Level two
Best Midranges for Intermediate Players (2026)
One straight, one overstable. That is the midrange answer at this level, and here are the five molds worth considering.
By Selena H. Published September 16, 2026 Updated October 12, 2026
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An intermediate bag needs exactly two midranges, not five: one that flies straight and one that holds a hyzer in wind. Everything else is a variation you will throw too rarely to learn. These five fill those two slots, and the differences between them come down almost entirely to the relationship between turn and fade.
Quick picks
| # | Product | Best for | Key spec | Price |
|---|---|---|---|---|
| 1 | ![]() Discraft Buzzz The straight slot | 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 The overstable slot | 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 | ![]() Dynamic Discs EMAC Truth Best if you only want one midrange | an intermediate player who wants one midrange that covers straight shots and gentle hyzers without swapping discs | 5 / 5 / 0 / 2 · Midrange | |
| 4 | ![]() Latitude 64 Compass Best straight midrange for 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 | |
| 5 | ![]() Dynamic Discs Suspect Best for the shortest, most dependable hyzer | an intermediate or advanced player who needs a slow, very overstable midrange for forced hyzers and headwind approaches | 4 / 3 / 0 / 3 · Midrange |
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1. The straight slot
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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This is the disc the straight slot exists for. At 300 feet of arm speed the Buzzz is as close to a ruler as disc golf gets, and because it is so widely thrown it has become the reference everyone describes other midranges against. If you learn one disc properly at this level, make it this one.
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. The overstable slot
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 the pair. 0 turn with 3 fade is a hyzer disc, not a straight one, and that is the point: when the Buzzz will not hold its line, this will. In Champion plastic it holds those numbers for years, which matters once you have calibrated to the finish.
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. Best if you only want one midrange
Dynamic Discs EMAC Truth

- Flight numbers
- 5 / 5 / 0 / 2
- Speed
- 5
- Glide
- 5
- Turn
- 0
- Fade
- 2
- Disc type
- Midrange
- Stability
- Stable
- Plastics
- Lucid, Prime, Fuzion, Classic Blend
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Included for players who genuinely prefer to carry one midrange rather than two. At 5/5/0/2 it sits between the Buzzz and the Roc3: good glide for distance, 0 turn so it does not flip, and 2 fade so it finishes with purpose without being a dedicated hyzer disc. A compromise, but an unusually good one.
How it flies
5 speed, 5 glide, 0 turn, 2 fade. The combination of good glide and real fade means it carries like a straight midrange for most of the flight then finishes with purpose. It holds a hyzer line better than a Buzzz without being as demanding as a Roc3, which puts it right in the middle of the intermediate midrange bracket.
Best for an intermediate player who wants one midrange that covers straight shots and gentle hyzers without swapping discs.
Look elsewhere if you want a dead-straight finish — 2 fade is enough to feel on a long flat throw.
What works
- Covers straight and hyzer lines from one mold
- Good glide for distance
- 0 turn keeps it reliable in moderate wind
What does not
- 2 fade is too much for a true straight shot
- Needs more power than a speed-4 midrange
Specs read from Dynamic Discs’s own published product page.
4. Best straight midrange for 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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Here because 5 glide at speed 5 carries noticeably further than a Buzzz on the same throw, which matters when your midrange is covering 280-foot shots. The 0 turn is what makes it an intermediate pick rather than a beginner one — it will not flip as your arm continues to improve.
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.
5. Best for the shortest, most dependable hyzer
Dynamic Discs Suspect

- Flight numbers
- 4 / 3 / 0 / 3
- Speed
- 4
- Glide
- 3
- Turn
- 0
- Fade
- 3
- Disc type
- Midrange
- Stability
- Overstable
- Plastics
- Lucid, Prime, Fuzion
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A specialist, included because the Roc3 does not cover everything. At speed 4 with 3 glide and 3 fade, the Suspect does not carry — it goes round the obstacle and stops. When you need a 150-foot hyzer that will not skip past the basket, this is more controllable than a faster, glidier midrange.
How it flies
Low speed, low glide and 3 fade: a deliberately short, dependable hyzer disc. It will not carry, which is the point — you throw it when you need the disc to get round something and then stop. In a headwind the 0 turn and heavy fade make it one of the most predictable shots on the course.
Best for an intermediate or advanced player who needs a slow, very overstable midrange for forced hyzers and headwind approaches.
Look elsewhere if you want distance — 3 glide and 3 fade means it comes down early and left.
What works
- Extremely reliable finish in any wind
- Low glide means it stops where it lands
- Slow enough to control at intermediate power
What does not
- Very little distance
- Too overstable for a straight shot
Specs read from Dynamic Discs’s own published product page.
Why two midranges and not five
Midranges are the easiest discs to accumulate because they are cheap, they all feel good, and the differences between them are subtle. That subtlety is exactly the problem: if two midranges in your bag do nearly the same thing, you will not throw either often enough to know it precisely, and precision is the entire reason to throw a midrange rather than a driver.
Two is the right number because there are two genuinely distinct jobs. The straight one goes where you point it. The overstable one finishes left reliably, in wind, on a forced hyzer, or off a forehand. Those shots cannot be covered by one disc, and everything else can.
Reading the difference between these molds
Compare the Buzzz at 5/4/-1/1 with the Roc3 at 5/4/0/3. Same speed, same glide. The only differences are a single point of turn and two points of fade, and those two numbers change the disc completely: one flies straight, the other hooks left dependably.
That is the lesson worth taking from this page generally. At the same speed, turn and fade decide everything. The flight numbers chart lets you make that comparison across every disc on the site, and overstable versus understable covers the underlying idea.
Weight in a midrange
Most intermediate players should throw midranges at or near maximum weight. Unlike drivers, where lighter weight buys distance, a midrange is thrown for control, and the extra mass resists wind and makes the flight more consistent.
The exception is if you are using a midrange as your main driving disc, which plenty of accurate players do on tight wooded courses. In that case a lighter one will go further, at some cost in wind stability.
Ready to move up?
Gear that suits you depends far more on how far you actually throw than on how long you have played. If these picks are starting to feel wrong in either direction, the matching page one level away is the better place to shop.
Common questions
What is the best midrange for intermediate players?
A Discraft Buzzz (5/4/-1/1) for the straight slot and an Innova Roc3 (5/4/0/3) for the overstable one. Together they cover every midrange shot an intermediate bag needs.
How many midranges should I carry?
Two: one straight, one overstable. A third midrange almost always overlaps with one of those and dilutes your practice with both.
What is the difference between a Buzzz and a Roc3?
Same speed and glide, but the Buzzz has -1 turn and 1 fade while the Roc3 has 0 turn and 3 fade. The Buzzz flies straight; the Roc3 holds a hyzer and finishes left dependably.
What weight should an intermediate midrange be?
At or near maximum. A midrange is thrown for control, and the extra mass resists wind and makes the flight more consistent.
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
Read next
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Innova Roc vs Discraft Buzzz
The two most-bagged midranges compared on fade, glide and beat-in behavior.
Best Straight Flying Midranges (2026)
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