Terms
A battle is two beys being launched into the stadium, ending when points are scored.
A match is a series of battles, ending when one player has reached the required number of points, usually 4, 5, or 7 points.
Scoring
- A spin finish is when the opposing bey stops spinning. (1 point)
- A burst finish is when the opposing bey's parts detach and separate from each other. (2 points)
- An over finish is when the opposing bey enters one of the over zones, or exits the stadium via the hole in the top. (2 points)
- An xtreme finish is when the opposing bey enters the xtreme zone. (3 points)

You initiate an over or xtreme finish when the opposing bey leaves the battle zone, but it is only scored when the bey can no longer return.
If you initiate an xtreme finish or over finish, but the opposing bey returns to the battle zone, the finish is reversed. When a finish is reversed, that finish is considered to have never been initiated and does not score.
If both beys score a finish, the winner is the bey that initiated its finish first, regardless of when either finish was scored.
If both beys initiate a finish at the same time and both of those finishes score, the battle is a draw.
During your match
At the start of a match you present your beys to your opponent and the judge, once the judge has determined that they are legal the match starts and you may not change your beys for the rest of the match.
At the start of each battle, after presenting your bey you may reconfigure your bey, such as changing its ratchet orientation or bit orientation.
After each battle the stadium is rotated 180°. If the starting orientation is disputed, it is determined through rock paper scissors.
Do not touch the stadium during battle, and do not grab your bey until the judge has made a call (even if the opponent's bey has been knocked out, it may still return to the stadium).
If a part breaks in the middle of a match, it must be replaced with another of the same part and the battle restarted. If no replacement can be provided, both players may reselect their decks and the match continues from 1st bey.
If you disagree with a judge’s decision you may discuss it with them, however the judge has the final say and you must accept their decision. In situations where both players disagree with a decision, then the judge is encouraged to concede.
False starts
The battle starts when both beys enter the stadium and spin independently on the stadium floor. If a bey fails to enter the stadium, is launched directly into a pocket, or is instantly[1] knocked out or burst, no points are awarded the battle is restarted.
At the start of each battle the judge will count down "3, 2 , 1, go shoot" you must launch on shoot. If your timing is too far off the battle will be restarted.
You may request a relaunch if:
- Your launch was under-powered due to launcher malfunction
- Your launch was obstructed
- Your bey collided with the opponent's midair
- Your bey hits the stadium cover before entering
You must request a relaunch immediately.
Match types
1on1
Players select one bey and battle until a match winner is determined.
3on3
Battle with a deck of 3 beys, sorted from the player’s left to right as the 1st bey, 2nd bey and 3rd bey.
- After each battle, switch to the next bey in your deck.
- If there’s no winner after battling with the 3rd bey, you can reorder your deck before battling again with the 1st bey.
A deck cannot have any repeating parts, except for CX lock chips.
Blade | Ratchet | Bit |
---|---|---|
Wizard Rod | 9-60 | Ball |
Phoenix Wing | 9-60 | Rush |
Wizard Rod | 5-60 | Rush |
Blade | Ratchet | Bit |
---|---|---|
Wizard Rod | 9-60 | Ball |
Phoenix Wing | 3-60 | Rush |
Cobalt Dragoon | 5-60 | Elevate |
Equipment legality
Only official Takara Tomy or Hasbro Beyblade X beyblades and launchers may be used.
Unofficial launcher attachments such as grips and battle passes may be used as long as they do not impact performance or get in the way of your opponent.
Beyblade parts and launchers may not be modified in any way that affects performance, aesthetic modifications are allowed on blades as long as they do not noticeably affect performance.
Parts that have been damaged through normal play are allowed, except where they significantly affect the parts performance.
Ratchets may have their parts swapped as long as the result is equivalent to an officially released ratchet.
Part Bans
The bit Metal Needle is banned as it damages stadiums.
The blades Wizard Rod/Wand Wizard and Silver Wolf are banned at Juniors tournaments.
Further clarification
[1] The use of 'instantly' here is fairly subjective, and how to determine an instant KO/burst is ultimately up to the judge. If you disagree with their decision you may discuss it with them, and if both players disagree the judge is encouraged to concede, but you must accept the judge's final decision.
Tags:Rulebook