NEXUS

Lore Archive

"Charged with raw electrical energy, the Batterymen transform the simple concept of power management into a devastating offensive strategy. When grouped together, their voltage multiplies exponentially—a single Batteryman is a spark, but a full circuit is a lightning storm. Their OTK potential is legendary: connect the right cells, and the resulting discharge is enough to reduce any Life Point total to zero in an instant."

The Batterymen are batteries, and the number on the first ones' chests is both their Level and the Japanese name of their size. Follow a marked name to walk the trail.

Batteryman D
I · D
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  1. The D battery, the largest standard size: 1 on its chest for Level 1, and 単一形, the Japanese name for D.

  2. The C battery: 2 for Level 2 and 単二形. Its effect helps Machines, not its own Thunder Batterymen, as if they were once meant to be Machines.

  3. 3 for Level 3 and 単3形, the AA size. It turns up in Recycling Batteries, Universal Adapter, the Voltech Dragon and Broken Line.

  4. 4 for Level 4 and 単4形. AAA cells are smaller than AA, so its art holds two Batterymen, with recycling signs on their foreheads.

  5. The nine-volt battery.

  6. Another nine-volt design, with an infinity sign; its Japanese name works "charge" into the archetype's name.

  7. A button cell, the kind in watches and calculators.

  8. A hydrogen fuel cell, with H and O, for hydrogen and oxygen, in its Japanese art.

  9. A car battery, and the strongest Batteryman. It shorts out in Short Circuit.

  10. The newest, from Flames of Destruction: a solar cell.

  11. D, C, AA and AAA together. Its Japanese name, "Standardization", begins with 単一, as the D battery's does.

  12. AA, C and D in its art, and the only Voltech card not renamed Voltic in the TCG.

  13. The Voltech Dragon gains effects when D, C or AA is Tributed for it, but not AAA: the broken line. One of AAA's pair is in the art too.

  14. AA and C. It has the highest passcode of any card, made only of 5s and 9s.

Executive Summary

The Batteryman archetype is an aggressive, resource-looping strategy centered on LIGHT Thunder monsters. The deck's philosophy is built around executing a decisive One-Turn Kill (OTK) by swarming the field with monsters to enable explosive board-clearing effects and high-damage attacks. This relentless assault is a testament to the legendary power source that fuels these electric soldiers. Modern strategies often integrate the Batteryman core as a highly efficient engine to summon powerful generic Thunder-Type boss monsters.

Core Components: The Power Grid

The Batteries

Batteryman 9-Volt

The indispensable starter and searcher. On summon, it adds any "Batteryman" monster from the Deck to the hand.

Batteryman Solar

The modern engine pivot. Sends a Thunder monster from Deck to GY and generates tokens for Link plays.

The Chargers

Batteryman Charger

On Normal Summon, it Special Summons a "Batteryman" from the hand or Deck, enabling immediate combos.

Short Circuit

The classic OTK enabler. If you control 3 or more "Batteryman" monsters, this spell destroys all cards your opponent controls.

Core Combo: The 2-Card Swarm

Combo Guide
These combos may contain errors or use banned cards. If you spot an issue, submit a replay to help keep this guide accurate.
Know a better line? Submit a Replay

This walkthrough demonstrates a flexible combo using Batteryman Charger and Battery Charger to quickly flood the field.

Batteryman Charger
Missing: 83446909
1

Summon Charger & Search

Normal Summon Batteryman Charger to Special Summon 9-Volt from the Deck. 9-Volt's effect then searches for a key combo piece.

Battery Charger
2

Revive & Search Again

Activate Battery Charger to revive another 9-Volt from the GY, triggering its effect for a second search.

Batteryman Fuel Cell
3

Swarm the Field

With multiple Batteryman monsters on the field, Special Summon extenders like Batteryman Fuel Cell from the hand to create a board of four or more monsters, ready for an OTK.

Endboard Analysis: The Final Charge

The final board for a Batteryman deck varies greatly between the pure OTK build and the modern Thunder Dragon hybrid.

Pure OTK: Total Annihilation

Short Circuit

The goal of the pure build is to swarm the field with three or more Batteryman monsters to activate Short Circuit, destroying the opponent's entire board before attacking for game.

Hybrid: The Search Lock

Thunder Dragon Colossus

The modern hybrid strategy uses the Batteryman engine to quickly summon two copies of Thunder Dragon Colossus, creating a "soft lock" that prevents the opponent from adding cards from their Deck to their hand.

Competitive Analysis

Strengths

  • Explosive Swarming: Can quickly fill the board with monsters for OTK or Link plays.
  • Consistent Searching: 9-Volt and revival spells create a reliable resource loop.
  • Powerful OTK Potential: Short Circuit is a game-ending card if it resolves.

Weaknesses

  • Vulnerable Normal Summon: The entire strategy can be stopped by negating the first Normal Summon.
  • Linear Strategy: The combos are very predictable and have clear choke points for disruption.

Key Synergies

  • Thunder Dragon Engine: Batteryman Solar makes the deck a prime engine for summoning Thunder Dragon Colossus.
  • Bystial Engine: The mix of LIGHT and DARK monsters in the hybrid build enables powerful Bystial plays.

Banlist Impact

Fully Unrestricted

The Batteryman archetype, with its Batteryman operates as a LIGHT Thunder swarm deck that floods the field with monsters to enable OTK plays through Short Circuit and aggressive attacks., operates at full power with no restrictions on the current TCG banlist.

Maximum Consistency

Play any card at your preferred ratio without restrictions

Full Strength Plays

Access to all archetype synergies without limitations

Strategic Freedom

No banlist constraints holding back your strategy

Banlist Status Summary

+ analyzed • 0 restrictions found • All cards legal at 3 copies