MA-16 Dark Leopard MS
Initial Release: Summer 2004, Booster MA-16 (Black)
Additional Releases: Hasbro's Dark Leopard MS Starter (Black), Lucky Box/Fukobako 2005 (Yellow, Grey)
Bit Protector - "Large Type"
Should be noted that BP Size Type on initial release is not consistent for every cycle of production or re-release. Being reproduced the following year could mean a different BP Size Type for a given Beyblade.
Attack Ring (AR)
Smash Leopard, ~18g.
Deceptively aggressive, especially when considering its successors are without a doubt considerably docile and recoil prone.
Despite having similar recoil issues, Smash Leopard is quite alright, another middle-of-the-pack Attack AR in a way the other Metal Frame AR variations aren't.
Because of its high recoil, rubber-based RCs are mandatory, so sticking to Grip Flat Core and Grip Flat Core (Ultimate Version) is best. Metal Weight Grip Core lacks the required speed to make proper use of Smash Leopard unfortunately.
Can create the most destructive HMS Combo known to Bladers. Being an unintentional interaction makes this combo illegal. Making expensive and rare RCs explode and break reliably makes this combo very very illegal.
Had breakage not been assured, this combo would have a strong case to be legalized and used as a top-tier Attack choice.
Removing the pseudo-CWD from Samurai Changer MS' Battle Change Core RC and putting it on a regular CWD facing up usually results in an unusable part. Every HMS AR is incompatible with it as the slope goes too far up. Except for Smash Leopard.
Smash Leopard can be used with Battle Change Core's pseudo-CWD to provide top-tier Smash Attack with a propensity to score even very late-game knockouts. Unfortunately on top of being illegal, it is incredibly dangerous for the safety of your RCs. Even just testing this on Grip Flat Core (Ultimate Version) lead to premature breakage.
Outside of this interesting but expensive top-tier combo, Smash Leopard is best put with something like CWD Free Defense Ring, being most akin in performance to Metal Upper, but not quite so potent.
Best Possible Combo:
AR: Smash Leopard (Same-Spin)
Game Plan: Just like any other Attack type, your objective to knock out your opponent. Smash Leopard without very dangerous aid is not quite able to match the power of legitimately top tier Attack ARs, but it actually manages to do a fair job. In general this combo will heavily struggle against solid Defense types, but it will send Stamina types flying in a spectacular fashion.
Weight Disk (WD)
CWD Needle Attacker, ~17g.
With the center metal component of the CWD accounted for, Needle Attacker weighs in at roughly 2g.
It is a free-spinning and small plastic CWD frame with small protrusions that realistically do very little. Because they are free spinning and small, they not only don't frequently make contact with opposing combos, but they also don't do very much at all even then.
Had this CWD been static, perhaps there would be some use for it outside of adding a bit of weight to your Attack combos. As it stands, you can throw this on a lot like Free Cross, when you have nothing better and want to tack on a couple extra grams to a combo.
Best Possible Combo:
AR: Circle Upper
WD: CWD Needle Attacker (with Metal CWD found in RBA2)
Game Plan: Try to pretend you're using the slightly heavier and static CWD Defense Ring. At the most minute level, the difference between the two CWDs exist. In practice, it really makes little difference and Circle Upper will have no trouble doing what it does best - throwing opponents out of the stadium.
Running Core (RC)
Tornado Change Core, ~3g.
Features a mode change gimmick reminiscent of Plastics' Dranzer V2 BB. Tornado Change Core has two modes: Sharp Mode and Hole Flat Mode.
Unlike an RC like Dranzer MS' RC, TCC is automatically changed mid-battle. At high RPM the Sharp tip ejects from the center hole and later retracts when enough RPM is lost.
The creates a unique experience where your Beyblade starts off fairly docile and speeds up later on. Normally this is exactly the opposite of what you'd want, though.
Surprisingly, TCC is actually quite fun. Its height makes it so ARs like Samurai Upper will always make contact with opposing ARs and not their CWDs, unlike shorter more traditional Attack RCs.
While not quite as reliable as a Grip Flat Core style RC, TCC is actually a choice you shouldn't count out immediately. A very interesting choice for Attack types to say the least.
In the ideal scenario, initial contact creates a huge hit that either knocks out the opponent completely, or would be enough to almost immediately shift to Hole Flat Mode.
In Hole Flat Mode your combo can shadow the newly knocked around opponent and possibly finish them off. As weird as that sounds, it isn't terribly uncommon.
Best Possible Combo
AR: Samurai Upper (Right Spin)
RC: Tornado Change Core
Game Plan: Launch flatly or bank into the center of the arena, as this where Stamina and Defense types tend to head to. If you can safely land an initial big hit, Samurai Upper has the ability to knock out opposing combos outright at this height. If a knockout doesn't occur after the first hit, it may have been enough of an impact to already change TCC into Hole Flat Mode, where Samurai speeds up and stalks the opponent in a flower pattern-esque way to ideally commit the finishing blow.