Simulator loads a default 1v1 matchup. Left and right arena cards show art, the standard meta row (generation, collection, spin, type), and stats pills before you Launch.
Arena controls
Pick opens the bey modal (type and spin chips, Official picks, Saved customs toggle). Swap exchanges left and right. Random runs a lottery cage on both cards, then locks picks into the URL.
Launch starts a short stadium countdown (3, 2, 1), then plays the battle log with clash rings and optional App sounds. Reduced motion skips the countdown. Focus arena (desktop) hides header and log, and fills the arena soft-panel to the browser viewport under the navbar. Focus also enlarges the top-down stadium. Exit returns to the full layout.
Leave during countdown, playback, or Random asks for confirm so you do not lose progress. URL left and right params keep the matchup on this device.
Deck series (3v3)
Deck series needs three Simulator-ready beys in a saved deck. Choose your deck, then an opponent deck or Random. Best-of-3 follows slot order; Swap and Random stay visible but locked during a live series. Next round and Exit series use the same 44px pill chrome as other Simulator header actions. Launch on a live series scrolls the BEST OF 3 strip under the navbar while it is still at rest (1px before the glass sticky latch).
Battle log
Each side starts at 100 HP. The colored pill on the right is HP removed on that hit (for example -18). It is not your raw Attack stat on the card.
Pill color marks the clash type, not how big the number is: warm red Attack, cobalt Counter, burst red Burst, silver Outspin, yellow Knockdown. The emoji on the left matches the same type.
Damage blends normalized Attack, Speed, and Dash from the attacker against Defense, Stamina, and weight on the defender, plus the type triangle. Burst Resistance shifts which clash types appear, not the damage weights.
Clash type is rolled first (Counter favors Defense, Burst favors spin and burst resistance, and so on). The -HP number always uses one shared formula, so Counter -18 and Attack -18 follow the same math; only the label and color differ.
Exact weights and a worked sample are in the formula diagram below and on Computation → Simulator HP and damage. Guide sample rows use fixed illustrative damage, not a live recalculation of those combo names.
Damage formula (sample normalized stats)
Each stat is divided by the strongest catalog battle top for that stat, giving a 0 to 1 value (same peak scaling as Simulator combat).
Sample with the normalized values above → 19 HP (shows as -{damage} in the log).
Each hit also rolls ±7 before rounding (seeded random; omitted in the sample above).
Clash type (Attack, Counter, Burst, Outspin, Knockdown) is picked separately from stats and spin. Every type uses this same damage formula once the line is written.
Reading results
Outcomes use part stats, type, spin, and tip height. Treat the Simulator as training math, not tournament law. See Computation for Speed and CORE STATS rules.
When the log finishes, Save replay is a 44px ghost pill on the same row as the Battle log title (flat, no lift shadow; Save icon). After save it becomes View replay (Eye) for that local replay. The replay page uses combo names (full part recipe), including Assemble customs. Header Replays still opens the full list.
Stadium battle view
Simulator and saved replays always use a top-down stadium. Use Round | Xtreme | Infinity above the bowl (Xtreme is live; Round and Infinity are visible but disabled until those layouts are ready). On wider screens, arena bey cards sit left and right of the bowl; on phones they sit under it. Swap/Launch/Random stay under the stadium. The compare strip still shows A/D/S and spin/type when idle. Tap a card or stadium bey to pick. Launch plays clash and finish motion from the same battle log. Right after launch, and before every third clash, both beys circle the bowl on opposite sides without touching (tight around the center, or one on the rail and one near the center) before the next hit. Each finish has its own ending; see Finishes below.
After the fight, use Play, Pause, Restart, step, timeline scrub, and .5× / 1× / 2× to rewatch the recorded events (1× is the default baseline and matches Launch pace; .5× is slower; 2× is faster; no new sim). Stadium clash, drift, and finish motion scale with the speed chip so rail contact still reads at 2×. Flanking arena cards stay in sync: clash rings and HP follow the same replay cursor, and Win/Loss seals wait for the finish beat. The same player appears on a saved replay page (Play / Restart from the start or end scrolls the stadium into view like Launch). Layout choice is visual only and does not change battle math.
Finishes
Every battle ends with one of four finishes, picked by the last hit in the log. Official Beyblade X rules score them Spin 1, Over 2, Burst 2, and Extreme 3 points. The Simulator shows the finish but does not keep a points total.
Burst Finish (2 points): the final hit is a Burst. Both tops meet in one last clash, then the loser's parts scatter across the floor and gray out.
Extreme Finish (3 points): a Knockdown from an attacker with strong Dash. The winner rides the rail, then a final center clash knocks the loser through the Extreme slot.
Over Finish (2 points): any other Knockdown. Both tops rush into a knockout shove that blasts the loser into an Over pocket, and the winner bounces back toward center.
Spin Finish (1 point): the final hit is an Outspin, or the rounds run out with no knockout and HP decides the winner. The loser slows to a stop on the floor while the winner keeps spinning.
Win rates
Recent battles has a Win rates panel from saved replays on this device. Each combo (same catalog or Assemble id) gets an appearance when it fights and a win when it is the winner. Top is most wins, then most appearances if wins tie (up to 50). The percent is wins divided by appearances. It is a label, not the sort.