MA-11 Advance Guardian
Initial Release: Spring 2004, Starter MA-11 (Green)
Additional Releases: Hasbro's Advance Guardian Starter (Green), Random Booster ACT 4 (Dark Green, Light Brown)
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)
Advance Defenser, ~18g.
Very reminiscent of Roller Defenser, with its primary points of contact being full metal.
Decently compact in design for the time, but unfortunately this didn't take it anywhere as it has fairly high recoil in both spin directions. This can only be marginally mitigated by the ability to use a wide CWD to reduce direct contact.
Perhaps if it were a bit heavier it could be a legitimate threat as a wall-style Defense combo, relying on the CWD to make most of the contact. As it stands, it is simply too light for the recoil it has.
Not well suited for Attack, either, because of its high recoil and lack of strong knock out power in either spin direction.
Best Possible Combo:
AR: Advance Defenser
CWD: CWD God Ring (with Metal CWD found in RBA2)
RC: Bearing Core 2
Game Plan: Just like a legitimate top tier wall-style Defense combo, the main goal of this combo is to stay in the stadium and shrug off incoming attacks. Its survivability is just high enough to out-spin rubber-based RCs, but the recoil and lack of extra weight from Advance Defenser can set it back. It definitely isn't in the same group as Metal Ape for this purpose, but it isn't particularly bad, in relation to other actually not-so-good Defense ARs.
Weight Disk (WD)
Circle Heavy
See the Common Weight Disks page.
Running Core (RC)
Grip Sharp Core, ~3g.
If you want a taste of what this type of RC design is capable of take a peek at MFB's RS performance tip, because you won't get an accurate representation from the HMS equivalent.
The tip is far too pointed to get adequate grip onto the stadium, meaning that it is much more easy to knock-around than a docile rubber-based RC should be. Unfortunately it is not a legitimate threat as a Defense RC for this reason.
Simply put, not enough friction is being generated by the thin rubber tip.
Grip Sharp Core has the misfortune of existing in the only Beyblade era where every combo has the ability to dual spin, so even if it were to be a decent Defense RC, being out-spun by Attack types is not out of the question even if you manage to stay inside the Stadium.
Best Possible Combo:
AR: Circle Upper (Either Mold, Same-Spin)
WD: CWD Free Defense Ring (with Metal CWD found in RBA2)
RC: Grip Sharp Core
Game Plan: Sort of like the Bearing Core 2 variant, except without the likelihood of out-spinning Attackers. Your main goal is to pelt the opposing combo out of the stadium, the sooner the better. Circle Upper provides the raw power, and GSC provides some grip. It is possible to knock out most anything while staying in play, though not something you should rely on in a very competitive setting.