Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 750/950 | 165,000 | Challenge Mode, Challenge Booster Pack, Special Challenge Booster Packs, Nth Metal Pro Pack, Phantom Zone reward (Veteran) |
Emergency Barrier: When Green Lantern or a teammate reaches 20% Health, a barrier appears making that character invulnerable for 4 seconds. This can occur once per character, per match. |
Strategy[]
Basic Attacks[]
Basic combo | Damage pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - 2% - (3%) | 11% |
Heavy | 4% - 4% - 4% | 12% |
Passive[]
Green Lantern John Stewart is a lifesaver with his passive, shielding characters at critical health so they can get a few free uninterrupted blows and/or allow them to use healing gear.
His passive grants Invulnerability, a rare form of status effect only shared by the Militarized Batmobile and Astro-Harness, which negates almost all forms damage and status effects on the affected character, including flinching, allowing you to get unblocked specials much easier.
However, his poor base stats and the short-lived nature of his passive (as well as the fact that it could be bypassed entirely by high hits) makes him rather unpopular.
Hal Jordan/Red Lantern's release caused him to briefly resurface, as Emergency Barrier used to be able to shield Hal from his self-damage and allows him to use at least one more special or super (this interaction was, at once point, removed, but then it was reinstated).
If the first hit (the stun) of Batgirl's Art of Deception triggers his invulnerability, the character will continue to be stunned even when invulnerable.
For Aquaman/Prime, Aquaman himself gets the invulnerability once; any Atlantean Heroes Aquaman summons share one Emergency Barrier between them (if the first Hero was KO'ed without triggering it, the second can trigger it, etc.). If a Hero triggers the barrier, is tagged out and resummoned immediately, the barrier will linger very briefly on the next Hero.
The invulnerability wears off the moment when the animation of the barrier dissipating begins, not when it finishes.
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[]
- Solomon Grundy/Regime, Solomon Grundy/Prime, and Doomsday/Containment: When their health first fall between 1% and 20% remaining (either before or after resurrection), John Stewart's passive will render them temporarily invulnerable and this can act as a second chance/life saver for them.
- Characters that trigger their passives at low health, such as Raven/Regime, Superman/Prime, and Superman/Regime: He can protect them from being hit during their passive, allowing them to make use of it without being interrupted.
- Solomon Grundy/Boss: Grundy can maximize the effectiveness of his passive by staying at critically low health without the risk of being knocked out.
- Jessica Cruz/Rebirth: John Stewart's presence helps to extend Jessica's SP2 by one hit as well as support her with his own passive.
- Hal Jordan/Red Lantern: His Invulnerability allows Hal Jordan to activate at least one SP or Super Move without taking self-damage.
- Wonder Woman/New 52, Superman/New 52, and Shazam/New 52: He counts as Justice League member for their passives.
Good Against:[]
- Deathstroke/Arkham Origins: Although punishing, both of his special attacks are multi-hit, allowing Green Lantern to relatively easily negate large amounts of damage.
- Raven/Teen Titans: Should his shield be up while her passive activates, she will still receive health and power, but he will lose no health.
- Characters with powerful DOT: Invulnerability will prevent existing DOT from dealing damage.
- Superman/Dawn of Justice: Shattering Blow has no effect on John Stewart's Invulnerability.
Countered By[]
- Ares/Prime, Bane/Luchador, and Doomsday/Prime: Their one-hit SP2 and SP1s, respectively, can avoid triggering Green Lantern's passive.
- Batman/Batman Ninja: The shield that John offers to himself and to his teammates triggers at a very low health threshold. Batman's SP2 can effectively bypass the trigger and deliver the KO, especially when Batman is equipped with Cloak of Destiny.
- Jessica Cruz/Rebirth: If the end of Jessica's combo ender stuns Green Lantern or any of his teammates at the exact time their shield goes up, the stun will remain on them. However, they will be protected while helpless.
- The Flash/Earth 2: His stun can bypass invulnerability.
Abilities[]
Here are Green Lantern's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Turbine Smash | First Special | Green Lantern materializes a jet turbine engine, then slams it into his target. | Rapid Tap |
Parallel Nature | Second Special | Green Lantern uses the power of his ring to unleash a melee ballistic combo. | Rapid Swipe, Target |
Beware My Power | Super Move | Green Lantern unleashes a beatdown through the power of his ring. UNBLOCKABLE. | Tap |
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 | 5,872 | 13,851 |
Elite I | 8,809 | 20,776 |
Elite II | 11,745 | 27,702 |
Elite III | 17,618 | 41,553 |
Elite IV | 20,554 | 49,864 |
Elite V | 23,490 | 55,404 |
Elite VI | 26,426 | 62,330 |
Elite VII | 29,362 | 69,255 |
Elite VIII | 32,299 | 76,180 |
Elite IX | 35,235 | 83,106 |
Elite X | 41,462 | 106,704 |
Trivia[]
- He has a unique combo ender that resembles the "Oa's Rocket" move from console.