Difference between revisions of "Batteryman"

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===Monsters===
 
===Monsters===
* [[Batteryman AAA]]3  
+
* [[Batteryman AAA]]   
* [[Batteryman AA]]3
+
* [[Batteryman AA]]
* [[Batteryman D]]3
+
* [[Batteryman D]]
* [[Batteryman Charger]]3
+
* [[Batteryman Charger]]
* [[Batteryman Industrial Strength]]3
+
* [[Batteryman Industrial Strength]]
* [[Batteryman Micro-Cell]]3
+
* [[Batteryman Micro-Cell]]
* [[Batteryman Fuel Cell]]3
+
* [[Batteryman Fuel Cell]]
* [[Batteryman C]]3
+
* [[Honest]]
 
* [[Super-Electromagnetic Voltech Dragon]]
 
* [[Super-Electromagnetic Voltech Dragon]]
 +
* [[Thunder King Rai-Oh]] (Better for the more Watt side, since this card locks down your opponent.)
 +
* [[Wattfox]] (Makes Lightwave Tuning for AAA obsolete since there are many different Batteryman Levels for VERY flexible options.)
 +
* [[Wattgiraffe]]
 
* [[Zaborg the Thunder Monarch]]
 
* [[Zaborg the Thunder Monarch]]
  
 
===Spells===
 
===Spells===
* [[Battery Charger]]3
+
* [[Battery Charger]]
 +
* [[Inferno Reckless Summon]]
 
* [[Electromagnetic Shield]]
 
* [[Electromagnetic Shield]]
* [[Quick Charger]]3
+
* [[Makiu, the Magical Mist]]
* [[Recycling Batteries]] (only for Watt/Batteryman hybrid, as Quick Charger makes this card obsolete for Battermen.)3
+
* [[Quick Charger]]
* [[Short Circuit]]3
+
* [[Recycling Batteries]] (only for Watt/Batteryman hybrid, as Quick Charger makes this card obsolete for Battermen.)
 +
* [[Short Circuit]]
 +
* [[Wattcube]]
 +
* [[Elecure]]
 
* [[Burial from a Different Dimension]]
 
* [[Burial from a Different Dimension]]
* [[Megamorph]]
+
* [[Card Destruction]]
* [[Cup of Ace]]3
+
* [[Hand Destruction]]
* [[Brain Control]]
+
* [[Solidarity]](Mainly for Watt/Batteryman hybrid.)
  
 
===Traps===
 
===Traps===
* [[Portable Battery Pack]]3
+
* [[Beckoning Light]]
* [[Solar Ray]]3
+
* [[Judgment of Thunder]]
* [[Reckless Greed]]
+
* [[Portable Battery Pack]]
* [[Bottomless Trap Hole]]
+
* [[Ray of Hope]]
 +
* [[Return from the Different Dimension]]
 +
* [[Limit Reverse]]
 +
 
 +
===Extra Deck===
 +
* [[Ancient Fairy Dragon]]
 +
* [[Ancient Sacred Wyvern]]
 +
* [[Avenging Knight Parshath]]
 +
* [[Mist Wurm]]
 +
* [[Light End Dragon]]
 +
* [[Stardust Dragon]]
 +
* [[Red Dragon Archfiend]]
 +
* [[Wattchimera]]
  
 
===Trivia===
 
===Trivia===

Revision as of 04:30, 15 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 for 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 useful, 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.

Batteryman 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 help. It helps 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