never tranq it, you talk it down. This guide covers where it spawns, the three-step taming sequence, its Eyebeam/Mesmerize/Necrotic Mark kit, and its documented Level 1 stats, with any gap in the source flagged as undocumented rather than guessed.
Where Gloon Lives and Why It's Aggressive
The Behavior note is blunt: "Gloons float around corrupted towers in the crash sites of Aberration, surrounded by Revenants. They are generally aggressive to players, unless their eyes have been deflated, as required in the taming process." The infobox's Habitat field just says "Map," with no coordinates or variant-map list, so exact spawn points beyond "Aberration's crash sites" aren't documented here. Appearance-wise, "its skin is covered in strange pores, and it has disproportionate, huge eyes. The eyeball is connected by a single thick bunch of muscle to the body and covered in a transparent covering." In combat, "a Gloon alone is not particularly dangerous; they will try to mesmerise the player or dino, which triggers an autorun, somewhat akin to the fear roar of the Yutyrannus" — the real threat is that "Gloon are always surrounded by various types of Revenants which can quickly overwhelm a survivor or tame when mesmerised." The Weaknesses note adds the rule that matters for both fighting and taming it: "always aim for the eyes. Hitting the body will trigger its aggression."
How to Tame a Gloon (Passive Method)

The Taming section gives three steps, quoted directly. First, "Gloon must not be aggro'd by the survivor while its floating with eyes still glowing (crouch under to avoid its detection radius)." Second, "eliminate any Revenants attracted to the floating gloon without alerting the Gloons (the revenants will automatically become aggressive regardless once one is down)," using strong ranged weaponry like a Longneck Rifle or Fabricated Crossbow. Third, "pop bullets or arrows at its eyes to deflate it and lower it down until its within ground level." Once it's "floating only within the ground level (notable by its eyes no longer glowing), it will not be aggressive anymore and can be fed passively with mushrooms, notably Kibble or Plant Proto Species R Seed until its tamed." The infobox confirms the preferred feed: Basic Kibble and Plant Proto Species R Seed as favorite food.
One documented wrinkle: the page's own Changelog for patch 78.35 lists "removed the requirement to crouch while taming Gloon" and "added additional HUD text during Wild Gloon taming to indicate remaining Revenants that must be defeated." So the crouch step above is from the original 77.0 write-up — on 78.35 or later, crouching isn't required, and the HUD now tracks remaining Revenants for you. What the page doesn't give is a level-by-level table of how much Kibble or how many seeds it takes, or a total feeding-time estimate — no such breakdown exists in this capture, so that's left undocumented rather than estimated.
Gloon Abilities: Eyebeam, Mesmerize, Necrotic Mark and Passives

Once tamed, a survivor equipped with the Gloon Weapon can hold R (Square on PS4, X on Xbox) to cycle Eyebeam, Mesmerize, and Necrotic Mark, all of which "uses charge capacity as ammo." Eyebeam "shoots a laser beam from its eyes for 5 damage." Mesmerize "shoots a mesmerizing laser beam from its eyes that stops aggression on any creature for 30 seconds," with "little to no cooldown" and usable "on multiple enemies." Necrotic Mark "spits out a corruptive glob that infects the target" so "those hit by it are the target of all wild creatures around them for 30 seconds" — though the same entry also states the mark "lasts 15 secs," so the source gives two different duration figures rather than one clean number, both quoted here rather than resolved by guesswork.
Three passives come free from carrying/riding a Gloon: Camo ("camouflages the survivor. While camouflaged, it cannot be the target of wild creatures unless provoked"), Light (uses its eyes "like a flashlight and makes survivors immune to Plant Species Z Fruit flashbangs"), and Slowfall, a shoulder-mount toggle (Humans Can Carry is Yes) that "slows the player's fall speed and their fall damage." The wiki names five roles built on this: Scout Companion ("the single best low-profile scouting option in the game, particularly in PvP"), Charge Light Source against Reaper and Nameless, Cave Exploring Assistant, Area Lighting, and Crowd Control via the Necrotic Mark blob.
Diet, Stats, and What You Need to Bring

The infobox lists Diet as Omnivore, pre-tame Temperament as Aggressive, Rideable as No (no saddle exists), Breedable as Yes, Drag Weight as 30, Feces Size as Small, and Drops as Hide and Raw Meat. At Level 1, per the Base Stats and Growth table: Health 150, Stamina 150, Oxygen 150, Food 600, Weight 100, Melee Damage 5, Torpidity 100. Growth is given as fractional multipliers: Health's per-wild-level rate is 0.2 and per-tamed-level rate is 0.27, i.e. +20% and +27% of base Health per level (0.2 × 150 = 30 HP added per wild point, as one example). Stamina, Oxygen, and Food each grow +10% wild / +10% tamed. Weight grows +2% wild / +4% tamed. Melee Damage grows +5% wild / +10% tamed, plus taming-bonus coefficients of 0.5 and 0.4 the page doesn't expand into a formula, so they're reported as raw values. Torpidity grows +50% per wild level with no tamed-level rate given. Movement Speed's walk/sprint/swim figures are blank in the table, so those, and how the Gloon Cupid Costume is obtained, are undocumented.
Aim for the eyes, not the body — hitting the body triggers aggression on both a wild and a mid-tame Gloon. Clear its Revenants from range with a Longneck Rifle or Fabricated Crossbow before deflating its eyes, since a Revenant kill alerts the rest regardless of stealth. Check your server's patch version too: 78.35 removed the crouch requirement and added a Revenant-remaining HUD counter, so the original 77.0 taming write-up may not apply word-for-word anymore.
Running your own ARK server
Gloon's taming sequence is a multi-stage fight-then-feed process — clear a Revenant pack, deflate the eyes without breaking stealth, then hold a feeding window until it's tame — and that's far easier without a shared server's restart timer or another tribe's tame wandering into your Revenant fight mid-sequence. On your own ARK server you also control the patch version, so you know exactly whether the crouch step still applies or the 78.35 HUD counter is already live, and your crafted Gloon Weapon stays in your own base instead of getting looted.
Conclusion
Gloon comes down to what ark.wiki.gg documents: a passive, non-knockout Lost Colony tame you stealth up to, clear of guardian Revenants at range, then deflate by shooting its eyes until it settles at ground level and can be fed Basic Kibble or Plant Proto Species R Seed. Once tamed it brings Eyebeam, Mesmerize, and Necrotic Mark attacks plus Camo, Light, and Slowfall passives for scouting and cave runs. Where the source doesn't give a number — level-by-level feed quantities, exact spawn coordinates, the Necrotic Mark's conflicting duration, movement-speed growth, or the Cupid Costume's source — this guide says so instead of filling the gap.
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