
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%
⚡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
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.
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.
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.
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.
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.
No ultimate, no mobility, weak engage beyond Skill 1 root.
Ultimate airborne lets you start fights and shield carries.
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.
- 1Draft Belerick only into marksman/physical-fighter heavy enemy teams.
- 2Roam early and body-block for your marksman so the passive is always active.
- 3Open fights with Skill 1 root, then Ultimate airborne to lock the priority target.
⚠️Common mistakes and the fix
🧭Decision rules
Passive punishes basic attacks.
Passive reflects nothing.
Sets up CC before diving.
Saves them and disrupts attackers.
Slow stops them escaping.
They bypass your passive.
Enables carries the passive protects.