Beyblade Wiki

Cho-Z Spriggan 10 Jolt' (超Zスプリガン・テン・ジョルトダッシュ, Chō Z Supurigan Ten Joruto Dasshu) is an Attack Type Beyblade released by Takara Tomy as part of the Burst System as well as the Cho-Z Layer System. It was released as a CoroCoro Exclusive Booster in Japan in February 2019.

Energy Layer - Cho-Z Spriggan

Main article: Energy Layer - Cho-Z Spriggan
The motif is of the treasure protecting giant, Spriggan. A Balance Type Cho-Z Layer that can be switched between spin directions that can attack the opponent with no damage and is equipped with an invincible mode that keeps the Beyblade from bursting when launched with a powerful force.
— Official Description

Takara Tomy's Cho-Z Spriggan is a Balance Type Energy Layer that features an overall round perimeter with large gaps, two heads, and a large double bladed axe that goes from the center to the perimeter. The heads are meant to represent the Layer's namesake: a spriggan, a creature of Cornish faery lore. As part of the Cho-Z Layer System, Cho-Z Spriggan features metal in its design; in this case, concentrated in the center in the form of a "Metal God Chip", akin to its predecessors Legend Spriggan and Spriggan Requiem. Cho-Z Spriggan also features gimmicks:

Like its predecessors, Legend Spriggan and Spriggan Requiem, Cho-Z Spriggan is a Dual-Spin Layer with two sets of teeth for Right-Spin Mode and Left-Spin Mode.

Like other Layers with the "Cho-Z" prefix, Cho-Z Spriggan features an anti-Bursting mechanism called the "Cho-Z Awakening System".

At high spin velocity, the centrifugal force activates a bistable mechanism, revealing sub wings called the "Cho-Z Wings" and in turn extending "Burst Stopper" tabs in the grooves meant to fit the prongs of the Disc. These "Burst Stopper" tabs then obstruct the Disc, preventing the loss of the last click and preventing the Cho-Z Spriggan Combination from Bursting. Due to the bistable mechanism the wings and tabs do not retract when spin speeds are low and must be manually pushed in after every match, the mechanism also allows the gimmick to work as intended.

Due to the Layer's Dual-Spin nature, there are two sets of "Cho-Z Wings" and only one set will activate for each spin direction as the starting position of the Disc will obstruct the other set. However, due to the bistable mechanism, Cho-Z Spriggan requires rather extreme spin speeds for the gimmick to activate which may be difficult for younger bladers.

Due to the Dual-Spin Gimmick, recoil between the opponent and Cho-Z Spriggan can be increased or reduced depending on the Layer's setting and the opponent's spin direction. Furthermore, Cho-Z Spriggan's points of contact are nearly identical between Right-Spin Mode and Left-Spin Mode, creating little to no discernible difference between the two.

While the blades of Cho-Z Spriggan in either spin direction are nearly identical to the blades of Legend Spriggan's Right-Spin Mode, Cho-Z Spriggan exhibits poor Attack potential. Due to the position of the "Cho-Z Awakening" gimmick, the blades are positioned on top of the Layer, and due to the Layer's thickness, the blades rarely, if ever, come into contact with the opponent. Furthermore, when the gimmick is activated, the "Cho-Z Wings" cover up half of the gaps between the blades, further reducing Attack potential.

As such, Cho-Z Spriggan is better suited for Spin-Equalization Combinations and, like its predecessor Spriggan Requiem, it is recommended to set the Layer to spin opposite to the opponent to maximize Defense and Stamina potential as there is too little recoil for Attack potential.

However, like its predecessors Legend Spriggan and Spriggan Requiem, in order to facilitate the Dual-Spin gimmick, two of the teeth on each set are made to the thickness of those found on Single Layers, meaning that the first two teeth on each set will wear down fairly quickly. Due to this, it is recommended to have multiple copies of this Layer and to be prepared to replace it or only use Drivers with weak spring locks like Bearing.

Forge Disc - 10

Main article: Forge Disc - 10

10, like other even numbered Core Discs, is symmetrical and elliptical in shape in order to facilitate a Disc Frame. Each side features five protrusions, each molded into the shape of a "10". The protrusions extend further from the center more than other Core Discs which grants 10 high Outward Weight Distribution (OWD) and subsequent Stamina potential. Furthermore, the size of the protrusions makes 10 one of the heaviest Core Discs at the time of writing, heavier than 7 but less than 0, and grants an ideal weight distribution for Stamina Combinations. Its high Outward Weight Distribution (OWD) grants it not only the highest Stamina potential out of all other Core Discs, but its weight grants it high Attack and Defense potential. With the use of Frames, 10 can be used to great effect in any Combination.

Performance Tip - Jolt'

Main article: Performance Tip - Jolt'

Jolt' features a rubber flat tip with six spikes protruding outwards and towards the right, akin to Left Rubber Flat from Metal Fight Beyblade or a mix between Spiral and Xtreme. Unlike its predecessor, Jolt' features a much thicker spring in its locking mechanism, increasing Jolt''s Burst Resistance.

Due to the surface area to friction ratio, Jolt' will create a highly aggressive, and if launched with a Banking Shoot, somewhat easily controllable movement pattern. In terms of speed, the greater surface area given by the spikes makes Jolt' faster than Xtreme and as fast as Merge. Jolt'’s high speed allows for strong attacks and its high friction creates less chances of losing a Banking Pattern in battle, making it one of the better choices for Attack Combinations. Unlike Xtreme' and Hunter', Jolt' does not have softer rubber than Jolt, thus making Jolt' slower than Xtreme'.

However, Jolt' has two major weaknesses. Firstly, the high friction of the rubber means that Jolt' has incredibly low Stamina, furthermore, the light weight of early Burst System Combinations compared to previous Systems means that there is less inertia, exacerbating the Stamina issue further. Secondly, Jolt' will wear down with use. While this can create an initial benefit in speed from the tip fitting into the curvature of the Stadium, heavy use will decrease its aggression with little to no improvement to the tip's Stamina, meaning that multiple copies much be purchased in order to replace worn ones.

Jolt' is slightly shorter than most Tips, this reduction in height is meant to improve Attack potential by striking the opponent’s Layer from an upwards angle, creating Destabilization potential. However, the negligible difference between Jolt''s height and the height of most other Drivers mitigates the Destabilization potential.

The direction of Jolt'’s rubber spikes are meant to, in theory, create greater speeds in Left-Spin Combinations. In practice however, there is little discernible difference in movement speed between Left-Spin and Right-Spin.



Takara Tomy