Competitive · Metal Fight · ZRG
UpdatedMetal Fight Zero-G
A WBO tournament format for the Metal Fight era of Beyblade, run on the swaying ZeroG/Cyclone stadium line rather than a static bowl. Bladers build decks of Metal Fight parts (Hybrid Wheel System, 4D, and Synchrom builds all qualify) and win battles by knocking an opponent's Bey out of play, outlasting its spin, or forcing a part separation. The ruleset mirrors Takara Tomy's WBBA rules with WBO adjustments, plus a menu of optional variants and an alternate Limited banlist that events can opt into.
- 33WBO events tagged with this format in our archive
- 8outright bans, 4 limits or conditions
- 5stadiums allowed
The numbers
- Default points to win a match/set
- 3 (first stage), 5 (final stage)
- Best-of-3 format
- first to two 3-point sets
- Standard deck size
- 3 Beys (5 in the 5G battle type)
- Bey/deck selection time limit
- 1 minute
- Launch range from stadium body
- within 15 cm
- Max Bey height above stadium cover
- 5 cm / 2 inches
- Max Bey tilt while launching
- 70 degrees
- Restart requests for launcher failure
- 1 per match
- Optional battle cap
- 10 battles, then most points wins
- Adjustments allowed per Bey per battle
- 1
How you score
| Finish | Points | Note |
|---|---|---|
| Over Finish (Knock Out) | 1 | Starts once the opponent's Bey leaves the battle zone and is scored once it can no longer get back to it; for a Bey that leaves as a whole, that means exiting the pocket on Takara Tomy's ZeroG stadiums, or stopping its spin while inside the pocket on Hasbro's Cyclone stadiums. |
| Spin Finish (Sleep Out) | 1 | Awarded the instant the opponent's Bey stops rotating while still inside the battle zone. |
| Separation (Jimetsu/Self-Destruct) | 1 | Awarded when a piece of the opponent's Bey fully detaches while the Bey is in the battle zone. |
Match types
| Type | How it works | First to |
|---|---|---|
| 3-Point Match | The standard opener for a bracket's first stage. | 3 |
| 5-Point Match | Used as the default for later/final stages of an event. | 5 |
| Best-of-3 (3-Point) Match | Bladers play repeated 3-point sets; whoever takes two sets first wins the match. | — |
Stadiums
| Stadium | Maker | Status | Note |
|---|---|---|---|
| ZeroG Stadium Attack Type (BBG-03) | Takara Tomy | recommended | One of five stadiums named for ranked play. |
| ZeroG Stadium Defense Type (BBG-11) | Takara Tomy | recommended | |
| ZeroG Stadium Balance Type (BBG-18) | Takara Tomy | recommended | |
| Cyclone Beystadium (A2035) | Hasbro | recommended | |
| Salamander Cyclone Beystadium (A2523) | Hasbro | recommended | |
| Non-swaying stadiums | any | prohibited | Any stadium that doesn't use the ZeroG sway mechanism is barred from every event in this format. |
| Stacked ZeroG/Cyclone stadiums | any | prohibited | Two of the same stadium may not be stacked, since the added weight changes how it sways. |
Building and launching
Beyblades and parts
- A deck holds 3 Beys (5 for the 5G battle type); once a match begins, parts can't move between the Beys in a deck.
- A deck may not repeat any part except Faces/Stone Faces — and all Metal Face and Metal Stone Face variants specifically may repeat freely.
- Recolors, revised molds, and re-released versions of a part all count toward the same-part rule (they're treated as duplicates of the original); retools look similar to the part they're based on but are ruled a separate, distinct part instead, except where the rulebook calls out a named exception.
- 4D Bottoms count as both a Track and a Bottom; Prototype Nemesis is a full Beyblade on its own, Variares and Variares (Hasbro) are a full Wheel on their own, and L-Drago Destroy, Destructor, and Guardian each require both their Metal Frame and Core to be a legal Bey.
- A Bey may be adjusted (part orientation, mode changes) once per battle, after both sides have shown their Bey, and disassembly is allowed if the adjustment needs it.
- The 'Alternative Deck Construction (Metal Fight)' optional rule loosens the no-duplicates rule to let Clear Wheels, Crystal Wheels, Tracks and 4D Bottoms repeat, caps the BD145 and E230 Tracks at one combo each, and carves out specific Metal Wheel/Bottom repeat exceptions (Meteo Wheel, L-Drago 4D Core, RF/R²F/LRF Bottoms).
Launchers
- Launchers come in three families: string-powered, external-winder-powered, and internal wind-up spring launchers; any accessory on a launcher counts as part of it.
- A launcher can only fire a Bey built for its spin direction (e.g. a left-spin launcher needs a left-spin Bey).
- Winders are only compatible within their own listed launcher group — e.g. Light Launcher 2 Winders and the Beyblade X Entry Winder work with Light Launcher 2/L/LR, Snipe, and the ZeroG Light/Compact launchers, while Digital Power Launcher Winders work only with the Digital Power and Rip Gauge launchers.
- Winders themselves may not be modified, but a string launcher may be used with its handle broken or removed.
- Launcher output should sit within 0.5 rotations of its listed figure, e.g. BeyLauncher on Black String ~7-7.5 rotations, ZeroG Launcher ~7.5, Digital Power/Rip Gauge Launcher ~4.5-5, Rev Up Launcher ~13.5, Wind & Shoot/Beyblaster ~3-4.
- The Digital Power/Rip Gauge Launcher must be fired on the count of 'one', held still until the Bey fully detaches; the Rev Up Launcher can only start revving during the countdown, releasing on 'shoot'/'rip'.
Bans, limits and conditions
| Part or practice | Rule | Note |
|---|---|---|
| Clay, Heat, Mad, Wind (Light Wheels) | banned | Standard ZRG banlist. |
| V61, G58, D62, U61 (Dome Spin Tracks) | banned | Standard ZRG banlist. |
| MS (Metal Sharp) Bottom | banned | Standard ZRG banlist. |
| F230 Track + CF or GCF Bottom | conditional | The two parts can't be paired on the same combo in Standard ZRG, though each is legal on its own; an optional rule can lift this pairing ban for a given event. |
| Beat, Big Bang/Cosmic, Blitz, Death, Diablo, Duo, Fang, Flash, Fusion, Kreis, L-Drago Destroy/Destructor Metal Frame, L-Drago Guardian Metal Frame, Omega, Phantom, Scythe, Variares, Wing, Basalt/Twisted, Gravity, Hell/Hades, Libra, Scythe (Hasbro) Metal Wheels | banned | Sub-format: ZeroG Limited Ban List (an optional, more restrictive banlist an event can adopt instead of Standard). |
| Clay, Heat, Mad, Wind (Light Wheels); V61, G58, D62, U61 (Dome Spin Tracks); MS (Metal Sharp) Bottom | banned | Sub-format: ZeroG Limited Ban List carries the same Light Wheel/Dome Spin Track/Bottom bans as Standard. |
| 'Pre-Hybrid' Libra Wheel | conditional | Sub-format: ZeroG Limited, via the 'Libra Unban' optional rule paired with the Limited banlist — legal only when an event opts in. |
| Gravity Metal Wheel | conditional | Sub-format: ZeroG Limited, via the 'Gravity Unban' optional rule — legal with mode-change limits (locked in 1on1/P3C1, one change per match in Counter/3on3/5G, initial direction declared at deck check). |
| Screw/Spiral Metal Wheel | conditional | Legal by default even under the ZeroG Limited banlist; banned only when an event separately opts into the 'Screw/Spiral Ban' optional rule alongside it. |
| Two ZeroG Chromium/Shogun Steel Warrior Wheels combined into one Synchrom combo | banned | Chromium/Warrior Wheels may still be paired with Crystal/Element Wheels. |
| Parts from a different Beyblade generation, or cracked/broken equipment | banned | General equipment rule, not tied to a sub-format. |
| Third-party Metal Fight products (outside Takara Tomy, Sonokong, NewBoy, Hasbro) | banned | General equipment rule. |
A match, step by step
- Match Start: both bladers and the judge reach the stadium; a randomly chosen blader picks their launch side.
- Select Beys: each blader secretly finalizes their Bey(s) and initial deck order within about 1 minute.
- Judge Check: the judge inspects every Bey (and launcher, if requested) for legality; failing twice in one match is an automatic loss.
- Present Beys: bladers show each other the Bey they're using for the upcoming battle, then may make one secret adjustment each.
- Ready for Launch: Beys go on launchers and into legal launch range; the judge calls 'ready set' once both are positioned.
- Launch: the judge counts down and calls 'shoot'/'rip'; both Beys must clear the launch area and touch the stadium before any errors, mid-air contact, or interference void the attempt.
- Resolve Battle: play continues until a Bey is finished (stopped, separated, or unable to return to the battle zone) while the other still spins, or both finish.
- Battle Result: the judge confirms the outcome and awards points before the stadium is reset to neutral for the next battle.
- After the Battle: unless the match is won, the pair moves to the next battle per the chosen Battle Type and Match Type until someone reaches the points needed.
Penalties
- A launch error (out-of-range, early/late launch, stadium miss, launch-area miss, flipped launch, or stadium contact) gives the offender a pending penalty and restarts the battle.
- A second launch error while a pending penalty is already active hands the opponent 1 penalty point and clears the pending penalty; all pending penalties clear once either blader wins a battle; if both bladers err on the same launch, neither gets a pending penalty or a point.
- Touching a Bey before the judge confirms the result gives the opponent 1 point and restarts the battle.
- Refusing a judge-requested equipment change, intentionally interfering with an opponent's launch, or cheating through a judge check results in disqualification.
- A disqualified blader loses the match, forfeits placement and prizing for the event, and may be suspended or banned from future events.
- Severe, intentional, or repeated launch interference traced to one blader results in disqualification even without a prior warning.
Optional rules an organiser may add
| Rule | Effect |
|---|---|
| Reveal and reorder | After judge check, each blader shows their full deck and may then reorder it before the first battle. |
| Swap positions after battle | Bladers swap launch sides after every battle in a set (skipped on a Counter Battle replay). |
| Loser selects position after battle | The loser of the previous battle picks their launch side for the next one (skipped on a Counter Battle replay). |
| Battle Limit and Consecutive Draws | Two straight draws send bladers to Bey Selection again (or the next matchup for 3on3/5G); after 10 total battles in the match, whoever has more points wins outright. |
| Counter Battle: Winner selects Modes First | In Counter Battle, the previous winner must declare and show any mode change before the loser gets to. |
| Dual Spin Restriction | Beys/combos capable of changing spin direction may not change it once the match has started. |
| 2 Point Knock Out [WBBA] | Raises the Over Finish (Knock Out) win condition from 1 point to 2. |
| Disassembly Mode Change Restriction | Bladers may only perform mode changes that don't require taking the Bey apart. |
| Alternative Deck Construction (Metal Fight) | Loosens the standard no-duplicate-parts rule for Clear Wheels, Crystal Wheels, Tracks and 4D Bottoms, with named exceptions and combo caps (see customization). |
| F230 + CF/GCF Combination Unban | Lets an event lift the Standard-format ban on pairing the F230 Track with a CF or GCF Bottom. |
| ZeroG Limited Ban List | Swaps the event onto the wider ZeroG Limited banlist, optionally combined with the Libra Unban, Gravity Unban, and/or Screw/Spiral Ban sub-rules. |
Words the rulebook uses
- Battle zone
- The central area of the stadium where a Bey must keep spinning to stay in the fight.
- Finish
- The moment a blader's opponent's Bey is knocked out, stops spinning, or separates, ending the battle in their favor.
- Synchrom System
- A Metal Fight build style where two Chromium Wheel halves (or one Chromium plus one Crystal Wheel) form a complete Wheel.
- Retool
- A part whose design is based on an earlier part but is treated as a separate, distinct part rather than a duplicate.
- Mold difference
- Minor manufacturing variations on the same part across print runs; all molds of a part still count as that one part.
- Pending penalty
- A flag placed on a blader after a launch error that becomes a real penalty point if they commit a second error before it clears.
- Restart
- Replaying a battle from the launch step with the same Beys and setup after an error, interference, draw, or equipment failure.
Section by section, in our words
The document's outline
About This Rulebook
- Written and maintained by the WBO, a volunteer fan organization running competitive Beyblade since 2008.
- The WBO is independent of Takara Tomy, Hasbro, and other license holders.
- Rules are adapted from Takara Tomy's WBBA rules plus WBO's own event history, tuned for a comparable but improved play experience.
- Alternate rulesets sit alongside the base rules as optional add-ons events can choose to run.
About Beyblade
- Two bladers launch spinning tops (Beys) into a stadium and battle.
- Bladers tune performance through part choice and launch technique.
- The last Bey still spinning in the battle zone generally wins the battle.
- A Bey is done once it stops spinning, loses a part, or can't get back into the battle zone.
- Each battle win is worth 1 point, and a match ends once a blader reaches the points needed.
Game Equipment
- A complete Bey needs a Face, Wheel, Track, and Bottom; Hybrid Wheel System builds need a Clear Wheel and Metal Wheel, 4D builds need a Clear Wheel plus the full 4D Metal Wheel, and Synchrom builds need two Chromium halves or a Chromium and Crystal Wheel.
- A deck is 3 Beys with no repeated parts except Faces/Stone Faces (Metal variants repeat freely); parts can't be traded between deck Beys mid-match.
- Recolors, versions, and mold revisions of a part still count as that same part; retools count as separate parts despite looking alike.
- Launchers are string-, winder-, or wind-up-powered, must match the Bey's spin direction, and their attachments count as part of the launcher.
- Five ZeroG/Cyclone stadiums are named for ranked play; non-swaying or stacked stadiums are not allowed.
- Play surfaces must be flat and smooth, with a non-gripping mat placed underneath if a naturally smooth surface isn't available.
Battle Types
- 1on1: each blader commits to a single Bey for the whole match.
- P3C1: decks of 3 are revealed up front, then each blader secretly picks one Bey to use for the entire match.
- 3on3: decks of 3 are played in a fixed order, cycling through all three before the order can be secretly reshuffled.
- Counter Battle (WBO's most-played type): both decks are shown in full before the first Bey is picked in secret, and the loser of each battle chooses to replay the same matchup or let both sides pick fresh Beys.
- 5G Battle: works like 3on3 but with a 5-Bey deck order instead of 3.
Match Types
- 3-Point Match is the default opening-stage format; 5-Point Match is the default for final stages.
- Best-of-3 (3-Point) Match requires winning two separate 3-point sets to take the match.
- A match is built from battles (single Bey-vs-Bey clashes), points (awarded per battle win), and sets (won at the points threshold).
- Winning the required set(s) for the chosen match type wins the whole match.
Match Setup
- Both bladers and the judge must be present at the stadium before the match can start.
- A randomly selected blader picks their launch side; the other takes what's left, with no side-selection discussion allowed.
- Bladers secretly finalize their Bey(s) and starting deck order within about a minute.
- The judge inspects every Bey for legality, and can re-run selection once before a second failure costs the match.
Battle
- Present Beys: both sides show their chosen Bey fully, then may make one secret adjustment apiece.
- Ready for Launch / Launch: Beys are loaded within 15 cm of the stadium and fired together on the judge's countdown, watched for launch errors, failed launches, interference, and mid-air collisions.
- Any of those launch problems, or an approved restart request (opponent interference, outside obstruction, launcher failure), replays the battle from the launch step.
- Resolve Battle: the fight runs until one or both Beys finish; a Bey stays 'spinning' as long as most of it still rotates its original direction, however it's oriented.
- Battle Result: the finishing move (Over Finish/Knock Out, Spin Finish/Sleep Out, or Separation) determines who scores; simultaneous finishes are a draw and restart, and a Bey that rebounds into the zone still spinning reverses an initiated finish.
- After the Battle: a battle is fully restarted for equipment breakage, stadium damage, or any fairness/safety issue the judge flags; if a part can't be replaced, the current battle is scrapped and both sides re-pick Beys while keeping their points.
About Judges
- Every match must have a judge overseeing rule compliance and reporting results.
- Rules questions can be asked any time except mid-battle.
- Some events allow appeals to a head judge; footage may be used to help decide close calls.
- The judge's ruling on a battle or match is final once the next battle begins.
Blader Conduct
- Show up on time, bring legal equipment, and move promptly to your called stadium.
- Avoid offensive language or disruptive behavior toward opponents, staff, or the venue.
- Play fairly, and ask a judge rather than guessing at a rule.
- Follow tournament staff instructions; a WBO Tournament Incident Report can be filed over a disputed decision.
Recording Matches
- Bladers may film their own matches with judge permission, without interfering with play.
- Cameras should be kept clear of the judge and opponent, and record continuously without stopping mid-match.
- Blader- or spectator-shot footage does not factor into judge rulings.
- Judges can revoke recording permission at any time.
Disqualification
- Organizers and judges can disqualify a blader from an event for any valid reason.
- A disqualification during a match is an automatic loss of that match, without reopening earlier rounds.
- Disqualification forfeits any placement or prizing and can carry into a suspension or ban from future events.
- A blader who believes a disqualification was unwarranted can file a WBO Tournament Incident Report.
Equipment Regulations
- Only Takara Tomy, Sonokong, NewBoy, and Hasbro Metal Fight products qualify; parts from other Beyblade generations are out.
- Cracked or broken gear can't be used; hairline stadium cracks may get a tape repair underneath if it doesn't change the stadium's sway or feel.
- Equipment can't be used outside its designed function or modified beyond what's explicitly allowed, and worn or defective parts (outside normal wear) are barred.
- Faces and Wheels may be lightly painted or stickered for looks only, never in a way that changes performance.
- Launchers and grips may carry third-party cosmetic add-ons and even one battery for weight balance, as long as they don't affect performance or block the opponent.
- Winders and launchers are only interchangeable within their listed compatibility groups (e.g. Light Launcher 2 Winder/Beyblade X Entry Winder family vs. the Digital Power/Rip Gauge family).
Standard (ZRG) Format
- Runs on the ZeroG sway stadiums and allows nearly all Metal Fight parts released 2008-2014, leaning on Synchrom builds and notable 4D Wheels.
- Bans the Clay, Heat, Mad, and Wind Light Wheels; the V61, G58, D62, and U61 Dome Spin Tracks; and the MS Bottom.
- Blocks pairing the F230 Track with a CF or GCF Bottom on the same combo, though each part is fine on its own.
Optional Rules
- Organizers choose which optional rules (if any) apply per event, and an active optional rule overrides any conflicting base rule.
- Covers procedural tweaks like reveal-and-reorder, position swapping/selection after each battle, and a 10-battle cap with a tiebreak.
- Includes gameplay tweaks such as a 2-point Knock Out, a dual-spin lock, a disassembly ban on mode changes, and looser deck-duplicate rules.
- The ZeroG Limited Ban List is a full alternate banlist an event can run instead of Standard, and can be paired with sub-rules unbanning 'Pre-Hybrid' Libra or Gravity (with mode-change limits) and banning the Screw/Spiral Wheel.
Banned Parts (ZeroG Limited)
- Bans a long list of 4D/Hyperblades Metal Wheels including Beat, Big Bang/Cosmic, Blitz, Death, Diablo, Duo, Fang, Flash, Fusion, Kreis, the L-Drago Destroy/Destructor and Guardian Metal Frames, Omega, Phantom, Scythe, Variares, and Wing, plus Basalt/Twisted, Gravity, Hell/Hades, Libra, and Scythe (Hasbro).
- Carries over the Standard-format bans on the Clay/Heat/Mad/Wind Light Wheels, the V61/G58/D62/U61 Dome Spin Tracks, and the MS Bottom.
- Two ZeroG Chromium/Shogun Steel Warrior Wheels can't be combined into one Synchrom pairing, though pairing either with a Crystal/Element Wheel is fine.
Notes on this digest
- The Beyblade X Entry Winder isn't a Metal Fight product but is treated as a legal substitute for the Light Launcher 2 Winder because its design is near-identical.
- The lighter Metal Fury-mold Metal Frame used in the 'Beyblade Legends' Hyperblades L-Drago Destructor F:D release is explicitly exempt from the L-Drago Destroy/Destructor Metal Frame ban.
- 'Extreme wear' and whether launch-method issues justify a forced change are both left to judge discretion rather than a fixed test.
