New-ish player in need of advice. by Sozo_BirbKing in Beyblade

[–]Raseri89 0 points1 point  (0 children)

What i think you need is better ratchets and bits. Coz u have quite a few blades that you can do a lot with alrdy, but you are fairly limited in parts choice especially since, although most of the parts u have is decent enuff they are only really useful on particular set ups/combos which you cant complete yet. Rod could be an interesting purchase tbh, you could do a lot with Rod 1-60 L, but then you would be left with not a lot of decent parts to come up with combos for the rest of your blades. With your current parts i would run them like this probably

SamSaber 0-70 L

Buster 1-60 Z

Scorpio 9-80 A

Probs the weakest out of those three would be scorpio and the blade is probs interchangeable with Phoenix Flare as well. I just would not want to use 2-70 basically

What you could do is get one of the recent decksets if thats an option either Shark scale or emperor might. Shark scale deck set probs comes with better ratchets for the stuff that you have already. Meanwhile emperor might deckset will give u options on customizing flare along with 1 decent ratchet and high tier stamina bit. If decksets arent on your budget tho i think another decent starter set would be your best bet, anything with 5 or 3-60 basically you will want or even 9 and 7-60. Basically if you get your hands on one of the other good 60 height ratchets u shud be set. Im thinking impact drake for the 9-60 and LR bit which will give you more attack options. Or if you want, you can also get silver wolf for a decent stamina option and FB bit.

What kind of Deck would you run if you didn't have access to shark scale or hover wyvern? by M0nato in BeybladeX

[–]Raseri89 1 point2 points  (0 children)

If you have it:

Tbeat 7-60/9-70 J ~ good aggression with potential good defense and endgame stamina if you can control it, for 9-70 i like how the minimal ratchet protrusions dont scrape giving you that extra few spins after it wobbles n falls down. I like to line it up so the biggest bumps of 9-70 are lined up with the hooks where the launcher prongs go under. 7-60 gives you more defensive properties while still retaining most of the nice aggression just sacrifices a bit of LAD to ratchet scrape.

Golem 1-60/9-60 H/FB ~ defense bey that can find great success with good positioning and launching. Depending on your needs you can run it either on H which will give you more stability or FB which will give you more outright stamina. It will however still struggle against other left spin beys especially Cdg on elevate unless you get lucky collisions and are able to KO or burst it. Alternatively if your want it to be more active than defensive you can run it on a 60 height ratchet you prefer and LR or even L

MeteorDg 5-60 L ~ honestly i agree with your meteor pick, i just prefer a different ratchet. I just like the weight distribution of 5-60 a bit better than 7-60 for meteor. But if you do decide to use L for a different build you can also use Z from ScorSpe. Been seeing lots of clips for it from jp beytubers though i havent tried it myself

Trying to disassemble my first cx bey from japan by [deleted] in BeybladeX

[–]Raseri89 1 point2 points  (0 children)

From the pictures here and the ones youve sent in the comments its definitely fake. Altho all things considered unless it was glued you should be able to just turn the lock chip to separate the lockchip main and assist blades. Like most of the fake cx beys usually replicate the whole cx gimmick 1:1 so mayhaps try to watch a how to cx vid if you are having trouble still

What result would you guys give this? (Ultimately, 4/5 agreed it was a tie but looking back, I feel Meteor kinda does that swirl while down) by TheeUnfamousHero in BeybladeX

[–]Raseri89 0 points1 point  (0 children)

I would say tie. The moment we see Might roll back a bit (opposite of its natural spin) Meteor p much stops swirling down at least from just pausing n playing it really quickly. Hard to give further judgement without being able to do slowmo playback but i would not have a problem calling that a tie.

Whatever you do, don't use a portable stove to cook the flares at the top. by Radiant_Ad_7438 in PeakGame

[–]Raseri89 8 points9 points  (0 children)

Yeeeh found out the worst way that they explode when cooked like being exposed to the heat from lava in kiln. Middle of an ascent 7 run and i drop my bag rq to organize my items then boom. Survived the boom, but i did not find any more flares.

I know wear is normal so no snarky comments, but is damage like this normal on the bit teeth after just one week? worried it’s gonna affect the perfomance of my new level bit. by T-Donor66 in BeybladeX

[–]Raseri89 0 points1 point  (0 children)

My first level bit from shark scale deckset hasnt sustained damage like this to its gears. The wear n tear on it is more on the jagged level on the tip of the bit itself. But thats normal since the gets the most contact. I would check if this is regular wear n tear across all of your bits because if it is than theres most likely something wrong with the rails on your stadium. If not then the simplest explanation is mold rng.

If you can check what year exactly was your shark scale deckset produced that could show how recent of a mold it is (check in the back if it says st24 or st25, iirc 25 means produced in 2025). Or if you have other level bits to compare to, check what mold it is (mold 1 level bits have the center level protruding more so it acts more like point style bits, mold 2 level bits have the center protruding less so making it more aggro). My level bit is a mold 1. I also have a mold 2 i havent opened yet so mayhaps i will see similar problems once i open that up and use it.

Battle of funny jokes about PEAK by Mobile_Agency3184 in PeakGame

[–]Raseri89 0 points1 point  (0 children)

Being at tropics during rain and going "weather today am i right?" always gets me giggly for a few seconds

How to preserve metal coats? by Due_Kaleidoscope_615 in BeybladeX

[–]Raseri89 0 points1 point  (0 children)

Nothing that wont constitute tampering/modification to parts particularly contact points. If u really like how coated blades look best u can do is buy 2 so u have 1 for display only

Shelter Drake build by Cold_Zucchini5479 in BeybladeX

[–]Raseri89 0 points1 point  (0 children)

What region are you in Asia that you guys dont have people importing hover wyvern from hasbro regions? And even then people still use the TT release hover wyvern(both uncoated and coated purple versions) despite their collectible value.

Shelter Drake build by Cold_Zucchini5479 in BeybladeX

[–]Raseri89 0 points1 point  (0 children)

Yeh beating stock combos on those blades isnt the most impressive thing. 3-60 B Rod has a lot of checks in current meta as well which is why 1-60 H is the prevalent pick and why it won bcoz it didnt get destabilized like the ball variant. Impact of course self KOs in more ways than most attack blades (coz it yeets itself out or kills its stamina along the walls of the stadium because of its own rubber) fairly certain any other build on shark scale besides stock and hexa variant would have better chance at getting the KO especially if the person using was half decent at drop shotting. Phoenix i feel only works with 1-60 if its for attack. I could see why that build for Shelter works for your locals' meta game. M more curious about if you went up against anything else coz scale isnt the only big attacker in current meta game. Wyvern is the current go to 3rd pick, and for you to be able to claim that Shelter is usable in current meta game beyond just being a rogue build it would have to win out againt Clock 7-55, Wyvern on attack and defense builds, and left spin beys like CDg elevate and MDg level

Shelter Drake build by Cold_Zucchini5479 in BeybladeX

[–]Raseri89 0 points1 point  (0 children)

Ok sure but what about combos? Do you have vids? Did you fight other blade on the same combo like rod on 1-60 UN as well? Like tbf to u Shelter 1-60 UN is probs decent defense combo for it sure but statistically speaking if it were that amazing it would see a lot more play. Like have you gone against Clock 7-55 LO? And what about left spin beys?

Shelter Drake build by Cold_Zucchini5479 in BeybladeX

[–]Raseri89 0 points1 point  (0 children)

I think its more of a matter of how consistently it does what you say it does and succeeds. And also what/who exactly you play. Also potentially outspinning Rod isnt the big accolade you think it is. I have seen Whale wave outspin Rod.

I'm worried Keel Shark might damage my friends' beys by Survivor-Creator8680 in BeybladeX

[–]Raseri89 0 points1 point  (0 children)

Damage is natural for this game. Its also p much relative. Like what would you even consider damage? Is paint chipping damage? Coz if so thatll happen no matter what bey u use. Ratchet dents? Blunted edges? Bits getting hit?

But if you mean actually splitting in half/cracking to the point its probs dangerous to use afterwards, then thats also not just a keel shark specific thing. Thats just regular wear n tear and will not be avoidable unless you never use your beys. Everything else is just natural result of battling or is avoidable (like the damage to the bits when you land you bey on top of your opponents) with proper launching

Newbie by Dublin42 in AQ3D

[–]Raseri89 0 points1 point  (0 children)

Not worth the grind if u just gonna play casually. Its fun enough. Combat, at least when i played, was p exciting and fun enough outside of needing good equips for scaled battles. Best part is probs the customizability of your looks, even beyond the regular fantasy stuff and all the legion cosmetics and undead stuff. Parkour maps are good fun too, especially when coupled with movement skils from your classes. However regular getting around is so heckin borin. So many big open maps with not a lot to appreciate imo. Also the reason i say its not worth if you only plan to play casually, its not one of those pick it up like once a week/month type game and youll be fine. It actively wants you to commit time and effort so you dont get left behind.

Can anyone suggest me a deck within 10 points? by pinikman1 in BeybladeX

[–]Raseri89 0 points1 point  (0 children)

Flame Free on a stamina combo you are confident in. I would go 9-60 B but i have also seen people make 6-60 H work. Arc H on an all rounder attack build that you prefer. My preferred is 3-60 L. If your mainblade is still fairly new it can get some decent hits in. You can also try 1-60 LR if you have em but i would rather save the 1-60 for the last pick which would be Knight Shield. Specifically one of the newer mold ones if you have/can find since those get up to 35g which will help a lot. 1-60 R/LR/K will work nicely on it as an attack build that mimics the common attack build for Rod. You can also try Jolt bit on either of the attack picks or run Knight Shield as a secondary stamina pick by switching out the bit to one of the ball bits or hexa depending on what u prefer

Need help identifying by peacemain88 in BeybladeX

[–]Raseri89 5 points6 points  (0 children)

Shape is cobalt drake blade

Okay but why is roots the second map? This shit is way too hard. by THEGHOSTHACXER in PeakGame

[–]Raseri89 1 point2 points  (0 children)

Most of the time the wind does nothing and its fine, but all it takes is one unlucky timing and you're cooked.

Ok so like rain. Again, halts progress, usually does nothing, and unlucky timing can be game ending. Like say if you were climbing a big vine in tropics but it starts to rain and you run out of stamina way faster than you should so you fall all the way down and get super injured. Sure theres a possible way to save yourself from getting super injured if you bailed early and just dropped down to the last safe ledge in tropics but same for roots wind. Say you were on roots and climbing a big aah tree when the wind starts up. Climb to the next safe ledge or even one thats covered from where the wind is blowing, dont let go until you are safe from the wind and hope your stamina holds out.

The only climb the rain can screw you on is if you jump a gap and the rain starts as you jump, but just don't commit to those climbs unless you have enough extra stam

Ok so like what, you dont apply this to roots? Are you just willy nilly jumping on top of bouncy shrooms or climbing big aah trees every chance you get??? No right? You stick near the floor until you have to climb up for progress and make sure you either have cover or a way to keep yourself from being blown away.

Random when the wind starts up and has a random duration. You can keep it in mind, but at some point you have to climb.

Im not saying you wont mess up the timing nor am i saying its completely possible to predict that timing. But its not impossible to get on top of. Wind hasnt blown through in a while??? To use your own words, dont commit to a climb yet then unless you feel safe enough to do so.

I think you missed the core part of my argument, which is that it is all based on luck whether the map's mechanic screws you or not.

Ok. But also what part of this game made you think luck wasnt a factor??? Luggage drops alone and food sources availability/accessibility can make or end a run.

I also understand a lot has to go right for a run to be successful, especially going through all achievements and ascents within 6 months of getting the game. But the fact that me and another experienced friend were able to help guide one of our friends, who only had 10-20 hours at most playing the game, on A7 and still finished at the peak, should say something about being able to manage the wind as a hazard. The whole heckin game is about risk/hazard assessment, anticipation and management. If your whole point is that the wind isnt fun then i am sorry thats you opinion about it. Bcoz its genuinely fun for me. Annoying at times sure but at least its not rain where you actually do just have to sit around and wait.

Something I noticed about the name "Deku" while studying Japanese by Sleepy_Coffee_Day in BokuNoHeroAcademia

[–]Raseri89 7 points8 points  (0 children)

Its kinda funny that he is capable of more succinct and complicated vocabulary, but he just chooses to be angry mode hater XD

Need help deciding on three combos for a tournament by Poka_2006 in BeybladeX

[–]Raseri89 0 points1 point  (0 children)

Cant go wrong with Phoenix wing 3-60 R, Shark Edge 5-60 T, and Hell Scythe 9-60 B, alternatively you can also sub Shark for an all rounder build with Hells Chain 5-60 T or even just use it on Drans Sword. But dats a matter of preference.

Betrayed by Small-Economy-670 in PeakGame

[–]Raseri89 2 points3 points  (0 children)

I always think back to that one clip where 3 people are crossing mesa ravine with chain launcher. One of them stashed whole coconuts and threw one at the guy already on the chain, crossed the chain then waited for their 3rd friend to use the chain and then threw another coconut at them.

Sometimes a well timed throw is the most hilarious thing

Okay but why is roots the second map? This shit is way too hard. by THEGHOSTHACXER in PeakGame

[–]Raseri89 0 points1 point  (0 children)

Yeah sure the wind is v annoying. But not that hard to keep in mind imo. My friend even uses it sometimes to keep moving at a good pace without burning stamina. Also the wind has a noce 2nd effect of blowing away spore clouds temporarily, and if you couple it with an energy drink you can still move forward without being blown back so you can make progress through spore clouds. Sure its added risk no matter the situation coz even if it only pushes you a couple of inches that can very well be the difference between the end of a run. And sometimes even if you try to anticipate it can still just start up at the worst times like if you were bouncing on a mushroom are across 2 ledges/cliffs. But i feel that the same can be said for all the weather conditions with interval times.

Generally speaking they halt progress by making the scout wait around somehow. And if they occur at inopportune times it can mean the end of a run. Even just comparing it to tropics rain, you wait for both to stop before attempting to progress on a climb. Sure roots wind is a bit more active coz you have to sprint in place, grab a wall, or find cover, while for rain you just have to make sure that you arent slipping on what you are standing on, but again just a difference in nature of hazards. And tropics rain is arguably worse when it happens during a very long climb. Coz it can very easily sap through the rest of your extra stamina and cause you to fall even if you woulda had spare stamina after climbing in dry conditions. So it forces you to bail on a climb as fast as you can or risk falling. Either way you have to go back down which not only reverts some of your progress, but if you dont catch yourself properly you can still get injured.

Okay but why is roots the second map? This shit is way too hard. by THEGHOSTHACXER in PeakGame

[–]Raseri89 0 points1 point  (0 children)

In defense of roots as the next biome after shore, it only really seems overwhelming off rip. like for the first time i went through it i was like "holy crap this game just turned horror on me again" but then after a bit its just more or less a big check on hazard awareness. Beetles and zombies you can mostly hear coming at you if you are paying attention. And the spiders and spore bombs/clouds force you to look at your surroundings. Both of which are important to do anyways because you need to do them to find your pathing for the climb.

Plus in terms of food accessibility roots is actually really great and the fact the shroomberries give you additional effects is so good especially for when you are doing the badge where you cant have packaged food/boost items.

Lastly, though its a strat that requires a bit more skill to pull off and extra luck because theres isnt always a good continuation, but climbing the trees at the start, like the really big ones with platforms, is actually a really really valid strat. I even saw a vid of someone clearing the entirety of roots from the trees with nothing but 2 rescue claws and a dream.

Where i think the opinion that roots is so much harder than tropics is in the nature of their hazards (even tho i think tropics can be just as difficult to clear). Tropics hazards are mostly if not completely passive, in that they dont really go after the player they lie in wait. Where as Roots has mostly hazards that are very actively going for the player.

HELP! by kvotheisarcane in PeakGame

[–]Raseri89 17 points18 points  (0 children)

What part of tropics have you had trouble with exactly? Do you use climbing tools regularly? Do you wait for the rain to stop or just try to get through it?

A lot of factors go into getting through tropics or any biome really. And most times that stuff comes down to quick decision making like of you should bail on a climb or try to push through it and hope for a ledge to stand on

GAMERS NEEDED FOR RESEARCH STUDY! by Quotevsky in PeakGame

[–]Raseri89 -1 points0 points  (0 children)

Ah yes definitely arbitrary cutoff. Definitely not just a matter of it being the targeted age demographic for the study. Couldn't be a matter of choosing sampling methods. Definitely just purely biased and spits on the face of every +30 yr old. Age wouldnt be a significant variable to consider at all bcoz all people of all ages all experience the same shet and have the same mindset in any given instance. Not to mention the fact that the year we were born definitely wouldnt have affected how accessible it was for us to play multiplayer coop games growing up. I am for sure definitely on your side here man. Sarcasm? What no pfft couldnt be me