Attack Ring: Cybernetic Dragon
Large, wide attack ring with very aggressive design, large flat faces as contact points.
Incredibly recoil laden in both directions, even with SG Grip Change Base Tip or Defense Grip Base (Tip inverted). It can even bend itself backwards over the SG from hard collisions (and even when it doesn't, the threading shows stress quite quickly with serious use), due to the immense amount of rotational recoil it suffers from.
Relatively powerful in both spin directions (less so in left), but not quite enough to be worth using given the recoil, though it does come close to being competitive in Right Spin.
If using as a Right Spin Attack AR, benefits greatly from a Heavy Metal Core, which makes it competitively viable.
Weight Disk: Ten Wide
Weight: 14.0g (Takara/Hasbro) | 14.3g (SonoKong G-Blade)
Moderately light weight
Recoil means it is far less effective for spin stealing and survival than those weight disks
Still has plenty of use for Smash Attack, particularly with Attack Rings which are obstructed by Wide Defense.
Can still be used for spin stealing to decent effect with parts that compensate through LAD (Spiral Change Base/Full Auto Clutch Base etc) or by providing a buffer (Dragon Saucer SAR), but is still outclassed.
Spin Gear: Right Spin Gear (MG Spring Version)
Spin Gear Shells: Right Spin Gear Shells
Weight: 1.1g each (Shells) + 1.12g (Metal Weight Gear)
Standard SG System Shells.
Incompatible with Neo Cores, and thus certain MagneSystem Blade Bases, though Wyborg's SG (Auto Change Version) SG Core Part can be used to allow use with some.
Uses a Metal Weight Gear with all compatible SG Cores. This is considered part of the SG when using these casings, thus is compulsory. This gear helps reduce wobbling/rattling and adds a small amount of weight. It does not, however, work as a gear in any capacity.
Regular Shells have one advantage over Neo Shells - due to fitting a Metal Weight Gear, they allow slightly heavier setups with Regular SG-style gimmicked casings than Neo Shells do.
Spin Gear Core: SG (MG Spring Version)
Jumping SG with a sharp tip, narrower than SG (Spring Version), and generally worse, with poor balance.
Has poor balance which only worsens when its gimmick activates, making it taller, worsening its balance and also throwing it off balance.
There is a magnet located in the tip section, however this has no effect on performance outside of Magne Stadia.
Not a competitive part.
Blade Base: Jumping Base 2
The combination of jumping-when-hit (i.e. going way off balance after hits) and a large ring which scrapes on the floor when it goes off balance (regularly) is not a recipe for success.
Protrusions on top of the ring add additional recoil.
Disc is too wide, resulting in poor LAD as opposed to something like Metal Fight Beyblade's Circle Flat
Slopes of inner fins intended to aid with stability via down-force do very little.
Able to use a wide range of other SG's and cores, however these generally do not protrude past the disc thus are entirely pointless and often not legal due to not contacting the stadium floor.
Marginally better with SG (Spring Version) than Jumping Base (Trygle) as it prevents the spring extending and has somewhat lower recoil. The results are nonetheless woeful due to the poor balance, high centre of gravity, and recoil from the disc top.
Overall an exceptionally poor part.
If Cyber Dragoon was even half as good competitively as most people agree it is aesthetically, it would be a truly threatening Beyblade. However, it isn't: the AR comes close to being competitive but its incredible recoil renders it far too risky for the power it provides, and extends to the point of potentially damaging itself, and the generic Weight Disk aside, the rest of the Beyblade is pure gimmickry (and not even original gimmickry). Collection only.