MLBB Lab
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.