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As the contents of this article are still being researched, some of the information listed in this article may be incomplete or inaccurate.
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Wizard Bahamut 00Cross Jolt' Gen (ウィザードバハムート・ダブルオークロス・ジョルトダッシュ・幻, Uizādo Bahamūto Daburuō Kurosu Joruto Dasshu Gen) is an Attack Type Beyblade released by Takara Tomy as part of the Burst System as well as the Gatinko Layer System. It was released in Japan on October 19th, 2019 for 1080円 as one of eight possible Beyblades in Random Booster Vol. 17.
Gatinko Chip - Bahamut
- Main article: Gatinko Chip - Bahamut
Takara Tomy's Bahamut is a Gatinko Chip that depicts a dragon-like creature in the form of Bahamut, a sea monster from Arabic folklore. The design is similar to its predecessor, Arc Bahamut.
Layer Weight - Gen
- Main article: Layer Weight - Gen
In-depth information for Takara Tomy's Gen Layer Weight will be placed here once drafting has been completed for it. Please be patient.
Layer Base - Wizard
- Main article: Layer Base - Wizard (Takara Tomy)
Takara Tomy's Wizard, like its predecessor Geist Fafnir, is a Stamina Type Layer Base that features a triangular perimeter and three side profile dragon heads with an "F" along each, meant to represent Fafnir, son of the dwarf king Hreidmar.
Wizard also features gimmicks: The first is that this Layer is meant to spin Left, opposite to most other Beyblades. The second is that the "F"s are made of rubber, akin to both its predecessor and the L-Drago II Clear Wheel from Metal Fight Beyblade. The inclusion of rubber aids in this Layer's ability to equalize spin with a Right-Spin opponent.
While the triangular shape and rough perimeter of Wizard may imply recoil, the Left-Spin nature of this Layer reduces recoil against a Right-Spin opponent. When spinning slower than a Right-Spin opponent, the rubber "F"s of Wizard allows for Spin-Equalization, where the Layers of two opposite spinning Beyblades work akin to gears and equally distribute their spin, by acting as a cushion against impact, increasing friction between Layers, acting as a "hook" for the other Beyblade to catch into and propel Wizard faster and reducing recoil to increase the rate of contact. Due to the greater exposed surface area of the rubber, the effect is more prominent than in Drain Fafnir, though the greater weight makes the effect far less pronounced against lightweight opponents.
When against a Left-Spin opponent, Wizard cannot equalize spin and the rubber will instead act as brakes. If the opponent has less Burst Resistance than Wizard, then the friction can potentially Burst the opponent. However, if the opponent has greater Burst Resistance than Wizard, the friction of the rubber can cause a Wizard Combination to Self-Burst or severely lose Stamina.
Forge Disc - 00
- Main article: Forge Disc - 00
00, like other odd numbered Core Discs, is a symmetrical, elliptical disc that can facilitate a Disc Frame. 00 is one of the heaviest Discs, outclassing 0 by 1 gram, and has an ideal weight distribution for all 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 Disc Frames, 00 can be used to great effect in any Combination. While the weight can increase the risk of Bursts, the weight of most SwitchStrike/God Layers and Cho-Z Layers can compensate.
Disc Frame - Cross
- Main article: Disc Frame - Cross
Cross features a diamond shape with protrusions on each corner, akin to Force, at an upward angle. While too small to come into contact with the opponent's Layer, the relatively round shape of Cross grants the highest Life-After-Death out of all other Disc Frames in the meta game at the time of writing and the upwards angle of the protrusions ensures that they will not scrape against the stadium floor.
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.