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Hero guide & gameplay context

Guide content below is not a certified latest-patch skill record. Check the tier list for dated ranked statistics.

Belerick
Tank·RoamTIER S · STRONGLIVE

Belerick

Thorn-damage tank. His passive reflects damage — the more enemies hit him, the more he damages them back.

Win Rate

53.3%

Pick Rate

1.5%

Ban Rate

58.8%

Pro Presence

0.0%

First-principles coaching · patch 2.1.90 · AI-generated from live hero data

⚡TL;DR

  • ▸Belerick is a reflect-tank that punishes basic-attack teams.
  • ▸Spikes at level 4 when Nightmare Blooms unlocks airborne CC.
  • ▸Killer mistake: picking him into magic or skill-damage comps.
  • ▸Win by roaming to shield carries and body-blocking attacks.
  • ▸Predictable and slow — you get value from positioning, not chasing.

🎯Identity

Belerick exists to soak damage aimed at allies and reflect it back at basic-attackers.

His passive redirects a portion of ally damage onto himself, then thorns the attacker.

He is a bodyguard-tank, not an engage-tank — his job is standing between enemies and your carry.

All his value assumes enemies are hitting things. Against skill-heavy teams, his passive does nothing.

⚙️How the kit actually works

PASSIVEDeadly Thorns

Turns you into a damage sponge that punishes basic-attackers.

It only triggers when a NEARBY ally is hit — you must physically stand next to your carry.

Reflect scales off the attacker hitting, so it shines against attack-speed marksmen like Karrie.

SKILL 1Ancient Seed

Long-range lockdown that pins a target for your team to collapse.

The 1.5s immobilize is your only pre-ult catch tool — land it before you dive, not after.

Cooldown drops as you level it, so max it for near-permanent zone control.

CD 12→8simmobilize 1.5smana 90→110
SKILL 2Nature's Strike

Zone-and-slow field that stops kiting and stacks damage.

The 2s slow glues fleeing enemies so slow-Belerick can actually reach them.

It is continuous damage over an area — pair it with Skill 1's root to hold enemies inside.

CD 14→10sslow 2smana 80→100
ULTIMATENightmare Blooms

Your only hard engage/disengage: airborne everyone and shield allies.

1.5s airborne is a full crowd-control window — use it to start your team's CC chain.

The ally shield makes it a defensive save too, not just a knockup; save it for burst moments.

CD 40→30sairborne 1.5smana 130→180
🔗 HOW IT ALL CONNECTS

Skill 1 roots the target, Skill 2 slows and zones so they cannot walk out.

Ultimate airbornes the trapped group, extending the CC lock for your carries.

All three overlap one area — enemies stand in reflect + damage field while stunned.

📈Power curve

Belerick is a flat, reliable frontline that peaks at level 4 and stays steady.

Early (Lv 1-3)
Weak

No ultimate, no mobility, weak engage beyond Skill 1 root.

Mid game
Okay

Ultimate airborne lets you start fights and shield carries.

Late game
Okay

Very tanky, but easily kited and useless versus magic comps.

🏆Win condition

Win by making enemy basic-attackers choose between hitting your carry and killing themselves on thorns.

  1. 1Draft Belerick only into marksman/physical-fighter heavy enemy teams.
  2. 2Roam early and body-block for your marksman so the passive is always active.
  3. 3Open fights with Skill 1 root, then Ultimate airborne to lock the priority target.

⚠️Common mistakes and the fix

❌Picking into magic or skill-damage teams.
✅Only pick versus basic-attack reliant comps.
❌Building damage items.
✅Stack durability like Oracle and Antique Cuirass.
❌Standing far from your carry.
✅Hug allies so the passive redirect triggers.
❌Chasing kills with no mobility.
✅Hold position and let enemies come into your field.

🧭Decision rules

IFEnemy has multiple marksmenTHENPick Belerick

Passive punishes basic attacks.

IFEnemy is magic/skill heavyTHENBan or dodge Belerick

Passive reflects nothing.

IFFight is startingTHENRoot with Skill 1 first

Sets up CC before diving.

IFYour carry is being focusedTHENUltimate for shield and airborne

Saves them and disrupts attackers.

IFEnemy tries to kite youTHENDrop Skill 2 field

Slow stops them escaping.

IFFacing Dyrroth or BaxiaTHENExpect reflect and heals negated

They bypass your passive.

IFLaning phaseTHENRoam to your marksman

Enables carries the passive protects.