WBO Vs. B4 Rules: What's Different?
Introduction
The WBO Beyblade X Rulebook is based on the official Beyblade X rules provided by Takara Tomy (referred to as B4 rules), including extensive research on how those rules are applied in real-world settings at official Takara Tomy events. The WBO Beyblade X rulebook produces identical battle results to the official rules.
What the WBO rulebook does differently from the official B4 rules:
- It provides a clear framework for competitive play. The WBO rulebook breaks down the entire match into match setup and battle phases, each with clear steps for bladers and judges to follow. Beyond just a rulebook, WBO’s rules for Beyblade X are also designed to be an instructional guide for playing in and judging Beyblade tournaments.
- It covers more situations in more detail. The official B4 rules that are available to the public are designed to be short and simple for bladers and tournament organizers at stores to understand. This is valuable, but it also means that many situations are not covered in detail, which can result in inconsistent judging. The WBO rulebook attempts to account for every situation that can occur during gameplay, with clear instructions on what to do next.
- It gives bladers more freedom without compromising competitive integrity. Certain modifications not allowed in the official B4 rules — such as custom stickers and grips, or swapping the components of parts that can be safely disassembled — are permitted in the WBO rules with certain restrictions that prevent an unfair influence on gameplay.
- It provides additional gameplay formats and rules. While our core ruleset closely matches the official B4 rules for Beyblade X, the WBO rulebook also contains additional gameplay formats, such as 5-point, 7-point and best-of-3 sets match types, and the unique counter battle type that emphasizes strategically switching between Beys. These exist not to replace official formats, but to give organizers and communities more options for how to play.
Summary of Main Differences
- Additional match and battle types are available in addition to the standard 4-point 1on1 and 3on3 formats.
- Parts that can be non-destructively disassembled (such as ratchets, launchers, and certain blades) can be disassembled and have their components replaced as long as the components themselves are unmodified and the performance is identical to a retail version of that part.
- Bladers can request a restart when something outside of their control interferes with their launch, including their launcher failing.
- Blades can only be painted on the launcher hooks and the gear chip.
- Unofficial gear/lock chip stickers may be used.
- Unofficial launcher grips and accessories may be used provided they meet certain criteria.
- Some actions that are illegal in B4 rules but do not have a clear penalty assigned are now considered launch errors. Rules regarding simultaneous launch errors have been simplified.
- Regulations regarding parts wear have been added.
- Only the Xtreme Stadium and Xtreme Beystadium (from Hasbro) are supported.
- Organizers can use certain optional rules for their events that change elements of gameplay. These are based on community feedback and are not enabled by default.
Match and Battle Types
- In addition to the standard 4-point match, WBO rules support 5-point, 7-point, and best of 3 [4-point] matches.
- 7-point matches are extremely common for the final stage of WBO Ranked Events, as community feedback tells us bladers enjoy longer, more decisive-feeling matches in the final stage of a tournament. We see many communities outside of WBO also run 7-point matches. We also support best of 3 [4-point] matches, which extends the match length while aligning to the standard point structure of B4 rules.
- In addition to the official 1on1 and 3on3 battle types, WBO rules support counter battle, an original battle type with a unique ruleset.
Match Flow
- The flow of a Beyblade match is broken down into two distinct phases:
- Match Setup: Steps that must be completed only once in order to begin the match:
- Match Start
- Select Position
- Select Beys
- Judge Check
- Battle: Steps that must be repeated until a match winner is determined:
- Present Beys
- Ready for Launch
- Launch
- Resolve Battle
- Battle Result
- Match Setup: Steps that must be completed only once in order to begin the match:
- These steps generally play out as a tournament match in a B4 tournament would. However, there are some small clarifications and adjustments in match setup:
- Bladers may not discuss side selection at any point
- Bladers have one minute to select Beys, which must be done in secret
- If a blader fails judge check twice, they will immediately lose the match
Launching
- When launching your Bey, shoot from a height of 20cm or less above the stadium body.
- Decide the Shooting position (left position, right position, center position) by a fair means such as rock-paper-scissors. The chosen shoot position cannot be changed during that match.
- Generally, players must prepare to shoot only when part of their Beyblade is within their chosen shoot position. However, this rule does not apply if the judge determines that neither player’s shooting stance interferes with the opponent’s launch or preparation.
- It is prohibited to interfere with an opponent’s launch or stance through your shooting posture. Under no circumstances may a player’s body part / launcher / accessories be in contact with the opponent or the stadium during the launch. If an opponent’s hand, arm, launcher body, or accessories enter your shooting position and interfere with your launch or stance, you may report this to the judge. If the judge confirms there was interference, players will be required to adjust their launch stance, and the battle will begin. If contact occurs during a shot and the judge deems it dangerous, the judge may specify the shooting stance. Intentional contact with the opponent or stadium, as determined by the judge, will result in disqualification.
- Shoot with the call “Three, Two, One, Go Shoot”.
- Shoot your Bey so that it passes through the shoot area.
- When the judge calls “Three, Two, One, Go Shoot”, launch your Bey during the call of “Shoot”.
- Do not shoot your Bey while keeping it grounded in the stadium. If the judge determines that the contact touch was intentional, it will result in disqualification.
- Prepare your shooting stance within the designated hatched area.
- Keep your feet and lower body within your designated launch position (figure 3).
- Attach your Bey to your launcher and hold it within launch range (figure 4):
- directly above or within the launch area
- with at least part of your Bey above the opening of the launch area
- with the top of the Bey no higher than 5 cm/2 inches above the stadium cover’s highest point
- with the Bey not tilted more than 70° in any direction
- The launch range is divided in half between the left side and right side of the stadium.
- You may hold your Bey anywhere within range on your side.
- You may hold your Bey within range on the opponent's side only if it does not interfere with the opponent’s launch, as determined by the judge.
- You may move your Bey before and during launching as long as you remain within launch range and do not interfere with the opponent’s launch.
- Bladers may never touch their opponent with any part of their body or equipment, or otherwise interfere with their opponent’s launch.
- If you believe your opponent’s equipment interferes with your launch, inform your opponent and the judge.
- If the judge determines that a blader is interfering with their opponent’s launch, or there is a high likelihood of interference, the judge may require one or both bladers to make any specified adjustments.
- If a blader refuses to make specified adjustments, or intentionally interferes with their opponent’s launch, they will be disqualified.
- Once both Beys are positioned within launch range, the judge will announce “ready set” to inform players that the countdown to launch is about to start. If you are not ready to launch, immediately tell the judge.
Changes from B4 rules
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The positioning of the Bey and launcher before launching has been broken into its own distinct step, ready for launch.
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Shoot positions in B4 rules refer to each player’s designated side of the launch area.
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Launch position in WBO rules refers to the side of the stadium the blader is located on, and the space their lower body can inhabit. Each blader’s side of the launch area is referred to as their side of launch range.
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Elements regarding when to launch and how to determine positions have been moved to other sections of the rules.
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Shoot positions in B4 rules refer to each player’s designated side of the launch area.
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Created a new term launch range to encompass the legal area from which a Bey can be positioned within and launched, combining multiple elements of B4 rules.
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B4 rules specify that a Bey must be launched from within a maximum of 20cm height from the stadium body, but they do not clearly specify that the Bey must always be held within that height. However, footage from B4 events shows judges consistently hold their hand at this height to enforce launchers being positioned under them.
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While the B4 rules do not explicitly say your entire Bey cannot be placed under the launch area, they do require your Bey to “pass through” the launch area when being launched, which is only possible if at least part of your Bey is above it. A longtime official Beyblade judge contacted Takara Tomy to clarify this, and they confirmed the entire Bey cannot be below the launch area. Recent tournament footage (including the World Championships) supports this.
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The maximum height from which a Bey can be launched is now measured 5cm from the top of the stadium cover, instead of 20cm from the stadium body. The actual height is the same as B4 rules — this change is only to make height easier to measure.
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Bladers are forbidden from holding their Bey at an angle greater than 70°, which is almost sideways. This rule is to discourage launching the Bey sideways, which would likely be considered as an unsafe launch by B4 judges.
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B4 rules specify that a Bey must be launched from within a maximum of 20cm height from the stadium body, but they do not clearly specify that the Bey must always be held within that height. However, footage from B4 events shows judges consistently hold their hand at this height to enforce launchers being positioned under them.
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Added a rule detailing when and how you are allowed to move your launcher and Bey.
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It is common for bladers to change the position of their launcher before launching when reviewing footage of Takara Tomy events, but the B4 rules do not explicitly cover this.
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It is common for bladers to change the position of their launcher before launching when reviewing footage of Takara Tomy events, but the B4 rules do not explicitly cover this.
Launch Errors
If the Bey does not detach from the launcher during the shoot, or if the Bey falls off after the judge has called “Three, two, one, go shoot” or if the Bey is shot outside the designated shoot area and touches the exterior of stadium or the stadium cover, it will be considered a shooting error.
A shoot before the judge calls "shoot" is considered a premature launch (false start), while a shoot after the call has been completed is considered a delayed launch.
In the same battle, if there are a total of two shooting errors, premature launches, or delayed launches, one point is awarded to the opponent, and the battle will be replayed.
※ Once a point is scored, any previous shooting errors, premature launches, or delayed launches will be nullified.
※ However, if all players in the same battle simultaneously perform the action for the second time, the second occurrence will be invalidated, and the battle will be replayed with all players considered to have performed the action for the first time.
- A blader commits a launch error when they:
- position their Bey outside of launch range while launching (out-of-range launch)
- launch or begin pulling their launcher’s winder/string before the word “shoot” or “rip” is called (early launch)
- launch after the word “shoot” or “rip” is called (late launch)
- launch their Bey outside the stadium (stadium miss)
- launch their Bey so that it touches the stadium cover before passing through the launch area (launch area miss)
- launch their Bey so that the blade hits the stadium body before any other part (flipped launch)
- touch the stadium with their body, launcher, accessory or Bey while launching (stadium contact)
- When a blader commits a launch error, they receive a pending penalty, and the battle is restarted.
- When a blader commits a launch error while they have a pending penalty, the opposing blader receives 1 point (a penalty point). The pending penalty is then removed, and the battle is restarted.
- If both bladers commit a launch error during the same launch, neither blader will receive a pending penalty nor a penalty point.
- When either blader wins a battle, any pending penalties are removed for both bladers.
- If a blader commits a launch error, and a failed launch or launch interference also occurred during that launch, the launch error will be disregarded, and the battle will be restarted due to the failed launch or launch interference instead.
Changes from B4 rules
- "Shooting errors," "premature launches," and "delayed launches" have been consolidated under a single category, launch errors.
- Some actions that are clearly illegal in B4 rules but do not have a specific penalty attached have also been added to launch errors:
- launch their Bey outside the stadium without touching the stadium at all (stadium miss)
- touch the stadium while launching (stadium touch)
- move their Bey outside of launch range before it is launched (out-of-range)
- Actions we believe are not permitted in Takara Tomy events or are generally not attempted by bladers in Takara Tomy-supported regions, but are not explicitly forbidden in B4 rules, have been added to launch errors:
- launching their Bey upside down or sideways (flipped launch)
- Situations where the Bey does not release from the launcher or releases from the launcher without spinning have been moved to their own category, failed launches, and do not incur a penalty.
- Introduced pending penalties as a method of making it easier to track when penalty points should be applied. This is simply a wording change, and functions identically to the official rules.
- Changed how to handle situations when both bladers simultaneously commit a launch error:
- The B4 rules do not count simultaneous shooting errors, premature launches, or delayed launches towards awarding a point only if the result would be both players being awarded a point simultaneously.
- The WBO rules never count simultaneous launch errors towards penalty points, regardless of whether it would result in both bladers being awarded a point simultaneously.
We believe this rule is simpler to understand and enforce, prevents rewarding players during battles where they themselves did not perform a legal launch, prevents disputes over the timing of when each error occurred, and prevents punishing players when their launch error was influenced by the opponent’s launch error.
- If a launch error occurs alongside any other type of illegal launch, the launch error is disregarded and the battle is restarted due to the other illegal launch instead. This prevents bladers from being penalized when the battle would have been restarted without their error anyway, and also prevents bladers who commit launch interference from benefitting when they cause their opponent to commit a launch error.
Requesting a Restart
Requesting a restart
- You may request a restart only if:
- the opposing blader’s launch interfered with your launch
- you were hit or otherwise obstructed by a person or object while launching
- your launcher fails to function correctly or breaks during launching
- Request a restart by clearly saying “restart” and raising your hand immediately after launching.
- After requesting a restart, wait for the judge’s response, which may come after the battle ends. Then explain the reason for your request.
- If your request is approved due to a technical issue with your launcher, you must use a different launcher for the rest of the match.
- You may only request a restart for a launcher failure once per match.
- If you request a restart for a launcher failure, the judge may check your launcher, including performing a test launch with it.
- Requests for restarts are approved solely at the judge’s discretion.
Changes from B4 rules
- While a judge can restart the battle for any reason they see fit in the official B4 rules, there is not a clear process for a blader to request a restart when something occurs that unfairly interferes with their launch. In an ideal world, judges catch every situation proactively and bladers never need to request a restart; in the real world, some events may not be visible to judges, or equipment can unexpectedly fail. This rule provides a method to deal with such situations without unfairly penalizing bladers.
- Restarts explicitly cannot be requested due to a player’s error, such as accidentally underpowering their launch.
Starting and Ending Battle
The battle begins once all Beys have passed through the shoot area and touched the stadium. If the Beys collide in the air before they touch the stadium, or if there are cases where parts come off, and the battle has not started, then the battle will be restarted.
If the battle starts without any shooting errors, premature launches, or delayed launches, points are awarded based on the following finishing moves. The first to earn 4 points wins the match.
- The battle starts once both Beys have passed through the launch area and touched the stadium, without any launch errors, failed launches, launch interference or mid-air collisions occurring.
- A Bey becomes finished when it stops spinning, bursts or is unable to return to the battle zone.
- The battle ends as soon as either:
- one Bey is spinning in the battle zone while the opposing Bey is finished, OR
- both Beys are finished.
- Do not touch any Beys until the judge confirms the battle result. If you do, your opponent will receive 3 points, and the battle will be restarted.
Spinning and stops spinning
- A Bey is spinning for as long as it continues to rotate in its original spin direction at any speed and without any detached parts, regardless of the Bey’s axis, orientation or position.
- This includes:
- when the Bey is rolling against the stadium body
- when the Bey flips sideways or upside down
- when the Bey is outside the battle zone or stadium
- when the Bey cannot complete a full rotation, but is still rotating
- A Bey stops spinning the moment it ceases rotating in its original spin direction, or begins rotating in the opposite direction.
Burst
- A Bey bursts when any part of the Bey fully detaches and separates from the rest of the Bey.
- If a part partially detaches from a Bey but does not fully separate (e.g. a Bey’s bit pops out from the ratchet, but remains partially inside the ratchet), the Bey has not burst.
Unable to return to the battle zone
- A Bey is unable to return to the battle zone when:
- it stops spinning or bursts while outside the battle zone
- it completely exits the stadium directly from the Xtreme zone or over zone
- it touches anything other than the stadium, play surface, or the opposing Bey while outside the battle zone
- it exits the stadium through the launch area and then, while still outside the stadium, touches anything other than the stadium or the opposing Bey
- If a Bey exits the battle zone through the launch area:
- it is able to return to the battle zone as long as it does not stop spinning, burst, or touch any object other than the stadium or opposing Bey
- if it becomes unable to return to the battle zone, the battle is restarted
Changes from B4 rules
- All changes are to wording only; battle results are identical to B4 rules by design.
- Added a new term, finished, encompassing when a Bey stops spinning, bursts, or is unable to return to the battle zone.
- Added a detailed definition for stops spinning that aligns with official rulings, although it is not clearly documented in the official rules.
- It has been ruled consistently since the first generation of Beyblade that “rolling” against the stadium floor is still spinning. Notably, this was key to the success of CobaltDragoon + Elevate combos in official events.
- It is commonly misunderstood that a Bey that flips upside down is no longer considered to be spinning because it is moving in the “opposite direction” when viewed from above. But Takara Tomy has consistently ruled that a Bey spinning upside down is still spinning as long as its original rotation direction is maintained — even if it looks the wrong way upside-down.
- Added a definition for bursts that clarifies a partially-detached part does not constitute a burst.
- Added a detailed definition for unable to return to the battle zone.
- While the official wording simply leaves this to judge’s discretion, we see consistently in official event footage that a Bey must stop spinning or burst before being declared unable to return to the battle zone, and that a Bey that completely exits from the Xtreme zone can be immediately ruled unable to return without touching any foreign objects.
- The wording around touches anything other than the stadium or the play surface is to prevent any outside objects, such as cameras or barriers built into the stadium stand, from influencing the battle outcome if the Bey hits it and is then sent back into the stadium. This is especially important as setups across fan-run events may vary.
- Added a definition for when the battle ends using the new finished term, which clarifies how battle results are determined in B4 rules. This is to provide an objective criteria for when a judge should continue to wait for a result to be determined, such as waiting to see if a Bey will return to the battle zone after leaving the stadium and after the opposing Bey has already become finished.
Winning and Finishes
The Bey that continues to spin in the battle zone longer than the opponent's Bey wins.
Decisions regarding outcomes and finishing moves must follow the judge's rulings.
If the battle starts without any shooting errors, premature launches, or delayed launches, points are awarded based on the following finishing moves. The first to earn 4 points wins the match.
Xtreme finish - 3 Points earned: This occurs when the opponent's Bey completely enters the Xtreme zone and cannot return to the battle zone. ※Subject to judge's discretion.
Over finish - 2 Points earned: This occurs when the Bey completely enters the over zone and cannot return to the battle zone. ※Subject to judge's discretion.
Burst finish - 2 Points earned: This occurs when the parts of the opponent’s Bey detach and separate before your Bey (such as the blade, ratchet, or bit).
Spin finish - 1 Point earned: This occurs when the spinning speed of the opponent’s Bey in its original rotation direction becomes zero in the battle zone before your Bey.
If the judge determines that Xtreme Finish, Over Finish, Burst Finish, Spin Finish, or any combination of these occur simultaneously, it is considered a draw, and the battle will be restarted.
If multiple finishing moves occur in the same battle, the outcome will be determined by the finishing move that occurs first, based on the following timing.
- Xtreme Finish: The moment the entire Bey enters the Xtreme zone.
- Over Finish: The moment the entire Bey enters the over zone.
- Burst Finish: The moment a Bey's parts detach and separate.
- Spin Finish: The moment the Bey's spinning speed in its original rotation direction becomes zero
It is considered as a Reverse if the entire Bey, after entering the Xtreme zone or over zone or after leaving the stadium once, returns to the battle zone while maintaining its rotation. In this case, the Xtreme finish, over finish, or restart is canceled, and the battle continues.
※ In cases where it is impossible to determine any finishing move, such as when a Bey exits the stadium from a location other than the Over Zone or Xtreme Zone and cannot return to the battle zone, the battle may be replayed at the discretion of the judge.
- You score a finish when the opponent’s Bey is finished (unless the battle is restarted).
- When the battle ends, the blader that scored a finish wins the battle, and receives points based on how the opposing Bey was finished.
Xtreme Finish (3 points)
- Initiated when the opponent’s Bey enters the Xtreme zone.
- Scored when the opponent’s Bey becomes unable to return to the battle zone.
Over Finish (2 points)
- Initiated when the opponent’s Bey enters the over zone.
- Scored when the opponent’s Bey becomes unable to return to the battle zone.
Burst Finish (2 points)
- Initiated and scored when the opponent’s Bey bursts while in the battle zone.
Spin Finish (1 point)
- Initiated and scored when the opponent’s Bey stops spinning while in the battle zone.
- A Bey enters a zone when the entire Bey is completely within that zone. It is considered to remain within that zone until the entire Bey leaves that zone.
- If both bladers score a finish, the first finish initiated wins. If the judge determines both finishes initiated at the same time, the battle is a draw, and is restarted.
- If a Bey enters the Xtreme or over zone, but returns to the battle zone still spinning, the initiated finish is reversed. When a finish is reversed, that finish is considered to have never been initiated and is not scored.
Changes from B4 rules
- All changes are to wording only; battle results are identical to B4 rules by design.
- “Finishing moves” have been renamed to finishes. Instead of a “finishing move occurring,” a finish is initiated. Instead of a “finishing move completing,” a finish is scored.
- Although not mentioned in the written rules, the official rules video confirms that finishes have an occurred and complete state. While spin finishes and burst finishes occur and complete simultaneously, Xtreme and over finishes occur before they complete. These states are only implied in the tie-breaking conditions in the official rules. WBO has renamed these states to initiated and scored to better reflect that they are the conditions of starting a finish and the finish meeting the condition to score points.
- B4 rules do not have a clear definition of when a Bey is unable to return to the battle zone, leaving it solely to the judge’s discretion. WBO rules have clear criteria for when a Bey is unable to return in the resolve battle section.
Parts Disassembly
Disassembling or modifying official Bey parts, and using such parts, is prohibited.
- Parts made up of individual components (such as ratchets) can be disassembled and reassembled.
- The reassembled part must identically match the construction and performance of a retail version of that part.
- All components (including screws) must be official, unmodified and undamaged.
- Parts that must be damaged to be disassembled (e.g. riveted parts) cannot be disassembled.
- Components from multiple different parts can be reassembled together.
Changes from B4 rules
- The B4 rules forbid disassembling parts. The WBO rules allow parts disassembly and replacing identical components of a part. The major outcome of this is that "ratchet swapping" — disassembling ratchets and combining components from different ratchets — is allowed, provided the result is a legal, existing ratchet with each component itself remaining unmodified. This is allowed because:
- There is a high level of variance in ratchet "tightness", even among copies of the same product, due to slight variances in size of the ratchet's inner components. You may be required to buy multiple copies of the same product to receive a ratchet that is at an acceptable level of tightness, despite the fact that the components within the ratchet are supposed to be the same. We believe it supports the fairness and accessibility of the game to allow this type of modification.
- Even if disallowed, there is no way to detect this type of modification if it is performed correctly with unmodified components, as the result could be indistinguishable from a retail part. Some parts will also be defective out of the box, and should be rejected by the judge even though they are unmodified. Therefore, this rule does not change the need for the judge to inspect each ratchet to ensure its performance is typical of an out-of-the-box part.
- Organizers who do not wish to allow this type of modification may forbid it by using the no disassembled parts optional rule.
- The WBO rules around part disassembly also permit launcher repairs as long as no parts are modified and the launcher is reassembled to its original specifications.
Paint and Stickers
※ The following type of paint application is generally prohibited.
- Change of performance
- Damage or distain the opponent’s Bey/stadium Coating of the contact areas of each part or the parts that come into contact with the launcher.
- Things that the judge determines infringe or could infringe on the intellectual property rights, honor, credibility, likeness, privacy, or other rights of third parties.
- Things that the judge determines contain content that is contrary to public order and morals.
The following types of sticker placement are generally prohibited.
- Affixing stickers that are not officially sold or distributed
- Change of performance
- Damage or distain the opponent’s Bey/stadium
- Applying stickers to the contact areas of each part or the parts that come into contact with the launcher
- Affixing processed stickers such as cut-out stickers
- Overlaying of stickers (However, it is permissible to place one sticker on top of items such as gear chip of the Unique Line, or on a sticker that is already attached to the product/prize at the time of opening.)
- Parts cannot be painted except for small markings made with marker or thin paint. Clear coats cannot be used.
- Markings can applied to:
- Lock Chips: On the top center. Excludes metal lock chips.
- Blades: On top of the launcher hooks, and the top center of the gear chip.
- Ratchets: Anywhere on the underside of the ratchet base except for where the bit touches it.
- Bits: The top surface of the bit's shaft.
- Official stickers can be used in their official placements indicated in the product instructions.
- Custom or unofficial stickers can be used only on the gear chip or basic CX lock chips.
- Stickers must be thin and flat, and cannot contain offensive or inappropriate imagery.
- Custom stickers cannot be applied to metal lock chips.
- Stickers cannot be placed on top of other stickers, except for on top of stickers that were pre-applied to the product at retail.
Changes from B4 rules
- WBO rules around paint are slightly more restrictive than what’s written in the B4 rules, but reports from players in Takara Tomy events show that parts that seem to align with these guidelines are frequently rejected from Takara Tomy events, especially higher level ones. We’ve aligned on this rule alongside community feedback to reduce concerns around unfair play and paint transfer.
- WBO allows custom and unofficial stickers as long as they don’t affect performance or contain any offensive imagery.
- In all cases, the judge may choose to refuse parts with paint or custom stickers if they believe they will interfere with battle.
Regulations on Parts Wear
The use of parts whose original performance has been altered or enhanced is prohibited.
- Parts that have been worn down outside of normal play cannot be used.
- Normal play is considered to be battling in an official stadium with a maximum of 2 other Beys.
- Parts that have been worn or damaged through contact with surfaces or objects other than a Bey or official stadium cannot be used.
- Parts which perform atypically due to a manufacturing defect (such as a bit manufactured with the incorrect level of burst resistance) cannot be used.
- Parts that are extremely worn cannot be used, even if worn through normal play.
- Extreme wear includes when a part’s shape or performance have dramatically changed from its original condition, e.g. a sharp bit becoming flattened, or a flat bit becoming round or sharpened.
- Extreme wear is determined at the judge’s discretion.
- Rubber bits (such as RA/Rubber Accel) wear down at an accelerated rate. Refer to the diagram below to determine whether a rubber bit is in legal condition.
Changes from B4 rules
- Added conditions for when parts are considered too worn to be used.
- While we know B4 judges do frequently reject parts that are considered excessively worn (with Rubber Accel and any metal-coated blades seemingly the most vulnerable), they have not published any guidelines around part wear for Beyblade X.
- Added visual guidelines for determining whether as worn RA/Rubber Accel can be used.
- We know from B4 tournament reports that even mildly worn RA bits are frequently rejected. We’ve provided visual guidance that is more lenient than what we’ve observed enforced in B4 tournaments, while still ensuring its performance has not dramatically changed.
Launcher Regulations
The use of "disassembled" or "modified" official parts such as launchers and grips is prohibited. ※ Coating of parts such as launchers and grips is generally prohibited.
- Change of performance
- Damage or distain the opponent’s Bey/stadium
- Coating of the contact areas of each part or the parts that come into contact with the launcher.
- Things that the judge determines infringe or could infringe on the intellectual property rights, honor, credibility, likeness, privacy, or other rights of third parties.
- Things that the judge determines contain content that is contrary to public order and morals.
※ The following types of sticker placement on parts such as launchers and grips are generally prohibited.
- affixing stickers that are not officially sold or distributed
- Change of performance
- Damage or distain the opponent’s Bey/stadium
- Applying stickers to the contact areas of each part or the parts that come into contact with the launcher
- Overlaying of stickers
- affixing processed stickers such as cut-out stickers
※ The use of Battle Pass stickers that falls into the following categories is generally prohibited.
Things that the judge determines infringe or could infringe on the intellectual property rights, honor, credibility, likeness, privacy, or other rights of third parties.
Things that the judge determines contain content that is contrary to public order and morals.
Launcher Regulations
- Any type of winder may be used with any type of winder launcher.
- Winders: Winder, Long Winder, Entry Winder and Dragon Winder
- Winder launchers: Winder Launcher, Entry Launcher, Winder Launcher L, and Hold Launcher
- Winders cannot be modified in any way.
- Only one launcher grip can be attached to a launcher at a time.
- Launchers, launcher grips, and accessories may be decorated with paint and stickers.
- Applied paint or stickers may not affect performance.
- Designs must not contain any offensive or inappropriate imagery.
Unofficial Launcher Accessories
- Unofficial and custom-made launcher grips and accessories may be used primarily for aesthetic, ergonomic and accessibility reasons.
- Unofficial accessories must not:
- modify the function or performance of the launcher itself
- be electronically powered
- communicate information (such as launch angle or location)
- interfere with the opponent’s launch
- risk contact with the stadium (such as dangling accessories)
- be insecurely attached or otherwise unsafe, as determined by the judge
- provide a significant gameplay advantage, as determined by the judge
- Examples of acceptable accessories (non-inclusive):
- custom launcher grips with unique designs
- replications of official launcher grips from previous Beyblade generations (but not their accessories)
- custom attachments for the official Beyblade X Launcher Grip that alter its ergonomics
- handle attachments for winders and string launchers
Changes from B4 rules
- Launchers, launcher grips, and accessories may be decorated with paint and stickers provided they do not affect performance.
- Unofficial launcher grips and grip accessories may be used provided they meet reasonable conditions.
- Use of third-party grips and accessories is fairly common, and is typically done for aesthetic or ergonomic reasons. These accessories generally have no impact on gameplay, and we believe it’s fine to allow them with judge review.
- Allowing unofficial grips and accessories also opens up options for players with disabilities or who otherwise find official grips and accessories difficult to use.
- Specified that all winders may be used with all winder regulations, which is aligned with Takara Tomy rulings but not clarified in the written regulations.
Banned Parts
Changes from B4 rules
- Metal Needle (MN) is banned by default in WBO rules, due to its tendency to damage stadiums.
- Because this part is both damaging and generally considered ineffective by bladers, we think banning it is an easy decision to make.
- Organizers who wish to allow MN to be used in their events may use the MN bit unbanned optional rule.
Optional Rules
- The WBO rules make a set of optional rules available to tournament organizers who want to customize their tournament experience, based on community feedback. These are not enabled by default. See optional rules for more.