Guard of Nature
Updated Apr 14, 2026
Belerick is not a generic tank. He is a punishment tax on basic-attack carries and a near-liability against everything else. Lock him when the enemy drafts two or more attack-speed or crit-based carries and your team already has an engage tool. Against burst mages or long-range pokers, he is the wrong frontliner.
Win Rate
51.03%
Pick Rate
1.09%
Ban Rate
5.69%
Team Buff
Emblem
Tank Emblem
Battle Spell
Revitalize
Weak Against
Strong Against
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.
Belerick is a reactive pick. You draft him after the enemy commits to at least two basic-attack carries (think Claude plus Wanwan, Moskov plus Ixia, Layla plus Miya), because his entire value proposition is punishing sustained basic-attack damage through Deadly Thorns and the 30% bonus HP on equipment. In that draft he is a menace. In every other draft he is a slow, melee tank with no single-target peel and no burst.
The two qualifying conditions are: at least two attack-speed carries on the enemy side, AND an existing engage tool already on your team. Belerick is not the first-engage-button tank the way Khufra or Franco are. His Ancient Seed has a 1-second delay before the taunt erupts, which mobile heroes dash out of. His ultimate is a self-centered AoE taunt with a 50-second cooldown. If your draft is missing a hook or an air-knockup, Belerick does not replace it.
Who to fear on the enemy side:
Who you punish:
If you cannot point to two attack-speed carries on the enemy team AND an existing engage tool elsewhere in your own draft, Belerick is the wrong pick. Locking him "just to tank" against a Pharsa, Cecilion, or Yve composition wastes a slot that Khufra, Edith, or Tigreal would have solved cleanly.
Belerick is a debuff you wear, not a hero who applies damage. His kit is a feedback loop designed around a single premise: the longer an enemy attacks him, the more he gains and the more they lose.
Deadly Thorns fires back magic damage scaled off his Max HP at a 25% chance every 0.4 seconds while he is being hit, and every proc shaves 1 second off Nature's Strike's 14-second cooldown. Against a Wanwan ultimate or a Claude Blazing Duet, that cooldown loop cycles S2 back up in a handful of seconds, which means another 60% slow, another 300 (+60% Total Magic Power) hit, and another 240-plus-10%-lost-HP heal. The enemy carry pays twice: in damage dealt to Belerick's HP pool and in damage redirected back into their own.
The 30% bonus HP from equipment and emblems on the passive is what anchors the loop. Every item that gives HP gives him 30% more of it than the tooltip shows. Cursed Helmet's 1200 HP becomes 1560. Immortality's 800 becomes 1040. At full build, the passive's 1.8% Max HP component is hitting for roughly 150-180 magic damage per proc at a 25% chance, every 0.4 seconds, on top of the flat 55 (+5*Hero Level) base. A marksman auto-attacking Belerick with Cursed Helmet online is taking 120+ magic damage per second from the aura alone before any thorns proc lands.
S1 and the ultimate exist to hold enemies inside the thorns field long enough for the loop to do its work. S2 exists to reset itself, to sustain, and to gap-close onto carries who try to walk away from the damage.
You are a roamer. You do not path to lane. You path to where your jungler's next objective is and where the enemy jungler is trying to walk through.
By the 6-to-8 minute mark you should have Tough Boots with the Encourage enchant and Cursed Helmet on the way. Do not buy Warrior Boots. Belerick's damage does not scale with physical attack or physical defense, and Encourage's movement burst on allies plus 4% extra roam gold is worth more than the physical defense delta on a hero who is already going to build HP-heavy.
Cursed Helmet plus Dominance Ice at the 10-to-12 minute mark is the spike. Before it, Belerick is a slow tank with a taunt. After it, he is a walking debuff field.
Cursed Helmet's Burning Soul passive deals 1.2% of your Max HP per second as magic damage to all nearby enemies and applies a stacking Hybrid Defense shred on the same targets. At 7000+ HP it is roughly 85-100 damage per second, ticking on every enemy within range, independent of whether they are attacking you. Combined with Deadly Thorns procs and the Curse debuff, you become an aura that every enemy wants to leave.
Dominance Ice adds the 30% attack-speed slow aura plus the Lifebane effect that cuts enemy shield and HP regen to 50% when they take damage. The attack-speed slow extends how long a carry needs to finish you off, which extends how long thorns has to fire back, which extends how fast S2 comes off cooldown. Every second Dominance Ice adds to the fight is a second the thorns loop tightens.
After this spike you can walk at a Karrie who does not have Wind of Nature up and S2-into-S1 her before she evaporates. Before it, you cannot.
The reflex when you see an assassin dive your backline is to turn around and peel. That reflex is usually wrong on Belerick. Your single-target CC is an 8-second-cooldown taunt with a 1-second delay. A Gusion or a Lancelot has already deleted your marksman by the time the seed erupts.
If your support is Estes or Rafaela, you can push aggressively and expect the heal to chase you. If your support is a secondary initiator like Angela or Mathilda, you are the primary frontline and need to be the one in front. If your team has no dedicated support, your sustain is team-fight durability, not 1v1 dueling. You cannot over-extend and expect the S2 heal to save you.
Three locked slots and three real conversations.
Locked: Tough Boots with Encourage enchant (always, for roam), Cursed Helmet (rush priority), Immortality (the second-life value on a tank who engages every fight pays for itself by round 3).
The three flex slots:
The weakest common default is stacking Brute Force Breastplate as a blanket fourth item. It gives HP and some physical defense but no unique interaction with the thorns loop. Its damage-and-movement passive scales off your own attacks, which you will not be landing often enough to cap. Cuirass or Radiant Armor is almost always more value.
Emblem: Tank with Brave Smite and Tenacity. Brave Smite restores HP whenever you land CC on an enemy hero, which on Belerick triggers off S1's initial slow, S1's taunt eruption, S2's enhanced slow, and every ultimate instance. You will proc it 8-12 times in a single team fight. Concussive Blast is the alternative for more damage, but Brave Smite's sustain compounds the thorns loop harder.
Battle spell: Vengeance against burst comps (the reflection stacks with Deadly Thorns' own reflect), Revitalize against sustained teamfight comps (the AoE regen field extends your and your team's thorns-carrying windows). Flicker is the third option if your draft genuinely lacks any engage positioning, but Vengeance pairs more cleanly with Belerick's identity.
Leading with S1 on a mobile hero. Ancient Seed takes a full second to erupt and taunt. Against a Lancelot, a Ling, or a Fanny, they will have dashed, grappled, or cabled out of the seed radius before it fires. Open with S2 instead: the enhanced basic slows by 60% for 1.4 seconds, which is longer than the S1 fuse, so you plant the seed on an already-slowed target and the taunt lands. Reversing the skill order converts the matchup.
Building Warrior Boots because the enemy has a physical marksman. The physical defense from Warrior Boots is a smaller defensive gain than the Encourage enchant's ally movement burst plus the 4% extra roam gold you give up. Belerick's value is the passive plus HP, not tanking individual basic attacks with armor. Tough Boots with Encourage is the correct choice in every roam build unless the enemy team has literally no CC and you are the only frontliner.
Engaging without S2 available. Every Belerick engage without Nature's Strike off cooldown is a guaranteed peel-failure. You have no other gap-close, no other sustained slow, and no other way of sticking on a diving target. If S2 is down and a fight breaks out anyway, your job is to body-block and force enemies to hit you (proccing thorns and reducing S2's own cooldown); it is not to force an S1 taunt they can walk around.
Expecting the S2 heal to carry a fight against Baxia or Dominance Ice. Baxia's passive reduces your HP regen by 40% on his skill hits. An enemy Dominance Ice applies its own received-healing reduction. Your S2 heal (240 plus 10% lost HP) becomes half of itself in those games. Against either enemy, you cannot solo-engage expecting to outheal; wait for your support's heal or your jungler's CC to land first.
Picking Belerick into Xavier, Valentina, and Pharsa. Poke-and-burst magic teams win the pre-fight phase that Belerick's kit depends on. You need to be hit for thorns to matter, and these teams kite you from ranges where you are hit only by ultimates you cannot respond to. Khufra, Edith, or Gloo are the correct frontliners against that draft.
Tip
Stand in the thorns aura, do not chase out of it. Cursed Helmet plus Deadly Thorns is a passive damage field that ticks on every nearby enemy for free. Every step you take away from the enemy carry to chase a kill is a step that stops your damage. Against Claude, Wanwan, or Moskov, the right play is to lock their lane of approach and let them walk to you.
Note
The S2 cooldown reset is your win condition in long fights. Each Deadly Thorns proc cuts Nature's Strike's cooldown by 1 second. Against a Wanwan ultimate or a Claude Blazing Duet that fires basic attacks for 3+ seconds, your 14-second S2 can come back up before the enemy's skill ends. Plan your combo assuming you will have S2 twice in a single fight.
Tip
S1's 1-second fuse is the skill. Pre-place it, do not target with it. The seed erupts where you put it, not where the enemy is now. Plant it in the path the enemy is retreating toward, not on their current position. Skilled Belericks use Ancient Seed as a zone denial tool, not a point-and-click taunt.
Note
Your ultimate is a team-fight button, not a 1v1 tool. 50-second cooldown, 1.5-second AoE taunt, four damage ticks. Burn it when at least 2 enemies are in range. Holding it for the next fight at Lord is almost always better than blowing it on a single diving assassin.
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%.
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 1s, 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.
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.
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.
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.
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.
These heroes have the highest win rates against Belerick in ranked matches. Pick any of them for a statistical advantage in draft.

Yve dominates Belerick in the early game. Apply pressure before Belerick can scale and become a threat.
48.5%
Belerick performs well against these heroes. Consider picking Belerick when you see them on the enemy team.

Belerick outscales Miya as the match progresses, gaining a significant advantage in late game fights.
50.6%
Belerick struggles the most in the late game, where counters average a 50.7% win rate. Early game matchups are tighter at 44.1%. If the match extends, your counter advantage grows, so focus on farming and scaling to outperform Belerick in late team fights.
Belerick is strong here
Even matchup phase
Even matchup phase
Tank Emblem
Revitalize
Tank Emblem
Revitalize
Tank Emblem
Revitalize
Heroes that synergize well with Belerick in team compositions.




Belerick is the Ancient Guard, a sentient tree of immense age and power who has watched over the natural world since the dawn of creation. His bark is harder than any forged armor, and his roots stretch deep into the earth, drawing on the planet's own life force to sustain him. When attacked, Belerick retaliates automatically, his thorns and vines lashing out at any who dare strike the ancient guardian. The corruption of the Abyss began poisoning the world-tree network that connects all forests, rousing Belerick from his millennia-long vigil. He now walks the Land of Dawn, his towering form a living fortress protecting allies and punishing those who would defile the natural order.
Famous quotes from Belerick
“I am the forest's guardian... its roots run through me.”
- Belerick
“Strike me, and the thorns strike back tenfold.”
- Belerick
“The ancient grove will not be desecrated!”
- Belerick
“Nature's vengeance is patient... and absolute.”
- Belerick
“Ancient Seed - BLOOM!”
- Belerick