Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Silver | 450/400 | 47,000 | Available in Store, Silver Booster Pack, Black Friday Pack 1 |
Power Battery: Green Lantern and his teammates gain 25% POWER GENERATION. |
Green Lantern/Regime is a true team player and generally regarded as one of the best silver characters. His strong stats, easy basic attacks, and passive that grants his team a major boost in power generation, earns him a slot on any team.
Strategy
Basic Attacks
Basic combo | Damage pattern (% of damage stat) | Total |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - 2% - (3%) | 11% |
Heavy | 4% - 4% - 4% | 12% |
Passive
Green Lantern Regime is, without a doubt, one of the best Silver Cards out there, one that can even be coupled with Gold teams. While his stats are average for a Silver card, his passive gives a whole team a massive power generation increase, allowing for faster use of Special Attacks. Despite the passive description, it appears his power generation bonus is +50%, not +25% (without other buffs, it takes only about 25 basic attacks to reach max power; it would be 30 if it were 25%, and 38 hits without any buffs).
His SP2 also has a chance to stun an opponent, allowing him to quickly follow it up with another special or tag in a teammate with power to burn. Overall, this card is a great asset to any team.
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
- Superman/New 52: Green Lantern/Regime helps to increase power generation for Superman, thus having his passive trigger earlier. He also counts towards his damage mitigation.
- Jessica Cruz/Rebirth: Green Lantern/Regime can help in activating her deadly SP2 more frequently. Additionally, as a Green Lantern character, he also contributes to her SP2, due to her passive of adding more hits to her SP2 when Green Lantern characters are present in her team.
- Ares/Prime: Green lantern can be of huge help if you are looking to get the God Smack special attack quicker.
- Wonder Woman/Dawn of Justice: Green Lantern’s power generation can help Wonder Woman reach her special attacks quicker.
- Wonder Woman/New 52: Green Lantern’s power generation can help Wonder Woman reach her special attacks quicker. In return, he receives power from her own special attacks.
- Shazam/Prime: Faster power gain means it's easier for Shazam to activate his Super Move and thus, his passive.
- Killer Frost/Prime, and Solomon Grundy/Earth 2: With their power dampening passives (Grundy only works when tagged in). Mixing them with Green Lantern's fast power generation allows the whole team to use a lot of special attacks before their opponents get their chance to use theirs.
- Batman/Batman Ninja: Green Lantern's power generation boost will add up to Batman's. Since Green Lantern is a silver character, he can be knocked out easily, and thus, will activate Batman's passive early. Even if the critical chance part of his passive is small, he can still rely on Green Lantern's passive.
- The Flash/Regime: Faster attacks mean faster power generation. Combining The Flash's speed boost with Green Lantern's fast power generation (gear does not count) will allow the team to fire off their special attacks more often before their enemies can.
- Aquaman/Regime: Faster power gain allows Aquaman to use his passive more frequently.
- Aquaman/Injustice 2: Increased power generation allows Aquaman to throw back DOT damage more frequently.
Good Against
- Killer Frost/Prime, and Solomon Grundy/Earth 2: Green Lantern's passive can help to alleviate the pressure and counter both Killer Frost and Solomon Grundy's power generation reduction passives.
Countered By
- Killer Frost/Prime, and Solomon Grundy/Earth 2: On the other hand, both characters can reduce the effectiveness of Green Lantern's increased power generation to team. If Solomon Grundy is on a fully Earth 2 team, anyone facing him or his teammates will suffer from the reduced power generation.
- Superman/Injustice 2, Batman/Dawn of Justice, Wally West/Rebirth & Reverse Flash: They can evade/negate special attacks.
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 |
Lead Rain | Second Special | Green Lantern buries his opponent in a hail of lead. CHANCE to STUN. | 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 | 3,523* | 5,832 |
Elite I | 4,933 | 8,165 |
Elite II | 6,342 | 10,498 |
Elite III | 7,752 | 12,830 |
Elite IV | 9,161 | 15,163 |
Elite V | 10,571* | 17,496 |
Elite VI | 11,980 | 19,829 |
Elite VII | 13,389 | 22,162 |
Elite VIII | 14,799 | 24,494 |
Elite IX | 16,208 | 26,827 |
Elite X | 19,136 | 34,560 |
Trivia
- Interestingly enough, at maxed out (E7 and LVL50) and without any additional Augments, his Damage stat is equal to the Maximum Damage of his SP2. The same also applies for Deathstroke/Prime.