Hello World Bladers!
Today we have an absolute volley of updates for you all, many of which the entire Staff team is eager and excited to present to the community after much discussion internally!
These changes range from game-defining tournament customization and Organizer empowerment to efforts to increase format longevity, so do read on! These are fundamental changes to how we play Beyblade together moving forward, and we hope you enjoy it and the environment we hope it fosters!
All Formats: “Ranked Clauses” Guide Added
While the document itself sufficiently informs Bladers as to what “Ranked Clauses” means, here is a brief summary as to what this new approach to Ranked Play is and its raison d'être:
Simply put, Ranked Clauses are WBO Organized Play approved variations of common rulings and banlists that can see use in a ranked environment, just like the default rules in our base Format rulebooks.
You’ll find that many of these clauses are familiar, taken straight from previous base rules or community responses and feedback, while others are completely new, like assigning different point values to different tournament stages.
The Ranked Clauses Guide serves as a sort of pick-and-choose way to organize Ranked events that goes hand in hand with WBO’s aim for Project AIDA. The more ways we can get Bladers together to play and make meaningful connections while legitimizing their experience, the better.
Organizers, and Bladers in general, have shown time and time again their desire and ability to experiment, finding different ways to play that are just as competitively meaningful and valid as the rules we more rigidly outlined in the past. From experimental ban lists to match types, our community is thoughtful and passionate, through and through.
The WBO will always have Format specific rulebooks with guidelines and standards for play that remain default for events unless specified otherwise, but let the Ranked Clauses Guide be a way to increase the diversity, flexibility, and enjoyment of your own community’s scene.
In fact, many of these clauses are ones we believe should be strongly considered for use simply because they are such core ways to play the game or conduct an event, shown in our roll-out of a new Format.. but more on that here!
All of the Format rulebooks and the Organizer’s Guide have been updated to reflect this change and link to the Ranked Clauses Guide where appropriate.
If you want to implement any number of Ranked Clauses for your next tournament, for now it must be clearly noted in your tournament proposal using standardized text found in our Ranked Clauses BBCode Resource Thread (in the Organizer’s Circle). We do have intention to make this process simpler on tournament proposal submissions in the future.
All Formats: Default “Play Area” and “Knocked-Out” Definitions Updated!
The topic of intense debate for quite some time has been how to interpret the “Play Area”, particularly a problem when looking at the B-09 Burst Standard Type Stadium or Hasbro’s Pro Stadium as Beyblades got bigger but the stadiums and their hazards remained the same size.
As of today the default understanding of Play Area is the following:
And with this understanding comes the following interpretation of Knock-Outs:
The importance of this change being that the Default Play Area has been expanded to the point that being caught on a pocket or exit but then returning to the stadium floor no longer means that you are still “Knocked-Out”.
The Exit or Pocket are now part of the Play Area, and you play on unless your Beyblade has sunk and touched the bottom. Rebounding back in is fair game, the match continues as normal.
Our previous interpretation, and the one readily available and recommended to Organizers in the new Ranked Clauses Guide, meant that entering a pocket or exit even for a moment constitutes a Knock-Out.
While the former interpretation is more faithful to accuracy of the game, it is also not always easy to determine without video assistance and to some, just a nuisance.
With a new default and a supplemental Ranked Clause, both interpretations of the game are free for Organizers to play under in a Ranked environment, so feel free to use whichever you like for your next event!
All Formats: Unrestricted Match Types for Final Stage!
Along with a big shake-up to how ranked events may or may not be configured, we have also increased the freedom of Organizers to decide how they’d like their event to play.
Previously Organizers could pick any one Match Type for the First Stage of their event, but were invariably locked into WBO’s Deck Match Type for Final Stage.
Even before that, Deck Match Type was an exclusive Match Type that many newer or inexperienced Bladers simply didn’t get to experience or practice.
As of this moment we have eased these restrictions by allowing any one Match Type to be used for Final Stage as well, making it as customizable as First Stage! No longer will you be locked into Deck Match Type, fun as it is, for Final Stages.
If your community has a preference on Match Types you’d like to play into and support and customize for either Stage, you are free to!
Once again, the WBO does have standard Final Stage recommendations that are default unless specified otherwise in the tournament proposal. These recommendations are now broken down by Format in the Match Types Guide.
All Formats: 5G Match Type Added!
Those with a penchant for deeper deck building and mind games, rejoice! After many experimental events and pushes for its addition, Burst’s flagship 5G Match Type has been added to the Match Types Guide and is legal for WBO Ranked Play!
The 5G Match Type makes its way onto the newly updated Match Types Guide meaning it, just like all the other Match Types, is available for both First and Final Stage use for WBO Organized Play events!
5G is a deep Match Type that allows for supreme level of customization and deck-building, with less of a focus on making a smaller pool of highly specialized combos but a 5-man team arranged in sequence for battle.
For those of you that are not aware of what the 5G Match Type entails, here are the rules of Deck construction as you’ll find them in the Guide:
All Burst and MFB Formats: Restrictions on Faces and Chips Removed!
This change may come as a surprise to a few given the classically hard-line stance the WBO has taken on increasing unique combos and part diversity, but we are removing the part repetition rule applying to specific parts of both MFB and Burst combos.
Effective immediately: Repetition of MFB Faces (Metal Faces, Metal Face 2s, Metal Stone Faces, Metal Stone Face Customs) and Burst Chips (Level Chips, Metal God Chips) are now legal across Match Types.
This was initially put in place to promote the use of multiple parts and keeping combos unique, but with greater competitive literacy it has become clear to many that defaulting to the heaviest combos or parts is not always the best course of action for a given Deck.
This restriction has in some ways served its purpose in highlighting the differences between every component above, their nuances, strengths, and weaknesses.
Some combos perform differently with or without the use of specific Metal Faces, Level Chips or Metal God Chips, and there isn’t always a one-size-fits-all approach, especially since the wrong choice can make or break a matchup!
While this restriction did shoe-horn diversity into the average competitive Blader’s deck, by now we as a community have progressed far enough to be much more picky with our choices and are much more willing (and in some cases required) to diversify our options further without the need for restrictions.
In Metal Fight you could almost buy your way out of the above restriction with rarer and heavier mold Metal Faces (LDrago’s “Gold Armor Version” comes to mind) which is also not something we seek to promote.
All Burst Formats: Identical Part Replacement Made Legal!
A few months ago we approached Organizers with a question: “Do Organizers want attendees (and themselves) to be able to replace identical components?”
What this meant was that if a multi-component part, namely a broken Layer or Blade, could be feasibly repaired by using an identical component (like a spare of that Layer/Blade already in one’s collection), Bladers should have the right to replace it and make a fully functional Layer/Blade again.
This thread was received very positively, highlighting that this was a change that should, at some point, go through. Today, we have modified our “Legal Equipment” section to add in the following regulation:
This now means that if you have a broken or spare Layer or Blade laying around, it can be used to repair or recombine with another identical Layer or Blade to form a single fully functional part that is legal for play.
Of course, this means that the result of the repair is a single part that is recomposed back in the way the manufacturer intended it to be, and we trust Bladers and Organizers to do so reasonably.
Given this may put a bit more stress on Organizers to try and enforce properly, we have also opted to provide a Ranked Clause through which Organizers may disallow this at specific events.
All Burst Formats: Dual Spin Functionality for 3on3 and 5G Match Types
The power of Dual Spin is heavily ameliorated by limiting it to one Beyblade and only allowing it in formats where more than a single Beyblade is in play and not directly counter picked (ie not 1on1, Deck or P3C1). We aim to reintroduce the dual spin gimmick safely by limiting it to 3on3 and the newly added 5G Match Types. This notably brings us into closer alignment with the manufacturer-intended functionality of the gimmicks.
The change's language, found in all Burst Rulebooks, is the following:
All Burst Formats: Part Attachments Ruling Refined
For some time we have allowed parts with mode changes that do not require full disassembly to be used to their full extent. There are a few parts that meet this criteria or similar and until now, have had their gimmicks hindered in our rules for little reason. Slightly refining this ruling to include a few exceptions seems like the right course of action to allow greater part diversity and combo creativity.
Here is the language found in the Rulebooks as of right now:
Burst Limited Format: Xtend+ Driver Unbanned, Whirl Blade Watchlisted!
Somehow we’re nowhere near done introducing new changes! In regards to our Burst Limited standardized banlist, the Xtend+ Driver is off of the banlist and the Whirl Blade has earned a spot on the Watchlist.
Even the most conservative voices on Burst Limited have agreed that the Xtend+ Drivers bursts too much to be a good choice in Burst Limited, even with Wheel-SP still legal.
While it was banned at Burst Limited’s inception, a second look has determined that despite its potency in both spin directions, it is far from over-centralizing.
As such, the Xtend+ Driver ban is now lifted in Burst Limited Format!
On the topic of legitimately centralizing… Hasbro’s Whirl Blade has shown itself to be just that in First Stage at BSL events.
It is a top right spin Blade, featuring excellent same-spin and unparalleled opposite performance with little Burst risk. With very few answers other than being knocked out or specifically counterpicked, Whirl makes a case for being a bit too much.
Unsurprisingly, the Whirl Blade has now whirled its way into the Burst Limited Watchlist for some much-needed supervision!
Burst Classic Format: Dragoon S and Dragoon F banned. Metal Cap/Dash Stall and Hypersphere Drivers unbanned
First and foremost: the Dragoon S and Dragoon F Layers (TT and Hasbro versions) are now banned in Burst Classic Format.
These two Layers have consistently shown themselves to be an overbearing force on the Burst Classic meta, in some cases devolving into “if you can’t beat them, join them”. As a result we have decided to simply remove them and see how the Format grows in their absence.
While there was community discussion around banning particular drivers, on consideration banning the problematic Layers is both a much more direct solution to the issue, and allows for much greater Driver diversity… and on that note:
Hypersphere Drivers are now unbanned but watchlisted in the Burst Classic Format!
These drivers were initially banned for their interactions with Hasbro's Dragoon Fighter layer, and with that part now banned, it is only fair to give them another shot.
That said, as they have been noted to potentially be capable in same spin, they will take an immediate place on the watchlist to allow us to monitor their performance.
Next up is the unbanning of “Dash Stallers”. The following Drivers in particular are now legal for play in the Burst Classic Format: Accel’, Zephyr’, Blow’, Destroy’, αssault' and finally Fusion’.
With advances in Stamina drivers since their initial banning, they should now present less of a threat to game balance, but will nonetheless be closely monitored.
This logic also extends to the Metal Cap Drivers, namely Metal Accel, Metal Fusion and Metal Defense Drivers, which also find themselves unbanned in the Burst Classic Format.
And, as part of our new Ranked Clauses initiative, Organizers will be able to experiment with including or excluding parts of the above, in addition to other highly requested clauses for the Classic Format - which also includes options to allow Dragoon Layers and an option to ban the Drivers currently considered problematic on them as a recognition of strong public demand, as well as a version removing high Burst Resistance Stamina drivers to bring back a more traditional feel to the format.
We encourage Organizers to consider and experiment with these clauses as they see fit - Classic is a multifaceted format which has shown a remarkable ability to evolve over time - but we have opted for what we see as the most practical way to address concerns with the format as our standard ruleset, as we will continue to do going forward with all Formats.
Metal Fight Limited: Gravity Metal Wheel Mode Change Restrictions Changes!
In a more minor change, with the lifting of stage and match type restrictions, we have updated the restrictions on the Gravity Metal Wheel's Spin Direction Change to be based on Match Type rather than Stage.
Given we have reintroduced the traditional 1on1 Match Type to finals (some may recall this was in fact the only finals type available on the WBO throughout the Metal Fight Era itself), we realize that with Gravity already being a topic of some level of community debate that it may be unwise to allow it to use its unrestricted capabilities in a 1on1 match.
As such, the once-per-match Mode Change for the Gravity Metal Wheel is now allowed in Deck, 3on3, and 5G Match Types, and not permitted in 1on1 and Pick 3, Choose 1 Match Types.
In addition, for those who may be less keen on this change, there are additional Ranked Clauses available regarding the Gravity Metal Wheel to address their concerns.
Feedback?
Your input is greatly appreciated, especially during times of experimentation and incredible change! If you have any feedback on these particular changes, or any questions or suggestions for further adjustments or additions, please post your thoughts below or in the WBO Organized Play Rules thread.
Thank you to everyone for your continued support of WBO Organized Play! We appreciate any and all feedback and are always looking to improve and clarify things where possible.
Today we have an absolute volley of updates for you all, many of which the entire Staff team is eager and excited to present to the community after much discussion internally!
These changes range from game-defining tournament customization and Organizer empowerment to efforts to increase format longevity, so do read on! These are fundamental changes to how we play Beyblade together moving forward, and we hope you enjoy it and the environment we hope it fosters!
- [IMPORTANT] All Formats: “Ranked Clauses” Implementation!
- [IMPORTANT] All Formats: Default “Play Area” and “KO” Definitions Updated!
- [IMPORTANT] All Formats: Final Stage Match Types Added!
- All Formats: 5G Match Type Added!
- Burst & MFB Formats: Certain Deck Part Repetitions Eased!
- [IMPORTANT] All Burst Formats: Identical Part Replacement Added!
- [IMPORTANT] All Burst Formats: Dual Spin Functionality for some Match Types!
- [IMPORTANT] All Burst Formats: Part Attachment Ruling Refined!
- Burst Limited Format: Watchlist Addition + Driver Unban!
- Burst Classic Format: Banlist and Watchlist Additions + Driver Unbans!
- Metal Fight Limited Format: Gravity Metal Wheel Mode Change Restrictions Changes!
All Formats: “Ranked Clauses” Guide Added
While the document itself sufficiently informs Bladers as to what “Ranked Clauses” means, here is a brief summary as to what this new approach to Ranked Play is and its raison d'être:
Simply put, Ranked Clauses are WBO Organized Play approved variations of common rulings and banlists that can see use in a ranked environment, just like the default rules in our base Format rulebooks.
You’ll find that many of these clauses are familiar, taken straight from previous base rules or community responses and feedback, while others are completely new, like assigning different point values to different tournament stages.
The Ranked Clauses Guide serves as a sort of pick-and-choose way to organize Ranked events that goes hand in hand with WBO’s aim for Project AIDA. The more ways we can get Bladers together to play and make meaningful connections while legitimizing their experience, the better.
Organizers, and Bladers in general, have shown time and time again their desire and ability to experiment, finding different ways to play that are just as competitively meaningful and valid as the rules we more rigidly outlined in the past. From experimental ban lists to match types, our community is thoughtful and passionate, through and through.
The WBO will always have Format specific rulebooks with guidelines and standards for play that remain default for events unless specified otherwise, but let the Ranked Clauses Guide be a way to increase the diversity, flexibility, and enjoyment of your own community’s scene.
In fact, many of these clauses are ones we believe should be strongly considered for use simply because they are such core ways to play the game or conduct an event, shown in our roll-out of a new Format.. but more on that here!
All of the Format rulebooks and the Organizer’s Guide have been updated to reflect this change and link to the Ranked Clauses Guide where appropriate.
If you want to implement any number of Ranked Clauses for your next tournament, for now it must be clearly noted in your tournament proposal using standardized text found in our Ranked Clauses BBCode Resource Thread (in the Organizer’s Circle). We do have intention to make this process simpler on tournament proposal submissions in the future.
All Formats: Default “Play Area” and “Knocked-Out” Definitions Updated!
The topic of intense debate for quite some time has been how to interpret the “Play Area”, particularly a problem when looking at the B-09 Burst Standard Type Stadium or Hasbro’s Pro Stadium as Beyblades got bigger but the stadiums and their hazards remained the same size.
As of today the default understanding of Play Area is the following:
Quote:Gameplay Appendix
Play AreaLaunch Area
- The Play Area is considered to be the entire Stadium.
- This area is divided into the Battle Zone and the Over Zones.
- The Battle Zone is the area of stadium floor and space above it, bounded by stadium walls and exits (gaps in these walls through which Beyblades can pass into a pocket or out of the stadium entirely).
Over Zones are considered to be exits of stadiums (including areas under a cover where there is no stadium floor underneath) or Pocket structures built into a stadium.
- Beyblades must be launched inside the Launch Area
- The Launch Area is the area of stadium floor bounded by the stadium walls, or in the case of stadiums with shroud components the stadium floor directly below and bounded by the shroud’s top opening.
- In stadiums with entry ramp structures which slope towards the central Play Area (such as the Beystadium Triple Battle Type), these are also considered Launch Areas.
And with this understanding comes the following interpretation of Knock-Outs:
Quote:Gameplay Appendix
Knocked-Out
- A Beyblade is knocked-out when it exits the BeyStadium’s Battle Zone and cannot return, or makes contact with a foreign object in any area aside from the floor directly below an Over Zone. Beyblades stuck on an element of a BeyStadium’s Battle Zone are still considered in-play.
- If a Beyblade exits the BeyStadium through the Launch Area of a stadium with a cover or shroud, the Beyblade will be considered knocked-out if it lands outside of the Play Area, or makes contact with a foreign object.
The importance of this change being that the Default Play Area has been expanded to the point that being caught on a pocket or exit but then returning to the stadium floor no longer means that you are still “Knocked-Out”.
The Exit or Pocket are now part of the Play Area, and you play on unless your Beyblade has sunk and touched the bottom. Rebounding back in is fair game, the match continues as normal.
Our previous interpretation, and the one readily available and recommended to Organizers in the new Ranked Clauses Guide, meant that entering a pocket or exit even for a moment constitutes a Knock-Out.
While the former interpretation is more faithful to accuracy of the game, it is also not always easy to determine without video assistance and to some, just a nuisance.
With a new default and a supplemental Ranked Clause, both interpretations of the game are free for Organizers to play under in a Ranked environment, so feel free to use whichever you like for your next event!
All Formats: Unrestricted Match Types for Final Stage!
Along with a big shake-up to how ranked events may or may not be configured, we have also increased the freedom of Organizers to decide how they’d like their event to play.
Previously Organizers could pick any one Match Type for the First Stage of their event, but were invariably locked into WBO’s Deck Match Type for Final Stage.
Even before that, Deck Match Type was an exclusive Match Type that many newer or inexperienced Bladers simply didn’t get to experience or practice.
As of this moment we have eased these restrictions by allowing any one Match Type to be used for Final Stage as well, making it as customizable as First Stage! No longer will you be locked into Deck Match Type, fun as it is, for Final Stages.
If your community has a preference on Match Types you’d like to play into and support and customize for either Stage, you are free to!
Once again, the WBO does have standard Final Stage recommendations that are default unless specified otherwise in the tournament proposal. These recommendations are now broken down by Format in the Match Types Guide.
All Formats: 5G Match Type Added!
Those with a penchant for deeper deck building and mind games, rejoice! After many experimental events and pushes for its addition, Burst’s flagship 5G Match Type has been added to the Match Types Guide and is legal for WBO Ranked Play!
The 5G Match Type makes its way onto the newly updated Match Types Guide meaning it, just like all the other Match Types, is available for both First and Final Stage use for WBO Organized Play events!
5G is a deep Match Type that allows for supreme level of customization and deck-building, with less of a focus on making a smaller pool of highly specialized combos but a 5-man team arranged in sequence for battle.
For those of you that are not aware of what the 5G Match Type entails, here are the rules of Deck construction as you’ll find them in the Guide:
Quote:WBO Match Type Guide
Deck Construction: 5 Beyblades
- Build up to 5 Beyblades with no repeating parts and up to 3 launchers that will make up your deck for the match.
- See “Multiple Beyblade Match Type Advanced Rulings” in the Gameplay Appendix of each rulebook for additional information and exceptions to part repetition limitations.
- Up to one Layer with multiple spin direction capabilities may be included in the deck (ex. Astral Spriggan). Spin direction changes for Layers with multiple spin direction capabilities are permitted. If both players wish to change spin directions at the same time, the change must be made in secret.
- Deck Sequencing & Inspection
- Each combination will be placed into one of the five numbered slots across 1-2 deck boxes, or some other concealment and ordering method.
- The judge will then inspect both decks to ensure they are legal.
- Perform Battles in Sequence
- Players perform battles following the sequence of the Beyblades in their deck box until one player scores 3 total points. This means that the Beyblades in the #1 slot will play each other, followed by #2 vs #2, and #3 vs. #3, and so forth.
- Draws
- If there is a draw in any battle, the battle will be replayed using the same two Beyblades. This may continue for up to two consecutive battles.
- If a judge calls a second consecutive draw by outspin, bladers must advance to the next Beyblade in their deck if possible or initiate the re-order sequence to start a new battle if the previous battle was between the fifth Beyblades in their decks.
- Battle Limit & Consecutive Draws
- All matches have a battle limit of ten battles.
- If a tenth battle is played and:
- One player has more points than the other:
- Player with more points wins the match.
- The score is tied:
- The match continues as normal. The player who scores the next point wins the match.
All Burst and MFB Formats: Restrictions on Faces and Chips Removed!
This change may come as a surprise to a few given the classically hard-line stance the WBO has taken on increasing unique combos and part diversity, but we are removing the part repetition rule applying to specific parts of both MFB and Burst combos.
Effective immediately: Repetition of MFB Faces (Metal Faces, Metal Face 2s, Metal Stone Faces, Metal Stone Face Customs) and Burst Chips (Level Chips, Metal God Chips) are now legal across Match Types.
This was initially put in place to promote the use of multiple parts and keeping combos unique, but with greater competitive literacy it has become clear to many that defaulting to the heaviest combos or parts is not always the best course of action for a given Deck.
This restriction has in some ways served its purpose in highlighting the differences between every component above, their nuances, strengths, and weaknesses.
Some combos perform differently with or without the use of specific Metal Faces, Level Chips or Metal God Chips, and there isn’t always a one-size-fits-all approach, especially since the wrong choice can make or break a matchup!
While this restriction did shoe-horn diversity into the average competitive Blader’s deck, by now we as a community have progressed far enough to be much more picky with our choices and are much more willing (and in some cases required) to diversify our options further without the need for restrictions.
In Metal Fight you could almost buy your way out of the above restriction with rarer and heavier mold Metal Faces (LDrago’s “Gold Armor Version” comes to mind) which is also not something we seek to promote.
All Burst Formats: Identical Part Replacement Made Legal!
A few months ago we approached Organizers with a question: “Do Organizers want attendees (and themselves) to be able to replace identical components?”
What this meant was that if a multi-component part, namely a broken Layer or Blade, could be feasibly repaired by using an identical component (like a spare of that Layer/Blade already in one’s collection), Bladers should have the right to replace it and make a fully functional Layer/Blade again.
This thread was received very positively, highlighting that this was a change that should, at some point, go through. Today, we have modified our “Legal Equipment” section to add in the following regulation:
Quote:Burst Legal Equipment Section
Swapping Layer Components/Disassembling Layers: Components of a Layer may be replaced with an identical substitute from another Layer.
This now means that if you have a broken or spare Layer or Blade laying around, it can be used to repair or recombine with another identical Layer or Blade to form a single fully functional part that is legal for play.
Of course, this means that the result of the repair is a single part that is recomposed back in the way the manufacturer intended it to be, and we trust Bladers and Organizers to do so reasonably.
Given this may put a bit more stress on Organizers to try and enforce properly, we have also opted to provide a Ranked Clause through which Organizers may disallow this at specific events.
All Burst Formats: Dual Spin Functionality for 3on3 and 5G Match Types
The power of Dual Spin is heavily ameliorated by limiting it to one Beyblade and only allowing it in formats where more than a single Beyblade is in play and not directly counter picked (ie not 1on1, Deck or P3C1). We aim to reintroduce the dual spin gimmick safely by limiting it to 3on3 and the newly added 5G Match Types. This notably brings us into closer alignment with the manufacturer-intended functionality of the gimmicks.
The change's language, found in all Burst Rulebooks, is the following:
All Burst Rulebooks Wrote:For 1on1, P3C1 and Deck Match Types:For 3on3 and 5G Match Types:
- The mode of any dual-spin Layer or Layer Base must be selected during the Beyblade Selection phase before submitting it to the judge for inspection.
- After a combination has been submitted for inspection, the mode of a dual-spin part cannot be changed for the duration of the match.
After a combination has been submitted for inspection, the mode of a dual-spin part may be changed in line with the rulings for Parts with Multiple Modes.
- A maximum of one dual-spin Layer configuration may be used per Deck.
All Burst Formats: Part Attachments Ruling Refined
For some time we have allowed parts with mode changes that do not require full disassembly to be used to their full extent. There are a few parts that meet this criteria or similar and until now, have had their gimmicks hindered in our rules for little reason. Slightly refining this ruling to include a few exceptions seems like the right course of action to allow greater part diversity and combo creativity.
Here is the language found in the Rulebooks as of right now:
All Burst Rulebooks Wrote:Part Attachments (e.g. Xtend+ Chip, +X, +Z, DB/BU Gears)
- All Attachments to be used for the Match must be attached when submitted to the judge for inspection.
- +X, +Z, Disc Frames, Armor Tips and Level Chips, Union Swords, Infinite Sword, Infinite Shield, and Zest Armor may be removed or re-added before or between Battles, and doing so is treated as a Mode Change in line with the rulings for Parts with Multiple Modes.
- Other Attachments (e.g. Xtend+ Chip, DB/BU Gears) cannot be removed from a Beyblade for the duration of a match once it has been submitted to the judge for inspection.
- If an Attachment comes off during battle, the opponent is awarded 1 point.
Burst Limited Format: Xtend+ Driver Unbanned, Whirl Blade Watchlisted!
Somehow we’re nowhere near done introducing new changes! In regards to our Burst Limited standardized banlist, the Xtend+ Driver is off of the banlist and the Whirl Blade has earned a spot on the Watchlist.
Even the most conservative voices on Burst Limited have agreed that the Xtend+ Drivers bursts too much to be a good choice in Burst Limited, even with Wheel-SP still legal.
While it was banned at Burst Limited’s inception, a second look has determined that despite its potency in both spin directions, it is far from over-centralizing.
As such, the Xtend+ Driver ban is now lifted in Burst Limited Format!
On the topic of legitimately centralizing… Hasbro’s Whirl Blade has shown itself to be just that in First Stage at BSL events.
It is a top right spin Blade, featuring excellent same-spin and unparalleled opposite performance with little Burst risk. With very few answers other than being knocked out or specifically counterpicked, Whirl makes a case for being a bit too much.
Unsurprisingly, the Whirl Blade has now whirled its way into the Burst Limited Watchlist for some much-needed supervision!
Burst Classic Format: Dragoon S and Dragoon F banned. Metal Cap/Dash Stall and Hypersphere Drivers unbanned
First and foremost: the Dragoon S and Dragoon F Layers (TT and Hasbro versions) are now banned in Burst Classic Format.
These two Layers have consistently shown themselves to be an overbearing force on the Burst Classic meta, in some cases devolving into “if you can’t beat them, join them”. As a result we have decided to simply remove them and see how the Format grows in their absence.
While there was community discussion around banning particular drivers, on consideration banning the problematic Layers is both a much more direct solution to the issue, and allows for much greater Driver diversity… and on that note:
Hypersphere Drivers are now unbanned but watchlisted in the Burst Classic Format!
These drivers were initially banned for their interactions with Hasbro's Dragoon Fighter layer, and with that part now banned, it is only fair to give them another shot.
That said, as they have been noted to potentially be capable in same spin, they will take an immediate place on the watchlist to allow us to monitor their performance.
Next up is the unbanning of “Dash Stallers”. The following Drivers in particular are now legal for play in the Burst Classic Format: Accel’, Zephyr’, Blow’, Destroy’, αssault' and finally Fusion’.
With advances in Stamina drivers since their initial banning, they should now present less of a threat to game balance, but will nonetheless be closely monitored.
This logic also extends to the Metal Cap Drivers, namely Metal Accel, Metal Fusion and Metal Defense Drivers, which also find themselves unbanned in the Burst Classic Format.
And, as part of our new Ranked Clauses initiative, Organizers will be able to experiment with including or excluding parts of the above, in addition to other highly requested clauses for the Classic Format - which also includes options to allow Dragoon Layers and an option to ban the Drivers currently considered problematic on them as a recognition of strong public demand, as well as a version removing high Burst Resistance Stamina drivers to bring back a more traditional feel to the format.
We encourage Organizers to consider and experiment with these clauses as they see fit - Classic is a multifaceted format which has shown a remarkable ability to evolve over time - but we have opted for what we see as the most practical way to address concerns with the format as our standard ruleset, as we will continue to do going forward with all Formats.
Metal Fight Limited: Gravity Metal Wheel Mode Change Restrictions Changes!
In a more minor change, with the lifting of stage and match type restrictions, we have updated the restrictions on the Gravity Metal Wheel's Spin Direction Change to be based on Match Type rather than Stage.
Given we have reintroduced the traditional 1on1 Match Type to finals (some may recall this was in fact the only finals type available on the WBO throughout the Metal Fight Era itself), we realize that with Gravity already being a topic of some level of community debate that it may be unwise to allow it to use its unrestricted capabilities in a 1on1 match.
As such, the once-per-match Mode Change for the Gravity Metal Wheel is now allowed in Deck, 3on3, and 5G Match Types, and not permitted in 1on1 and Pick 3, Choose 1 Match Types.
In addition, for those who may be less keen on this change, there are additional Ranked Clauses available regarding the Gravity Metal Wheel to address their concerns.
Feedback?
Your input is greatly appreciated, especially during times of experimentation and incredible change! If you have any feedback on these particular changes, or any questions or suggestions for further adjustments or additions, please post your thoughts below or in the WBO Organized Play Rules thread.
Thank you to everyone for your continued support of WBO Organized Play! We appreciate any and all feedback and are always looking to improve and clarify things where possible.