Beetrooper Deck #759415 — Yu-Gi-Oh! Duel Links

30 Main, 9 Extra, incl. Beetrooper Scout Buggy x3, Beetrooper Sting Lancer x3, D.D. Crow x3 - Skill: Beetrooper Raid. Created Oct 2, 2026 by YGO Mod.

Deck Beetrooper Duel Links

Created by: YGO Mod (20517634)

Created On: 10/02/2026

Beetrooper Raid
 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 2, 2026
47± 8/ 100
Power Score
Structural 51
Reliability 46
Going First 50
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 47/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 62
Meta Power provisional
Tournament Reliability 46
  • Primary strategy: Combo
  • Secondary strategies: Midrange
  • Format: duel-links

Legality

Main 30 / Extra 9 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Link/Fusion climb through Beetrooper bodies into 3000-4000 ATK bosses (Invincible Atlas, Ragnaraika Stag Sovereign, Absolute Hercules, Mighty Neptune) and close in the 4000-LP Duel Links format.; Attrition with disruption (Forbidden Droplet, Fly & Sting, Trap Hole Nightmare, Ragnaraika Hunting Dance, Scale Bomber) plus grind tools (Landing, Light Flapper) to out-value slower decks.
  • Turn 1 (going first): Open Beetrooper Scout Buggy, build Armor Horn and climb toward Atlas/Stag Sovereign, set Fly & Sting / Trap Hole / Hunting Dance and hold hand traps.
  • Turn 2 (going second): Break the board with Sphere Mode, Forbidden Droplet, Kumongous and D.D. Crow, then commit the Insect combo line into an OTK push.
  • Recovery: Recycle via Beetrooper Landing (GY banish add-back), Beetrooper Light Flapper, Armor Horn's GY effect, Inzektor Picofalena shuffle and Resonance Insect to rebuild across turns.
  • After siding: Duel Links has no side deck; adaptation is handled by the chosen Skill and the situational 1-of tech slots, with no observable post-duel data.

Why it scores here

This is a real, legal 30-card Beetrooper Insect list, but it is a scattered build: only Beetrooper Scout Buggy is a genuine one-card starter at roughly 43% in an opening five, while the rest of the engine depends on GY set-up, and 15 of the 30 slots are singletons. The upside is real - Buggy into Armor Horn into Invincible Atlas or Ragnaraika Stag Sovereign gives 3000-4000 ATK pressure, and the deck packs genuine going-second tools (Sphere Mode x3, Forbidden Droplet x3, D.D. Crow x3, Kumongous, Mother Spider). The cost is consistency and resilience: with one dominant starter, negating Buggy frequently stalls the turn, and the median hand looks far weaker than the ceiling. This score comes from evaluating the connected system - starter density, median versus ceiling, disruption breadth and variance - not from averaging individual card scores, and it does NOT get credit from Beetrooper being a popular archetype or from any meta share.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 52 Only Beetrooper Scout Buggy is a true one-card starter at P(>=1 in 5) ~ 0.43; Sting Lancer needs GY set-up, so the engine is live in fewer than half of opening hands (Inferred).
D2 Opening-Hand Quality & Brick Management 45 15 of 30 cards are singletons (histogram {1:15, 3:5}), and situational tech like Sphere Mode, Kaiju and trap holes often brick or are dead going first (Inferred).
D3 Combo Conversion & Ceiling 58 Best-case Buggy into Armor Horn into Atlas/Stag Sovereign reaches 3000-4000 ATK bodies with follow-up, but no boards are recorded so the ceiling is text-inferred (Inferred).
D4 Combo Floor & Median Output 45 With zero recorded combos and one dominant starter, the median hand produces at most a modest board and often little (Inferred).
D5 Interruption Resilience & Route Redundancy 45 Route redundancy is thin: if Buggy is negated the turn frequently fizzles, and recursion via Landing, Light Flapper and Armor Horn only helps in later turns (Inferred).
D6 Resource Economy, Recovery & Grind 55 Recursion exists through Beetrooper Landing GY add-back, Light Flapper, Inzektor Picofalena shuffle and Resonance Insect, supporting a real grind game (Inferred).
D7 End-Board & Interaction Quality 55 Interaction is broad but shallow - Fly & Sting, Trap Hole Nightmare, Ragnaraika Hunting Dance, Scale Bomber and Droplet are mostly 1-ofs rather than deep layers (Inferred).
D8 Going-Second & Board-Breaking Power 65 Sphere Mode x3, Forbidden Droplet x3, D.D. Crow x3, Kumongous and Mother Spider give genuine going-second breaking power (Inferred).
D9 Offensive Pressure & Closing Power 60 Boss ATK of 3000-4000 (Atlas, Stag Sovereign, Absolute Hercules, Mighty Neptune) can close in the 4000-LP Duel Links format (Inferred).
D10 Main Deck Efficiency & Flexibility 42 Only 5 cards sit at full 3 copies out of 30, with 15 singleton tech slots hurting coherence and adjustability (Inferred).
D11 Extra Deck Efficiency & Coverage 58 Eight distinct Extra Deck cards across nine slots mix Link and Fusion coverage with Armor Horn x2 as the key hub (Inferred).
D12 Side Deck Adaptability 30 Duel Links uses no side deck; adaptation is Skill/tech driven with no observable post-duel data, so this dimension is neutral (Provisional).
D13 Matchup Coverage & Format Fit 50 No tournament context or dated metagame sample was supplied, so matchup fit cannot be measured (Provisional).
D14 Pilotability & Error Tolerance 50 Link-climbing sequencing plus numerous situational 1-ofs create many decision points and punish mis-sequencing (Inferred).

How the score was computed

Strategy profile: 0.4. Structural ≈ 51, Going First ≈ 50, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 46. Modifiers: single-starter choke point (-3); high singleton variance / garnet burden (-2); strong going-second breaker package (2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); base 50.0 plus modifiers -3 = 47

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.43 · key two-card combo ≈ — · full-brick estimate ≈ 0.15 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Genuine going-second package: Sphere Mode x3, Forbidden Droplet x3, D.D. Crow x3, Kumongous and Mother Spider break boards well.
  • Real ceiling: Buggy into Armor Horn into Invincible Atlas or Ragnaraika Stag Sovereign presents 3000-3300 ATK bodies with follow-up access.
  • Grind capability through Beetrooper Landing, Light Flapper, Picofalena shuffle and Resonance Insect.
  • Broad toolbox interaction (Fly & Sting negate, Trap Hole Nightmare, Ragnaraika Hunting Dance, Scale Bomber).

Weaknesses

  • One dominant starter (Scout Buggy at ~43% in opening five); negating it usually ends the turn's development.
  • 15 singleton tech slots create high variance and low coherence; many are dead or weak going first.
  • No recorded combo boards - the floor and median output are unverified and likely modest.
  • Weak post-disruption redundancy and dependence on GY set-up for Sting Lancer and fusion lines.

Critical choke points

  • Beetrooper Scout Buggy being negated or removed before it resolves.
  • Requiring a GY Insect to enable Sting Lancer and Beetrooper Landing fusion lines.
  • Over-reliance on the Armor Horn link hub to extend past the first body.
  • Singleton tech cards doing nothing in the wrong matchup.
Priority Remove Add Reason
1 The Winged Dragon of Ra - Sphere Mode (reduce from 3 toward 1-2) A redundant Insect starter or searcher (e.g. additional consistency piece per archetype core) Sphere Mode is strong going second but a dead card going first; trimming excess lowers the garnet burden while keeping breaker access.
2 One low-impact singleton tech (e.g. Mother Spider or Traptrix Trap Hole Nightmare) A second copy of a core Beetrooper combo piece (e.g. Scale Bomber or Assault Roller) Converting singletons to 2-3 copies raises starter redundancy and lifts D1/D2 without sacrificing ceiling.
3 A weak singleton flex slot Seraphim Papillion or a second Armor Horn-equivalent extenders Usage data flags several core Extra Deck pieces absent from this build; adding coverage improves closing and recovery consistency.

Evidence & confidence

  • Verified: Deck is legal: 30 main / 9 extra / 0 side, no copy-limit violations, no restricted cards.; Card text for every distinct card (Scout Buggy, Armor Horn, Invincible Atlas, Droplet, Sphere Mode, etc.).; Banlist status Unlimited on all listed cards in Duel Links.
  • Observed: Usage statistics: 12/25 archetype core cards present (48%) per CardUsageStat rows.; Copy histogram {1:15, 3:5}; archetype exact-name purity 46.2%.
  • Inferred: P(>=1 Scout Buggy in opening five) ~ 0.43 makes it the only reliable one-card starter.; Median board likely modest given a single starter and 15 singleton slots.; Going-second package (Sphere Mode/Droplet/Crow/Kaiju) provides above-average breaking power.; Recursion via Landing/Light Flapper/Picofalena supports a real grind game.
  • Provisional: Meta Power is null - no dated metagame sample supplied.; Matchup coverage (D13) and side adaptability (D12) cannot be measured (Duel Links has no side deck).
  • Data gaps: No combos supplied - combo floor/median/ceiling is text-only inference. No tournament link - archetype meta-share and per-pilot match record absent. No win-rate telemetry (going-first/second, matchup, brick/starter/OTK rates) - Inferred or Unknown. No Skill information for the Duel Links context. Usage-stat flags conflict with the resolved list on a few cards' inclusion; the cards array was treated as authoritative. Meta Power is Provisional unless a dated metagame sample is supplied.

More Duel Links Info

Beetrooper

Beetrooper Breakdown

 
 

 

 

 

 

 

 
 

 

 
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