So before we get further into the spin tops themselves, let's discuss something that doesn't get as much focus when discussing the game, your launcher and launch. While it's true that a large portion of interest in the game comes from customization and figuring out what kind of bey suits you, finding your preferred launcher and knowing what each launch variation is just as important if not more important, since having both will increase the chance that your bey performs the way you want it to.
Who doesn't enjoy a good lock? |
Light Launcher
Light Launcher LR (TT) |
Let's start off with the Light Launcher. This launcher uses a winder with teeth that, when inserted into the main part that attaches to your bey, lines up with a gear on the inside which will rotate the prongs, and by extension your beyblade when it is attached.
These launchers generally have less power in comparison to other launchers due to being lightweight, but as a result this also means they're generally easier to aim with. It also can't be set up in multiple configurations when attached to a launcher grip, and the launcher on its own may be quite small to hold for some bladers.
For the Takara Tomy line, some sets also provide slightly longer or thicker winders to give you an extra power boost while still maintaining high accuracy. As an additional tip, the winder is normally curved from packaging, but this can be fixed by running it under hot water while straightening it, then using cool water to affix it in that position. For both TT and Hasbro any light launcher works, though for convenience you might want one that launches beys in both rotations. Hasbro's supergrip launcher also seems to do well as more stability is added to your launch.
Dual Threat Launcher (Hasbro) |
Following that, we have the Beylauncher. Instead of using a traditional winder, the beylauncher uses a string attached to a set of gears that is attached to the prongs, which is pulled to launch the beyblade. The set of gears then wind the string up to be reused again. This is generally the most popular launcher as the use of the string allows a blader to launch harder and faster compared to the light launcher.
This initially comes at a trade for accuracy, but his can be fixed over time as you learn to use it. The LR launchers may also feel bulky for some to use. Some beylaunchers again have a longer string if you want more power. Some also have a tendency to either break or have the string caught up with extended use, but generally the string can be fixed at the least.
You can also delay or prevent this from happening by releasing the string just as it runs out of length, to avoid tugging the gear to its breaking point. From TT, again a LR beylauncher is good for ease of use, and the long versions of each seem to be the go to for most bladers. From Hasbro, the dual threat and master kit launcher are good options as the former has LR versatility, while the latter has a longer grip.
Gimmick Launchers
Digital(Left) and Regular Swordlaunchers (TT) |
The last section of launchers are what I'll call gimmick launchers. While they could fit in other categories, as the name suggests a gimmick is implemented to change how the bey is launched. Some use a button to give the bey a set number of rotations, some use a unique winder/string and design to improve the power of a launch, and some may have a gauge to let you see how strong your launch is.
Generally I wouldn't recommend these launchers, save for the sword/digital swordlaunchers. Launchers that require you to push a button will only allow you to give the same amount of spin each time to your beyblade, when changing how much you give can affect how the results of a battle turn out.
Some gimmicks are also faulty, and the nature of the design means you may not be able to customize it with other parts to suit your needs. I do recommend the sword launcher options as they're essentially a light launcher with a grip and stiffer winder, letting you get more power when compared to the regular launcher. This does come at the cost of the accuracy when first figuring out how to use one, and the digital sword launcher in particular has locking issues when attaching to beyblades with certain disks or layers, and the tendency to skip teeth.
Going over again with a brief summary of each:
- Light Launcher
Pros: Ease of use, better initial accuracy, least likely to have issues in the future
Cons: Less initial power, inconvenient to hold/use on a grip for some bladers
Recommended Items: Takara Tomy LR Light Launcher and Long Winder, Hasbro Supergrip Launcher
- Beylauncher
Cons: Less initial accuracy, may break down/have string issues, may feel bulky
Recommended Items: Takara Tomy Long Beylauncher of variety that suits you (Standard, L, LR), Hasbro Masterkit or Dual Threat Launcher
Recommended Items: Hasbro and Takara Tomy Swordlaunchers
Overall there are a lot of launchers that have various benefits and downsides, but it's up to you to find one that compliments how you beyblade. While I have my recommendations, you might have your own preferences and that's completely fine, you find what works best for you. Hopefully this guide can provide some insight for those who need a little help deciding on which launcher to use.
- Gimmick Launcher
Recommended Items: Hasbro and Takara Tomy Swordlaunchers
Overall there are a lot of launchers that have various benefits and downsides, but it's up to you to find one that compliments how you beyblade. While I have my recommendations, you might have your own preferences and that's completely fine, you find what works best for you. Hopefully this guide can provide some insight for those who need a little help deciding on which launcher to use.
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