
Belerick hero-page overview.
Belerick is a Tank with Crowd Control and Regen specialties. His passive turns incoming attacks into retaliatory thorns, while two taunts let him redirect damage away from allies. He is most valuable against teams that rely on repeated Basic Attacks or must stand close together.
Pick Belerick when the enemy Gold Laner attacks rapidly, your damage dealers need a bodyguard, or objective fights will happen in narrow entrances. He becomes harder to ignore as Max HP rises, so defensive items improve both survival and passive pressure.
Avoid blind-picking him into long-range poke, frequent displacement, or mobile damage dealers that stay outside Ancient Seed and Wrath of Dryad. Valir and Xavier can deny the approach; Lesley can pressure from range before Belerick reaches a clean taunt.
Stand between danger and the carry, give opponents a bad target, and convert their commitment into layered taunts. Belerick wins fights by protecting damage dealers and controlling space, not by chasing alone across open ground.

Whenever Belerick takes 50 or more damage, he has a 25% chance to shoot the nearest enemy unit, dealing Magic Damage equal to 55(+5*Hero Level) plus 1.8% of his Max HP (scales with level). This attack can be triggered once every 0.4s. His HP obtained from Equipment and Emblems is increased by 30%.
When / why / do not: Let repeated enemy hits trigger the passive while you stay close enough to protect an ally. Max HP improves the retaliation pattern. Do not walk into five enemies only to farm passive procs; thorns do not replace positioning or damage-type itemization.

Deadly Thorns demonstration.

Belerick releases vines in a designated direction, dealing 200 (+50% Total Magic Power) Magic Damage to enemies along the path and slowing them by 25%. Ancient Seeds left by the vines will erupt into thorns after 0.8s, dealing 200 (+50% Total Magic Power) Magic Damage to enemies on the path and taunting them for 1.2s. Deals 80% extra damage against Minions.
When / why / do not: Place the seed across an escape path, then use the delayed taunt to keep the target near your team. It is strongest after Nature's Strike slows the target or Wrath of Dryad limits movement. Do not throw it at maximum range before allies can follow.

Ancient Seed demonstration.

Belerick increases his Movement Speed by 80% and enhances his next Basic Attack. (The Movement Speed gained will decrease in 2s.) This enhanced Basic Attack deals 300 (+60% Total Magic Power) Magic Damage and slows the target by 60% for 1.4s. Belerick also recovers HP equal to 240 plus 10% of his lost HP. Each time Deadly Thorns is triggered, reduce the cooldown of this skill by 1s.
When / why / do not: Use the movement burst to enter, then land the enhanced Basic Attack for Magic Damage, slow, and healing. It starts both verified combos and helps Belerick reach the center of a formation. Do not spend it on a harmless target when a carry needs peel.

Nature's Strike demonstration.

Belerick conjures spreading vines around him, dealing 100 (+30% Total Magic Power) Magic Damage to enemies in the area 4 times, taunting and slowing them for 1.5s.
When / why / do not: Cast after entering the enemy formation so the roots can taunt multiple targets. The ultimate buys time for Ancient Seed to arm and for allied area damage to land. Do not use it on one harmless tank unless that control directly secures an objective.

Wrath of Dryad demonstration.
Nature's Strike → Basic Attack → Ancient Seed. In the laning phase, use Belerick's 2nd Skill to close the distance with the opponent and slow them with his enhanced Basic Attack, then follow up with his 1st Skill to CC them. Use the slow or group taunt to make Ancient Seed difficult to escape. Do not begin a sequence when allied damage is out of range.
Nature's Strike → Wrath of Dryad → Ancient Seed. In teamfights, charge into the enemy formation with Belerick's 2nd Skill and taunt as many targets as possible with his Ultimate, then follow up with his 1st Skill to keep them taunted. Use the slow or group taunt to make Ancient Seed difficult to escape. Do not begin a sequence when allied damage is out of range.
Roam with the ally who can convert a taunt into damage. Check bushes before committing Nature's Strike. Ancient Seed is valuable around the first Turtle because narrow entrances make the delay harder to avoid. Do not drain Mana on random poke when the next rotation needs both control skills.
Move ahead of the damage dealer, but remain close enough to peel. At Turtle or the first Lord, threaten entrances rather than standing inside the pit. Nature's Strike accelerates into position; Wrath of Dryad punishes a group that walks through the same choke.
Track the enemy marksman and protect the lane that controls Lord. Use Vengeance only when the main damage arrives, then taunt threats away from your carry. If Revitalize is selected, place it where allies can remain inside while continuing to attack.
Belerick protects space better than he crosses it. A long chase leaves the marksman exposed and gives ranged opponents time to kite.
The delayed taunt needs a slow, wall, or forced escape path. Place it after movement is restricted, not before the target chooses a direction.
Wrath of Dryad is the strongest group-control layer. Save it for multiple threats or a single target whose capture decides an objective.
Max HP helps Deadly Thorns, but defense must still match incoming damage. Mix HP with physical or magic defense instead of inflating an easy target.
Vengeance loses value if enemies wait it out, and Revitalize fails if allies leave the zone. Read the real fight before pressing either spell.
Use Vitality, Tenacity, and Brave Smite. Vitality supports Max HP scaling, Tenacity improves survival after Belerick drops below half HP, and Brave Smite restores health when control skills hit. Vengeance is best when repeated Basic Attacks or concentrated damage must pass through Belerick. Activate it after the enemy damage dealer commits.
Use Firmness, Tenacity, and Concussive Blast when immediate defenses, low-health durability, and an extra close-range hit suit the matchup. Revitalize supports a team that intends to hold one area around Turtle, Lord, or a turret. Four of the five observed in-game spell icons showed Revitalize; one showed Vengeance. Choose the zone only when allies can fight inside it.
Emblem and Battle Spell recommendations.
The rows below are a current in-game build sample observed on August 6, 2026. Rapid Boots, Dominance Ice, and Antique Cuirass appeared in all five rows. Remaining slots changed for magic defense, Basic Attack pressure, sustain, or late-game insurance. Copy the defensive logic, not the leaderboard position.
| Rank | Player shown | WR / matches / power | Six-item order | Spell | Snapshot | When to copy | When not to copy |
|---|---|---|---|---|---|---|---|
| 1 | Sanji Karamoy | 60% / 639 / 9970 | Rapid Boots → Dominance Ice → Antique Cuirass → Athena's Shield → Cursed Helmet → Guardian Helmet | Revitalize | ![]() | Use when this physical-versus-magic split matches the main damage and Belerick can stay near the target. | Change the order when burst magic, critical Basic Attacks, or resurrection timing is the immediate problem. |
| 2 | 7elimS2 | 80% / 565 / 9640 | Rapid Boots → Dominance Ice → Chastise Pauldron → Guardian Helmet → Antique Cuirass → Immortality | Revitalize | ![]() | Use when this physical-versus-magic split matches the main damage and Belerick can stay near the target. | Change the order when burst magic, critical Basic Attacks, or resurrection timing is the immediate problem. |
| 3 | O PROTAG... | 57% / 619 / 9499 | Rapid Boots → Antique Cuirass → Dominance Ice → Radiant Armor → Blade Armor → Chastise Pauldron | Revitalize | ![]() | Use when this physical-versus-magic split matches the main damage and Belerick can stay near the target. | Change the order when burst magic, critical Basic Attacks, or resurrection timing is the immediate problem. |
| 4 | Primo-Maestro. | 56% / 834 / 9449 | Rapid Boots → Dominance Ice → Antique Cuirass → Athena's Shield → Cursed Helmet → Guardian Helmet | Vengeance | ![]() | Use when this physical-versus-magic split matches the main damage and Belerick can stay near the target. | Change the order when burst magic, critical Basic Attacks, or resurrection timing is the immediate problem. |
| 5 | MrTj_ | 54% / 717 / 9254 | Rapid Boots → Dominance Ice → Blade Armor → Chastise Pauldron → Antique Cuirass → Guardian Helmet | Revitalize | ![]() | Use when this physical-versus-magic split matches the main damage and Belerick can stay near the target. | Change the order when burst magic, critical Basic Attacks, or resurrection timing is the immediate problem. |
Five current leaderboard build rows.
| Item | Why it appears | Buy when | Do not buy when | Ranks |
|---|---|---|---|---|
Rapid Boots | Movement, slow reduction, and HP regeneration speed up Roam rotations. | map speed and slow resistance create more value than lane defense | early hard control or burst requires another boot response | 1, 2, 3, 4, 5 |
Dominance Ice | Hybrid defense and movement support frontline contact while pressuring shields, recovery, and nearby attackers. | healing, shields, or attack speed must be reduced nearby | Belerick cannot stay close enough to apply pressure | 1, 2, 3, 4, 5 |
Antique Cuirass | HP and Physical Defense reduce pressure from enemies whose skills repeatedly deal Physical Damage. | a physical skill user drives the dive | Basic Attacks or magic damage are the larger share | 1, 2, 3, 4, 5 |
Athena's Shield | HP and Magic Defense reduce a concentrated magic burst after combat begins. | one mage combo is the main reason Belerick dies | the danger is repeated magic ticks rather than burst | 1, 4 |
Cursed Helmet | HP and Magic Defense add close-range burn pressure while Belerick occupies the frontline. | Belerick stays beside waves and melee targets | specialized anti-burst defense is urgent | 1, 4 |
Guardian Helmet | Very high HP and recovery support Max HP scaling and repeated map pressure. | Belerick can disengage and recover before the next objective | percentage HP damage makes raw HP inefficient | 1, 2, 4, 5 |
Chastise Pauldron | HP and Physical Defense answer attack-speed pressure and add a low-health recovery window. | fast Basic Attacks are the main sustained threat | damage arrives through skills or magic | 2, 3, 5 |
Immortality | HP, Physical Defense, and resurrection create one late-game second chance. | death timing would decide Lord or the final defense | the passive is unavailable or immediate resistance matters more | 2 |
Radiant Armor | HP, Magic Defense, and regeneration stack protection against repeated Magic Damage hits. | continuous magic poke keeps touching Belerick | one large magic burst demands Athena's Shield | 3 |
Blade Armor | High Physical Defense and critical reduction punish repeated Basic Attacks while reflected damage slows the attacker. | the marksman or critical threat must hit Belerick repeatedly | skill damage or magic damage is the real threat | 3, 5 |
Effects were checked from 30 in-game long-press captures.
Angela extends Belerick's survival while he holds several enemies. Natan and Miya supply sustained damage after Ancient Seed or Wrath of Dryad forces targets to remain nearby. Stay in their effective range; a perfect taunt has little value if damage cannot follow.
Valir can push Belerick away, Xavier controls long lanes, and Lesley pressures from outside an easy taunt. Approach through fog or a side angle, and do not reveal Nature's Strike too early. Defensive items help only after Belerick reaches a useful position.
Lancelot and Ling must enter close space, giving Belerick a chance to layer taunts after movement is committed. Miya's repeated Basic Attacks feed Deadly Thorns and make Blade Armor or Chastise Pauldron attractive. Do not spend control into invulnerability or an uncommitted dash.
Kaja and Belerick can overlap as durable control supports without enough sustained damage. The pair works only if the remaining draft has reliable damage and wave clear. Avoid a composition that catches one target but cannot finish it.
| HP | 2600 | HP Regen | 8.4 | Physical ATK | 110 |
|---|---|---|---|---|---|
| Physical DEF | 20 | Attack Speed | 1.01 | Attack Speed Ratio | 100% |
| Mana | 500 | Mana Regen | 4 | Magic DEF | 15 |
| Magic Power | 0 | Movement SPD | 250 | Role | Tank |
Level-one stats without equipment, Emblem, skin, or match modifiers.
Six exact Belerick Shop cards were accepted. Diamond prices appear only where Purchase was visible. Limited-time Event and Starlight labels describe the observed Shop state, not a permanent availability promise.
| Preview | Skin | Tag | Observed availability |
|---|---|---|---|
![]() | Arbiter of Stars | Epic | 899 Diamonds; Purchase shown |
![]() | The Deep One | Special | 749 Diamonds; Purchase shown |
![]() | Tiger's Claw | — | 269 Diamonds; Purchase shown |
![]() | Torch Guardian | Elite | Limited-time Event |
![]() | Emerald Guardian | Special | Limited-time Event |
![]() | Smouldering Fortress | Starlight | 07/2026 Starlight Member |
Six Shop cards in displayed order.
Belerick is an ancient elemental who has watched eras pass across the Land of Dawn. Chosen by the Ancient Ones while still a young sapling, he inherited life, wisdom, and reincarnation. After witnessing war and wandering through changing lands, he created an oasis in the Agelta Drylands. Resonance with the Twilight Orbs awakened him again, and his path later crossed Lunox. Belerick ultimately sacrificed his body to shield the Tree of Life, then returned in a stronger form. Across those lives, his purpose remains consistent: use all of his strength to protect and help others.
Start from Rapid Boots, Dominance Ice, and Antique Cuirass, then add Guardian Helmet, Blade Armor, Radiant Armor, Athena's Shield, Chastise Pauldron, Cursed Helmet, or Immortality for the actual damage pattern.
Tank Emblem with Vitality, Tenacity, and Brave Smite is the default. Firmness, Tenacity, and Concussive Blast is a practical close-range alternative.
Use Vengeance to punish committed damage. Choose Revitalize when the team can remain together in one objective zone; it appeared in four of the five observed setup rows.
Take and prioritize Ancient Seed, use Nature's Strike as the backup upgrade, and level Wrath of Dryad whenever available.
Valir and Xavier control him from range, while Lesley can pressure outside a simple taunt approach. Enter from fog and preserve movement until their spacing tools are known.
Pick him against repeated Basic Attacks, grouped melee threats, or drafts that must walk through narrow objective entrances. Make sure your team already has enough damage.
Belerick is a specialist bodyguard and anti-attack tank. His best fights happen when Nature's Strike reaches the key target, Wrath of Dryad catches the group, and Ancient Seed closes the escape. The observed setups consistently valued Rapid Boots, Dominance Ice, and Antique Cuirass, but the last slots must answer the match rather than a fixed recipe. For related Roam decisions, compare the Tigreal guide, Minotaur guide, and Estes guide.
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