Batterymen are a resource-generating archetype revolving around the boss monster Batteryman Industrial Strength. The deck plays fairly slowly early game, using Thunder Sea Horse, Batteryman Micro-Cell, and Batteryman Solar to thin the deck, allowing you to draw into Industrial and other support cards. Industrial is the main finisher, destroying two cards for the price of a graveyard-banish if you can get him out. The speed with which this deck draws its cards is its greatest strength, but Batterymen are susceptible to cards that either banish (like Dyna, Hero Fur Hire, Spellbook of Fate, and Amazoness Onslaught) or prevent banishing (like Chaos Hunter and Kycoo the Ghost Destroyer).
Due to a recent banlist, we currently do not have enough statistics on legal ways to play this deck. See below for recent decklists.
It's almost always best to pull two more Sea Horse with your first one, since next turn you can pull two Solar. The extra Sea Horse can also be used to bluff Micro-Cell.
Using Sea Horse's effect makes you unable to summon Industrial that turn, but it also negates Solar's mandatory token summon effect. This can be useful for leaving your monster-zones unclogged.
Skills like Mythic Depths and Peak Performance are useful not only for boosting all your monsters (and usage between these two will depend on what else is meta-relevant; right now Peak Performance is better because Umi boosts your opponent's Paleozoic Canadia), but also as a target for Industrial's effect if your opponent has no spell/trap cards set.
Industrial needs to banish Batterymen for its summon but can banish any Thunder monster for its effect, making use of the Sea Horses in grave.