In General: Attack is arguably the strongest primary type in the format, however it takes a lot more skill to use than the other two types. Success relies on a good launch and even moreso a strong launch – Attack types can handle most of the defense types I've tried if launched hard enough. Lastly, RF condition is a big deal, too worn and you won't move fast enough, too new and you'll fly out of the stadium. They do stay prime for a good amount of time but if you are really struggling with a CS defender you may want to look at getting a new one or wearing yours in a little.
Metal Wheels:
Gravity: Gravity is arguably the most threatening wheel in the format that has been thoroughly tested (hence why it'll be watched very carefully as the game develops), thanks to its weight, power (particularly with the Attack version of Perseus), and dual spin. However, these properties serve to keep a range of other things in check, particularly stronger defensive threats and Anti-Attack – while the combination of plastic buffers, good weight and often more extreme (in either direction) designs makes Zero G wheels serious defensive threats, their relatively poor balance means if they use RF they will usually fail to outspin Gravity (and Gravity's dual spin also helps negate any advantage given by the availability of Dark Knight). Gravity's shape also makes it effective against a wide range of heights on R145 and TH170 (though leone r145 is certainly no slouch), and thus helps prevent any one defensive track being too dominant. These factors mean that absolute defensive walls are not safe choices, which means things that less effective (but often more interesting) attack wheels stand a chance against should be the most common defense types.
That said, gravity is not that much stronger than the other wheels I'd call competitive (see my post in the Competitive Combos list discussion when I make it if I haven't already), even given the fact I have always found it to work very well for me (and hence may be overrating its effectiveness), and I don't think a ban on it is healthy for the format so long as people do branch out and use the alternatives.
Note about SonoKong Gravity: Just a reminder that SonoKong Gravity wheels should be avoided as they are generally significantly lighter and much less aggressive (but not really any better for spin stealing either). Their L/R's are also more fragile so there really is no reason to buy them.
Pegasis: CRAZY HORSE. If you're heading to a tournament and a Beyblade flies past your ear despite the fact there aren't any stadiums in sight, you can bet Pegasis was involved. Pegasis is explosive. It has aggression on top, and even more on the bottom, and plenty side on as well. It could, however, do with a little more weight behind it as it suffers from pretty heavy recoil, but it is still very much competitive.
Leone: My favourite Attack wheel, and similar in weight and style to Gravity, Leone is definitely one of the strongest Attack wheels in the format (as well as perhaps the second most aggressive after Pegasis) – top three of the things I tried for sure. It has a tonne of smash side-on thanks to its large contact points which have a lot of weight behind them, as well as hanging low over then track AND having an extremely violent top-side, making it dangerous in every direction. Excellent synergy with R145 only makes this better. It's survival could be better, but that's compared to gravity, and it is certainly by no means horrible in that respect.
Screw: This might surprise some people, but I always said if it weren't for the ridiculous defense parts introduced around the same time by the Maximum series (especially BD145, which blocked , Screw would have been hailed as a great Attack Wheel. Guess what? In Limited, where those parts are not present, Screw is a great Attack Wheel. So There.
Screw's quirk is that most of its attack comes from its slopes, and so for best performance they should stay unobstructed, my favourite CW's for it being Pisces, Horogium, and much to the delight of my inner primary school student, Uranus. You'll want to make sure you're hitting your opponent from just below their Metal Wheel if possible, I find that R145 is again a good choice, allowing solid contact with taller opponents and the track helping with lower ones, though if your local meta tends towards taller tracks, TH170 is an excellent choice too. If your metagame is more 145 and down, go low, though I recall preferring 90 to 85 on it back in the day so you may want to compare the two yourself. In exchange for this, however, Screw is one of the most exciting wheels, if it lands a hit just right, it is capable of launches so spectacular even Pegasis would drool over it.
It's worth pointing out that it is hurt significantly less by its need to hit just under the metal wheel than old favourite Vulcan, perhaps due to a greater range of contact points, and also benefits from good synergy with R145, which I'll cover in a little. What I'm trying to say is (if you're of similar or older vintage than me brace yourself) Screw is better than Vulcan.
Lightning:Lightning is consistent, efficient, and left spinicient (rhyming is hard), I didn't use lightning that much because I prefer gravity and find lightning rather dull by comparison, perhaps because it only gets one clear wheel. It's definitely one of the best Attack wheels, though it shines brightest on low tracks, being perhaps the most reliable answer to Low Track Defense setups Attack can muster. Like the other wheels I've covered so far, it also works very well on R145, though it's lack of any real aggression on its underside means R145 does have to do more work than it would otherwise need to. Lightning is great, wonderful and I'm sure it'll have a great time but I probably won't use it myself because I prefer other things.
Ray: I know I said that Ray being on the CC list given it was released alongside CS and RSF was a mistake but in retrospect I was wrong – RS is the specific point at which Ray starts to fail. With it banned, Ray is an excellent Attack MW, again benefitting from amazing synergy with R145, which should be reinforced with a three sided CW like Kerbecs, Unicorno II or Unicorno – the Leones being less worthwhile as they do nothing for Ray's relative flatness (and thus little to help its range). While its ability to attack in any direction other than sideways is somewhat limited, Ray feels somewhat easier to use than the other attack wheels, and is still a very effective wheel overall.
Note there are multiple molds of Ray and one I have is much thinner than the rest, though I have more than one each of Takara and SonoKong Rays, so I cannot be sure where it came from.
Vulcan: Once considered the most powerful Attack wheel in existence, Vulcan returns to the ring to find a metagame somewhat different and less kind than it remembers. Vulcan has a bit of a problem with height, it can deliver some of the hardest hits of anything of its vintage but it really needs to be hitting just under the metal wheel, at least in my experience, and it doesn't seem to work too well on taller tracks. It also doesn't have good synergy with R145, and GB145 and H145 just aren't quite as good. However, underestimate Vulcan at your peril, it's heavy, fast (thanks to all that weight being behind its contact points), and it hits like a truck. It's also very thankful not to have to contend with RS, and as a result I'd still consider it competitive, just make sure you launch real hard to capitalise on its potential for speed.
Quetzalcoatl: Also once considered the most powerful Attack wheel in existence (despite the presence of Lightning and Leone - see Mc Frown's thread titled something along the lines of don't let your empty wallet fool you, I think it's in the advanced forum), Quetz is the least aggressive wheel I'd still call competitive. Its quirk is that it has an element of Force Smash to it. Its contact points aren't the most well exposed, though they're still effective, but of all the non-three-sided wheels, it perhaps is the most effective at compensating for its poor synergy with R145, its sloped undersides being able to deal hard hits to lower opponents – just make sure you've got the weight to back it up.
Meteo L Drago (Assault): That's the blue one with the blunt, squared off plastic heads. MLD Assault is good, very good. It hits hard despite having mostly plastic contact points and the fact it is left spin gives it an edge against rubber tips and taller opponents. However, one thing really hurts it: Lightning. Lighting does everything MLD Assault does better, it hits a little harder, suffers less recoil, and has better survival. MLD Assault works but generally you're better off using lightning.
Sagittario: Sagittario is okay, it hits quite hard, but it suffers from more recoil than a wheel of its power should. Its survival is pretty poor thanks to those recoil issues, but nonetheless it is still decent – it's viable. If you stick it on RF and use it against a stamina type, you'll almost certainly win. If you're really good, you might even manage against some of the weaker defense types. It's viable, just not great.
LDrago: You could use LDrago for all out attack, but it really isn't aggressive enough so you probably shouldn't. It also has to compete with Meteo (and maybe also Metal Fury LDD/LDG if they did that) for its old spot as a spin stealing attack type/destabilising attacker. It can also be weak launched against by stamina so it's probably not worth using for straight up attack in general.
Thermal: I got thermal to KO a good defense type a couple of times, it needs to get just under it and generally it's not reliable but it can work and will probably do okay against stamina.
Bull: Buh-Buh-Bull is pretty Buh-Buh-Bad, but it'll handle stamina fine and can sometimes land hard hits on defense types. Quetz and Vulcan are vast improvements on the general design, though.
Samurai Dragooon: Dragooon works quite well but isn't really consistent enough and also the need to use a crystal wheel limits its effectiveness against lower opponents. In this format, I expect Dark Knight to outshine its metal counterpart by a significant amount, but again, it can be used.
Things I don't have that could be strong:
Wyvang/Phoenic/Bahamdia and maybe some other ZG Stuff: The hyper aggressive design of many Chrome wheels and their ability to be used in either spin direction, and the fact their poor survival and balance is not particularly detrimental for Attack means they pose a significant threat here.
Metal Fury – Pretty much anything even remotely aggressive: The sheer size of these things makes them major threats and added to this is the more extreme designs resulting from post-maximum series power creep. Or they could end up being horrible recoil laden trash, though from what we've seen this is probably not likely.
In addition to this, Shogun Steel was apparently only released in North America (and Metal Fury was similarly limited – Australia apparently received neither), and therefore if they are too dominant, they will reward part access disproportionately to skill/combo building, so personally I'd like to treat them a little more strictly.
Tracks:
[b]R145: R145 is THE track for Attack. The best wheels are all Three Sided and I strongly believe that has to do with R145. R145 is likely the heaviest track in the format unless something from Zero G is heavier, and it actually has passable offensive ability (without the recoil of H145). It's at a good height for most wheels as well. Basically, you're going to want to have this part.
160-180 heights: This seems like a solid height range for Attack tracks in this format – sharp banking can still let them hit low opponents while they're tall enough to hit 230-height opponents from below reliably. This is based primarily on TH170 (SA165 is slightly better but is too good defensively), which is a very effective track for Attack, at least on wheels with some overhang. Gravity strikes me as the best user I tried, particularly because it is capable of outspinning many low track RF (and with less certaintly RSF) Defense combos when set to taller heights, combinations which are otherwise difficult for Attack to handle reliably while maintaining the ability to hit tall opponents. 160 will probably be a solid choice thanks to its height.
Others: SW145, UW145 are also decent but outclassed by R145, and there's H145 but I really dislike it and don't have much success with it. CH120 is good but the fact it doesn't stay in 145 height well, which it really needs to in a metagame with tall tracks (and the fact the R145 is generally good for multi-height-range attack) means it has lost some of its shine. Low Tracks are extremely good against heights up to 145, but are unable to do anything of note to tall tracks, making them risky but potentially rewarding.
W145 should probably do very well in general, too.
[u]Tips:
RF, R2F, LRF: Choose your favourite (mine is RF) and make sure it's prime. That's really all there is to it. MF, WF, XF and some of the ZG era tips might work out but the results are probably going to end up in Balance rather than here.