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Might — 3/4Might — LateralMight — InferiorMight — Superior

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CX

Might

Main Blade
Weight
32.5 g
Type
Main Blade
Line
Custom Line
CX

00Might summary

Might is a 32.5 g CX Main Blade.

Used in

01Description

Might is one of the largest and heaviest Main Blades in the CX line. Its design pushes most of its weight toward the edges, making it the CX with the highest centrifugal force and best spin time in its line. It still falls short of top-tier UX/BX Blades, but compared to the average, it clearly stands out.

Its top is almost completely flat, and its perimeter is divided into eight symmetrical segments, creating subtle side ridges. Four of these segments expose moderately defined lower edges.

02Performance

Might does not rely on a single contact point to function. Its greatest strength lies in its weight, diameter, and distribution, making it one of the most versatile CX Blades available.

In pure attack, its rounded shape does not scream knockout power. The lower edges can be tricky to connect cleanly, and the top lacks angles for a true Upper Attack. Still, its massive size and inertia allow it to push opponents through sheer force, making its attacks fairly consistent. That said, it needs to hit as upright as possible. When tilted, it redirects impacts and loses pushing power.

In aggressive playstyles, it benefits more from plastic chips, which grant better speed and freedom of movement, especially at mid heights like 60, where it can fully use its perimeter.

Defensively, it is excellent. Its weight, especially when paired with Heavy, turns it into a wall that is incredibly hard to move. It can over-tilt and absorb hits very efficiently. If it ends up sideways in a stationary battle, its side ridges can produce a light Barrage effect that drains the opponent’s stamina. Combined with its strong spin time, this gives it solid chances to win by endurance. It still struggles against dedicated stamina monsters like WizardRod or ClockMirage, but it stays surprisingly close.

Interestingly, in defensive and stamina-focused builds, the metal chip is not ideal, since balance and spin time matter more than extra central weight. Mid heights help with wear-down strategies, while lower heights maximize raw defense.

In semi-aggressive styles, it shines even more. It can defend while moving, chase like a walking wall, and even function as an anti-equalizer. Its diameter and centrifugal force allow it to win late-game spin against left-spin Beys fairly consistently.

It also works in counter-defense and counterattack styles, using the rail to return hits with strong force, or with Bits that allow rebounds and re-entry plays.

Ironically, in most testing, Might performs better without the metal chip. Emperor still has value in very specific setups where stamina is not a priority and control or maximum weight is the goal. Unlike other CX Blades, Might does not suffer much from head wobble, so Heavy alone is often enough to unlock its full potential. The Ratchet 9-60 is usually sufficient to achieve strong stability and spin time.

Its biggest weakness is its massive inertia. When it catches the rail, it can over-accelerate and lose control, situations where the metal chip can help contain it. Even with the inherent CX limitations, it remains one of the most complete, stable, and abusable Main Blades in the line. It is comparable to Blast, though Blast leans harder into attack, while Might favors defense and stamina.

03Ways to use it

Aggressive Attack

On flat Bits with good stamina, without going to extreme aggression. Focus on controlled pushes with enough time to catch the opponent. Plastic chips are preferred.

Erratic Attack

On Bits like Kick, using the metal chip to reduce loss of control. Riskier and stamina-heavy, but its weight can compensate with strong pushes.

Shield Defense

On Bits that allow prolonged over-tilting. It can repel frontal attacks and, with slight initial movement, lift opponents like a ramp. The metal chip is not required here.

Evasive + Aggressive Defense

On smooth-moving Bits like Level or Elevate. Hard to dodge due to size, but capable of pushing through momentum. Plastic chips favor stamina, metal chips reduce knockout risk.

Counter-Defense

On small Bits with the metal chip, where slight imbalance creates unpredictable movement and stronger rebound reactions after hits.

Counterattack

On Bits like Point, using the rail to return hits. Plastic chips give more speed; metal chips help with control. Not its strongest role, but still viable.

Tank

With the metal chip and high-traction Bits like Ball or Hexa to become super hard to push, or with controlled-movement Bits like Jolt to act as a mobile wall.

Why does it work this way? Blader's Path explains it step by step: Bey physics, how to build combos and how to test them. See the book

04Where to get it

Show products 2

Takara Tomy 1

  • CX-11 EmperorMight Deck Set · EmperorMight HOp Metal Coat: Black

Hasbro 1

  • G3028 X-treme Battlers Pack · Might Emperor H Op Metal Coat: Black

Other parts