The main focus of this deck is to send Batteryman and Thunder type monsters to the Graveyard to then Special Summon Batteryman Industrial Strength, the monster with the highest natural ATK and most destructive effect. The vast majority of the monsters lack in raw stats and the main card of the deck can not be searched since the archetype is missing some key support cards, but, since all Batteryman monsters are Thunder type, it is possible to utilize cards like Thunder Sea Horse to aid the deck and make it more consistent.
Last Gamble Can be used in your Main Phase, starting from the fifth turn. Upon activation, reduces your LP to 100 and discards 2 cards from your hand. You roll a die and draw that number of cards. This skill can only be used once per Duel.
Transcendent Crystals Send 1 to 3 cards from your hand to the Graveyard. Choose the same number of "Crystal beast" monster(s) from your Deck as the number of cards you sent from your hand to Graveyard, and place it/them tin your Spell/Trap Zone as. This Skill can only be used once per turn, and twice per Duel.
Batteryman Solar, when Normal or Special Summoned, sends a Batteryman monster from the Deck to the Graveyard and Batteryman Micro-Cell, when Flip Summoned, allows you to Special Summon 1 Level 4 or lower Batteryman monster from your Deck.
As you can see, Batteryman monsters are able to thin the deck and set up the Graveyard for Batteryman Industrial Strength very easily, but there are a lot of things that could go wrong with them: if Batteryman Micro-Cell is destroyed while face-down on the field by Recon, Scout Fur Hire’s effect or banished by a Spellbook of Fate you will not get either of his effects off. Amazoness can be a huge problem when you are trying to set up the Graveyard since they can easily banish your monsters: while you will still be able to activate Batteryman Solar’s effect, the deck will be slowed down.
NOTE: If a Batteryman monster is Normal or Special Summoned while Batteryman Solar is on the field, he will automatically Special Summon a Token: be careful with this effect, you only have three monster zones and you don’t want this to prevent you from summoning Batteryman Industrial Strength afterwards.
Paleozoic Canadia not only offers a “Floodgate Trap Hole” effect, it can also be chained to a Trap Card’s effect to be recycled as a monster or the field: it can provide more protection from your opponent’s attacks while you are trying to set up for Batteryman Industrial Strength and, while it doesn't lock your opponent’s monsters permanently, it doesn’t have to be activated upon Summoning.
These two Trap Cards can work together to increase the consistency of the deck: one thing that you may notice is that you are not drawing into Batteryman Industrial Strength consistently enough and the deck without him, as I said, does pretty much nothing. You can send five cards from the top of your Deck to the Graveyard, setting it up a lot faster, and then you discard your entire hand with Beckoning Light and for every card discarded you can add a Light monster from your Graveyard to your hand: ideally you would want to send Industrial and some other Batteryman monsters to the Graveyard with Needlebug Nest, discard one or two cards with Beckoning Light and finally add Batteryman Industrial Strength to your hand.
Send 1 to 3 cards from your hand to the Graveyard. Choose the same number of "Crystal beast" monster(s) from your Deck as the number of cards you sent from your hand to Graveyard, and place it/them tin your Spell/Trap Zone as. This Skill can only be used once per turn, and twice per Duel.
The deck struggles with consistency and sometimes you might not be able to draw an Batteryman Industrial Strength in time. Fur Hires with their destruction effects for both back row and monsters and the ability to swarm the field give this deck a hard time, whereas Amazoness, who are a bit slower, are easier to deal with.
Against Amazoness, especially the Endless Trap Hell variant, you have to be wary of face-down cards: getting rid of suspicious back row is sometimes essential even before getting Batteryman Industrial Strength out.
Fur Hires don’t make large use of back row and can recover from an empty board very quickly: if Wiz, Sage Fur Hire has been summoned, they likely will have over 4000 Life Points, making an OTK more difficult and leaving them space to recover.
Masked HEROes are very fast and have the ability to finish the opponent off quickly and early in the game, but, once you manage to summon Batteryman Industrial Strength, they have a hard time dealing with him.
Cuz this deck loses to the top 3(Mheroes,amazon,fur hire) , it need to tech card for this deck to counter them.
This is a very fun deck, one of the most fun decks I have played in this game actually.
This decklist is far too focused on just Industrial Strength though, as a triple Batteryman AA attack can get you an OTK nicely and was one of the ways Batteryman decks were played in the TCG.
Also add a Battery Charger or 2 and include Batteryman Charger, this way you can set a Micro Cell, have it be flipped up and destroyed by your opponent to summon a Solar then send a Batteryman Charger to your graveyard. With a good hand this can allow you to summon Batteryman Charger from your graveyard with Battery Charger and then Special Summon Industrial Strength, nice OTK potential right there.
There's no reliable way to get 3 AA out. It was a thing in the TCG/OCG due to Inferno Reckless Summon, which we lack. (We also don't have Short Circuit, which also helped the OTK.) Also, given how common cards like Enemy Controller are here, it's far too easy to disrupt.