Competitive · Burst · BSC
UpdatedBurst Classic
Burst Classic is the WBO's ranked-play rulebook for the Beyblade Burst generation of tops, covering Takara Tomy, Hasbro and Youngtoys Burst-line products. It sets out how a Battle and Match are judged, which layers, discs, drivers and stadiums are tournament-legal, and how equipment wear, stickers and homemade modifications are policed. Specific victory thresholds and lineup sizes live in a companion Match Types Guide, so this rulebook mainly defines the shared mechanics every Match Type builds on.
- 88WBO events tagged with this format in our archive
- 9outright bans, 2 limits or conditions
- 5stadiums allowed
The numbers
- Points needed to win a Match
- 3 to 5, depending on the Match Type
- Beyblade selection time
- 3 minutes
- Maximum launch release height
- under 20cm above the stadium floor
- Relaunch/review call allowance
- 1 total (a relaunch or a review call, not both) per Battle, by default
- Rotation tolerance for a launcher
- within 0.5 rotations of its listed count
- Light Launcher + Standard Winder rotations
- 5
- BeyLauncher / BeyLauncher L rotations
- 7
- Long BeyLauncher LR rotations
- 10
- Sword Launcher rotations
- 5.5 regular, 6.5 power
- Incident report submission window
- 7 days after the tournament
How you score
| Finish | Points | Note |
|---|---|---|
| Spin-Out | 1 | Awarded when a Beyblade stops spinning before its opponent; suggested value, actual points set by the Match Type. |
| Ring-Out / Knock-Out | 2 | Awarded when a Beyblade is knocked out of the Beystadium's Battle Zone; suggested value. |
| Burst | 2 | Awarded when a Beyblade's layer separates from its disc mid-Battle; suggested value, and Burst outranks every other outcome if two occur on the same collision. |
| Separation | 1 | Awarded when a part such as an attachment comes loose from the combo during a Battle; suggested value. |
Match types
| Type | How it works | First to |
|---|---|---|
| P3C1 | A multi-combination Match Type in which each blader brings several prepared combos and selects among them; exact structure is defined in the Match Types Guide. | — |
| 3on3 | A team- or lineup-style Match Type built from three separate combinations per blader, referenced here only for its part-repetition rules. | — |
| 5G | A five-combination Match Type mentioned here for its shared deck-building restrictions; scoring detail sits in the Match Types Guide. | — |
| Deck Match Type | A format where bladers assemble a deck of combinations ahead of time, choosing launchers and accessories during deck building. | — |
Stadiums
| Stadium | Maker | Status | Note |
|---|---|---|---|
| Beystadium Standard Type | Takara Tomy | recommended | One of four stadiums the rulebook suggests for ranked play. |
| Dash Beystadium | Takara Tomy | recommended | Listed among the recommended tournament stadiums. |
| Beystadium DB Standard Type | Takara Tomy | recommended | Listed among the recommended tournament stadiums. |
| Elite Champions Beystadium | Hasbro Pro Series | recommended | The Hasbro-line stadium suggested alongside the Takara Tomy options. |
| Beystadium Triple Battle Type | Takara Tomy | alternate | Called out as an example of a stadium whose sloped entry ramps still count as Launch Area. |
| Any stadium with a cracked playing surface | prohibited | Cracks in the floor of the play surface make a stadium unusable for WBO play; wall or exterior cracks are fine if taped underneath. |
Building and launching
Beyblades and parts
- For Match Types needing more than one combo (P3C1, 3on3, 5G, Deck), the same energy layer cannot appear twice across a lineup, and the same disc cannot repeat either.
- Drivers and driver attachments also can't repeat across a lineup, and mixing a Hasbro and a Takara Tomy release of the same part in one lineup is not allowed.
- Different generational versions of a driver (Regular, Dash, Metal, High, Bearing, SlingShock, HyperSphere, SpeedStorm, QuadDrive, QuadStrike) may sit side by side in a lineup as long as no single version repeats.
- Launchers and any accessories used for a deck-style Match Type must be locked in during the deck-building step, not chosen mid-event.
- Gimmick or mode-changing parts may be swapped between modes any time before a Match starts or between Battles, but not mid-Battle, and both bladers switch in secret if doing so simultaneously.
- Marking your own parts with a small sticker, single line, or dot is allowed so you can tell them apart from an opponent's after a double Burst or reassemble them correctly, but drawing on parts purely for looks is not.
- Grips and accessories may be painted, decorated or fully custom-built, and launchers may be painted or decorated, provided none of it changes how the launcher performs or gets in an opponent's way.
- Stickers are restricted to the placements shown in each product's own instructions, plus one extra identification sticker on top of a layer and one on the underside rim of a driver; only manufacturer or officially licensed stickers count as legal.
Launchers
- A launch only counts if the Beyblade enters the stadium through the Launch Area and is released with under 20cm of gap between the launcher and the stadium floor.
- Both bladers must pull the trigger together the instant "3-2-1 Go Shoot" is called, though a Battle doesn't formally start until both tops have touched the stadium floor at least once.
- Winder-style launchers must be fired by pulling the winder out, never by pushing it in, for the launch to be legal.
- Each launcher model has an expected rotation count per pull (for example 5 rotations for a Light Launcher with Standard Winder, up to 10 for a Long BeyLauncher LR), and a blader's actual rotations should sit within half a rotation of that figure.
- Worn launcher components may be swapped for an identical part taken from another launcher of the same kind, and a BeyLauncher with a cracked handle can still be used.
- Launchers must stay on the user's own half of the stadium and may never be used to block or interfere with the opponent's launch.
Bans, limits and conditions
| Part or practice | Rule | Note |
|---|---|---|
| Lost Longinus / Luinor L2 energy layer | banned | Named outright as an illegal layer. |
| Plastic and Metal Fight remake layers | banned | Most remakes of older-generation layers are illegal, aside from a short list of named exceptions that remain legal. |
| God, SwitchStrike, Cho-Z, Slingshock, Gatinko, Hypersphere, Superking, SpeedStorm, Dynamite Battle, QuadDrive, Burst Ultimate and QuadStrike layers | banned | Entire later sub-lines are excluded from Burst Classic aside from named exceptions. |
| Hybrid, Ignition', Generate, Shot and Almight drivers | banned | These performance tips are named illegal outright. |
| Level Chips | banned | Not permitted even on layers built to accept them. |
| Beyblade Micros, Rip Fire Beyblades, Digital Control Beyblades, Mugen and Mugen L drivers, and incompatible sideline/promo tops | banned | Excluded as products outside the mainline Burst tops the format is built around. |
| Hasbro layer with a Takara Tomy driver, or a Takara Tomy layer with a Hasbro tip | banned | Cross-brand combinations are disallowed; a Hasbro layer once paired with a Takara Tomy driver is treated as permanently damaged and illegal from then on. |
| Homemade or third-party stickers | conditional | A blader caught using them must swap in a clean copy of the part or take a Match loss. |
| Excess nail polish on stickers | conditional | A thin protective coat is fine, but enough to meaningfully add weight forces a part swap or a Match loss. |
| Painted or performance-altering coatings on Beyblade or launcher parts | banned | Treated as an illegal foreign substance and can lead to disqualification and a future event ban. |
| Worn driver tips past the point where a non-tip part touches the floor, or tips shaped/sanded by artificial means | banned | Covered under the Driver Wear Regulations as illegal wear. |
A match, step by step
- An impartial method (coin toss, dice, rock-paper-scissors) decides who gets first pick of a stadium side; the winner's choice holds for the whole Match.
- Both bladers turn away and privately choose their Beyblade(s) for the Match Type in play, within a 3-minute selection window.
- A blader who receives outside coaching or equipment help during selection must disclose it if the opponent asks, and the asking blader may then request more selection time.
- Each blader announces they are "set," hands their launcher and top to the judge for inspection (ideally disassembled), and states their spin direction; after this no equipment can be swapped.
- Once both bladers are set, "3-2-1 Go Shoot" is called and both tops are launched at the same instant.
- The Battle plays out until a win condition (spin-out, knock-out, burst, or separation) resolves it, and neither player may touch their top until the judge announces a winner.
- A blader may ask for one relaunch (voiding the Battle immediately) or one video review call (checked after the Battle ends) per Battle if something went wrong with the launch.
- Selection, launch and scoring repeat Battle after Battle until one blader reaches the point total the Match Type requires.
Penalties
- Intentionally altering equipment performance with paint, coating or another foreign substance can mean disqualification and a ban from future events.
- Using homemade or third-party stickers, or excess nail polish, forces a part swap; refusing or being unable to swap costs the blader the Match.
- A part or launcher that breaks during a Battle or a launch voids that Battle; without an identical replacement, its owner loses the Match, and if both sides break at once with no replacements the whole Match resets to the selection phase.
- Code-of-conduct violations such as taunting, throwing a Match, disrupting another Match, or handling another blader's equipment without permission can get a blader disqualified and banned from future events.
- A judge who finds a customized launcher, grip or accessory affecting performance, blocking the opponent, or unsafe can require it to be removed or swapped before play continues.
Words the rulebook uses
- Battle
- One launch-to-finish exchange within a Match; a Match is won once enough Battles produce enough points.
- Match
- The full contest between two bladers, decided by whichever point total the Match Type requires.
- Knocked-Out
- A top has left the Battle Zone for good, or hit something outside the area under an Over Zone; a top wedged on stadium terrain is still in play.
- Spinning
- A top counts as spinning as long as its top half visibly turns in its launch direction; once a Battle ends it cannot restart even if the top starts moving again.
- Battle Zone
- The stadium floor and airspace bounded by its walls, plus any gaps a top can exit through.
- Over Zone
- An exit gap, covered area with no floor beneath it, or built-in pocket structure a top can land in.
- Launch Area
- The stretch of stadium floor a launch must land in, including sloped entry ramps on stadiums built with them.
- Mode Change
- Switching a multi-mode part between its configurations, allowed pre-Match or between Battles but never mid-Battle.
- Separation
- A part, most often an attachment, coming loose from the rest of the combo during a Battle.
- Bullet Driver
- A two-piece driver whose Bullet section can eject mid-Battle and keep acting as part of the combo while the main body still spins.
Section by section, in our words
The document's outline
How to Win
- A Match is decided by points, with the winning total (3 to 5) set by whichever Match Type is being played.
- Points come from four outcomes: the opponent's top stopping (spin-out), exiting the stadium (knock-out), bursting, or a part separating.
- The rulebook's own numbers for each outcome (1, 2, 2, 1) are recommendations, not a fixed rule — the binding point values live in the Match Types Guide.
Beyblade Selection
- Sides are assigned by a fair random method, and bladers keep that side for the whole Match.
- Selection happens with backs turned, in secret, inside a 3-minute window, choosing however many tops the Match Type calls for.
- Coaching or equipment help is allowed during selection, but a blader must admit to it if directly asked, which can earn the asker more selection time.
- Announcing "set" locks in that blader's equipment, ends outside help, and hands the gear to the judge for inspection, ideally unassembled.
- Bladers state their spin direction before launching, and launches must suit the launcher's compatible direction.
- During selection, leaving the stadium area, turning around early, spying on the opponent's picks, or swapping gear after going "set" are all forbidden, for helpers too.
Launching
- The Battle begins on "3-2-1 Go Shoot," fired simultaneously by both bladers, and formally starts once both tops touch the floor once.
- A legal launch enters through the Launch Area with the top leaving the launcher below 20cm off the floor; launchers stay on the shooter's own half and must never obstruct the opponent.
- Tops cannot be shot at each other mid-air, and nobody may touch the stadium itself — that's a judge's job.
- Winder launchers must be fired by pulling the winder out, not pushing it in.
- A relaunch (voiding the Battle outright) fits malfunctions or being bumped; a review call (checked after the Battle) fits disputed early contact or suspected interference.
- Each blader gets one relaunch or review call per Battle by default, though a judge can grant extra ones for a genuine concern, and requests must come during or right after the countdown.
Battle Results
- Nobody touches their top after a Battle until the judge calls the winner.
- Bladers and onlookers must hold their opinion on the outcome until the judge has spoken, so as not to sway the ruling.
Optional Rules
- Optional Rules are WBO-approved tweaks to the base ruleset and banlist that organizers can opt into per event.
- Which Optional Rules apply, if any, changes from event to event and gets posted on that event's page.
- The full menu of available Optional Rules and how each works lives in a separate Optional Rules Guide, not in this rulebook.
Legal Equipment
- Ranked matches require genuine Beyblade Burst tops from Takara Tomy, Hasbro, or Youngtoys; the makers' stadiums and accessories are the suggested norm.
- Four stadiums are named as the recommended tournament choices: three Takara Tomy Beystadiums and the Hasbro Pro Series Elite Champions Beystadium.
- Nearly every single energy layer is legal, most dual-layers are legal apart from a named exception list, and a set of named legacy remake layers (Draciel Shield, Dranzer Spiral, and similar) stay legal by exception.
- All listed Forge Discs are legal, and most performance tips are legal aside from a short banned list.
- Banned layers include Lost Longinus/Luinor L2, most Plastic and Metal Fight remakes, and entire post-Burst-Classic sub-lines like SwitchStrike, Cho-Z, Superking and QuadStrike.
- Banned tips are Hybrid, Ignition', Generate, Shot and Almight, and Level Chips cannot be used even on compatible layers.
Driver Wear Regulations
- A brand-new driver, or one whose tip is worn but still the part actually touching the floor, is legal even if that wear changes how it performs.
- A driver becomes illegal once wear exposes structural parts (like screws) or lets another piece besides the tip become the main contact point.
- Tips deliberately reshaped by anything other than normal launching — sanding a point flat, launching on concrete — are illegal regardless of how they ended up looking.
Additional Equipment Regulations
- Painting or coating parts in ways that change performance counts as an illegal foreign substance and risks disqualification and a future ban.
- Legal physical modification only comes from battling, launching into a stadium, assembling compatible parts together, or hand-adjusting parts with built-in give; accidental drops may be excused by a judge.
- Any broken part is illegal to use unless the rulebook's Breakage During Play section says otherwise.
- Hasbro layers can't pair with Takara Tomy drivers and vice versa; a Hasbro layer once run on a Takara Tomy driver is treated as damaged from then on, and Hasbro Pro Series parts count as Takara Tomy-equivalent for this rule.
- Stickers must sit only where each product's instructions show, plus one identification sticker each on a layer's top and a driver's underside rim; only genuine or officially licensed stickers qualify, and cracked stadium floors make a stadium unusable.
- Grips, accessories and launcher cosmetics can be customized freely as long as the launcher's actual function and the opponent's ability to launch aren't affected; worn launcher or layer components can be swapped for identical replacements, and a cracked BeyLauncher handle doesn't retire the launcher.
Launcher Regulations
- Every launcher model has a listed rotation count per launch, and a blader's actual rotations should land within half a rotation of that number.
- Rotation counts range from 3.5 (Proto/Entry Launcher) up to 10 (Long BeyLauncher LR), with most standard launchers sitting between 5 and 9.
Beyblade/Part-Specific Rulings
- A Bullet Driver's Driver Body and Bullet piece must both be assembled before play starts; the combo loses the instant its top half (layer/disc/driver body) stops, is knocked out, or bursts.
- Once ejected, the Bullet stays an active part of that combo while the top half keeps spinning, and any hits, knock-outs or bursts it causes belong to the Bullet Driver's owner.
- Hasbro Pro Series layers and drivers can't mix with regular Hasbro Burst parts, but they can mix freely with Takara Tomy layers and drivers.
- Attachments used in a Match must already be on the top at inspection; a defined list (+X, +Z, disc frames, armor tips, Level Chips, Union Swords, Infinite Sword, Infinite Shield, Zest Armor) can be added or removed between Battles as a Mode Change, but other attachments like Xtend+ Chips can't be removed once inspected, and one coming off mid-Battle counts as a Separation.
Event Code of Conduct
- Bladers are expected to be honest with judges, check before doing anything questionable, treat everyone respectfully, and help newcomers learn the game.
- Taunting, intentionally throwing a Match, disrupting a Match in progress, or touching another blader's gear without asking are all forbidden and can lead to disqualification or a future event ban.
- A blader can dispute a judge's call but must accept the final ruling in the moment; lasting disagreements get filed through the Tournament Incident Report Form with evidence emailed to WBO, within 7 days of the event.
Gameplay Appendix
- The Play Area is the whole stadium, split into the Battle Zone (floor and space inside the walls/exits) and the Over Zones (exits, covered no-floor areas, or pockets).
- The Launch Area is the floor region bounded by the stadium walls (or a shroud's opening), including sloped entry ramps on stadiums designed with them.
- A top is knocked-out once it leaves the Battle Zone for good or hits something outside an Over Zone's floor; one still touching stadium terrain stays in play.
- A top counts as spinning only while its top half visibly turns in its original direction, and a Battle never resumes once it has concluded.
- Knock-outs beat spin-outs, and bursts beat every other outcome, when two things happen on the same collision — the tiebreak rulings spell out who wins each combination.
- A broken part or launcher voids the Battle; the owner needs an identical replacement to keep playing or forfeits the Match, and a double break with no replacements resets the whole Match to selection.
- Multi-mode parts can switch modes anytime before a Match or between Battles (in secret if both bladers do it together), and any post-launch gimmick state must reset after each Battle.
- Lineup-based Match Types (P3C1, 3on3, 5G, Deck) share rules against repeating layers, discs, or drivers/attachments across combos, against mixing brands of the same part, and require launchers and accessories to be locked in during deck building.
Photography Policy
- Attending a WBO event means accepting that staff, organizers, or other attendees may photograph or film you.
- Anyone who'd rather not appear can ask the event host to have photographers minimize their appearance, though full exclusion can't be promised.
- Anyone taking photos or video at an event should do so respectfully and stop if someone asks them to.
Notes on this digest
- Exact point values, the Beyblade count per lineup, and full Match Type structures (P3C1, 3on3, 5G, Deck, etc.) are deferred to a separate Match Types Guide not included in this file.
- The "see exceptions on right/left" cross-references in the legal/banned layer lists resolve to one named set of legacy remakes that stay legal despite the newer-generation ban: Draciel Shield/Guard Draciel S, Dranzer Spiral, Driger Slash/Phantom Driger S, Draciel Fortress/Draciel F, Dranzer Flame/Crystal Dranzer F, Driger Fang/Driger F/Wraith Driger F, Wolborg/Force Wolborg, Balar B4, Cyclops C4/Behemoth Cyclops C5, Dullahan D4/D5, Gargoyle G4/G5, Kraken K4, Ogre O4/O5, Rudr R4/R5, and Sphinx S4.
- The document carries a 2021 copyright from Fighting Spirits Inc. (World Beyblade Organization), which states it has no affiliation with Takara Tomy, d-rights, or Hasbro.
