➤ Dash
Rush toward your rival. Dash aims automatically unless you are steering. Recharge: 3.2 seconds.
Q or the Dash button
THE FIELD GUIDE
A few well-timed moves can change a match. Start with the basics, then find the style that feels like yours.
Face one rival in a spinning-top duel. Reduce their spin to zero to win a round. The first blader to win two rounds takes the duel. Every round starts with full spin and fresh cooldowns.
Rush toward your rival. Dash aims automatically unless you are steering. Recharge: 3.2 seconds.
Q or the Dash button
Reduce incoming damage by 75% for a brief moment. The orange rush warning is your cue. Recharge: 3.6 seconds.
E or the Guard button
Energy builds over time and through clashes. When the gold bar is full, tap once to use your blade’s signature move.
Space or the Special button
Your blade moves on its own. Steering is optional: hold a point in the arena on touch, or use WASD / arrow keys. Practice teaches dash, guard and special without losing.
| Style | Strength | Your game plan |
|---|---|---|
| Attack | Stronger clashes | Dash when your rival’s guard is down. |
| Defense | Less incoming damage | Block a rush, then counterattack. |
| Stamina | Slower natural spin loss | Use steering and guard to avoid heavy hits. |
| Balance | Versatile stats | Switch between attacking and defending. |
All blades share a comparable power budget. Original blade tiers are back, from Novice to God and the mysterious Unknown. Browse by tier to find your favorite. Rarity does not secretly multiply stats. Each signature move’s exact effect is shown beside the blade in your loadout.
| Bey Stadium | The neutral arena. A good place to learn. |
|---|---|
| Neon Rail | Dash near the outer rail for extra speed. Both blades can use it. |
| Frost Circuit | A slick surface preserves more momentum. |
| Ember Forge | The outside ring warms up every ten seconds. Orange warns you to move inward. |
| Circuit Core | The small center circle charges your special faster. |
| Lunar Vault | A smaller stadium means more close encounters. |
After 32 seconds, the safe area starts closing in. At 50 seconds, the blade with more spin wins. A tie replays the round. A finishing rush or special can cause a burst finish; it counts as one round win, just like a spin finish.
Choose A trainer’s journey from the home screen, enter your name, and pick one of three companions. Travel through six regions, meet local guardians, and choose your replies in conversations. Win each first-to-two duel to earn a wind seal and open the next region. Your companion stays with you; opponents use the same fair battle rules. Losses keep your earned seals. Revisit cleared regions or open the travel journal to read your memories.
Dialogue and progress save on this device, separately from League Run. The final region concludes the story. Start a new journey asks before replacing only your story save. If browser storage is blocked, progress lasts for the current visit.
Win your way through Novice, Apprentice, Advanced, Elite, Champion, Legendary, Mythical, Transcendent and God. Each tier has its own rival and tactics; later challenges change the arena too. Winning a duel unlocks the next tier. Two optional skill stars reward specific moves. Replay any cleared tier: your best star total stays saved, even after a loss.
Raise your guard just before a rush or special hits. The first 0.35 seconds of guard can block 90% of damage and give you 12 energy. A successful perfect guard refreshes Dash and opens a 1.8-second counter window. Tap the highlighted Counter button to chase your rival; the first contact adds 3 damage. Ordinary guards still block 75%.
Win three duels to earn a trophy. Each duel is first to two round wins. Spin fully recovers between rounds. If you lose a duel, you can retry that challenger. Your trophy total saves on this device.
Use Settings for sound, reduced motion or performance mode. The game pauses when you switch tabs or apps. Resume when you’re ready. On mobile, both portrait and landscape are supported. If 3D graphics aren’t available, the game uses a playable 2D view with the same rules.
ENTER THE LEAGUE →Bounce through ten authored stages across five sky worlds. Reach the glowing portal to unlock the next stage. Your blade jumps automatically; steering and your air burst are up to you.
Quick, precise steering. A good first choice.
Gentler steering and a wider star pickup range.
A higher air burst with more sideways momentum.
| Action | Touch | Keyboard |
|---|---|---|
| Start / choose a stage | Let’s Climb or a stage on the map | Tab to the button, then Enter |
| Steer | Hold the left/right buttons or a side of the arena | A / D or ← / → |
| Air burst | Tap the gold Burst button | Space |
| Drop through | Hold Drop; release to land again | Hold S or ↓ |
| Pause | Pause button | P / Escape |
A full burst meter gives you one extra jump in the air. Catching a star adds 45 charge. Landing near the bright center of a new platform adds 35. Each platform only awards charge once per attempt, so keep exploring. Save a burst to reach a star or recover from a missed landing.
Blue platforms drift sideways. Gold springs send you higher. Pink platforms crumble after a bounce and return after three seconds. Green flags activate checkpoints and refill your burst. Later worlds introduce gentle, announced crosswinds. Every stage can be completed without spending a burst.
Earn one medal for reaching the portal, one for finding every star, and one for finishing without a rescue. Only the portal medal is needed to move on. Miss a jump and you return to your checkpoint with your collected stars. Replay for missing medals; achievements already earned are kept. Reach Apprentice after two stage clears, Elite after four, Champion after six, Legendary after eight, and God after all ten.
Progress and flight style save on this device. Leaving a stage starts a fresh attempt next time. Sound and reduced motion controls are at the top. Switching tabs pauses your climb.
START CLIMBING →