Rage Diabolos Jolt' 3A

**Rage Diabolos Jolt' 3A** is an Attack Type Beyblade Combo included in the "5 Top Ranked Beyblade Burst Combos".

## Superking Chip - Diabolos

*Main article: Superking Chip - Diabolos*
*"The motif is of the devil dragon, Diabolos. A Superking Chip that can be transformed and attached to either a left or right-spin ring."*

— Official Description

In-depth information for Takara Tomy's **Diabolos** Superking Chip will be placed here once drafting has been completed for it. Please be patient.

## Ring - Rage

*Main article: Ring - Rage*
*"A left-spin Attack Type Ring that continuously hits the opponent with its two super-heavy metal dragon heads and strongly flicks the opponent with its upper blades."*

— Official Description

Takara Tomy's **Rage** is an Attack Type Ring that features two metal dragon heads on the side and two upper blades. The weight on the metal dragon heads make this ring capable of having high Knock-Out and Burst potential. Like its predecessors, Lost Longinus and Nightmare Longinus, the shape is designed to have heavy recoil and produce Upper Attacks. This is further complimented by **Rage**'s alignment with the 3A Chassis, which accentuates its Upper Attack capabilities.

## Chassis - 3A

*Main article: Chassis - 3A*
*"A left-spin Attack Type Double Chassis that scoops up the opponent from below with a huge spear-shaped upper blade."*

— Official Description

In-depth information for Takara Tomy's **3A** Chassis will be placed here once drafting has been completed for it. Please be patient.

## Performance Tip - Jolt'

*Main article: Performance Tip - Jolt'*
**Jolt'** features a rubber flat tip with six spikes protruding outwards and towards the right, akin to Left Rubber Flat from Metal Fight Beyblade or a mix between Spiral and Xtreme. Unlike its predecessor, **Jolt'** features a much thicker spring in its locking mechanism, increasing **Jolt'**'s Burst Resistance.

Due to the surface area to friction ratio, **Jolt'** will create a highly aggressive, and if launched with a Banking Shoot, somewhat easily controllable movement pattern. In terms of speed, the greater surface area given by the spikes makes **Jolt'** faster than Xtreme and as fast as Merge. **Jolt'**’s high speed allows for strong attacks and its high friction creates less chances of losing a Banking Pattern in battle, making it one of the better choices for Attack Combinations. Unlike Xtreme' and Hunter', **Jolt'** does not have softer rubber than Jolt, thus making **Jolt'** slower than Xtreme'.

However, **Jolt'** has two major weaknesses. Firstly, the high friction of the rubber means that **Jolt'** has incredibly low Stamina, furthermore, the light weight of early Burst System Combinations compared to previous Systems means that there is less inertia, exacerbating the Stamina issue further. Secondly, **Jolt'** will wear down with use. While this can create an initial benefit in speed from the tip fitting into the curvature of the Stadium, heavy use will decrease its aggression with little to no improvement to the tip's Stamina, meaning that multiple copies much be purchased in order to replace worn ones.

**Jolt'** is slightly shorter than most Tips, this reduction in height is meant to improve Attack potential by striking the opponent’s Layer from an upwards angle, creating Destabilization potential. However, the negligible difference between **Jolt'**'s height and the height of most other Drivers mitigates the Destabilization potential.

The direction of **Jolt'**’s rubber spikes are meant to, in theory, create greater speeds in Left-Spin Combinations. In practice however, there is little discernible difference in movement speed between Left-Spin and Right-Spin.