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Meta verdict
Duration
Synergy
Counters
Belerick excels at controlling enemies at close range, making him a great counter against squishy Assassins who need to get close to deal damage, like Lancelot and Ling.
Deep dive
Status: Player guide only. Base stats / skill numbers not yet pulled from in-client. Fill from screenshots on next ADB pull. Specialty: Reflect tank / Taunt
Source: YouTube
93kpWzAgyJs(Hajun, "How to Win With Belerick in Solo Rank When Your Draft Is Bad"), ingested 2026-04-29.
"Belerick is one of the worst roamers for solo queue right now. Slow, easily killed, walking target."
You don't pick Belerick to "carry" — you pick him to fulfill a specific win condition: enable your marksman to shred a tanky enemy comp. Play him as a peeler + late-game taunt-engager, not as an early-game bully.
Pick into enemy comps that are tanky + sustain-heavy (Alice, Uranus, Carmilla, Edith, Yu Zhong) — IF your team has a tank-shredder marksman (Karrie, Granger, Beatrix, Moskov). The combo: Belerick taunts/peels → tank-shredder bursts the front line.
Don't pick if your team has no tank-shredder. Belerick alone can't kill anyone, and a comp with no shredder loses to sustain.
Belerick's ult is short-range AoE taunt. Without flicker, fast targets (Eudora, Lancelot, Hayabusa) walk out before it lands. Always flicker INTO the cluster, then ult immediately. Don't ult first then flicker — you'll telegraph.
VOD example: Hajun flicker-ulted Eudora at point-blank range and the ult still missed because Eudora moved — in retrospect he should have aimed flicker at her predicted retreat path, not her current position.
"Always wait for minion waves to clash before ganking. If the minions are already cleared, the lane has no reason to stand around — they'll never overextend."
Concrete tells:
This rule is generalizable to every roamer, not just Belerick.
Belerick S1 is a taunt. Use it specifically:
Don't ult the enemy roamer unless they're alone — you've spent your only kill cooldown on the lowest-bounty target.
When ahead with Lord up, clear the lane OPPOSITE Lord to sync three-wave pushes. The shape you want: all three lanes simultaneously crashing into enemy towers — they can't defend three at once.
"In solo queue your teammates will always push mid no matter what. Lie down and take it. Just get a good ult set on Lord crash and end the game."
If you die for kills onto enemy mage + roamer, always a winning trade. Mage and roamer both have shorter respawn windows in late-game and provide map control + DPS amplification. Belerick's tank stats mean your respawn time matters less than carrying the team-fight.
"As a roamer, when your teammates aren't near you, don't take back-shots for no reason. Tanking damage has to have a purpose."
This is the core Belerick mistake: standing in a lane "tanking minions" while your team is at base. Useless damage tanked = wasted recall time = lost wave farming for the roamer who relies on Encourage gold.
Tide Siege is a new 31-day limited-time side mode on the original server, accessible via Mode → Arcade → Tide Siege. Solo, duo, or trio.



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+14Live official-server buff (second source, corroborates Elgin YA2FiHyJ2z4). Kazuki-stated numbers: Skill 1 taunt delay reduced 1.0s to 0.8s (taunt lands faster, harder to walk out of). Base HP up 2460 to 2600; base physical defense up 15 to 20. Tankier early, especially vs physical, with more reliable CC.