Batteryman

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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 more Batterymen 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 cards, 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.

A list of all "Batteryman" monster and why they are good/bad in a Batteryman deck.

Monsters

  • Batteryman Micro-Cell: It has a Flip Effect that lets you Special Summon a Level 4 or lower "Batteryman" monster (besides another Micro-Cell) from your Deck, and if it is destroyed by battle after being flipped face-up, you get to draw a card. Gives you a +1 Field Advantage and a +1 Hand Advantage. Essential in most Batteryman deck.
  • Batteryman D: Good defender, not only to your Life Points, but to your other Thunder-Type Monsters. It does NOT create a lock. Tribute for Electromagnetic Voltech Dragon so it's immune to targeting Spells and Traps. Essential in some Batteryman decks.
  • Batteryman C: It does NOT affect itself, as well as any other Batteryman monster. No real use in any Batteryman deck except for Voltech Dragon.
  • Batteryman AA: Builds up ATK quickly and the main card in a Batteryman OTK deck. Essential to run at 3 in any Batteryman deck.
  • Batteryman AAA: Only used for recycling. Easy combo'd with another AAA and Fuel Cell to follow up with a Short Circuit. Not really essential in any Batteryman deck.
  • Batteryman Charger: One of the most useful Batteryman Monsters in the archetype. Normal Summon it to Special Summon ANY Batteryman from your hand OR Deck. Essential in any Batteryman deck.
  • Batteryman Fuel Cell: You can Special Summon it while you control 2 or more Batteryman Monsters. Combos well with Portable Battery Pack, Batteryman Charger, and Batteryman AAA. Essential in any Batteryman deck.
  • Batteryman Industrial Strength: The Boss Monster of the archetype. Remove from play a Thunder-Type Monster from your Graveyard to destroy a Spell or Trap and a Monster on the field. Essential in most Batteryman decks.

Spells/Traps

  • Battery Charger: Special Summons ANY Batteryman Monster from the Graveyard for the cost of only 500 Life Points! Essential in any Batteryman deck.
  • Electromagnetic Shield: Protects Level 3 or lower Thunder-Type Monsters from being destroyed by battle, but the card itself is destroyed if you control an Attack Position Monster. Not essential in most Batteryman decks.
  • Portable Battery Pack: Special Summons ANY 2 Batteryman Monsters from your Graveyard, but both are destroyed if Portable Battery Pack leaves the field, and vice-versa. Essential in any Batteryman deck.
  • Quick Charger: Adds any two Level 4 or lower Batteryman monsters from your Graveyard to your hand. A 1 for 2 card. Essential in most Batteryman decks.
  • Short Circuit: Bombs your opponent's field if you control 3 or more Batteryman Monsters. One of the main cards in a Batteryman OTK deck. Essential in any Batteryman deck.

Recommended Cards

Monsters

Spells

Traps

Extra Deck

Trivia