A-131 Dranzer MS
Initial Release: Beginning of Winter 2003, Starter A-131 (Blue)
Additional Releases: Hasbro's Dranzer MS Starter (Blue), Sonokong's Drancer MS Starter (Blue), 5 Saint Beasts Booster (Proto-Grey), MA-10 Custom Try Set (Black), Random Booster ACT 4 (Orange, Lilac), Toys 'R' Us Exclusive (Red Sakura), Corocoro Limited Lucky Box (Light Silver)
Bit Protector - "Small 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.
Spiral Upper, ~20g.
Another early release that hits the minimum ideal weight for an AR, which is its own accomplishment.
Performance wise Spiral Upper is quite awkward, over half of the real estate of the AR would have you believe it is meant to be low recoil, while the remainder does its absolute best to get in the way.
Does not produce enough Smash Attack to realistically be considered useful on Attack type setups.
What recoil it does produce is just enough to make sure that Spiral Upper also finds no place in Stamina combos either, as it will consistently run out of juice faster than any of the other established ARs.
Certainly not the worst AR, but far from being the best in any regard, other than looking quite nice.
Best Possible Combo:
AR: Spiral Upper (Right-Spin)
WD: Circle Wide
RC: Bearing Core
Game Plan: This is a standard Stamina set up, and while Spiral Upper isn't particularly great in Stamina matchups against other qualified ARs, its performance in this category is leagues ahead of the other combo routes. For this combo, you're aiming to stay in the stadium as long as possible against Attack types and keep your fingers crossed you don't cross paths with a stronger Stamina type.
Manual Change Core, ~2g.
Can be changed from a Hole-Flat tip to a Sharp tip by moving the tab to the left. To go from Sharp to Hole-Flat, you lift the plastic tab up and to the right.
Right off the bat it is obvious that if you have to use any aggressive plastic tip, this is it. Launching MCC to achieve a flower pattern is very satisfying and fun to watch, it is capable of knocking the opposing Beyblade to the ridge and then "following" it by breaking pattern and beginning to Tornado Stall. In Tornado Attack, it can do so safely without risk of self-knockout.
Don't expect rubber levels of grip, but do expect a decently aggressive and nearly viable plastic RC. It is more than capable of doing away with any stamina combos in Hole-Flat mode.
Compared to the previous mode, Sharp looks even worse than it truly is. Realistically, it is what you'd expect from a plastic Sharp tip. It is simply not aggressive enough to knock-out stamina combos reliably, nor does it have the required longevity to out-spin them. Sharp mode is not recommended, if you do use MCC.
Best Possible Combo:
AR: Circle Upper (Right-Spin)
WD: Circle Wide
RC: Manual Change Core (Hole-Flat Mode)
Game Plan: Try to launch with a flower pattern, and score a knock out quickly. If you Tornado Stall, as in run circles around the Tornado Ridge aimlessly, that doesn't completely take you out of the game. Circle Upper is more than capable of scoring late-game knockouts, but it isn't ideal to rely on them. When against Attack types, expect to lose any battle where you're meeting at the ridge, since MCC has fair less grip than a rubber-based bottom, though it may be able to rob a metal-based setup. For these reasons, no matter what style of combo you're up against, ending the match via knockout sooner rather than later is preferred.
Attack Mode: Hole Flat Tip
Endurance Mode: Sharp Tip