ROBOTxLASERBEAM Manga: All 7 Volumes Guide (2026)
ROBOTxLASERBEAM Manga Volumes: A Complete Set in 7 Books
If you’re searching for the ROBOTxLASERBEAM manga volumes count, here’s your answer up front: the series is complete at 7 volumes. That’s the final, definitive number — it will never change.
ROBOTxLASERBEAM (ROBOT×LASERBEAM in Japanese) is a golf manga by Tadatoshi Fujimaki, the creator of Kuroko’s Basketball — a popular basketball manga that ran from 2008 to 2014. ROBOTxLASERBEAM was serialized (meaning it was published chapter by chapter on an ongoing schedule) in Weekly Shonen Jump, a major Japanese manga magazine published by Shueisha. The series ran from 2017 to 2018, spanning 62 chapters across those 7 volumes. In manga, chapters are individual installments of the story, and they’re later collected into bound volumes — so those 62 chapters are what fill the 7 books. The final Japanese volume released on September 4, 2018, and the series has been finished ever since.
All 7 volumes are available in English from VIZ Media, so you can read the entire story without waiting for future releases or worrying about a story left unfinished. There is no anime adaptation of ROBOTxLASERBEAM, so the manga is the only way to experience this story.
What makes ROBOTxLASERBEAM stand out? It’s a golf-themed sports manga aimed at a younger audience, from a major Weekly Shonen Jump creator — something you almost never see. Fujimaki took the competitive sports formula he developed with basketball and applied it to the golf course. The main character, Robo (short for Robato Hatohara), is an emotionless high schooler with a mechanically perfect golf swing, and the series follows his entry into competitive golf against increasingly skilled opponents.
The series carries a Teen rating in English, making it accessible for a wide range of readers.
How to Collect the Full ROBOTxLASERBEAM Manga Volumes
Collecting ROBOTxLASERBEAM is about as straightforward as it gets. Seven volumes, one format, one publisher in English — no complicated editions to sort through.
English Editions from VIZ Media
All 7 volumes were published in English by VIZ Media as digital-only editions, released in September 2020. They are available exclusively through digital platforms — the VIZ website/Shonen Jump app, Kindle, and other digital manga storefronts. There are no physical English-language print editions of ROBOTxLASERBEAM, so digital is your only option for reading this series in English. The upside is that every volume is instantly accessible: no hunting for out-of-print books, no waiting on restocks, and no shipping costs.
No Box Set Available
As of this writing, no box set edition is known to exist for ROBOTxLASERBEAM in any market. Since the English release is digital-only, you’ll be picking up the 7 volumes individually in digital form.
One of the Most Affordable Complete Sets
Here’s the real appeal for collectors: a 7-volume series is tiny. Compare this to something like One Piece or Naruto where you’re buying dozens (or hundreds) of books. With ROBOTxLASERBEAM, the total investment is modest — just seven digital volumes at typical retail pricing. That makes it a great entry point if you like the idea of owning a complete manga set without a major commitment.
If you’re hunting for deals on the individual volumes, keep an eye on digital storefront sales. Patience tends to pay off with shorter series like this, since there’s no urgency — the set will always be exactly 7 books.
Volume-by-Volume Breakdown
With only 7 volumes and 62 chapters, every book in this series carries weight. There’s no filler and nothing skippable. Here’s what to expect from each volume without spoiling the key moments.
Volume 1 — The Starting Point
This is where you meet Robo himself. The first volume establishes the core premise: an emotionless, robotically precise high schooler discovers competitive golf. You’ll get a feel for Fujimaki’s art style — sharp, angular character designs with exaggerated athletic poses — and the story’s tone, which mixes deadpan humor with sports intensity. Robo’s complete lack of emotion makes him an unusual lead for a sports manga, and the comedy that comes from his blankness bouncing off more passionate characters is one of the book’s early hooks. If the premise grabs you here, the rest of the series will deliver.
Volume 2 — Early Competition
Volume 2 moves into tournament territory and starts introducing the opposing characters who’ll push Robo to grow. In sports manga, recurring opponents are a core part of the genre — each one typically has a distinct playstyle and personality that forces the main character to adapt. Fujimaki has always been good at building this kind of cast, and this volume starts laying that groundwork. The competitive stakes begin to take shape as Robo’s mechanical swing runs into players whose instincts and creativity challenge his approach.
Volume 3 — Rivalries Take Root
The opposing characters established in Volume 2 get sharper here. This is where the series starts hitting its stride as a sports manga — the matches become more tactical, and you start to see the gap between Robo’s mechanical precision and the instinct-driven play of his opponents. The golf itself gets more detailed too, with course strategy and shot selection becoming part of the dramatic tension. Character dynamics deepen considerably as the supporting cast starts to develop motivations and backstories of their own.
Volume 4 — The Midpoint Turn
Sitting right at the center of the series, Volume 4 delivers key character development. Robo starts evolving beyond his initial “robot” persona — the emotionless exterior begins to crack as the pressure of competition forces genuine reactions out of him. The supporting cast gets meaningful page time as well, with their own goals and growth arcs taking shape. This is the hinge of the whole story — the groundwork for everything that follows gets laid here.
Volume 5 — Building Toward the Climax
The later story segments begin in earnest with Volume 5. The competition escalates, the opponents get tougher, and the emotional stakes rise alongside the athletic ones. Robo faces players whose talent and dedication make his mechanical precision alone insufficient — he has to find something more. If you’re reading the series in one sitting (and at 7 volumes, you absolutely can), this is where the momentum picks up and the pages start turning faster.
Volume 6 — Tournament Climax
Volume 6 delivers the climactic tournament action. The high-pressure match sequences here are among the series’ strongest — Fujimaki excels at breaking down individual moments of athletic performance into dramatic, panel-by-panel tension, and the one-on-one nature of golf gives him room to focus on the mental battle between competitors. The pacing tightens as everything builds toward the finale, and the emotional weight of the matches carries real impact because of the character work in the preceding volumes.
Volume 7 — The Final Volume
The concluding volume wraps up ROBOTxLASERBEAM’s story. The final story segment resolves the main conflicts and gives the characters their send-off. At 62 total chapters spread across 7 volumes, the ending arrives quickly — this isn’t a series that overstays its welcome. It’s worth noting that some readers have found the ending feels compressed, which is a common reaction when a shorter series wraps up its remaining threads in a final volume. Whether that bothers you will depend on your tolerance for brisk conclusions versus extended epilogues. Volume 7 is the final piece of the complete set.
ROBOTxLASERBEAM, Vol. 7 (final volume)
Is ROBOTxLASERBEAM Worth Collecting All 7 Manga Volumes?
The honest answer depends on what you’re looking for.
For Fujimaki Fans
If you loved Kuroko’s Basketball and want to see what Tadatoshi Fujimaki does with a completely different sport, ROBOTxLASERBEAM is a natural next read. You’ll see familiar artistic signatures — the sharp character designs, the way he dramatizes athletic technique, the recurring opponent dynamics — applied to golf instead of basketball. It’s a fascinating look at how a creator adapts their strengths to new material.
For Sports Manga Readers
Golf manga are rare in magazines aimed at younger readers, and golf manga in Weekly Shonen Jump are even rarer. If you’ve read through the more common sports manga genres — basketball, soccer, volleyball, baseball — and want something different, this series fills a genuinely unusual niche. The sport translates to manga better than you’d expect — individual shot precision and course strategy give Fujimaki plenty to work with visually, and the solitary nature of golf creates a different kind of tension than team sports.
For Readers Who Love Finished Series
Seven volumes. Sixty-two chapters. A complete story with a beginning, middle, and end. You can read the entire thing in a single afternoon. There’s no waiting for new chapters, no cancelled-before-the-ending anxiety, and no need to track dozens of volumes. For readers who specifically seek out completed manga they can experience from start to finish in one go, ROBOTxLASERBEAM fits the bill. The compact length also makes it easy to revisit — rereading 7 volumes is a casual commitment rather than a multi-week project.
For Newcomers to Manga
If you’re new to manga entirely and looking for a manageable starting point, a 7-volume completed series is an approachable way to try the format. You won’t need to learn an elaborate power system or keep track of a sprawling cast — the story is focused, the rules of golf provide a familiar framework, and the total page count is reasonable for someone testing the waters. The Teen rating also means the content stays accessible.
The Compact Collection Advantage
This set will never grow beyond 7 volumes. That’s a real selling point — the whole series is easy to manage in any reading app and quick to revisit. If you want a tidy, complete set from a well-known creator in your digital library, this is one of the easiest boxes to check.
Who Might Want to Pass
If you’re looking for a long, sprawling sports epic with hundreds of chapters of development, this isn’t it. The 62-chapter run means character growth is compressed compared to longer sports manga — you’ll see Robo evolve, but there isn’t room for the kind of slow-burn development a 30-volume series would allow. The compact length is a feature for some and a drawback for others. Go in expecting a tight, focused story rather than a lengthy saga, and you’ll be in the right mindset.