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Top 10 Cards You Need for Your Batteryman Yu-Gi-Oh Deck

Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.

The Batteryman Series in Yu-Gi-Oh

Bearing the rare thunder-type, the Batteryman archetype relies on swarming the field and activating effects dependent on having numerous units out. These light-attributed monsters carry many surprises up their electrical sleeves, and since they don't heavily rely on the extra deck, they transitioned well through the new extra deck-limitation rules that debuted alongside link monsters.

With some potent swarming, fierce removals, and even a mass field-wipe, the Batterymen prove a surprisingly viable competitive option despite their age. But with dozens of cards to build from, which combatants reign supreme? These are the ten best Batteryman support cards in Yu-Gi-Oh!

Batteryman Charger

Batteryman Charger

10. Batteryman Charger

Type: Monster

Like all its brethren, Batteryman Charger bears the thunder type and light attribute. As a level 5 monster, you'll need to tribute a creature when normal summoning it, and you may initially look at its comparatively low 1800 ATK with disdain, but don't be fooled. Charger gains 300 ATK for each thunder monster you control (including itself), guaranteeing a respectable 2100 and maxing at a monstrous 3600.

Since Batterymen swiftly swarm the field, you should easily be seeing scores of 2700 or above, especially since when normal summoned, Charger also lets you special summon a non-Charger Batterman from your hand or deck, a great addition that both searches and fields another thunder champion.

Batteryman AAA

Batteryman AAA

9. Batteryman AAA

Type: Monster

Batteryman AAA's 0 ATK and DEF may seem off-putting, but hear the little guy out. As a level 4, he doesn't need tributes, and when normal summoned or flipped face-up, you can special summon another Triple-A from your hand or graveyard. This easily fields two levels four creatures ready to summon a potent rank 4 xyz monster from your extra deck.

And while Triple-A's zero ATK and DEF may hinder it in battle, these stats qualify the card for many low-score searches or revivals, like those of Masked Chameleon and Recycling Batteries.

Thunder Sea Horse

Thunder Sea Horse

8. Thunder Sea Horse

Type: Monster

Although not technically belonging to the Batteryman family, Thunder Sea Horse excellently supports it. You can discard it from your hand to add two level 4 thunder-type monsters with the same name and 1600 or less ATK from your deck to your hand. This can find two more Thunder Sea Horses, but may also net you two copies of AAA or our upcoming 9-Volt keystone.

A great search that also stocks your graveyard, but note that you can only activate this effect once per turn and cannot special summon during that turn. This disadvantage locks the extra deck, but since Batterymen don't utilize it much, you'll hardly notice the downside as you quickly gain card advantage.

Batteryman Fuel Cell

Batteryman Fuel Cell

7. Batteryman Fuel Cell

Type: Monster

As we'll soon see, you want at least three Batterymen fielded for the archetype's ultimate effect, and Fuel Cell often gives you the third member you need. After all, when you control at least two face-up Batterymen, you can special summon Fuel Cell from your hand.

This is an easy way to field your needed trio, and Fuel Cell wells a decent 2100 ATK alongside an ability that lets you (once per turn) tribute another Batteryman you control to return an opposing card to your opponent's hand, a great removal particularly lethal for synchro, xyz, fusion, or link monsters. This can also temporarily eliminate pesky continuous spells or traps. While Fuel Cell's removal ability can only activate once per turn, you can use its special summon effect multiple times in the same turn, further contributing to this series' superb swarming capabilities.

6. The Monarchs Stormforth

Type: Spell

The Monarch archetype unexpectedly lends a handy spell to our electrical allies. Once during the turn you activate it, you can tribute an opponent's monster for a tribute summon you perform. This not only saves you from having to sacrifice a unit but also removes an enemy force. You can't special summon from the extra deck the turn you activate the magic, but again, this won't really stifle your Batterymen's options, and Stormforth easily fields higher-level monsters like Charger or Fuel Cell.

Compared to the original opponent-tributing Soul Exchange, you won't have to lose your battle phase the turn you play it, and you can use Stormforth at quick-play speed, letting it activate instantly on any phase. Additionally, unlike Soul Exchange, Stormforth doesn't target the impacted monster, letting it bypass even shrouded units like the infamous Egyptian god Obelisk the Tormentor.

Batteryman Micro-Cell

Batteryman Micro-Cell

5. Batteryman Micro-Cell

Type: Monster

This puny pipsqueak packs a potent punch and makes for a great turn-one play. When flipped face-up (likely by an opponent's attack), you get to special summon a level 4 or lower Batteryman from your deck (other than another Micro-Cell), searching and fielding a warrior for free. Additionally, after having been flipped face-up, when Micro-Cell is destroyed by battle, you draw a card.

Two great effects without any notifiable trade-offs. Often, you'll want to set this face-down on your first move. Then, your unsuspecting opponent will attack it, fielding you another monster and drawing you a card as Micro-Cell dies. This terrific combo also fills your graveyard with thunder-types, perfect for the effect of...

Batteryman Industrial Strength

Batteryman Industrial Strength

4. Batteryman Industrial Strength

Type: Monster

The boss monster of the Batterymen wields 0 DEF but a hefty 2600 ATK. Industrial Strength cannot be normal summoned or set, but you special summon it by banishing two Batteryman monsters from your graveyard. Additionally, once per turn, you can remove a thunder-type creature (which can but doesn't have to be a Batteryman) from your graveyard to destroy one monster and one spell or trap.

This excellent removal takes down two opposing units at once, or even your own cards, if you're activating effects like that of Supply Squad. Since both Industrial Strength's summoning condition and effect depend on having Batteryman and thunder monsters in the graveyard, be sure to quickly stock it with suitable monsters. Speaking of which...

Batteryman 9-Volt

Batteryman 9-Volt

3. Batteryman 9-Volt

Type: Monster

The best Batteryman yet offers several benefits. As a level 4, he can be summoned without tributes and help play rank 4 xyz monsters, and when summoned through any method (whether normal, flip, or special), you get to search any Batteryman monster from your deck and add it to your hand. When you do this, 9-Volt's ATK and DEF permanently double to 2000, a fierce score for a nontributed creature.

The only downside is that 9-Volt destroys itself during your end phase, but even this seeming disadvantage can be used to your benefit by triggering the draw-power of continuous spells like Supply Squad. It also places 9-Volt into your graveyard, ready to be revived (and trigger another search) with cards like...

2. Portable Battery Pack

Type: Trap

Portable Battery Pack basically acts like two Call of the Haunted cards in one. When activated (on either turn, since it's a trap), you revive two Batteryman monsters from your graveyard in attack position. This not only grants you two monsters, but it also works perfectly for activating 9-Volt's search effect even on your opponent's turn. Just remember that when Pack is removed from the field, your rejuvenated creatures are destroyed, so protect it as best you can or use your regenerated monsters as fodder for Fuel Cell or Industrial Strength's abilities.

And remember, having multiple Batteryman heroes fielded simultaneously demonstrates their power thanks to...

Short Circuit

Short Circuit

1. Short Circuit

Type: Spell

Undoubtedly one of the most feared magic cards in the game, Short Circuit can only be activated while you control three or more Batteryman monsters. But once its criteria is met, playing it simply destroys all cards your opponent controls. Yep, this basically combines the long-banned and limited Raigeki and Harpie's Feather Duster spells into one incredible deal.

None of the obliterated cards are targeted, bypassing shrouded creatures, and completely clearing your opponent's field grants you an easy opening for your 3+ monsters to directly attack and likely deplete your opponent's life points, winning you the duel. Just the possibility of facing this makes savvy opponents hesitant to fill their field too quickly, helping Short Circuit defend you before it even hits the field. Thanks to this, Batteryman's swarming is put to good use by annihilating all obstacles.

An absolutely essential card for any Batteryman deck I craft, I especially enjoy that Short Circuit costs less than a dollar, making it easily accessible even to budget duelists.

Future of Batteryman Monsters

While the Batteryman archetype doesn't contain as many cards as most series, that doesn't stop it from being one of the best bundles available. With only a few lackluster stragglers, each member provides a useful and varied effect to help swarm your zones and prepare an opposing field-wipe that few can recover from.

While they don't necessarily rely on the extra deck, remember to use the Batterymen's zero defense scores alongside tuners like Masked Chameleon to surprise foes with unexpected tactics. But for now, as we eagerly await more thunder-boosting expansion sets from Konami, vote for your favorite entry, and I'll see you at our next Yu-Gi-Oh countdown!

Questions & Answers

Question: I'm building my girlfriend a Batteryman deck right now. The only card I think I'll pass on is Portable Battery Pack. Any thoughts in regards to this decision?

Answer: Hmm, what makes you hesitate? Two revived monsters at instant-speed can work wonders for swarming and helps activate 9-Volt's effect even on your opponent's turn.

Unless you're breaking the mold with an anti-trap Batteryman build (using cards like Royal Decree), I'd definitely recommend Portable Battery Pack.

Question: How does Batteryman Charger max up to 3600 attack points?

Answer: If you fill all six of your monster zones with thunder monsters, his standard 1800 ATK is boosted by 300 for each. Six times 300 is 1800, and 1800+1800 = 3600.

Of course, his ATK can also be altered with other cards and in very rare cases you can steal your opponent's extra monster zone, but you catch my drift.

© 2018 Jeremy Gill

Comments

Jeremy Gill (author) from Louisiana on July 09, 2018:

@Batteryboi

Good point! Solar is a worthy addition to the Batteryman family and will definitely make the cut if I make a follow-up countdown for more great Batteryman supports.

Batteryboi on July 08, 2018:

You didn't mention that the new Batteryman Solar is an amazing addition to the archetype. It's the card the made me want to play them again, here in 2018! haha

Jeremy Gill (author) from Louisiana on July 08, 2018:

@Anonynonymous

Haha, that's the basic plan. Things aren't quite that simple though; you never know when your opponent will mess with your swarming using Bottomless Trap Hole, Solemn Judgment, or other tricks, and even if you get out all your Batterymen, you still need to draw or search Short Circuit for the field wipe.

But you're right, that's the general idea!

Anonynonymous... on July 07, 2018:

Flip Micro cell, bring out 9-Volt, Charger to hand,(if micro cell was flipped on your opponents BP, You can use 9 volt on their turn then use it on your turn as you summon it instead of Fuel Cell with Chargers effect) bring out Fuel Cell with chargers effect = Game