Difference between revisions of "Batteryman"

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{{Infobox/Yu-Gi-Oh!/Archetype/End}}
 
{{Infobox/Yu-Gi-Oh!/Archetype/End}}
  
The Batterymen are the first [[Thunder]] archetype. They consist of using swarm tactics and support cards to destroy your opponent's Spell, Trap, and Monster cards.
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The Batterymen are the first [[Thunder]] archetype. Initially, Batteryman decks are OTK decks that focus on Special Summoning three [[Batteryman AA]]s and using [[Short Circuit]] to clear the field for a direct attack of a minumum of 9000.
 
 
Initially, Batteryman decks were OTK decks that focused on Special Summoning three [[Batteryman AA]] and using [[Short Circuit]] to clear the field for direct attack.
 
  
 
==Playing Style==
 
==Playing Style==
Due to their support cards that deal massive destruction capabilities, ([[Short Circuit]], [[Makiu, the Magical Mist]], [[Batteryman Industrial Strength]], etc.) it's not a concern for you opponent to have a packed field. [[Batteryman AA]] is the main card in a Batteryman deck because getting three of it out means three 3000 ATK beatsticks which can potentially end the game. [[Batteryman Micro-Cell]] can be set to set up a free summon from the deck, usually AA or D. [[Batteryman D]] is useful because it can protect your other Batterymen with a high defense that most all level 4 monsters can't get through. [[Batteryman Charger]] is one of the most useful monsters because you can summon a Batteryman of any level from your deck when you normal summon it. It also makes a good attacker, as swarming Batterymen can get its ATK up to 2700 and higher with ease. [[Batteryman Industrial Strength]] is the most powerful Batteryman because he can destroy two of your opponents cards with his ability simply by removing one [[Thunder]] from the Graveyard. Another card many Batteryman decks use is [[Super-Electromagnetic Voltech Dragon]], because with one Batteryman tribute it could be a ''3400'' attacker, or a 2400 creature immune to Spells and Traps that target it.
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Due to their support cards that deal massive destruction capabilities, ([[Short Circuit]], [[Makiu, the Magical Mist]], [[Batteryman Industrial Strength]], etc.) it's not a concern for you opponent to have a packed field. [[Batteryman AA]] is the main card in a Batteryman deck because getting three of it out means three 3000 ATK beatsticks which can potentially end the game. [[Batteryman Micro-Cell]] is usually used to set up a free Special Summon from the deck, usually Batteryman AA or Batteryman D. [[Batteryman D]] is useful because it can protect your other non-Batteryman D monsters with a high defense that most level 4 monsters can't get through. [[Batteryman Charger]] is one of the most, if not perhaps '''the''' most useful monster because you can Special Summon a Batteryman of any Level from your Deck when you Normal Summon it. It also makes a good attacker, as swarming Batterymen can get its ATK up to a max of 3300. [[Batteryman Industrial Strength]] is the most powerful Batteryman (in terms of its destructive effect and original ATK) because he can destroy two of your opponents cards with his effect simply by removing from play one [[Thunder]]-Type monster from the Graveyard (one very good reason why it is a very good splashable card for Watt decks). Another card many Batteryman decks use is [[Super-Electromagnetic Voltech Dragon]], because with one Batteryman tribute it could be a ''3400'' attacker, or a 2400 creature immune to Spells and Traps that target it.
  
Batterymen monsters work really well with cards that have a cost that discards one card from your hand, so running cards like [[Lightning Vortex]], [[Divine Wrath]], [[One for One]], and many others with such a cost would probably help. The reason it helps is because Batterymen swarm a lot from the Graveyard ([[Portable Battery Pack]], [[Battery Charger]], etc.). Not only that, but cards with the cost that discards one card from the hand could help put Batterymen monsters in the Graveyard in order to charge up [[Batteryman Industrial Strength]]'s effect (or even his Summoning cost). Batterymen support cards that can Special Summon Batterymen from the Graveyard can also help because they can set up an easy tribute for [[Batteryman Charger]], or maybe even [[Batteryman Fuel Cell]], in case of a tight situation.
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Batterymen monsters work well with cards that have a cost that discards one card from your hand, so running cards like [[Lightning Vortex]], [[Divine Wrath]], [[One for One]], and many others with such a cost would probably help. It helps is because Batterymen swarm from the Graveyard (via [[Portable Battery Pack]], [[Battery Charger]], etc.). Not only that, but cards with the cost that discard one card from the hand could help put Batterymen monsters in the Graveyard in order to charge up [[Batteryman Industrial Strength]]'s effect (or even his Summoning Condition). Batterymen support cards that can Special Summon Batterymen from the Graveyard can also help because they can set up an easy tribute for [[Batteryman Charger]], or even [[Batteryman Fuel Cell]], in case of a tight situation.
  
 
In [[The Shining Darkness]], two new monsters are released, [[Batteryman AAA]] and [[Batteryman Fuel Cell]]. AAA is pure swarm material and you can use it with [[Lightwave Tuning]] to get out a level 8 Synchro Monster. But the real reason to use it is that it combos perfectly with Fuel Cell. Fuel Cell can special summon itself from the hand if you control two Batterymen, and you can tribute a Batteryman to [[Bouncing|bounce]] one of your opponents cards, preferably anything with more than 2100 ATK, particularly Synchros. Fuel Cell is also useful because you can also summon the level 6 monster with other Batteryman support, unlike Industrial Strength.
 
In [[The Shining Darkness]], two new monsters are released, [[Batteryman AAA]] and [[Batteryman Fuel Cell]]. AAA is pure swarm material and you can use it with [[Lightwave Tuning]] to get out a level 8 Synchro Monster. But the real reason to use it is that it combos perfectly with Fuel Cell. Fuel Cell can special summon itself from the hand if you control two Batterymen, and you can tribute a Batteryman to [[Bouncing|bounce]] one of your opponents cards, preferably anything with more than 2100 ATK, particularly Synchros. Fuel Cell is also useful because you can also summon the level 6 monster with other Batteryman support, unlike Industrial Strength.
  
The [[Watt]]-archetype (also released in The Shining Darkness) can aid Batterymen decks with lockdown and Synchro support. The Watts are also Thunder types.
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The [[Watt]]-archetype (also released in The Shining Darkness) can aid Batterymen decks with lockdown and Synchro support, as they are Thunder-Type as well.
 
 
  
 
==Recommended Cards==
 
==Recommended Cards==
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* [[Honest]]
 
* [[Honest]]
 
* [[Super-Electromagnetic Voltech Dragon]]
 
* [[Super-Electromagnetic Voltech Dragon]]
* [[Thunder King Rai-Oh]]
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* [[Thunder King Rai-Oh]] (Better for the more Watt side, since this card locks down your opponent.)
* [[Wattfox]]
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* [[Wattfox]] (Makes Lightwave Tuning for AAA obsolete since there are many different Batteryman Levels for VERY flexible options.)
 
* [[Wattgiraffe]]
 
* [[Wattgiraffe]]
* [[The Creator]]
 
 
* [[Zaborg the Thunder Monarch]]
 
* [[Zaborg the Thunder Monarch]]
  
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* [[Makiu, the Magical Mist]]
 
* [[Makiu, the Magical Mist]]
 
* [[Quick Charger]]
 
* [[Quick Charger]]
* [[Recycling Batteries]]
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* [[Recycling Batteries]] (only for Watt/Batteryman hybrid, as Quick Charger makes this card obsolete for Battermen.)
 
* [[Short Circuit]]
 
* [[Short Circuit]]
 
* [[Wattcube]]
 
* [[Wattcube]]
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* [[Card Destruction]]
 
* [[Card Destruction]]
 
* [[Hand Destruction]]
 
* [[Hand Destruction]]
* [[Solidarity]](If you combine Batteryman + [[Watt]])
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* [[Solidarity]](Mainly for Watt/Batteryman hybrid.)
* [[Lightwave Tuning]] (Summon Batteryman AAA with another AAA and use to summon a LV8 Synchro)
 
  
 
===Traps===
 
===Traps===
 
* [[Beckoning Light]]
 
* [[Beckoning Light]]
* [[Judgement of Thunder]]
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* [[Judgment of Thunder]]
 
* [[Portable Battery Pack]]
 
* [[Portable Battery Pack]]
* [[Reckless Greed]]
 
 
* [[Ray of Hope]]
 
* [[Ray of Hope]]
 
* [[Return from the Different Dimension]]
 
* [[Return from the Different Dimension]]
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===Trivia===
 
===Trivia===
* The number shown on the chests of [[Batteryman AA]], [[Batteryman AAA]], [[Batteryman C]] and [[Batteryman D]] corresponds his Levels.
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* The number shown on the chests of [[Batteryman AA]], [[Batteryman AAA]], [[Batteryman C]] and [[Batteryman D]] corresponds their Levels.
 
* In addition, [[Batteryman D]] is 1, [[Batteryman C]] is 2, [[Batteryman AA]] is 3, [[Batteryman AAA]] is 4, [[Batteryman Charger]] is 5, [[Batteryman Fuel Cell]] is 6, and [[Batteryman Industrial Strength]] is 8.
 
* In addition, [[Batteryman D]] is 1, [[Batteryman C]] is 2, [[Batteryman AA]] is 3, [[Batteryman AAA]] is 4, [[Batteryman Charger]] is 5, [[Batteryman Fuel Cell]] is 6, and [[Batteryman Industrial Strength]] is 8.
  
 
{{ArchetypeNavbox}}
 
{{ArchetypeNavbox}}
 
[[Category:Archetype]]
 
[[Category:Archetype]]

Revision as of 09:55, 2 August 2010

Batteryman

Batteryman

Japanese

(でん)()メン

Japanese (ruby)

でんちメン

Japanese (base text)

電池メン

English

Batteryman

Appears in (sets)

The Batterymen are the first Thunder archetype. Initially, Batteryman decks are OTK decks that focus on Special Summoning three Batteryman AAs and using Short Circuit to clear the field for a direct attack of a minumum of 9000.

Playing Style

Due to their support cards that deal massive destruction capabilities, (Short Circuit, Makiu, the Magical Mist, Batteryman Industrial Strength, etc.) it's not a concern for you opponent to have a packed field. Batteryman AA is the main card in a Batteryman deck because getting three of it out means three 3000 ATK beatsticks which can potentially end the game. Batteryman Micro-Cell is usually used to set up a free Special Summon from the deck, usually Batteryman AA or Batteryman D. Batteryman D is useful because it can protect your other non-Batteryman D monsters with a high defense that most level 4 monsters can't get through. Batteryman Charger is one of the most, if not perhaps the most useful monster because you can Special Summon a Batteryman of any Level from your Deck when you Normal Summon it. It also makes a good attacker, as swarming Batterymen can get its ATK up to a max of 3300. Batteryman Industrial Strength is the most powerful Batteryman (in terms of its destructive effect and original ATK) because he can destroy two of your opponents cards with his effect simply by removing from play one Thunder-Type monster from the Graveyard (one very good reason why it is a very good splashable card for Watt decks). Another card many Batteryman decks use is Super-Electromagnetic Voltech Dragon, because with one Batteryman tribute it could be a 3400 attacker, or a 2400 creature immune to Spells and Traps that target it.

Batterymen monsters work well with cards that have a cost that discards one card from your hand, so running cards like Lightning Vortex, Divine Wrath, One for One, and many others with such a cost would probably help. It helps is because Batterymen swarm from the Graveyard (via Portable Battery Pack, Battery Charger, etc.). Not only that, but cards with the cost that discard one card from the hand could help put Batterymen monsters in the Graveyard in order to charge up Batteryman Industrial Strength's effect (or even his Summoning Condition). Batterymen support cards that can Special Summon Batterymen from the Graveyard can also help because they can set up an easy tribute for Batteryman Charger, or even Batteryman Fuel Cell, in case of a tight situation.

In The Shining Darkness, two new monsters are released, Batteryman AAA and Batteryman Fuel Cell. AAA is pure swarm material and you can use it with Lightwave Tuning to get out a level 8 Synchro Monster. But the real reason to use it is that it combos perfectly with Fuel Cell. Fuel Cell can special summon itself from the hand if you control two Batterymen, and you can tribute a Batteryman to bounce one of your opponents cards, preferably anything with more than 2100 ATK, particularly Synchros. Fuel Cell is also useful because you can also summon the level 6 monster with other Batteryman support, unlike Industrial Strength.

The Watt-archetype (also released in The Shining Darkness) can aid Batterymen decks with lockdown and Synchro support, as they are Thunder-Type as well.

Recommended Cards

Monsters

Spells

Traps

Extra Deck

Trivia