Plastics Competitive Combos List

Attack

Smash Attack

Smash Attack combinations aim to bludgeon the opponent out of the ring through brute force, though some can beat the stamina out of opponents and go for the outspin, especially on SG Metal Flat Base (Gaia Dragoon V Version) or higher LAD CGB setups. 


Hyper Aggressive Smash (indicated by an [H]): Hyper Aggressive Attack Rings and Setups are those which require significant recoil control (without sacrificing a significant amount of speed) to perform competitively, but once this is done hit noticeably harder than more conventional choices. This almost always requires the use of SG Grip Change Base Tip/Defense Grip Base (though CGB can be okay sometimes) and Wide Defense or a Ten Wide of similar weight, especially against heavier opponents. They generally benefit from the addition of a Heavy Metal Core (whereas standard Smash Attack setups generally want to have the lightest possible SG) and can be worth trying Heavy WDs with to trade some motion recoil control for rotational recoil control (I usually find this counter-productive but YMMV). They do tend to struggle with inability to outspin Grip Defense, though some of the stronger ARs such as Square Edge still have a chance to KO it.


Simple yet brutally effective, Smash Attack is the classic risk vs reward type, with some challenge to use and risk of self-KO rewarded with the ability to have a decent chance against just about anything. Various setups are affordable to boot, making it a great type - if you can keep it in the dish.


Attack Rings

Note: The Black and Metallic Blue versions of Great Dragon and Green version of Gyro Defense seem to suffer from a similar ailment to Takara's Neo Cross Horn, which has been removed from the list as a result (though the Hasbro version remains as while it is a softer plastic it does not appear to break). These parts as well as some other earlier darker recolours of certain parts should be avoided due to their inability to make it through a tournament (often they don't even make it through assembly).


Right Spin:

Corona Saber [H]

Cross Griffon (Takara)

Dark Wing + Dark Wing SAR/Ark Pyramid SAR/War Lion SAR [H]

Double Attacker [H]

Dragon Breaker + Screw Zeus [H]

Dragon Saucer + Screw Zeus [H]

Great Dragon + Screw Zeus/War Lion SAR [H]

Gyro Defense

Mirage Goddess

Moonrazor

Mountain Hammer

Neo Cross Horn (HASBRO ONLY)

Square Edge [H]

Stingroller 

Tigron X [H]

Triple Beak [H]

Triple Tiger 

Triple Wing

Upper Claw

Upper Claw (RC Version) (only on SG/BB setups shorter than Defense Grip Base)

Zeo Attack Ring [H]


Left Spin:

Dragon Breaker + Screw Zeus/War Bear SAR [H]

Dragon Saucer + Screw Zeus [H]

Eight Spiker

G Upper

Great Dragon + Screw Zeus/War Bear SAR/War Lion SAR [H]

Hayate Attack Ring (Takara > Hasbro ) [H]

Jungle Shock

Neo Cross Horn (HASBRO ONLY)

Panther Head

Square Edge [H]

Triple Beak [H]

Triple Tiger [H]

Triple Wing

Upper Claw (RC Version) (only on SG/BB setups shorter than Defense Grip Base)


Weight Disks

Ten Wide

Wide Defense

Wide Survivor

Ten Heavy [H]

Heavy Attack [H]


Support Parts

Cross Survivor

Defense Ring

Survivor Ring

Twin Guard


Spin Gear/Blade Base Setups

Note: SG Grip Change Base and to a lesser extent the gold version of SG Grip Base suffer from Gold Plastic Syndrome, making them very fragile. As such, their use is not advisable, despite the former being generally the best Attack BB in the game.


SG: Right/Left/Neo Right/Neo Left SG (Regular SG Core Part/Normal Core/Metal Weight Core/North Magnecore/South Magnecore/North Magnecore (Dranzer V Version)/South Magnecore (Dranzer V Version)/Heavy Metal Core)

BB: Defense Grip Base (Inverted Tip) , Storm Grip Base (Inverted Tip) 


SG: Neo Right/Neo Left SG (Normal Core/Metal Weight Core/North Magnecore/South Magnecore/North Magnecore (Dranzer V Version)/South Magnecore (Dranzer V Version)/Heavy Metal Core)

BB: SG Metal Flat Base (Gaia Dragoon V Version)


SG: None

BB: Grip Base


SG: Neo Right/Neo Left SG (Normal Core/Metal Weight Core/North Magnecore/South Magnecore/Heavy Metal Core)

BB: SG Grip Change Base (FRAGILE!)

Tip: SG Grip Change Base Tip (Attack Mode)


SG: Right/Left/Neo Right/Neo Left SG (Bearing Version 2)

BB: Customize Bearing Base, Defense Grip Base 2, Customize Grip Base (Fresh Tips Only), Magne Flat Base, SG Grip Base

Tip: SG Grip Change Base Tip (Attack Mode)


SG: Neo Right/Neo Left SG (North Magnecore (Dranzer V Version)/South Magnecore (Dranzer V Version), Right/Left/Neo Right/Neo Left SG (Auto Change Version)

BB: Magne Flat Base, SG Grip Base

Tip: Customize Grip Base Tip/SG Grip Base Tip


SG: Right/Left/Neo Right/Neo Left SG (Regular SG Core Part/Normal Core/Metal Weight Core/North Magnecore/South Magnecore/Heavy Metal Core)

BB: Customize Grip Base, Magne Flat Base, SG Grip Base

Tip: Customize Grip Base Tip/SG Grip Base Tip

Spin-Stealing Attack/Offensive Zombies

While perhaps worth considering Balance or even Stamina types (due to Gyro Defense in high-LAD versions (i.e. CGB or FACB) being one of the best Zombie setups as well, though it is somewhat unique), Spin-Stealing Attack aims to use the destabilisation from Upper Attack ARs, as well as some degree of Smash or Upper Attack, to destabilise and outspin opponents, or just straight KO them. Viable attack rings are defined by their ability to KO things the type can usually not outspin, like Zombies. Overall this makes for a very competitive type with a good spread of match ups, though work is needed to control the tip (mostly just consisting of steep banking). The type does cover a fairly wide spectrum between offensive power and LAD ability, with Defense Grip Base 2 + SG (Free Shaft Version) being much better at catching the ridge but Customize Grip Base and Full Auto Clutch Base having much better LAD. A more recent development in the type is the use of Right Engine Gear (Metal Flat), which as discovered by WBO member Broyeeto has the ability on some Final Clutch Bases to fire after toppling over providing a late burst of Life After Death to net outspins against some Defensive Zombies while KOing due to the respectable shape of the tip and relatively usable mid battle EG burst. These also have slightly more defense than other options due to their bulky build and have been termed "V8" combos due to their engine mechanic.


Note: Aim to use opposite spin to opponent for full effectiveness, though this is not always critical - Same Spin is sometimes more useful when trying to KO.


Attack Rings

Right Spin:

Cyclo Chaos

Moonrazor

Stingroller

Triangle Wing

Upper Claw

Upper Claw (RC Version)

Upper Dragoon


Left Spin:

Gyro Defense (Green version tends to be fragile)

Mirage Goddess 

Triangle Wing

Upper Claw (RC Version)

Upper Dragoon


Weight Disks

Wide Defense

Wide Survivor


Support Parts

Defense Ring (Best)

Survivor Ring

Cross Survivor

Twin Guard


Spin Gears (Standard SG)

SG: Right/Left/Neo Right/Neo Left Spin Gear

Casings: SG (Free Shaft Version), SG (Full Auto Clutch Version) (with Full Auto Clutch Base only)

Shaft: SG (Full Auto Clutch Version) Shaft


Spin Gear (Engine Gear)

SG: Right Engine Gear (Metal Flat) 


Blade Bases (Standard SG)

Customize Bearing Base

Customize Grip Base

Defense Grip Base 2

Full Auto Clutch Base


Blade Bases (Engine Gear)
Final Clutch Base (Dranzer G Version) 

Final Clutch Base (Gaia Dragoon G Version) 


Traditional Upper Attack

Roaring back from the dead like a hand punching upwards from the grave (and uppercutting a compact in the process), the legalisation of "Storm Grip Tip Flip" providing a fast, HMC-compatible low-height Blade Base has given the much loved Upper Attack type the consistency it needed to be competitive once more.

Using slopes to lift opponents for upper attack as well as smash (upward smash and regular) to further capitalise on their opponents sudden loss of traction, as well as heavily destbilising opponents make these combos as versatile and deadly as Storm Grip Inverted is hard to control, and the excitement of seeing even the heaviest combinations sent sailing high over a wall made the type the darling of many old school bladers.

While the type performs well against just about anything it can get under in same or opposite spin, it should be noted that while Smash-Capable Left-Spin Attack Rings perform somewhat better against Circle Survivor Combinations. Right Spin invocations are thoroughly curbstomped by the Dish of Doom, and less Smash Capable options (Upper Dragoon and Triangle Wing) can struggle even in Left (though their more consistent lifting is a valid trade off).

Despite their weakness to a fairly common competitive type, Upper Attack's ability to basically ignore the presence of walls when tossing opponents out of the ring can make them more reliable against many opponents in a tournament situation than pure Smash Attack (though Square Edge is notable for being the best Smash Attack AR in the game and just happening to also have some mean upper which is hard to spot under the copious Smash Attack).


There is one other weakness modern players should be aware of however - and that is Stadiums with shrouds. Burst Standard and its ilk can have Beyblades bounce off the roof instead of entering the pockets and the shroud prevents over-wall KOs. The type can also be quite hard to contain within BB10's disappointingly weak ridge, though it remains very viable here due to the deeper dish. Tornado Attack, then, is Upper Attack's home ground - only fitting for a type steeped in so much history - hopefully some day we see Tornado Attack itself relieve a similar revival. 


Attack Rings

Right Spin:

Corona Saber 

Cross Attacker 

Gigantic Claw 

Square Edge 

Triangle Wing 

Triple Tiger 

Triple Wing 

Upper Claw 

Upper Claw (RC Version) 

Upper Dragoon 

War Lion + Screw Zeus (may be fragile)

War Monkey + Screw Zeus 

Whale Crusher 


Left Spin:

Corona Saber 

G Upper 

Penta Wing 

Square Edge 

Triangle Wing 

Upper Claw (RC Version) 

Upper Dragoon 

Whale Attacker (Some colours are fragile (eg Navy) or prone to UV damage (Standard Release Blue) leading to fragility.


Weight Disks

Wide Defense 

Heavy Attack 

Star Attack (with Penta Wing only)

Ten Balance 

Ten Heavy 

Ten Wide


Spin Gears

Neo Right/Neo Left SG (Heavy Metal Core)

Neo Right/Neo Left SG (North Magnecore/South Magnecore/North Magnecore (Dranzer V Version)/South Magnecore (Dranzer V Version))


Blade Base

Storm Grip Base (Tip Inverted) 

Defense

Circle Survivor Defense

A staple competitive type, Circle Survivor Defense uses the eponymous Circle Survivor as a shield against opposing Beyblades and a method to force smash them into the stadium floor and then use its semi-free spinning top section for momentum to outspin them even after toppling. Ten Heavy is the conventional choice, basically making a pseudo-compact with a giant shield. Circle Survivor Defense is very versatile with a wide range of good match ups (though their somewhat unusual nature means they can sometimes lose to random jumbles of parts (including some particularly hilarious things at times), they do well against most suboptimal combos), and very hard to KO in general, to the point it impacts the Attack meta, forcing them to use taller setups than they would otherwise want to. However it is very susceptible to hits above the dish - part of why such compact setups are used for the upper half, alongside Right EG (Circle Defenser) being preferred for extra height. Overall, they are one of the more dominant types in the game, especially as they are fairly accessible, and something anyone attending a tournament needs a reliable answer to - usually a well optimised, very stable spin-stealing combo or something able to hit clear over Circle Survivor. 


Attack Rings

Bound Defense Ring (Fragile!)

Holy Despell + War Lion SAR

Reverse Wolf (Hasbro)

Roller Defense Ring (Somewhat fragile, but generally optimal)

Tiger Defenser

Twin Horn (Hasbro) + War Lion/War Monkey/Dragon Saucer SAR

Twin Horn (Takara)

War Lion + War Lion/War Monkey/Dragon Saucer SAR

Wing Attack Ring (Fragile!)

Wing Cross (Fragile!)


Weight Disks

Ten Balance

Ten Heavy

Wide Defense


Engine Gear/Blade Base Setups

EG: Right Engine Gear (Circle Survivor)

BB: Normal Base (Wolborg 4 Version), Normal Base (Rock Bison Version)

CEW Part: Circle Survivor

 

EG: Right Engine Gear (Circle Defenser)/Right Engine Gear (Mystery Cutter)

BB: Final Clutch Base (Desert Sphinxer Version), Normal Base (Wolborg 4 Version), Normal Base (Rock Bison Version)

CEW Part: Circle Survivor



Circle Survivor/Weight Defense Hybrid (Fixed Circle Survivor Combo)

Somewhat similar to Circle Survivor Defense, this setup semi-fixes Circle Survivor in place for a more conventional Weight Based Defense setup from the weight provided by First Clutch Base (Zeus Version) and Circle Survivor - on par with even the heaviest Weight Based Defense setups, though it generally uses defensive ARs rather than the more assertive ARs of regular Weight Based Defense due to lower aggression and less compact distribution making those ARs more of a liability than a benefit. They are somewhat less susceptible to high hits and outspins by weird esoteric jumbles of parts, but overall regular Circle Survivor combos are usually better against other competitive types. These are nonetheless highly effective defensively and pack solid Survival to boot.


Attack Rings

Bound Defense Ring (Fragile!)

Holy Despell + War Lion SAR

Reverse Wolf (Hasbro)

Roller Defense Ring (Somewhat fragile, but generally optimal)

Tiger Defenser

Twin Horn (Hasbro) + War Lion/War Monkey/Dragon Saucer SAR

Twin Horn (Takara)

War Lion + War Lion/War Monkey/Dragon Saucer SAR

Wing Attack Ring (Fragile!)

Wing Cross (Fragile!)


Weight Disks

Ten Balance

Ten Heavy

Wide Defense


Engine Gear/Blade Base Setup:

EG: Right Engine Gear (Circle Defenser)/Right Engine Gear (Mystery Cutter)

BB: First Clutch Base (Zeus Version)

CEW Part: Circle Survivor



Defensive Zombies

Another of the more powerful types in the game, but generally relatively expensive to optimise, Defensive Zombies focus on use of Bearings, Low Recoil, and LAD to outspin opponents, but using their defining part, SG (Bearing Version 2) Shaft for grip. Compared to Zombies this trades off a lot of stability and some same-spin performance in exchange for being remarkably difficult to KO. They are sometimes capable of aggressive movement with correct launching to KO their opponents but can struggle with other Zombies and depending on setup they can either be an easy answer to or a bad choice against Circle Survivor Defense - this all comes down to Stability. For stability, SG (Bearing Version 2) Casings are preferred, but Neo SG (Double Bearing Version) is useful for greater defense while still being highly effective - the poorer stability really only becomes an issue with the highly obscure Metal Bit Chip. Their one big risk is getting a same-spin match up vs anything that can stall them out, and the most powerful attackers do still retain some chance of overcoming their grip, resulting in extremely forceful KOs. Nonetheless, they are a serious contender for the “best” all-around combo type, especially as they match up well against other popular combos.


Attack Rings

Right Spin:

Bound Defense Ring (Fragile!)

Reverse Wolf (Hasbro)

Roller Defense Ring (Fragile!)

Tiger Defenser

Twin Horn (Hasbro) + War Lion/War Monkey/Dragon Saucer SAR

Twin Horn (Takara)

Upper Dragoon

War Lion + War Lion/War Monkey/Dragon Saucer SAR

Wing Attack Ring (Fragile!)

Wing Cross (Fragile!)


Left Spin:

Reverse Wolf (Hasbro)

Scissor Attacker

Tiger Defenser

Twin Horn (Hasbro) + War Lion/War Monkey/Dragon Saucer SAR

Twin Horn (Takara)

Upper Dragoon

War Lion + War Lion/War Monkey/Dragon Saucer SAR

War Monkey + War Lion/War Monkey/Dragon Saucer SAR


Weight Disk

Wide Defense

Wide Survivor can be used for increased Spin-Stealing ability (as well as better LAD with certain Blade Bases), but this results in a combo more in line with a regular Zombie due to the significant reduction in defensive ability.


Spin Gears

SG: Right/Left/Neo Right/Neo Left Spin Gear

Casings: Double Bearing Core, SG (Bearing Version 2)

Shaft: SG (Bearing Version 2) Shaft


Support Parts

Cross Survivor

Defense Ring

Survivor Ring

Twin Guard


Blade Bases

Customize Grip Base

Defense Grip Base 2



Grip Defense

Grip Defense makes use of Defense Grip Base’s Rubber Sharp Tip (or SG Grip Change Base's, which is better but generally won’t survive a match due to gold plastic syndrome), to withstand the hardest hits. The stamina is abysmal, but as a counter to Hyper Aggressive Attack they are arguably the top choice, though usually even here they need to stick to Wide Defense to avoid random outspin losses (especially as there is really minimal defensive trade-off, Ten Heavy is mostly listed for accessibility). Note that this type puts heavy strain on the AR so there is significant breakage risk.

Overall, these combos have a very limited scope but are absolutely the best at what they do.


Attack Rings

Right Spin:

Bound Defense Ring (Fragile!)

Holy Despell + War Lion/War Monkey SAR

Reverse Wolf (Hasbro)

Roller Defense Ring (Fragile!)

Spark Attack Ring

Tiger Defenser

Twin Horn (Hasbro) + War Lion/War Monkey/Dragon Saucer SAR

Twin Horn (Takara)

War Lion + War Lion/War Monkey/Dragon Saucer SAR

Wing Attack Ring (Fragile!)

Wing Cross (Fragile!)


Left Spin:

Holy Despell + War Lion/War Monkey SAR

Reverse Wolf (Hasbro)

Scissor Attacker

Tiger Defenser

Twin Horn (Hasbro) + War Lion/War Monkey/Dragon Saucer SAR

Twin Horn (Takara)

War Lion + War Lion/War Monkey/Dragon Saucer SAR

War Monkey + War Lion/War Monkey/Dragon Saucer SAR


Weight Disks

Wide Defense

Ten Heavy


Spin Gears

Neo Right/Neo Left Spin Gear (Heavy Metal Core)


Support Parts

Cross Survivor

Defense Ring

Survivor Ring

Twin Guard


Blade Bases

Defense Grip Base (Sharp)

SG Grip Change Base + SG Grip Change Base Tip (Sharp) (Extremely Fragile!)



Weight Based Defense

Perhaps as much a Balance type as a Defense type, Weight Defense is what it says on the tin - pack on weight and use that to take hits. This works pretty well, but they do tend to be a bit easier to KO than other defense types, depending how recoily their opponent is (they do prey on recoil quite well), but with particularly heavy SG Metal Ball Bases and use of high-weight Bit Chips and parts, they can begin to pose a significant threat to even the best Attack types. In exchange for this however, they have excellent same spin performance and some offensive ability, as well as a degree of Force Smash or Destabilisation if they use certain Attack Rings, making them highly versatile - the reason they have been a staple of competitive play for years. CMCB is a more recent addition, being slightly lighter but catching the ridge better and having better stamina than SG Metal Ball Base - it is often the more versatile choice and usually preferred, however particularly heavy samples of SG Metal Ball Base can create heavy enough combos to pose a big defensive threat. Ten Heavy vs Wide Defense is a matter of taste - Ten Heavy is harder to KO and more effective with aggressive launching and has somewhat better grinding ability and is necessary for a full defensive focus, whereas Wide Defense provides better stamina and more aggression throughout the match. Smash Turtle has traditionally been the most famous Attack Ring for the type to capitalise on its advantages (especially as it was used heavily by the most well known Weight Defense player (and perhaps patron saint of the type), Guardian Odin), but lower recoil options can be used to emphasise defense a little more, and Upper Dragoon has its fans for somewhat of a Balance focus. Overall, very versatile with some chance against just about anything, Weight Based Defense is a time-tested competitive type.


Attack Rings

Right Spin:

Reverse Wolf (Hasbro)

Roller Defense Ring

Smash Turtle

Tiger Defenser

Twin Horn (Hasbro) + Dragon Saucer SAR

Upper Dragoon

Vulture 

War Lion + War Lion/War Monkey/Dragon Saucer SAR


Additional Right Spin AR Options With Wide Defense:

Bound Defense Ring

Wing Cross

Wing Attack Ring (Fragile!)


Left Spin:

Mirage Goddess

Reverse Wolf (Hasbro)

Scissor Attacker

Smash Turtle

Tiger Defenser

Twin Horn (Hasbro) + War Lion/War Monkey/Dragon Saucer SAR

Twin Horn (Takara)

Upper Dragoon

War Lion + War Lion/War Monkey/Dragon Saucer SAR

War Monkey + War Lion/War Monkey/Dragon Saucer SAR

 

Weight Disks

Ten Heavy

Wide Defense

Heavy Attack (Wide ARs only)


Spin Gears

Neo Right/Neo Left Spin Gear (Heavy Metal Core)


Support Parts

Cross Survivor

Defense Ring (Best)

Survivor Ring


Blade Bases

Customize Metal Change Base

SG Metal Ball Base (4 Metal Balls)

Survival (Stamina)

Zombies

Perhaps the most famous type in Plastics and HMS, Zombies are the mainstream Stamina type of plastics, being good enough that Stamina in Plastics mostly consists of opposite spin match ups, with more conventional Stamina not really being relevant in a generation where balance types can reliably KO them - an issue the more popular zombies manage somewhat better. They do have effective Same-Spin performance, though with Wide Survivor they do struggle a lot more due to the resulting light weight making them easily knocked about and ground down. The goal is simple - stay round and low recoil to maintain contact for spin stealing, keep the same RPM as the opponent, and then outspin them through superior LAD. Practicality brings variety to the type - Spiral Change Base is objectively the best LAD part in Plastics, but the abysmal KO and same-spin Stamina makes it very risky. Poor stability means Circle Survivor can prey on tips such as Bearing Base Shaft and SG (Bearing Version) Shaft, so while they were previously go-to’s, they are nowadays often passed up for Neo SG (Double Bearing Version) which also has better LAD due to newer use with Customize Grip Base. It can also be disastrous for the previously famous Gyro Defense, which has major stability issues due to its shape. However, the recent use of FACB Shaft in Customize Grip Base for LAD and its high stability has seen it re-emerge from the depths of low tier-2. Overall, Zombies are very capable of outspinning opponents and can be difficult for balance to KO, plus they can make some use of Weak Launching to their advantage. Defensive Zombies do provide some practicality, but Zombies have the stamina advantage for same-spin match ups. This makes them the go-to stamina type. Left Spin naturally sees more use than Right due to the meta and most unoptimised combos being largely Right Spin, but Right Spin does have some great ARs available.


Attack Rings

Right Spin:

Bound Defense Ring (Fragile!)

Reverse Wolf (Hasbro)

Roller Defense Ring (Fragile!)

Tiger Defenser

Twin Horn (Hasbro) + War Lion/War Monkey/Dragon Saucer SAR

Twin Horn (Takara)

War Lion + War Lion/War Monkey/Dragon Saucer SAR

Wing Attack Ring (Fragile!)

Wing Cross (Fragile!)


Left Spin:

Gyro Defense (with SG (Full Auto Clutch Version) Shaft ONLY) - Green version tends to be fragile

Reverse Wolf (Hasbro)

Scissor Attacker

Tiger Defenser

Twin Horn (Hasbro) + War Lion/War Monkey/Dragon Saucer SAR

Twin Horn (Takara)

War Lion + War Lion/War Monkey/Dragon Saucer SAR

War Monkey + War Lion/War Monkey/Dragon Saucer SAR


Weight Disks

Wide Defense

Wide Survivor


Support Parts

Cross Survivor

Defense Ring

Survivor Ring

Twin Guard


Spin Gear/Blade Base Setups

SG: Neo Right/Neo Left Spin Gear

Casings: Double Bearing Core 

Shaft: Neo SG (Double Bearing Version) Shaft

BB: Customize Grip Base > Customize Bearing Base, Defense Grip Base 2, SG Bearing Base


SG: Right/Left/Neo Right/Neo Left Spin Gear

Casings: SG (Bearing Version)

Shaft: Bearing Base Shaft, SG (Bearing Version) Shaft, SG (Bearing Version) Shaft (Hasbro)

BB: Customize Grip Base, Defense Grip Base 2, SG Bearing Base


Shaft: Bearing Base Shaft, SG (Bearing Version) Shaft, SG (Bearing Version) Shaft (Hasbro)

BB: Bearing Base


SG: Right/Left/Neo Right/Neo Left Spin Gear

Casing: SG (Full Auto Clutch Version)

Shaft: SG (Full Auto Clutch Version) Shaft

BB: Full Auto Clutch Base


SG: Right/Left/Neo Right/Neo Left Spin Gear

Casings: SG (Free Shaft Version)

Shaft: SG (Full Auto Clutch Version) Shaft

BB: Customize Grip Base


SG: Right/Left/Neo Right/Neo Left Spin Gear
Core/Casings: (Regular SG Core Part/Normal Core/SG (Auto Change Version) > SG (Free Shaft Version) w/ SG (Free Shaft Version) Shaft (Attack Mode Only)

BB: Spiral Change Base (Survial Mode > Attack Mode unless using SG (Free Shaft Version) Shaft)


SG: Right Customize Gear (Free Shaft Version)

Shaft: Customize Gear (Free Shaft Version) Shaft

BB: Normal Base (Wolborg 4 Version), Normal Base (Rock Bison Version)

CEW: Light Sharp

Gyro EG Survival

A relatively recent discovery, Gyro EG Survival combinations rely on the eponymous Gyro Engine Gear's bizarre Gyro gimmicks to outspin opponents. These are thus: firstly, Gyro Engine Gear is the only Dual-Spin-In-Match part in the original series of Beyblade - in a sense, this bizarre thing is not only a precursor to Magical Ape MS, but also the entirety of HMS. More importantly, in Gyro Mode, the entire body of the Beyblade aside from the Engine Gear's pseudo Weight Disk part and CEW are free spinning on a pair of bearings. This means that unlike most Beyblades which lose spin by grinding against opponents, it largely ignores this. In addition, due to this outer part having so little momentum that it can actually be stopped or reversed on contact, it is practically impossible to steal spin from a Gyro EG combination... However all of this is contingent on just how freely the bearings used spin, and the combination is only viable with two good Shielded Metal Ball Bearings. Nonetheless, when it works it is nearly impossible to outspin, being able to switch spin directions at will and creating a bizarre visual almost akin to T-Posing over its opponents as they keel over and die. However, limited defensive ability does make it a sitting duck versus aggressive opponents, meaning it is slightly more risky than Zombies in this sense though use of the Dragon Saucer SAR does provide some security versus Spin-Stealing Attack and Offensive Zombies. As a spinning mess of ruling nightmares, it also must be remembered that the combinations "spinning vs stopped" determination is based on the metal piece and CEW still being spinning rather than the AR and BB. 


Attack Rings

Holy Despell + War Monkey/Dragon Saucer SAR

Roller Defense Ring 

Tiger Defenser 

Twin Horn (Hasbro) + War Monkey/Dragon Saucer SAR

Twin Horn (Takara) 

War Lion + War Monkey/Dragon Saucer SAR

War Monkey + War Monkey/Dragon Saucer SAR


Spin Gear

Gyro Engine Gear 


Blade Base
Engine Stopper Base


Customize Engine Weight

Metal Sharp 

Jumping Base 2 Grind

Another recent discovery, with credit going to DeathOnion404... Though being the person who thought "hey let's try to make Cyber Dragoon's Blade Base competitive" is perhaps worrying. The combination aims to use the free spinning disk of an activated Jumping Base 2 to grind against opponents similar to Force Smash combinations or a late-game Circle Survivor. Use of the incredibly wide and edge distributed Hasbro version of Flying Defense (the Takara version has too much recoil on its underside) provide enough stability to then net outspins vs most competitive opponents that cannot KO it. The Beybalde should be launched with the tip already extended though the jumping gimmick can be used as a long shot attempt to KO an opposing Zombie or the like.


Attack Rings

Flying Defense (Hasbro)


Weight Disks

Ten Heavy

Ten Wide

Wide Defense


Spin Gears

Weaker springs tend to perform better

Right/Left/Neo Right/Neo Left SG (Spring Version) + SG (MG Spring Version) Shaft

Right/Left/Neo Right/Neo Left SG (MG Spring Version)


Blade Bases

Jumping Base 2

Balance/Misc

Compacts

The classic Plastics Balance combo, and one of the greatest representations of all-around Balance types in any series of Beyblade, compacts focus on being highly compact (duh) - as much weight in as small a package as possible, then using small, low recoil Attack Rings (though the most popular and generally most well-rounded, like Tiger Defenser, pack surprisingly solid offense to round out coverage). This makes them hard to KO and allows them to grind down opponents or use their sheer momentum and slightly aggressive design to knock out defensively weaker opponents. They also tend to be quite accessible, and this, combined with their reliable performance against less optimal combos (especially in the case of the very versatile Change tips), makes them popular at tournaments and a fairly reliable go to when going in blind. Metal Change Base is usually the better Blade Base but is harder to control which can take it too close to the ridge vs Attack, however the versatility and solid Stamina and LAD make it overshadow other options. Metal Ball Base does pack in greater maximum weight and more consistent behaviour, and Customize Metal Change Base takes the type into Weight Based Defense territory. SG Semi-Flat Base is… there. It’s fine, sure - predictable and accessible. Wide Defense sees some use, primarily in Left Spin to trade off defence for survival/spin stealing and aggression. Without it, Left Spin compacts tend to be quite obscure due to lack of low recoil, offensively capable compact Attack Rings in this direction. With it, they have a surprising spread of match ups against many popular combinations, especially thanks to the surprisingly good LAD of Metal Change Base. Overall, they have earned their place as a go-to competitively, though many competitive combos are specifically assessed on their ability to defeat Compacts which makes them somewhat less safe in an ideal meta, they do very well against generic non-optimal combos (“tourney filler”) as well as having a shot against a lot of competitive types nonetheless.


Attack Rings

Right Spin:

Bound Defense Ring (Very Fragile!)

Flame Wing (Very Fragile!)
Reverse Wolf (Hasbro)

Roller Defense Ring (Somewhat Fragile!)

Tiger Defenser

Twin Horn (Takara)

War Lion + War Lion SAR

Wing Attack Ring (Fragile!)

Wing Cross (Mold 1 is very fragile, Mold 2 somewhat fragile)


Left Spin:

Double Wing (with Wide Defense only)

Flame Wing (Somewhat Fragile)

Reverse Wolf (Hasbro)

Scissor Attacker

Tiger Defenser

Twin Horn (Takara)

War Lion + War Lion SAR


Weight Disks

Ten Balance

Ten Heavy > Heavy/Eight Heavy

Wide Defense


Spin Gears

Neo Right/Neo Left Spin Gear (Heavy Metal Core)


Support Parts

Defense Ring


Blade Bases

Customize Metal Change Base

Metal Ball Base

Metal Change Base

SG Semi-Flat Base


Driger V2 Customs

Driger V2 is far and away the best stock Beyblade Takara released for Plastics, and goes toe-to-toe with Wolborg MS from HMS for best Stock Beyblade overall in the context of their respective generations. The incredible chemistry of its parts allow it to basically make up a type of its own. Its weight,  weight distribution, and versatile behaviour make for a powerful all-rounder, being capable of outspinning a surprising number of combinations via weight distribution and destabilisation, ramping attackers up its ramps for KOs (Left Spin, particularly) while withstanding their hits somewhat with its weight and walled sides, and knocking out Survival and some Balance and Defense types, only really struggling with Defensive Zombies and Circle Survivor Defense. Some simple upgrades such as an HMC and Wide Defense provide straight upgrade to functionality, but other properties, particularly aggression, may be emphasised through other parts with inevitable trade-offs for doing so.


Attack Ring

Upper Claw


Weight Disks

Wide Defense

Ten Balance

Ten Heavy

Ten Wide

Heavy Attack


Support Parts

Upper Attack


Spin Gear/Blade Base Setups

SG: Neo Right SG (North Magnecore/South Magnecore/North Magnecore (Dranzer V Version)/South Magnecore (Dranzer V Version)/Heavy Metal Core)

BB: Customize Metal Change Base


SG: Right/Neo Right SG (Regular SG Core Part/Normal Core/Metal Weight Core/North Magnecore/South Magnecore/Heavy Metal Core)

BB: Customize Grip Base

Tip: Customize Grip Base Tip


SG: Neo Right SG (Normal Core/Metal Weight Core/North Magnecore/South Magnecore/Heavy Metal Core)

BB: Customize Grip Base

Tip: SG Grip Base Tip


SG: Neo Right SG (Normal Core/Metal Weight Core/North Magnecore/South Magnecore/Heavy Metal Core)

BB: SG Grip Change Base (Extremely Fragile!)

Tip: SG Grip Change Base Tip (Attack Mode)


SG: Right/Neo Right SG (Bearing Version 2)

BB: Customize Bearing Base/Customize Grip Base (CGB with Near Mint Tips Only)

Tip: SG Grip Change Base Tip (Attack Mode)


Force Smash

A relatively new and generally obscure competitive Type, Force Smash combos have a very narrow range of usable parts, however they do have a good spread of match ups, again being a type with a chance against most opponents. High weight (especially with SG Grip Base Tip, which brings them close to Weight Defense levels) can make them viable against Attack (though their tendency to be near the ridge and not catch it super well is a problem, their momentum helps compensate), and their signature part- Smash Turtle - allows them to Force Smash and grind opponents into the dish, resulting in outspins against many types, including decent winrates against Circle Survivor Defense and Compacts. Meanwhile, the aggressive rubber tips allow KOs of defensively poor opponents that would otherwise outspin them and help enhance grinding through handling rotational recoil. Lack of understanding of the type combined with having to work with rubber tips is a big inhibitor of tournament presence (and Deck Format basically removes them from the game, illustrating its unsuitability for Plastics), but overall they can be a shockingly effective type that many opponents may not be prepared for.


Note: Same spin is generally better for more effective grinding, but both are usable.


Attack Ring

Smash Turtle


Weight Disks

Wide Defense > Ten Heavy


Spin Gears

Neo Right/Neo Left Spin Gear (Heavy Metal Core)


Support Parts

Defense Ring


Blade Bases

Customize Grip Base + Customize Grip Base Tip/SG Grip Base Tip

SG Grip Change Base (Extremely Fragile!)