Watt

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For the dog in Yu-Gi-Oh! ARC-V, see Watt (character).
Watt
"Wattcastle"
Japanese
  • エレキ
  • Ereki (romanized)
  • Elec (translated)

Chinese
  • 電氣
  • Diànqì (pinyin)
  • Din6 hei3 (jyutping)
  • Electric (translated)

French
  • Électro-

German
  • Watt

Italian
  • Watt

Korean
  • 일렉
  • Illek (romanized)
  • Elec (translated)

Portuguese
  • Watt

Spanish
  • Watt


Sets

TCG Sets

OCG Sets

Anime appearances

Manga appearances


"Watt", known as "Elec" (エレキ Ereki) in the OCG, is an archetype of mostly Thunder monsters. It was introduced in The Shining Darkness, and is used by Misaki in Yu-Gi-Oh! 5D's World Championship 2011: Over the Nexus.

It was the second Thunder archetype, after "Batteryman".

Design[edit]

"Wattkid", "Wattaildragon", "Wattsychic Fighter", and "Wattkinetic Puppeteer" are part of this archetype, but do not follow the theme of the other members.

The monsters that are part of the archetype's theme are colorful, electrically-themed animals (Main Deck monsters) or mythical creatures (Synchro Monsters).

In Japanese, the themed cards are all based on words that start with ki, forming a portmanteau where the final ki of the archetype's name Eleki is also the first character of the animal or creature's name. In the names of several Spell and Trap Cards in this archetype, ki forms part of a digraph, so is read as a yōon (kya, kyu, or kyo) rather than ki. Due to its highly language-specific nature, this name overlap occurs exclusively in the Japanese names.

Monsters[edit]

Monster
(English name)
Japanese English
Card name rōmaji Namesake rōmaji Namesake Namesake
Wattberyx Erekinmedai Kinmedai Splendid alfonsino[n 1] Beryx
Wattbetta Erekingyo Kingyo Goldfish Betta
Wattchimera Erekimaira Kimaira Chimera Chimera
Wattcobra Erekingukobura Kingukobura King cobra King cobra
Wattdragonfly Erekitonbo Kitonbo Yellow Darter[n 2] Dragonfly
Wattfox Erekitsune Kitsune Fox Fox
Wattgiraffe Erekirin Kirin Giraffe Giraffe
Watthopper Erekirigirisu Kirigirisu Katydid Grasshopper
Watthydra Erekirimu Kirimu Kirimu[n 3] Hydra
Wattkiwi Erekīwi Kīwi Kiwi Kiwi
Wattlemur Erekitsunezaru Kitsunezaru Lemur Lemur
Wattmole Erekinmogura Kinmogura Golden mole Mole
Wattpheasant Erekiji Kiji Green pheasant Pheasant
Wattsquirrel Erekitarisu Kitarisu Red squirrel Squirrel
Wattwoodpecker Erekitsutsuki Kitsutsuki Woodpecker Woodpecker
  1. Scientific name Beryx splendens
  2. A species of dragonfly found in Asia
  3. A legendary creature in Zaire

Spell/Trap Cards[edit]

Card
(English name)
Japanese English
Card name rōmaji Namesake rōmaji Namesake Namesake
Wattcancel Erekyanseru Kyanseru Cancel Cancel
Wattcannon Erekyanon Kyanon Cannon Cannon
Wattcastle Erekyassuru Kyassuru Castle Castle
Wattcine Erekyua Kyua Cure Vaccine
Wattcube Erekyūbu Kyūbu Cube Cube
Wattjustment Erekyasshu Kyasshu Cache Adjustment
Wattkeeper Erekīpā Kīpā Keeper Keeper
Wattkey Erekī Key Key

Playing style[edit]

The "Watt" archetype consists of low ATK LIGHT monsters with effects mostly revolving around attacking and the Battle Phase. "Watts" have effects that activate after attacking directly, being destroyed by your opponent's cards, or just simply battling. These secondary effects can restrict the opponent's ability to activate effects, although many other types of effects also exist. The two main strategies of the Deck are: an aggressive Deck relying on the Level 4 "Watts" to inflict damage through direct attacks, or using a lockdown by assembling two face-up copies of "Watthopper", which prevents the opponent from targeting all "Watt" monsters for attacks and card effects.

Recommended cards[edit]

Recommended Cards

Weaknesses[edit]

  • Archetypes and monsters like the "Ally of Justice" monsters benefit from the many LIGHT monsters "Watts" have.
  • King Tiger Wanghu can shut down a "Watt" deck with its effect to destroy monsters Summoned with 1400 ATK or less. Other than the Synchro "Watt" monsters, "Watt" monsters have less than 1400 ATK, so they will be destroyed by his effect.
  • Since most "Watts" have effects that revolve around the Battle Phase, cards that prevent attacks, like the Mirror Trap series and "Battle Fader", can easily stop the deck.
  • Cards that negate effects, such as "Brain Golem" or "Skill Drain" can leave your "Watt" monsters useless. "Light-Imprisoning Mirror" hurts any Deck centered around LIGHT monsters.
  • "Spirit Barrier" prevents your opponent from taking battle damage while they control a monster. Since "Watt" monsters have low ATK, it can be difficult to deal with.
  • "Des Counterblow" destroys monsters after they inflict battle damage by attacking directly, so it can destroy some of your key "Watt" monsters.