LIGHT
3Wattsquirrel
Archetype:
Watt
ATK:
700
DEF:
100
View:
2773
This card can attack twice during each Battle Phase. If this card battles, negate the effects of the monster it battled, after damage calculation (including in the Graveyard).
Wattsquirrel — Power Evaluation
Final Score: 44 ± 8 · Confidence: Medium
- Intrinsic: 44 · Deck: 44 · Meta: provisional
- Primary role: Material body · Secondary: Removal/Negation, Utility
Why it scores here
Wattsquirrel converts into a cheap Level 3 LIGHT Thunder body that swings twice and negates the effects of whatever it battles (including in the Graveyard), but it generates no card advantage and appears in zero recorded combo boards, so it is never a starter or a payoff. Its 700 ATK and 100 DEF earn it nothing here — the score comes from being a low-cost, unrestricted material body that the sampled Watt decks register as a core 2-3-of, not from combat stats. Because its only interaction is battle-locked and conditional, and its archetype sample is tiny (3 decks), it lands in the low-to-mid 40s rather than as a real engine piece.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 52 | Level 3 LIGHT Thunder with no summon restriction is Normal Summonable, and it appears in 3/3 sampled decks at an average of 2.33 copies, but no searcher route or searched-for role statistic is supplied (observed). |
| Combo & Conversion | 22 | It does nothing on its own — combo data shows 0 appearances and 0 starter role/material role records — so its ceiling is a double attack for 1400 total damage (observed). |
| Resource Economy | 18 | The text contains no search, draw, revival, or Graveyard refuel, making it at best a 1-for-1 battle trade with no advantage gained (verified). |
| Effect & Interaction | 30 | It negates the effects of any monster it battles after damage calculation, including in the Graveyard, but this is combat-locked, does not destroy, and does not remove the body (verified). |
| Material Utility | 45 | A Level 3 LIGHT Thunder non-Tuner is clean generic material for Synchro, Xyz, or Link plays even if its effect is negated or irrelevant (inferred). |
| Resilience & Flexibility | 28 | 700 ATK / 100 DEF means it rarely survives a battle and the negation is a one-shot tied to a single battle, with no alternate zone or turn utility (verified). |
| Deck-Building Efficiency | 65 | Sampled lists run 2-3 copies with no lock, no garnet, and no extra-deck requirement, so its slot cost is very low (observed). |
Calculation
Weight profile: 0.7 Material body + 0.3 Removal/Negation. Intrinsic ≈ 44, Deck ≈ 44, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Unrestricted Level 3 LIGHT Thunder body that is easy to Normal Summon or use as material
- Attacks twice during each Battle Phase, adding reach in damage races
- Negates the effects of the monster it battles after damage calculation, including in the Graveyard
- Very low deck-building cost: 2-3 copies, no lock, no garnet, no extra-deck dependency
- Listed in the CORE section of the Watt guide, so its archetype role is real
Weaknesses
- 700 ATK / 100 DEF body dies in almost any battle it picks
- Generates no card advantage: no search, no draw, no recursion
- Interaction is battle-locked and non-destructive, so it only answers monsters it can actually fight
- Zero recorded combo appearances: never confirmed as a starter, searched piece, material, or payoff
- Tiny evidence sample (3 decks, 2 archetypes) leaves its real consistency unproven
Counters / choke points
- Any monster with higher ATK that simply beats over it
- Battle-removal Traps (e.g. Mirror Force-style effects) that resolve before its damage-calculation trigger matters
- Effect negation aimed at it before the Battle Phase (e.g. Infinite Impermanence-style answers)
- Removal that takes it off the field before it can declare an attack
- Boards that avoid battle entirely, blanking both its double attack and its negation
Best use
Low-cost Level 3 LIGHT Thunder body with double attack and battle-effect negation. Decks: Watt, Watt Kaiju OTK hybrid. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: this card can attack twice during each Battle Phase; Card text: if this card battles, negate the effects of the monster it battled after damage calculation, including in the Graveyard; Card identity: Level 3, LIGHT, Thunder, 700 ATK / 100 DEF, archetype Watt; combo data records 0 appearances, 0 starter role, 0 material role, 0 payoff role for this card
- Observed: 3 sampled decks run it, all in the Main Deck, at an average of 2.33 copies (distribution 2x2, 3x1); Sampled archetypes: Watt 66.7% and Kaiju 33.3%; distinct archetypes = 2; Appears in the CORE section of the Watt guide alongside Wattcobra, Wattgiraffe, Wattuna, Wattkingdom and Wattrain; No StatisticsCard usage data available and it is not a cross-format top card
- Inferred: A Level 3 LIGHT Thunder non-Tuner is functional generic material for Synchro/Xyz/Link summons even when its effect is blanked; The Kaiju co-deck pairing points to an aggressive Watt OTK-style shell where battle-phase reach matters; Battle-locked effect negation is soft interaction: it does not destroy or remove, and only matters if it can actually battle
- Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only no dated metagame sample — meta power left null/provisional legal copies map is empty for all listed formats deck sample is only 3 lists, so consistency and copy count are weakly established






