BEYBLADE X BIT DIRECTORY
Choose a Bit by movement and role.
Browse Attack, Defense, Stamina and Balance Bits, then open the full guide for suitable Blades, colours and products that include it.
53Bits
53 results
HHexaDefenseHexa is mainly used for controlled contact and resistance to destabilising hits. Final performance depends on the Blade, Ratchet, stadium and launch.View details
EElevateBalanceElevate is mainly used for a mix of movement, control and spin endurance. Final performance depends on the Blade, Ratchet, stadium and launch.View details
LRLow RushAttackLow Rush is mainly used for aggressive movement and early knockout pressure. Its lower profile can reduce height but may change scraping risk. Final performance depends on the Blade, Ratchet, stadium and launch.View details
RRushAttackRush is mainly used for aggressive movement and early knockout pressure. Final performance depends on the Blade, Ratchet, stadium and launch.View details
FBFree BallStaminaFree Ball is mainly used for spin preservation and stable late-battle movement. Its freer movement aims to reduce resistance in selected matchups. Final performance depends on the Blade, Ratchet, stadium and launch.View details
AAccelAttackAccel is mainly used for aggressive movement and early knockout pressure. Final performance depends on the Blade, Ratchet, stadium and launch.View details
BBallStaminaBall is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
BSBound SpikeStaminaBound Spike is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
CCycloneAttackCyclone is mainly used for aggressive movement and early knockout pressure. Final performance depends on the Blade, Ratchet, stadium and launch.View details
DBDisk BallStaminaDisk Ball is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
DSDisk SpikeStaminaDisk Spike is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
DDotDefenseDot is mainly used for controlled contact and resistance to destabilising hits. Final performance depends on the Blade, Ratchet, stadium and launch.View details
FFlatAttackFlat is mainly used for aggressive movement and early knockout pressure. Final performance depends on the Blade, Ratchet, stadium and launch.View details
FFFree FlatAttackFree Flat is mainly used for aggressive movement and early knockout pressure. Its freer movement aims to reduce resistance in selected matchups. Final performance depends on the Blade, Ratchet, stadium and launch.View details
GBGear BallStaminaGear Ball is mainly used for spin preservation and stable late-battle movement. Its gear-shaped design increases interaction with the X-Celerator rail. Final performance depends on the Blade, Ratchet, stadium and launch.View details
GFGear FlatAttackGear Flat is mainly used for aggressive movement and early knockout pressure. Its gear-shaped design increases interaction with the X-Celerator rail. Final performance depends on the Blade, Ratchet, stadium and launch.View details
GNGear NeedleStaminaGear Needle is mainly used for spin preservation and stable late-battle movement. Its gear-shaped design increases interaction with the X-Celerator rail. Final performance depends on the Blade, Ratchet, stadium and launch.View details
GPGear PointBalanceGear Point is mainly used for a mix of movement, control and spin endurance. Its gear-shaped design increases interaction with the X-Celerator rail. Final performance depends on the Blade, Ratchet, stadium and launch.View details
GRGear RushAttackGear Rush is mainly used for aggressive movement and early knockout pressure. Its gear-shaped design increases interaction with the X-Celerator rail. Final performance depends on the Blade, Ratchet, stadium and launch.View details
GUGear UniteBalanceGear Unite is mainly used for a mix of movement, control and spin endurance. Its gear-shaped design increases interaction with the X-Celerator rail. Final performance depends on the Blade, Ratchet, stadium and launch.View details
GGlideStaminaGlide is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
HNHigh NeedleStaminaHigh Needle is mainly used for spin preservation and stable late-battle movement. Its raised profile changes contact height and stability. Final performance depends on the Blade, Ratchet, stadium and launch.View details
HTHigh TaperBalanceHigh Taper is mainly used for a mix of movement, control and spin endurance. Its raised profile changes contact height and stability. Final performance depends on the Blade, Ratchet, stadium and launch.View details
IIgnitionBalanceIgnition is mainly used for a mix of movement, control and spin endurance. Final performance depends on the Blade, Ratchet, stadium and launch.View details
JJoltAttackJolt is mainly used for aggressive movement and early knockout pressure. Final performance depends on the Blade, Ratchet, stadium and launch.View details
KKickBalanceKick is mainly used for a mix of movement, control and spin endurance. Final performance depends on the Blade, Ratchet, stadium and launch.View details
LLevelBalanceLevel is mainly used for a mix of movement, control and spin endurance. Final performance depends on the Blade, Ratchet, stadium and launch.View details
LCLow CycloneAttackLow Cyclone is mainly used for aggressive movement and early knockout pressure. Its lower profile can reduce height but may change scraping risk. Final performance depends on the Blade, Ratchet, stadium and launch.View details
LFLow FlatAttackLow Flat is mainly used for aggressive movement and early knockout pressure. Its lower profile can reduce height but may change scraping risk. Final performance depends on the Blade, Ratchet, stadium and launch.View details
LOLow OrbStaminaLow Orb is mainly used for spin preservation and stable late-battle movement. Its lower profile can reduce height but may change scraping risk. Final performance depends on the Blade, Ratchet, stadium and launch.View details
MMergeBalanceMerge is mainly used for a mix of movement, control and spin endurance. Final performance depends on the Blade, Ratchet, stadium and launch.View details
MNMetal NeedleStaminaMetal Needle is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
NrNarrowStaminaNarrow is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
NNeedleStaminaNeedle is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
OpOperateBalanceOperate is mainly used for a mix of movement, control and spin endurance. Final performance depends on the Blade, Ratchet, stadium and launch.View details
OOrbStaminaOrb is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
PPointBalancePoint is mainly used for a mix of movement, control and spin endurance. Final performance depends on the Blade, Ratchet, stadium and launch.View details
QQuakeAttackQuake is mainly used for aggressive movement and early knockout pressure. Final performance depends on the Blade, Ratchet, stadium and launch.View details
RARubber AccelAttackRubber Accel is mainly used for aggressive movement and early knockout pressure. Its rubber contact increases grip and makes launch control especially important. Final performance depends on the Blade, Ratchet, stadium and launch.View details
SSpikeStaminaSpike is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
TTaperBalanceTaper is mainly used for a mix of movement, control and spin endurance. Final performance depends on the Blade, Ratchet, stadium and launch.View details
TKTrans KickBalanceTrans Kick is mainly used for a mix of movement, control and spin endurance. Final performance depends on the Blade, Ratchet, stadium and launch.View details
TPTrans PointBalanceTrans Point is mainly used for a mix of movement, control and spin endurance. Final performance depends on the Blade, Ratchet, stadium and launch.View details
TrTurboAttackTurbo is mainly used for aggressive movement and early knockout pressure. Final performance depends on the Blade, Ratchet, stadium and launch.View details
UFUnder FlatAttackUnder Flat is mainly used for aggressive movement and early knockout pressure. Final performance depends on the Blade, Ratchet, stadium and launch.View details
UNUnder NeedleStaminaUnder Needle is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
UUniteBalanceUnite is mainly used for a mix of movement, control and spin endurance. Final performance depends on the Blade, Ratchet, stadium and launch.View details
VVortexAttackVortex is mainly used for aggressive movement and early knockout pressure. Final performance depends on the Blade, Ratchet, stadium and launch.View details
WBWall BallStaminaWall Ball is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
WWWall WedgeStaminaWall Wedge is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
WWedgeStaminaWedge is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
YYieldingStaminaYielding is mainly used for spin preservation and stable late-battle movement. Final performance depends on the Blade, Ratchet, stadium and launch.View details
ZZapAttackZap is mainly used for aggressive movement and early knockout pressure. Final performance depends on the Blade, Ratchet, stadium and launch.View details