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.
Overall outclassed by better options such as Square Edge, Mountain Hammer and Mirage Goddess.
Weight Disk: Ten Wide
Weight: 14.0g (Takara/Hasbro) | 14.3g (SonoKong G-Blade)
Moderately light weight
Outward weight distribution, though less so than Wide Defense and Wide Survivor.
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.
A number of SonoKong Ten Wide WD's from their G-Blade series have been recorded as being slightly above the average weight of Wide Defense, see the Ten Wide page for details.
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.
Generally Neo Shells are preferred for their greater compatibility, mostly their ability to use Neo Cores. For Right Spin, this is particularly relevant with the Heavy Metal Core.
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 with most setups 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.
However, the shaft is better than SG (Spring Version) in the most critical way: It can extend in Jumping Base 2, which means it is required for competitive use of that Blade Base.
While its own shaft piece can be used in SG (Spring Version) if one finds one with a removable tip, the inverse is not true and will damage the tabs of that shaft if attempted. This setup provides a lower height for slightly better stability in Jumping Base 2 combinations.
Spring strength appears to vary across SG (MG Spring Version) and SG (Spring Version) examples. SG (MG Spring Version) generally comes with a stronger spring, though this is offset by the longer casing reducing tension somewhat.
Lower tension springs reduce the bounce strength, which helps avoid self-KOs on bounce sometimes, though with rulings no longer requiring the gimmick to be set this is of less concern.
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 generally not a recipe for success, though as it turns out if balanced well this can be managed.
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. SG (Bearing Version 2) Shaft does actually work, however it isn't terribly useful.
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.
In a large turn around for a part once considered useless, the free spinning dish actually has a very solid ability to grind on opponents and trap them underneath in a pseudo-Force-Smash tactic.
Incredibly specific customization is required to make use of this, primarily Hasbro's Version of Flying Defense for its huge width to proportionally match SG (MG Spring Version)'s huge height and to further knock opponents over from above. This brings two previously considered "joke" parts together into a shockingly viable combination.
Generally Ten Heavy is optimal for this, though Wide Defense and Ten Wide are also decent picks. One should try different copies of the chosen Weight Disk and experiment with different orientations to ensure the most balanced combination possible.
This is a legitimately competitive setup, in what will be a shock to many older Bladers.
Jumping Base 2's surprise competitiveness in very specific combinations, along with an interesting if not terribly good Attack Ring make Cyber Dragoon a decent purchase, especially as it is widely considered one of the coolest looking Beyblades of the generation.