Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,400/1,300 | 491,000 | Challenge Mode, Yellow Lantern Hal Jordan Early Access Bundle, Nth Metal Pro Pack, Character Bundle Lantern Elite, Ultimate Bundle Bringers Of Justice |
Instilling Fear: If an opponent tags-out Yellow Lantern steals 25% of his Power and steals additional 20% from other Lanterns. All enemy Lanterns receive 10% more damage from Yellow Lantern. |
Hal Jordan, now a Yellow Lantern, can be a devastating character to fight against. His power stealing will give him a huge chance to retaliate with his SP1, which deals a devastating amount of DOT. Thus, when equipped with the League Of Assasins Set, he'll be more deadly than he already is.
Strategy
Basic Attacks
Basic combo | Damage pattern (% of damage stat) | Total |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - 2% - (3% - 3%) | 14% |
Heavy | 4% - 4% - 4% | 12% |
Passive
Yellow Lantern's passive works very similar to the 2-piece effect of the League of Assassins Set, albeit the effect is persistent and not temporary. Yellow Lantern will steal 25% of enemy max power when his opponent tags out. He will steal 20% extra power (totaling almost 1 full bar of power) from opposing Lanterns that tag out. The additional 20% power stolen does not extend to Lanterns that are tagged out, only those who are currently tagged in. All Green Lantern characters, including Red Lantern Hal Jordan and himself, count towards his passive. Sinestro/Green Lantern also counts towards his passive, but other Sinestro cards do not, despite the passive description.
If the opponent has at least 2 pieces of the LexCorp Set equipped, they do not lose power and instead gain power, although Yellow Lantern still gains power. However, Yellow Lantern's power gain is based on how much power the opponent actually has. If they had zero power, he cannot gain any. On the other hand, LexCorp Set's set effect allow his opponent to gain power from Yellow Lantern's passive even if they had no power. Power Drain immunity will nullify the power steal.
Despite being a Green Lantern card, he does not count as a Justice League character for Wonder Woman/Justice League's passive, and does not count as a Green Lantern for Jessica Cruz/Rebirth's passive, but does count for Challenge requirements (such as Battle 4 for his own challenge).
Gear
Since Yellow Lantern's passive revolves around his opponents tagging in and out, it is a good choice to gear him with DOT gear like The Ibistick or the Heart of Darkness, as this can encourage his opponent to tag out. This build has really good power generation and DOT, so this will enable Yellow Lantern to spam SP1s and inflict a ton of DOT whilst encouraging his enemy to tag out, gaining a lot of power in the process.
The 2/3 League of Assassins Set will increase Yellow Lantern's power steal even further, allowing him to steal at most 80% (which is more than 2 bars) power from enemy Lanterns. The League of Assassins Adept Hood is mandatory in the aforementioned set, as it has the ability to disable enemy specials, which allows Yellow Lantern to steal power safely before the enemy even use their specials.
His SP2 can deal great damage thanks to his high stat; therefore, SP2 gears are viable options, such as Heart of Darkness or Tantu Totem.
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 Lantern. Having a card that "counters" Green Lantern does not mean it is always a good choice.
Good With
- Catwoman/Batman Returns: Her passive can increase Yellow Lantern Hal Jordan's bleed effect on his Special 1.
- Killer Frost/Prime: The duo will greatly prevent enemies from using special attacks by reducing and stealing power. This can make Quake Engine become more devastating if equipped on Hal Jordan.
Good Against
- Lantern characters, including all Green Lantern cards and Sinestro/Green Lantern.
- Although Red Lantern Hal Jordan takes increased damage from Yellow Lantern, he is immune to Yellow Lantern's power steal entirely.
- Characters with increased power generation: Hal Jordan can steal more power.
- Hawkgirl/Prime: Even if Hal is snared, he is less affected than most as his passive is based on his opponents tagging out. Her reduced tag cooldown encourages this.
- Killer Frost/Prime: His power steal is unaffected by her power dampening.
Countered By
- Raven/Rebirth: She can steal back the power that Yellow Lantern has stolen, but to great effect, as she can steal all power, which includes Hal's current and stolen power.
- Characters with power drain immunity: He can't steal their power.
- Batman/Arkham Knight: Batman can also apply his DOT Immunity Buff, rendering Yellow Lantern's Turbine Smash less effective.
- Hawkgirl/Regime: She can disable his special attacks on tag-in, preventing him from spending stolen power.
- Superman/Injustice 2, Batman/Dawn of Justice, The Flash/Wally West Rebirth & The Flash/Reverse Flash: They can evade/negate special attacks, wasting his stolen power.
- Characters with power drain: They can drain his stolen power.
- Nightwing/Batman Ninja: Nightwing allows the entire team to drain power on tag-in.
- Catwoman/Batman Ninja: Her RAGE can drain all of Hal Jordan's power.
- Green Arrow/Rebirth: He can drain power on tag-in with blue trick arrow. If he tags out for a Rebirth character, blue trap arrow can deny Hal Jordan's special, consuming his power.
- The Flash/Blackest Night: Blackest Night characters will heal and gain power from Hal Jordan's SP1 DOT.
Abilities
Here are Yellow Lantern's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Turbine Smash | First Special | Yellow Lantern materializes an active jet turbine engine and uses it as a weapon. CAUSES OPPONENT TO BLEED. | Rapid Tap |
Heavy Weaponry | Second Special | Yellow Lantern performs a series of powerful attacks using heavy rigs. | Rapid Swipe (10%), Quick Tap (10%) |
Beware My Power | Super Move | Yellow Lantern unleashes a beatdown through the power of his ring. UNBLOCKABLE. | Tap |
Yellow Lantern's Turbine Smash deals half of the normal damage upfront, similar to most bleed specials. It causes a bleeding for 8 seconds, for 12%-24% damage in total. The whole special deals 22%-44% damage if the DOT is not removed.
His SP2, Heavy Weaponry has significantly easier mini-game than most other specials as stated on the table. If the enemy is KO during his SP2 then the next one tag-in and is knocked down by the second hit, the last hit may miss.
Support Cards and Gear
Here are Green Lantern's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Guardians | Health | 10% HEALTH BOOST. | 3,000 |
Lantern Corps | Damage | 10% DAMAGE BOOST. | 4,000 |
Power Battery | Energy | 10% ENERGY REGENERATION. | 5,000 |
Green Power Ring (Supercharged Green Power Ring) | Gear |
BLOCKING stops 12% - 22% more damage [Green Lantern] 15% - 25% chance to REFLECT SPECIAL 2 while blocking [EVOLVED] DISABLE enemy Specials: 15% - 25% 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 | 10,962 | 18,954 |
Elite I | 16,443 | 28,431 |
Elite II | 21,924 | 37,908 |
Elite III | 32,886 | 56,862 |
Elite IV | 38,367 | 68,234 |
Elite V | 43,848 | 75,816 |
Elite VI | 49,329 | 85,293 |
Elite VII | 54,810 | 94,770 |
Elite VIII | 60,291 | 104,247 |
Elite IX | 65,772 | 113,724 |
Elite X | 77,395 | 146,016 |
Trivia
- His artifacts are Chest Piece, Yellow Power Ring, Gloves, Mask and Boots.
- He is the second version of Green Lantern to have his SP1 that deals a status effect, following Hal Jordan/Red Lantern.
- His Super Move is different from the console version, which transports the combatants to Qward. Instead, he has a modified scene from the normal super, except with the yellow central battery instead of green, and the Guardians removed.
- He has the same base stats as The Joker Unhinged/Suicide Squad and Hawkgirl/Earth 2.
- His combo ender involves summoning an anvil to smash onto his opponent from above. It is very similar to the first half of Hal Jordan/Red Lantern's special 2, except with a different color and corps symbol.
- Previously, Yellow Lantern's Turbine Smash can apply the "Bleeding" status effect on Batman/Arkham Knight even if he has the DOT immunity buff. This has since been fixed.