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"Batteryman C" and "Batteryman AA" in the artwork of "Recycling Batteries".
There are several ways to play Batteryman. The Batteryman Archetype has a lot of powerful specific support cards that have massive destruction capabilities (Short Circuit, Makiu, the Magical Mist, Batteryman Industrial Strength, etc.). Although most of the Batteryman archetype is made up of weak monsters, poweful effects more than make up for it. Batteryman 9V is the key card of the archetype, not unlike Elemental Hero Stratos. By summoning Batteryman 9V, any Batteryman card in the deck can be searched. Batteryman Micro-Cell can special summon any Batteryman monster from the deck, usually Batteryman 9V for additional searching power and a 2000 DEF monster that the opponent will struggle to get over. Batteryman Charger is one of the most useful cards in the Archetype, because it can Special Summon a Batteryman of any Level from your Deck when you Normal Summon it. Through cards like The Monarchs Stormforth, it is easy to abuse. It also makes a good beat stick, as swarming Batterymen can get its ATK up to a max of 3300 with relative ease. Batteryman Industrial Strength is the most powerful Batteryman (in terms of its destructive effect and original ATK) because he can destroy two cards the opponent controls with his effect, simply by banishing a Thunder-Type monster from the Graveyard. Batteryman Fuel Cell is one of the most important Batteryman card since most Batteryman OTKs rely on it. Batteryman AAA is also often used in Batteryman decks for quick XYZ plays. Since Batteryman AAA is a Light monster, it allows access to powerful Rank 4s like Starliege Paladynamo and Constellar Omega.
The Batteryman Archetype has a lot of swarming capabilities, and it is easy to turn a Graveyard full of Batteryman into a field full of Batteryman monsters (via Portable Battery Pack, Battery Charger, etc.).
Thunder Seahorse aids this deck very well because of its ability to thin the deck and search Batteryman monsters from the deck since most Batteryman monsters have low ATK. It can be easily used to fuel Batteryman Industrial Strength's effect.
Running Honest will also be a good idea as all of the Batterymen are LIGHT attribute monsters.
A vital card in a Batteryman deck revolving around Batteryman AA is Inferno Reckless Summon, which can instantly bring out 3 Batteryman AAs.
You can also use Recycling Batteries or Quick Charger to add 2 Batteryman monsters to your hand then discard them using Hand Destruction or Card Destruction creating a pseudo-Draw Engine so you can draw 2 cards without losing hand advantage speeding this deck up dramatically. This works especially well in Hunder variants.
The Watt archetype can aid Batteryman decks with lockdown and Synchro support, as they are Thunder-Type as well..
The best way to deal damage is to summon Batteryman Charger to summon Batteryman 9V, and use Batteryman 9V's effect to search out Batteryman Fuel Cell. Since now you control both Batteryman 9V and Batteryman Charger, you can Special Summon Batteryman Fuel Cell(s) from the hand. This combo is much easier to pull off than summoning 3 Batteryman AA's since it only requires one card.
|Batteryman 9-Volt||The searcher of the archetype. Can search "AAA" to make plays during your next turn, or "Industrial Strength" and "Fuel Cell", to Special Summon immediately. Also activates when used with "Portable Battery Pack" and "Battery Charger".|
|Batteryman AAA||Allows you easier access to Batteryman Fuel Cell & Short Circuit. Can also be used as Xyz Material to easily summon Rank 4's.|
|Batteryman AA||Can be used with Inferno Reckless Summon to bring out all 3 at once. This works well with Short Circuit.|
|Batteryman D||With 1900 DEF, and an effect which causes it to be the only attack target, Batteryman D is a good choice. However, it can be replaced with Batteryman 9V as Batteryman 9V has 2000 DEF and ATK when summoned.|
|Batteryman Charger||With a single tribute, it searches out a Batteryman monster from the deck. Batteryman 9V, AA, or even Batteryman Fuel Cell can be easily summoned through Charger.|
|Batteryman Industrial Strength||One of the biggest monsters in the deck, with a spell/trap clearing ability to boot, as well as being level 8, allowing it to be used with Trade-In.|
|Batteryman Micro-Cell||Gives easy search power for most cards in the deck, and if destroyed by battle also gives a draw, for +1. If it searches out Batteryman 9V it becomes a +2.|
|Batteryman Fuel Cell||With an easy summoning condition, and an effect which can get over destruction immunity, Fuel-Cell is a key-card in most builds.|
|Honest||One of the best tech cards in the game, allowing any of your monster to take on any other monster in battle, and win, can be used for a finishing move, or for defending offensively. Can also be used for mind games to prevent foe from attacking.|
|Morphtronic Magnen||This card used in combination with Batteryman D can create a lock.|
|Super-Electromagnetic Voltech Dragon||A big monster with decent effects for a single tribute.|
|Wattfox||A level 2 tuner allowing you to get out level 5 and 6 sycnhros with relative ease. Along with this, if your opponent destroys this monster they are locked down for the rest of the turn making them not want to attack in the first place.|
|Shining Angel||Can search many cards in the deck.|
|Mahunder/Pahunder||The Hunders are very useful, and make XYZs easy to make. Batteryman 9V destroys himself during the end phase anyway, so the Hunders make that cost meaningless.|
|Thunder Seahorse||Searches out Batteryman AAA, itself or any other Level 4 LIGHT Thunder-Type monsters with 1600 or less ATK.|
|Light End Dragon||A large monster with an effect to beat any monster with attack up to 1000 higher, may be worth running if you have the tuners for it.|
|Ancient Sacred Wyvern|| A powerful level 7 synchro which can go well with "Wattcine" in order to gain the life points needed to have an
incredibly high attack beater.
|Wattchimera||Easy to summon level 6 synchro. Can attack directly for a quick beatdown and lock an opponents' draws with his effect.|
|Watthydra||It can attack directly, and it's Gold Sarcophagus-like effect whenever it does so can be a valuable asset. Combined with cards like Solidarity and Wattcube, it can get very big, very fast.|
|Leviair the Sea Dragon||Easily summoned by using two Batteryman AA to return 1 of your banished Batteryman through Batteryman Industrial Strength.|
|Number 39: Utopia||Not only does it have high ATK but it can also be used to briefly stall the opponent, easily summoned by using two Batteryman AAA.|
|Photon Strike Bounzer||Can be easily summoned by using two Batteryman Fuel Cell.|
|Starliege Paladynamo||Can be made with 2 Batteryman AAA and can get around many monsters with its effect, and when it's destroyed and sent to the Graveyard, you get to draw 1 card.|
|Constellar Omega||Can be made with 2 Batteryman AAA and can give you a good 2400 ATK monster that is unaffected by Spells and Traps.|
|Battery Charger||Similar to Monster Reborn, is able to revive any Batteryman from grave for 500 Life Points, to set up for Short Circuit.|
|Inferno Reckless Summon||A key card in any deck based around Short Circuit, simply special summon a single AA, play this card, followed by Short Circuit to attack for game.|
|Makiu, the Magical Mist||Can be used with most Batterymen to clear the field in part, due to the oft low DEF of most monsters there would be difficulty with.|
|Recycling Batteries||Can be used to get back most of the smaller monsters such as AA's (damage) D's (stall) or AAA's (summon 2). Also, unlike Quick Charger, you can grab Wattfoxes with this (if you're running them.)|
|Quick Charger||Similar to Recycling Batteries, and has (mostly) the same targets.|
|Short Circuit||THE key card in Batteryman, able to wipe the field with little effort, and when combined with AA's, or other monsters such as Fuel Cell, often leads to an OTK.|
|Wattcube||An equip spell either for a minor attack boost, or for a permanent boost of 1000 for one Thunder monster.|
|Solidarity||If the deck is entirely Thunder monsters, this provides a constant strong attack boost.|
|Burial from a Different Dimension||Can be used to return & refill the graveyard for use with Batteryman Industrial Strength.|
|Hand Destruction||Can be used to send & draw, with the sent monsters retrievable with Quick Charger / Battery Charger.|
|Wattcine||Good for increasing your life points after using cards like Return from the Different Dimension as well as increasing the power of your Ancient Sacred Wyvern.|
|Photon Lead||Can be used to special summon AA to set it up for Inferno Reckless Summoning|
|Beckoning Light||Allows you to add multiple Batterymen back to hand, such as 3 Industrial Strength to swarm & attack with, or to return Honest to hand when your opponent declares an attack.|
|Judgment of Thunder||An easy to meet condition, on a 1 for 1 destruction card|
|Portable Battery Pack||Call of the Haunted for 2 monsters, with no restriction on level or attack, what's not to like, can revive AA's, Fuel Cell's for best effect.|
|Return from the Different Dimension||Another very easy set-up for a late-game OTK, after Industrial Strength has removed a few targets, Return them back, Short Circuit to wipe opponent's field, swing with several strong monsters.(AA, Charger, Fuel Cell recommended)|
|Limit Reverse||Revives many of the small monsters from grave, and like many others, allows use of Inferno Reckless Summon on AA.|
|Trap Stun||Allows a negation free turn in which to use Short Circuit.|
|Lumenize||Acts as a substitute for Honest.|
|Wattcannon||Deals 600 direct damage when a level 4 or lower Thunder-Type monster is summoned on your side of the field.|
Like the "Lightsworn" and "Worm" monsters, archetypes like "Allies of Justice" and "Koa'ki Meiru"s pose an extreme threat to the "Batterymen" since they have effects that will negate and destroy them with ease because all of the "Batteryman" monsters have LIGHT attributes. "Light-Imprisoning Mirror" can help too.
Also, mass-removal cards like "Torrential Tribute", "Lightning Vortex", "Dark Hole", "Mirror Force" and even "Doom Donuts" have the power to shut down "Batterymans", destroying all of their monsters before they can attack and potentially OTK. In addition, cards that remove them from play and cards that hinder special summoning them from the Graveyard or Deck will pose a threat to them. Worse, "Deck Devastation Virus", "King Tiger Wanghu", and "Kotodama" can be more permanent solution for greatly hindering "Batteryman" Decks, especially OTK builds. Also, more peculiar cards like "Prohibition", "Psi-Blocker", "Dark Designator" "D.D. Designator" and "Mind Crush" can prevent "Batteryman" Decks from flourishing at all.
- The number shown on the chests of "Batteryman AA", "Batteryman AAA", "Batteryman C" and "Batteryman D" corresponds their Levels. This also relates to what their respective battery sizes are called in Japan.
- Batterymen with the recycling symbol on their heads are the ones able to be returned from the graveyard by Recycling Batteries.