A-125 Draciel MS
Initial Release: Summer 2003, Starter A-125 (Green)
Additional Releases: Hasbro's Draciel MS Starter (Green), Sonokong's Double Power Plus Set (Starter Green), Fukubako 2004 (Blue), 5 Saint Beasts Booster (Proto-Grey), Various Tournament Recolours (Gold, Gold-Plated, Light Blue), Various Tournament Recolours (Gold, Gold-Plated), Toys 'R' Us Limited (Lightning Black), Event Limited (G1 Prototype, White, Fire Red, Thunder Yellow, Light Blue)
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.
Attack Ring (AR)
Metal Defense, ~17g.
In typical Draciel fashion, Metal Defense features eight spikey protrusions that constitute the Attack Ring. Four spikes are made of plastic and four spikes are made of metal, unfortunately neither are particularly great at what they do.
The AR itself is fairly light, roughly 3 grams lighter than you'd want just about any HMS AR to be, at 17g, meaning it is easily bullied by heavier and more well-balanced ARs.
While Metal Defense may look menacing, the AR produces terrible recoil with not a lot to show for it Smash Attack-wise.
Because of this aggressive but unrefined design it also struggles with maintaining balance, especially later on in the match. Metal Defense will simply get knocked around and lose an astounding amount of RPM after each successive hit it takes.
Metal Defense is more prone to inflicting knockouts on itself instead of the opponent, since there isn't nearly enough mass or point-concentration to make the hits it lands consistent and meaningful.
In typical Draciel fashion, once again, its AR design is gravely holding it back.
Best Potential Combo
AR: Metal Defense (Either Spin)
WD: CWD God Ring (with Metal CWD Component from RBA2)
RC: Grip Flat Core (Ultimate Version)
Game Plan: Because this AR suffers from horrendous recoil, it simply shouldn't be counted on to out-spin anything because it will either be knocked out or hit until it stops spinning completely. With that in mind, the best course of action is to tack on as much weight as you can, and adding in an aggressive RC in hopes that somehow the recoil it produces on its own can land you a knockout on the opposing Beyblade. While this may not be incredibly common, your likelihood of victory is many times greater than on a legitimate Defense or Stamina set up.
Weight Disk (WD)
Circle Wide
Heavier version (~0.6g more) is found exclusively among the A-125 Draciel MS' Starter (regardless of whether it is Sonokong or Takara), making it slightly better for combos that you'd want to put some extra weight on without ditching Circle Wide's design.
See the Common Weight Disks page as well as the HMS Weight Comparison Doc for a weight range you can expect from Draciel MS' heavier Circle Wide.
Running Core (RC)
Sharp Core, ~2g.
As the name implies, this RC employs a sharp-tipped design that lends itself towards very docile and precise movement.
Unfortunately, Sharp Core is noticeably taller than other RCs, putting it at a distinct disadvantage since it is also particularly easy to knock around, and knock out of the stadium.
Because of its great height in relation to many other RCs, it is prone to wobble when at low RPM and being easily destabilized from below. Not particularly suitable for Stamina-oriented Beyblades as its survivability is hindered by its propensity to come off balance.
While this is very risky and typically means certain doom, Sharp Core can be used as a means to knock the opposing Beyblade downwards while in its wobbling motions. It is a very niche style of play that is rarely rewarded, but in the times it does perform well, it is a sight to be seen.
Best Potential Combo:
AR: Circle Upper (Mold 1) (Opposite Spin)
WD: Circle Heavy
RC: Sharp Core
Game Plan: As alluded to, this RC is prone to wobbling. Mold 1 of Circle Upper is a capable AR that is also prone to wobble in battle. This combo is by no means assured victory when you begin to wobble, but provided you standard launch into the center of the stadium, it is possible towards the later part of the match to hit your opponent's Beyblade straight down into the stadium in-between tilts, rapidly reducing their RPM and possibly striking a match-winning blow. The conditions needed for this aren't always available, and it is isn't something worth relying on. It is, however, very entertaining to try and pull off.