Competitive · Burst · BSC

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Burst 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.

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

FinishPointsNote
Spin-Out1Awarded when a Beyblade stops spinning before its opponent; suggested value, actual points set by the Match Type.
Ring-Out / Knock-Out2Awarded when a Beyblade is knocked out of the Beystadium's Battle Zone; suggested value.
Burst2Awarded 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.
Separation1Awarded when a part such as an attachment comes loose from the combo during a Battle; suggested value.

Match types

TypeHow it worksFirst to
P3C1A 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.—
3on3A team- or lineup-style Match Type built from three separate combinations per blader, referenced here only for its part-repetition rules.—
5GA five-combination Match Type mentioned here for its shared deck-building restrictions; scoring detail sits in the Match Types Guide.—
Deck Match TypeA format where bladers assemble a deck of combinations ahead of time, choosing launchers and accessories during deck building.—

Stadiums

StadiumMakerStatusNote
Beystadium Standard TypeTakara TomyrecommendedOne of four stadiums the rulebook suggests for ranked play.
Dash BeystadiumTakara TomyrecommendedListed among the recommended tournament stadiums.
Beystadium DB Standard TypeTakara TomyrecommendedListed among the recommended tournament stadiums.
Elite Champions BeystadiumHasbro Pro SeriesrecommendedThe Hasbro-line stadium suggested alongside the Takara Tomy options.
Beystadium Triple Battle TypeTakara TomyalternateCalled out as an example of a stadium whose sloped entry ramps still count as Launch Area.
Any stadium with a cracked playing surfaceprohibitedCracks 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 practiceRuleNote
Lost Longinus / Luinor L2 energy layerbannedNamed outright as an illegal layer.
Plastic and Metal Fight remake layersbannedMost 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 layersbannedEntire later sub-lines are excluded from Burst Classic aside from named exceptions.
Hybrid, Ignition', Generate, Shot and Almight driversbannedThese performance tips are named illegal outright.
Level ChipsbannedNot 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 topsbannedExcluded 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 tipbannedCross-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 stickersconditionalA blader caught using them must swap in a clean copy of the part or take a Match loss.
Excess nail polish on stickersconditionalA 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 partsbannedTreated 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 meansbannedCovered under the Driver Wear Regulations as illegal wear.

A match, step by step

  1. 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.
  2. Both bladers turn away and privately choose their Beyblade(s) for the Match Type in play, within a 3-minute selection window.
  3. 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.
  4. 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.
  5. Once both bladers are set, "3-2-1 Go Shoot" is called and both tops are launched at the same instant.
  6. 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.
  7. 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.
  8. 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.
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.