Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 900/950 | 192,000 | Available in Store, TV Pack, Phantom Zone reward (Veteran) |
Random Arrow: Arrow's Basic combo has a chance of releasing a random arrow with unique effects. |
Green Arrow/Arrow might not look impressive, however, when utilized properly, he can stand up against stronger opponents. With his agile basic attacks, different effects on his combo ender and a formidable SP2, he can stand his ground and dispatch his foes.
Strategy[]
Arrow Green Arrow's SP1 is a power drain, and while his combo ender can't power drain unlike Martian Manhunter/Prime, it still has a handy freeze to prevent your opponent from blocking your specials. However, freeze, unlike stun, do not interact with the Cloak of Destiny, and Martian Manhunter's specific gear gives him a chance of unblockable on basic attacks which Green Arrow lacks.
His passive gives his combo ender a chance for a random effect. Each of the three arrows has an estimated 25% chance of occurring and there is a 25% chance there would not be a combo ender. The three effects are:
Bomb: The regular 3% damage stat, in which it's just like a regular combo-ender with no known additional effect.
Poison: Does 1.5% of his damage stat, and twice as damage over time (essentially doubling the last hit). However, even if you get this, the total damage from his light combo is still just 2% x 3 + 3% x 2 = 12% = 4% x 3 [heavy combo damage]. This is affected by basic damage boosts, but not basic crit.
Freeze: Freezes target, preventing them from taking any action for a few seconds. This can be negated by block.
Gear[]
Green Arrow is an agile combatant who can gain power quickly. Use SP1 heal gear to wear down your opponents with power drain or equip his personal Longbow and get high hits with his Canary's Kiss attack to deliver a team-wide beatdown.
Since Green Arrow's passive revolves around his combo ender, it's a good idea to equip him with the Massive Sharpened Teeth. The unblockable chance on basic attacks would assist in landing more light combos and it would add chance to STUN into the mix of random arrows (though not an arrow itself). Also, given that it's encouraged to use Green Arrow's light combo, he can still benefit from Overpowered 5-U-93-R.
With the introduction of Nekron's Scythe, Green Arrow could be a solid beneficiary from it, increasing his effectiveness on the battlefield. Green Arrow can take advantage of the damage boost against stunned or frozen opponents, especially if he utilizes his already impressive SP2. This could make it easier for him to KO his adversaries, earn him a resurrection, and keep him in the fight longer than players would like, potentially setting himself or a teammate up for another unblocked attack.
Interactions[]
Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against Green Arrow. Having a card that "counters" Green Arrow does not mean it is always a good choice.
Good With[]
- Any characters that can increase power generation such as Green Lantern/Regime or Harley Quinn/Animated: Faster power generation means that Green Arrow can use his specials much quicker.
- Darkseid/Apokolips, and Martian Manhunter/Prime: Though they have no direct synergy with each other, Green Arrow, Darkseid, and Martian Manhunter can form a team built around annoying combo enders.
Good Against[]
- Batman/Dawn of Justice and The Flash/Wally West Rebirth: They cannot “evade” Specials if they’re frozen by Green Arrow’s FREEZE arrow.
- The Flash/Reverse Flash: Green Arrow's basic combo does not activate Reverse Flash's passive, allowing him to use a myriad of effects without Reverse Flash cleansing them.
- Superman/Injustice 2: Green Arrow's POISON arrow ignores Superman's Kryptonian Fortitude, meaning with enough luck, Green Arrow could constantly whittle away Superman's health.
- Green Lantern/Red Son, and Batman/Beyond: Green Arrow's FREEZE arrow ignores STUN immunity, meaning he can set himself or a teammate up for an unblocked special attack.
Countered By[]
- Any character that is immune to Power Drain, such as Static/Prime, Lobo/Prime, and situationally, Shazam/Prime.
- Batman/Arkham Knight: Batman can choose to be immune to power drain and DOT, severely limiting Green Arrow's effectiveness.
Abilities[]
Here are Green Arrow's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Electric Arrow | Second Special | Green Arrow fires off an arrow which electrifies its victim. DRAINS OPPONENT’S POWER. | Target |
Canary's Kiss | Second Special | Green Arrow uses his arsenal to strike down his opponent. | Quick tap, Target |
Arsenal Assault | Super Move | Green Arrow uses every type of arrow in his vast arsenal to waylay his opponent. UNBLOCKABLE. | Tap |
Support Cards and Gear[]
Here are Green Arrow's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Natas | Health | 10% HEALTH BOOST. | 3,000 |
Trick Arrows | Damage | 10% DAMAGE BOOST. | 4,000 |
Black Canary | Energy | 10% ENERGY REGENERATION. | 5,000 |
Longbow (Customized Military Bow) | Gear |
8% - 18% DAMAGE BOOST to Special 2 [Green Arrow] 100% AREA EFFECT: opponent's team takes 10% - 20% damage from Special 2 [EVOLVED] 20% - 30% CRIT chance on Special 1 |
25,000 - 1,000,000 (upgrading) |
Stats[]
These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters. Numbers with a * after them may not be accurate, please allow for a discrepancy of '+1/-1' damage or health due to rounding inconsistencies in game code.
Tier | Damage | Health |
---|---|---|
Normal | 7,047 | 13,851 |
Elite I | 10.571 | 20,777 |
Elite II | 14,094 | 27,702 |
Elite III | 21,141 | 41,553 |
Elite IV | 24,665 | 49,864 |
Elite V | 28,188 | 55,404 |
Elite VI | 31,712 | 62,330 |
Elite VII | 35,235 | 69,225 |
Elite VIII | 38,759 | 76,181 |
Elite IX | 42,282 | 83,106 |
Elite X | 49,754 | 106,704 |
Trivia[]
- He has the same base stats as Sinestro/Green Lantern.
- There is a rare bug in which if you get a freeze arrow from his passive and use a special within a very small timeframe, it is possible for the opponent to start to block during the combo ender, does not actually manage to block it in time and get frozen in the blocking stance. If you do the special too soon, the combo ender will miss entirely or get fully blocked. If you wait too long, they would have been frozen properly.
- This version of Green Arrow is based on the first season of the CW show Arrow, where Stephen Amell portrays Oliver Queen as Green Arrow. Amell also voiced this version of Green Arrow in the console.
- During the season premieres for all the CW shows during fall/October of 2016, he (along with the Most Wanted Pack, which contained The Flash/Reverse Flash) went on sale for 25% off. Additionally, The Flash/Metahuman was also available as an Online Battle season reward.
- In season one of the CW, which this version is based on, Cyrus Vanch states that "The Hood" carries 24 arrows and flechettes. Since there are 3 flechettes in his character model, that means that he has 21 arrows. Since his combo ender and sp1 use 1, his sp2 uses 2, and Super Move uses five, this means he logically could only use, at most; 21 combo enders or sp1s, 10 sp2s, or 4 supermoves.
- His Injustice 2 Mobile counterpart is Multiverse Green Arrow, who can be obtained in the game from Arena Seasons.
- He shares a similar passive to Marksman Kung Jin from the Mortal Kombat mobile game, who's combo ender arrow causes fire, stun, or life drain.