Real-time 3D battles
Pick your blader. Roam the field. Battle what finds you.
Choose your character and your first blade, then walk a 3D field in third person until a wild beyblade spots you. What follows is not turn based — you steer your blade around the stadium in real time and fire moves whenever you want.
And every move takes something away. Smash for damage and you burn spin. Recharge your spin and you are wide open. Guard and you can barely move. Picking the right moment matters more than mashing.
Free · plays in the browser · nothing to install · the download runs offline
- Blades
- 50
- Moves
- 59
- Titans
- 8
- Shrines
- 6
to find, evolve and carry
every blade knows four
one per region, all final form
a bit-beast sealed in each
59 moves. Every blade knows four of them.
Which four a blade learns comes down to its type and to the blade itself, so no two kits play the same. These are the exact numbers the battle runs on — nothing is hidden behind a menu.
Smash
+ Huge damage and knockback — the only way to ring someone out.
− Burns spin fast and you take 50% extra damage while committed.
2.1s cooldown · 9 spin up front
Flare Rush
+ A burning charge. Fast, hard-hitting, and it closes any gap on the dish.
− Costs a fortune in spin and leaves you every bit as exposed as you are dangerous.
3.0s cooldown · 11 spin up front
Drill Bore
+ Bores straight through armour — the most raw spin damage in the game.
− It barely shifts anyone, so it can never end a fight by ring-out.
2.6s cooldown · 7 spin up front
Barrage
+ A long window of extra damage and speed — grind a rival down without committing to a Smash.
− Almost no knockback, and it burns spin faster than anything else in the game.
2.8s cooldown · 4 spin up front
Quake
+ Hammers the dish itself — heavy damage and heavy knockback in one move.
− You are nearly rooted while it lands, and everything hits you harder for it.
3.8s cooldown · 10 spin up front
Tempest
+ Enormous knockback. If a rival is anywhere near the lip, this is what sends them over it.
− It hardly scratches their spin, so it does nothing to anyone sat in the middle.
3.2s cooldown · 8 spin up front
Overdrive
+ Everything at once: damage, knockback and speed all up for a long window.
− Costs a fortune in spin and you take more than double damage the whole time.
5.5s cooldown · 14 spin up front
Siphon
+ Feeds while it fights: damage above normal and spin flowing back the whole time.
− Slow, weak on knockback, and the longest wait of any attacking move.
4.2s cooldown
Dash
+ Close the gap on a charging rival, or escape a Smash.
− Costs spin every time and lands almost no damage itself.
1.1s cooldown · 5 spin up front
Feint
+ Short, cheap and slippery. Bait a Smash out of them, then make them pay for it.
− You deal almost nothing yourself while you are busy selling the lie.
2.0s cooldown · 3 spin up front
Orbit
+ Slip around the outside: quick, hard to hit, and it trickles a little spin back.
− You cannot hurt anybody while you are running away from them.
2.4s cooldown · 2 spin up front
Guard
+ Absorbs 70% of incoming damage and almost all knockback.
− You crawl, you barely hurt anyone, and spin still bleeds faster.
1.3s cooldown
Counter
+ A parry. Almost nothing gets through, and whatever does is thrown straight back, harder.
− The window is a blink long, and the cooldown runs whether you read it right or not.
3.4s cooldown · 6 spin up front
Anchor
+ Immovable. Knockback does nothing, spin bleed nearly stops, and rivals bounce off you.
− You are rooted to the spot until it ends — no dodging what comes next.
3.0s cooldown
Bastion
+ Hunker down. Almost nothing gets through, and spin comes back while you wait it out.
− You go nowhere while it runs, and it locks out for a long time afterwards.
4.6s cooldown
Spin Charge
+ Claws back around 24 spin — the only way to refill.
− Wide open: 2.6x damage taken and you are nearly rooted.
3.6s cooldown
Rail Grind
+ Kicks you straight out onto the Xtreme Rail at speed — by far the quickest way to line up an Xtreme Dash.
− You are riding the lip while it runs, and you can barely hurt anyone from up there.
3.4s cooldown · 3 spin up front
Burst Finish
+ The single hardest hit in the game — damage and knockback together, enough to end a match outright.
− Costs a fifth of your spin, leaves you wide open, and does not come back for seven seconds.
7.0s cooldown · 18 spin up front
Vortex Pull
+ Drags your rival off the rim and into you — nobody runs the clock out on a blade that knows this.
− You are slow while it pulls, and it hands a hard hitter a free trip into range.
4.4s cooldown · 6 spin up front
Aegis Field
+ A long shield you can still move under. Damage falls away, spin flows back, and rivals bounce off it.
− Two seconds of not really threatening anybody, and a long lockout once it drops.
5.0s cooldown · 4 spin up front
Phantom Step
+ The fastest move on the dish, and almost nothing lands or shifts you while it runs.
− A blink long, and you deal nothing at all with it.
2.2s cooldown · 4 spin up front
Ignition
+ The longest attacking window in the game — nearly three seconds of heavier hits and quicker feet.
− Everything hits you harder for the whole of it, and it bleeds spin the entire time.
5.2s cooldown · 6 spin up front
Pivot
+ Turns on a pin. Cheap, quick, and half of what they throw slides off you.
− Half a second of it, and you barely scratch anybody.
1.6s cooldown · 3 spin up front
Riptide
+ Hits above normal and pulls spin back the whole time it runs.
− It will not move anybody, so it cannot finish a fight at the lip.
3.8s cooldown · 4 spin up front
Hailstorm
+ A long run of hits that shove as hard as they hurt.
− You are in the open for all of it, and it drinks spin.
3.6s cooldown · 8 spin up front
Crush Grip
+ Takes hold and grinds. Among the heaviest raw spin damage there is.
− It pushes nobody anywhere, and you crawl while it works.
3.4s cooldown · 9 spin up front
Gyroscope
+ Trues itself up: spin barely bleeds, spin comes back, and little shifts you.
− Two seconds of being no threat whatsoever.
4.4s cooldown
Slipstream
+ Rides their wake. Fast, safe enough, and it still lands something.
− Good at nothing in particular — it opens fights, it does not end them.
2.2s cooldown · 4 spin up front
Hammerfall
+ Comes down like a dropped anvil — real damage and enormous knockback.
− You are rooted while it falls and everything hits you harder for it.
4.6s cooldown · 12 spin up front
Static Field
+ Nearly two and a half seconds of quietly winning every exchange you are in.
− Nothing about it is decisive. It grinds; it does not finish.
5.0s cooldown · 5 spin up front
Undertow
+ Drags at them and feeds off it — damage up, spin flowing back, hits landing soft.
− You are slow the whole time, and it will never push anyone out.
4.2s cooldown · 4 spin up front
Sunflare
+ One bright, heavy hit inside half a heartbeat.
− Expensive, and if it lands on nothing you have simply spent the spin.
4.2s cooldown · 11 spin up front
Nightfall
+ A full second where they can barely touch you and you can still touch them.
− You give up most of your own damage to buy that second.
3.6s cooldown · 6 spin up front
Bulwark
+ Eighty per cent of damage gone, almost no knockback, and spin coming back.
− Two seconds of standing still doing nothing to anybody.
4.8s cooldown
Wild Swing
+ Everything, thrown at once. Very little in the game hits harder.
− Everything comes back at you too — this is the single riskiest move there is.
4.0s cooldown · 13 spin up front
Pinwheel
+ Over two seconds of steady, honest pressure with nothing given away.
− It bleeds spin the entire time and nothing about it is a finisher.
4.0s cooldown · 6 spin up front
Magnet Lock
+ Clamped to the dish. Knockback does nothing at all and they bounce off you.
− You cannot move a finger for nearly two seconds.
4.4s cooldown · 3 spin up front
Afterimage
+ The fastest thing on the dish, and for that third of a second nothing lands.
− A third of a second, and you deal essentially nothing with it.
2.6s cooldown · 5 spin up front
Overclock
+ Two seconds of being faster and heavier than the blade you are fighting.
− It burns spin harder than almost anything, and you take more while it runs.
5.4s cooldown · 8 spin up front
Deadweight
+ Nothing moves you. Nothing. And whatever runs into you gets thrown.
− You are a rock for a second and a half — including when you would rather not be.
4.2s cooldown
Spiral Bore
+ Goes through armour the way a Drill does, only harder and for longer.
− Costs real spin, and it can never end a match at the lip.
3.8s cooldown · 10 spin up front
Windshear
+ Knockback near the top of the game, off a move that actually closes distance.
− It hardly touches their spin, so on a blade sat in the middle it does nothing.
3.4s cooldown · 7 spin up front
Gale Slash
+ Quick, cheap and long. Trades almost nothing away for a solid window of extra damage and speed.
− Good at everything, best at nothing — it will not finish a fight on its own.
2.9s cooldown · 5 spin up front
Ironwood Stance
+ Roots you where you stand: almost nothing gets through, nothing shifts you, and spin comes back.
− Two and a half seconds of going nowhere, and a long lockout after it.
5.4s cooldown
Rockfall
+ Drops the ridge on them. Heavy damage and enormous knockback in one move.
− You are close to rooted while it lands, and it costs a lot of spin.
4.4s cooldown · 12 spin up front
Ember Chain
+ Three full seconds of it. Nothing else in the game stays lit for that long.
− Three full seconds of taking more damage too, and it burns spin the whole way.
6.0s cooldown · 7 spin up front
Ash Cloud
+ Puts the flats between you and them: hard to hit, hard to shift, and quick on your feet.
− You cannot do much damage from inside your own cloud.
4.0s cooldown · 3 spin up front
Frost Lock
+ The single largest knockback there is. If they are anywhere near the lip, this ends it.
− A blink long, expensive, and it barely scratches anyone stood in the middle.
4.8s cooldown · 9 spin up front
Quagmire
+ The bog. Spin barely drains, spin comes back, and rivals bounce off you.
− You crawl for over two seconds, and anything with a bore will punish it.
5.0s cooldown
Mirage Step
+ For six tenths of a second you are barely there — and faster than anything else on the dish.
− You cannot hurt anybody while you are busy not existing.
2.6s cooldown · 5 spin up front
Thunderclap
+ One enormous hit in under half a second. Nothing else lands that hard that fast.
− If it misses you have spent a fifth of your spin on nothing at all.
5.2s cooldown · 13 spin up front
Eruption
+ Damage and knockback both near the top of the game, at the same time, for over a second.
− A fifth of your spin, eight seconds of lockout, and you are wide open throughout.
8.0s cooldown · 20 spin up front
Moonlight
+ Around fifty spin back. Nothing else in the game refills anywhere near that much.
− Two and a half seconds of standing in the open taking extra damage to get it.
7.0s cooldown
Tidal Grip
+ Takes spin off them and puts it back into you, while everything they throw lands soft.
− Slow, and it will never push anybody over a lip.
4.6s cooldown · 6 spin up front
Stonewall
+ Three seconds of being a wall: 88% of damage gone, knockback does literally nothing, spin refills.
− Three seconds of not moving and not threatening anyone, then eight of waiting.
8.0s cooldown
Sky Dive
+ Comes down on them from the top of the caldera. Fast, heavy, and it moves them a long way.
− Everything about it is expensive, and you are exposed for the whole descent.
6.5s cooldown · 15 spin up front
Fly
+ Leaves the floor. For as long as it is up there almost nothing they throw can touch it.
− It cannot hit anything either, and it is burning spin the whole time it is off the dish.
8.0s cooldown · 12 spin up front
Phantom Veil
+ For a second and a bit, essentially nothing touches you — not damage, not knockback.
− It costs real spin, and you give up the whole window offensively.
6.0s cooldown · 8 spin up front
Infinite Spin
+ Four seconds where your blade does not bleed spin at all, and quietly gains some.
− Four seconds of hitting like a wet towel, and ten before you can do it again.
10.0s cooldown
Type advantage on top
Every blade has a type, and the matchup multiplies the damage you deal by up to 1.35x — or cuts it to 0.75x if you picked the wrong one.
Attack beats Stamina
Aggression punishes blades built to wait.
Stamina beats Defense
Turtling loses to whoever is still spinning.
Defense beats Attack
A wall outlasts a blade that burns its spin.
Balance beats nobody
Even against everything, weak to nothing.
After the title
The Titans
Eight beys the world never spawns. Each one stands in a fixed place in its own region, turning in a column of its own light, and every one of them is already in its final form — which means every one of them can call an Avatar Awakening on you. They will not so much as notice you until you are World Champion: the Titans and the six Bit-Beast Shrines are what the game becomes once the badges and the bracket are behind you.
Find them
Marked on the world map from the start, so you can walk past them for the whole game knowing exactly what is waiting. The weakest is level 12; the last is level 33.
Each has its own dish
Black ice, tar, a caldera with almost no lip. The stadium is half the fight in every case.
They are locks
Bring down all eight and the sky opens. Then you pick the region you want to fight what comes out of it on.
The dish fights back
The Xtreme Rail
Every stadium has a raised groove running around its lip. Carry enough speed sideways into it and your blade climbs up, the groove whips it around the bowl, and if you hold the line long enough it fires itself back down at your rival as an Xtreme Dash — well over double damage and enough knockback to end a match on the spot.
1 · Get up there
Run the lip, not the middle. Rail Grind kicks you straight out onto it if your blade knows the move.
2 · Hold the line
The groove locks onto you: you ride the line rather than drift near it, and the bowl cannot pull you back down. Steer hard toward the middle to drop off on purpose.
3 · Fire
At full it launches on its own, and it steers: the dash bends toward your rival as it flies, enough to follow someone drifting and not enough to catch someone who actually moves.
How a battle ends
Spin finish
Both blades bleed spin constantly. High-stamina blades bleed slower. When a spin bar empties, that blade stops and the other one wins.
Ring out
Only the other blade can put you out. Drift over the lip under your own power and the dish just catches you — but get hit while you are out there and you are gone instantly. Every ring-out in the game is something a rival did to you.
Take it with you
Download the whole game
A self-contained HTML5 build: one zip, one index.html, and the entire game compiled into it — engine, renderer, world, every blade baked in. Unzip it and open the file. No install, no server, and it works offline. Rebuilt on every deploy, so it is always the version you have just been playing.