By disc type
Disc Golf Midranges
The most useful discs in the sport, and the ones most players under-throw in favor of drivers.
By Selena H. Published September 9, 2026 Updated October 12, 2026
Hyzer & Chain is reader-funded. We earn a commission when you buy through a link here, at no extra cost to you. Picks come from published manufacturer specs and current retailer availability, never from who pays most — here is how we pick.
Midranges run from speed 4 to 6 and cover roughly 120 to 300 feet with considerably more control than a driver. They are also the most under-thrown disc class in amateur golf: a well-thrown midrange lands closer to the target than a badly-thrown driver on a large majority of holes, and it almost never ends up out of bounds.
Quick picks
| # | Product | Best for | Key spec | Price |
|---|---|---|---|---|
| 1 | ![]() Discraft Buzzz Best midrange overall | any player from their second round onwards who wants one midrange that flies the same line every single throw | 5 / 4 / -1 / 1 · Midrange | |
| 2 | ![]() Innova Roc3 Best overstable midrange | an intermediate player who already throws a straight midrange and now needs one that holds a hyzer in wind | 5 / 4 / 0 / 3 · Midrange | |
| 3 | ![]() Innova Mako3 Most neutral | a beginner or intermediate player who wants a midrange with literally no built-in curve in either direction | 5 / 5 / 0 / 0 · Midrange | |
| 4 | ![]() Innova Roc Best beat-in sequence | an intermediate or advanced player who wants the sport's longest-serving midrange and does not mind that it needs beating in | 4 / 5 / 0 / 2 · Midrange | |
| 5 | ![]() Discraft Meteor Best understable midrange | a beginner whose midrange throws keep finishing hard left, and for an intermediate player who needs a right-turning line around an obstacle | 5 / 4 / -3 / 1 · Midrange | |
| 6 | ![]() Latitude 64 Compass Best midrange distance | a beginner or intermediate player who wants a straight midrange with a touch of finish and plenty of carry | 5 / 5 / 0 / 1 · Midrange |
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1. Best midrange overall
Discraft Buzzz

- Flight numbers
- 5 / 4 / -1 / 1
- Speed
- 5
- Glide
- 4
- Turn
- -1
- Fade
- 1
- Disc type
- Midrange
- Stability
- Neutral
- Plastics
- Z, Big Z, ESP, Titanium, Jawbreaker
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The reference straight midrange and the most-thrown mold in the class. Its -1 turn and 1 fade cancel so cleanly that it flies the line you give it at essentially any arm speed, and because so many people throw it, it has become the disc every other midrange is described against.
How it flies
The -1 turn and 1 fade cancel each other out almost exactly, which is why the Buzzz is the reference straight midrange. Thrown flat it flies a long, flat line and finishes with the gentlest left drift. Thrown on a hyzer it holds the hyzer. Discraft's own page calls it their most popular midrange because it suits a wide range of player styles, and the numbers explain why: there is nothing in them to catch out a developing arm.
Best for any player from their second round onwards who wants one midrange that flies the same line every single throw.
Look elsewhere if you need a midrange that fights hard wind — 1 fade and -1 turn is a neutral combination that a headwind will flip.
What works
- The most repeatable flight in the sport — the same line at 250 feet and 350 feet
- Works at beginner arm speed and still earns a bag slot at tournament level
- Z plastic barely changes flight over years of use
What does not
- Neutral stability means a real headwind will turn it over
- So common that it is rarely the cheapest option
Specs read from Discraft’s own published product page.
2. Best overstable midrange
Innova Roc3

- Flight numbers
- 5 / 4 / 0 / 3
- Speed
- 5
- Glide
- 4
- Turn
- 0
- Fade
- 3
- Disc type
- Midrange
- Stability
- Overstable
- Plastics
- Star, Champion, DX, Pro
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The other half of a complete midrange setup. 0 turn with 3 fade makes it a hyzer disc rather than a straight one, which is exactly what you need when a straight midrange will not hold its line — in wind, or on a forced line round an obstacle.
How it flies
Same speed as a Buzzz but with 0 turn and 3 fade, which makes it a hyzer disc rather than a straight one. Thrown flat with intermediate power it holds its line then finishes firmly left. In a headwind the 0 turn means the wind cannot flip it, so it does the same thing it does on a calm day. This is the midrange you reach for when the straight one will not hold.
Best for an intermediate player who already throws a straight midrange and now needs one that holds a hyzer in wind.
Look elsewhere if you are still working on arm speed — at beginner power the 3 fade will dump the disc left well short of where you aimed.
What works
- 3 fade gives a dependable, repeatable finish
- 0 turn makes it genuinely wind-resistant
- Available in Champion plastic for seasons of unchanged flight
What does not
- Needs real arm speed or it fades out early
- Will not hold a straight line, by design
Specs read from Innova’s own published product page.
3. Most neutral
Innova Mako3

- Flight numbers
- 5 / 5 / 0 / 0
- Speed
- 5
- Glide
- 5
- Turn
- 0
- Fade
- 0
- Disc type
- Midrange
- Stability
- Neutral
- Plastics
- DX, Pro, Star, Champion, GStar
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0 turn and 0 fade is the only genuinely neutral combination in this class. The Mako3 holds whatever angle you release it on for the entire flight and adds nothing of its own, which makes it both the most literally straight midrange and an outstanding diagnostic disc for your own release.
How it flies
0 turn and 0 fade with 5 glide: the Mako3 holds whatever angle you release it on for the whole flight and then lands. Release it flat and it flies flat. Release it on a 20-degree hyzer and it rides that hyzer down. That makes it the best disc on this page for learning what your own release angle actually is, because the disc adds nothing of its own.
Best for a beginner or intermediate player who wants a midrange with literally no built-in curve in either direction.
Look elsewhere if you want a midrange that finishes left to settle under a basket — the Mako3 will not do it.
What works
- Truly neutral — the flight is entirely your release
- 5 glide carries well for a midrange
- Excellent teaching disc for diagnosing your own release angle
What does not
- No fade at all, so it will not tuck in at the end of a shot
- Neutral stability is a liability in wind
Specs read from Innova’s own published product page.
4. Best beat-in sequence
Innova Roc

- Flight numbers
- 4 / 5 / 0 / 2
- Speed
- 4
- Glide
- 5
- Turn
- 0
- Fade
- 2
- Disc type
- Midrange
- Stability
- Stable
- Plastics
- DX, KC Pro, Pro, Star, Champion
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Here for a reason none of the others share: the Roc's whole character is how it changes. In DX it beats in from stable through straight to understable, and experienced players carry two or three at different stages as three distinct discs from one mold. Its numbers also differ by plastic, which is worth knowing before comparing.
How it flies
At speed 4 with 5 glide, 0 turn and 2 fade in DX, the Roc flies a long, gently fading line that beats in toward straighter and then toward understable. That progression is the whole character of the disc: experienced players often carry two or three at different stages. Note that the numbers vary by plastic — Innova publish the KC Pro version at 4 / 4 / 0 / 3, a point less glide and a point more fade.
Best for an intermediate or advanced player who wants the sport's longest-serving midrange and does not mind that it needs beating in.
Look elsewhere if you want consistency out of the box — the Roc is famous for being a different disc new, half-beaten and well-worn, which is a feature to some players and a nuisance to others.
What works
- Enormous glide for a slow midrange
- Beats in through a genuinely useful sequence of flights
- Decades of availability in several plastics
What does not
- Flight changes meaningfully as it wears
- Published numbers differ between plastics, which confuses comparisons
Specs read from Innova’s own published product page.
5. Best understable midrange
Discraft Meteor

- Flight numbers
- 5 / 4 / -3 / 1
- Speed
- 5
- Glide
- 4
- Turn
- -3
- Fade
- 1
- Disc type
- Midrange
- Stability
- Understable
- Plastics
- Z, ESP, Big Z
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The turnover slot. At -3 turn the Meteor gives a controlled right-hand curve at midrange distances — the shot for getting round a tree 180 feet out, where a driver would be far too much disc. For a developing player it simply flies straight.
How it flies
-3 turn is a lot for a midrange. At beginner arm speed that turn cancels the fade and the disc flies straight rather than hooking left — which is exactly the problem most new players have. At intermediate speed the same -3 produces a deliberate rightward turnover that holds its line, useful for getting round a tree on the right.
Best for a beginner whose midrange throws keep finishing hard left, and for an intermediate player who needs a right-turning line around an obstacle.
Look elsewhere if you throw with real power — at -3 turn a strong arm will roll this over and lose it right.
What works
- Flies straight for a player who cannot yet get a neutral disc to do it
- The easiest turnover line in the midrange class
- Z plastic keeps the understability stable over time
What does not
- A strong arm will turn it over and lose it
- No use at all in a tailwind
Specs read from Discraft’s own published product page.
6. Best midrange distance
Latitude 64 Compass

- Flight numbers
- 5 / 5 / 0 / 1
- Speed
- 5
- Glide
- 5
- Turn
- 0
- Fade
- 1
- Disc type
- Midrange
- Stability
- Neutral
- Plastics
- Opto, Gold, Zero Hard, Retro
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5 glide at speed 5 carries noticeably further than a Buzzz on the same throw, which matters when your midrange is covering shots a stronger player would drive. The 0 turn means that extra reach does not come with a flip risk as your arm improves.
How it flies
5 glide at speed 5 with no turn and a single point of fade: it carries a long way for a midrange, holds the line you release it on, then eases left at the very end. The 0 turn is the useful part for a developing arm — it means a harder throw does not flip the disc over, so the flight stays recognisable as you gain power.
Best for a beginner or intermediate player who wants a straight midrange with a touch of finish and plenty of carry.
Look elsewhere if you want a hyzer-holding disc in wind — 1 fade will not get you there.
What works
- High glide gives real midrange distance
- 0 turn means the flight does not change as your arm speed grows
- Opto plastic is durable and holds its stability
What does not
- Only 1 fade, so wind resistance is limited
- High glide can carry it past a tight pin
Specs read from Latitude 64’s own published product page.
Why the midrange is the most under-used disc
At speeds 4 to 6, a midrange reaches full flight with the arm speed almost anyone has. That means its published numbers describe what it actually does for you, which is simply not true of a driver you cannot power up.
The practical result is that the gap between a good midrange throw and a good driver throw is much smaller than most players assume, while the gap between a bad midrange throw and a bad driver throw is enormous. Bad midrange throws land in the fairway; bad driver throws land in trees.
Two slots, not five
An intermediate or advanced bag needs exactly two midranges: one straight and one overstable. Those are two genuinely distinct jobs and no single disc covers both.
Everything beyond that is a variation you will throw too rarely to learn precisely, and precision is the entire reason to throw a midrange rather than a driver. If you catch yourself choosing between three midranges on a tee, you have one too many. See intermediate midranges.
Weight and plastic
Throw midranges at or near maximum weight. Unlike drivers, where a lighter disc buys distance, a midrange is thrown for control, and the extra mass resists wind and makes the flight more consistent.
Premium plastic is usually right once you have calibrated to a flight — you want the line you learned to stay. The exception is a Roc, where plenty of players specifically want base plastic for the beat-in sequence. See premium versus base plastic.
Every midrange we cover
| Disc | Speed | Glide | Turn | Fade | Type | Suits |
|---|---|---|---|---|---|---|
| Dynamic Discs Suspect | 4 | 3 | 0 | 3 | Midrange | Intermediate, Advanced |
| Innova Roc | 4 | 5 | 0 | 2 | Midrange | Intermediate, Advanced |
| Innova Shark | 4 | 4 | 0 | 2 | Midrange | Beginner, Intermediate |
| Discraft Buzzz | 5 | 4 | -1 | 1 | Midrange | Beginner, Intermediate, Advanced |
| Discraft Meteor | 5 | 4 | -3 | 1 | Midrange | Beginner, Intermediate |
| Dynamic Discs EMAC Truth | 5 | 5 | 0 | 2 | Midrange | Intermediate, Advanced |
| Dynamic Discs Evidence | 5 | 5 | -1 | 0 | Midrange | Beginner, Intermediate |
| Dynamic Discs Verdict | 5 | 4 | 0 | 3.5 | Midrange | Advanced |
| Innova Jay | 5 | 4 | 0 | 1 | Midrange | Beginner, Intermediate |
| Innova Mako3 | 5 | 5 | 0 | 0 | Midrange | Beginner, Intermediate, Advanced |
| Innova Roc3 | 5 | 4 | 0 | 3 | Midrange | Intermediate, Advanced |
| Latitude 64 Compass | 5 | 5 | 0 | 1 | Midrange | Beginner, Intermediate, Advanced |
Common questions
What is the best disc golf midrange?
A Discraft Buzzz (5/4/-1/1) for most players. Its turn and fade cancel out, so it flies the line you give it at essentially any arm speed, and it is the mold every other midrange is compared against.
How far does a midrange go?
Roughly 120 to 300 feet depending on arm speed. The gap between a good midrange throw and a good driver throw is smaller than most players assume.
How many midranges should I carry?
Two: one straight, one overstable. Those are two genuinely distinct jobs, and a third almost always overlaps with one of them.
What weight should a midrange be?
At or near maximum. A midrange is thrown for control, and the extra mass resists wind and produces a more consistent flight.
Every flight number and spec on this page was read from the manufacturer’s own published product page, linked beside each pick. We do not throw these on a course — here is how we pick.
Sources
- Innova Discs — Flight Ratings System (the published Speed/Glide/Turn/Fade scales)
- Discraft — Titanium Buzzz (5 / 4 / -1 / 1)
- Innova Factory Store — DX Roc (4 / 5 / 0 / 2)
- Innova Factory Store — KC Pro Roc (4 / 4 / 0 / 3)
- Innova Factory Store — Star Mako3 (5 / 5 / 0 / 0)
- Dynamic Discs — published flight numbers table
Read next
Best Midranges for Intermediate Players (2026)
Five midranges for the two slots an intermediate bag actually needs.
Best Disc Golf Midranges for Beginners (2026)
Four straight-flying midranges that reach full flight at beginner arm speed.
Innova Roc vs Discraft Buzzz
The two most-bagged midranges compared on fade, glide and beat-in behavior.
Discraft Buzzz Review
Why the sport's reference midrange works, in Z plastic, and the one place it fails.