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    Infinite Crisis builds for Green Lantern

    Beware My Power - GD Solo Mid Guide

    A Green Lantern guide by LaserCircus
    Last updated: Oct 2nd, 2014
    Link to guide: www.dawnbase.com/guides/XfJIpaJ2
    6,988 0
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers


    Introduction

    Green Lantern Hal Jordan is the epitome of Power House in the whole game. His capability to just flat take out an enemy in an instant can just overwhelm and decapitate the team fights turning a 5v5 situation to a 4v5. Everyone should fear the might of this stallion that is Green Lantern. No one should approach this guy with the power ring without any form of backup because if you do you better hope and pray you live to tell the tale. 
     

    Stolen Powers

    [[Green Lantern's Meteor Drop]] 
    Green Lanterns innate ability and unique to him is a great power for him because of the bonus Power Damage that he gets from his artifacts and other means. With his Constrict (W) you are almost guaranteed a hit from this Meteor Drop on the domes of enemy heads. It's always a good feeling too when you deal the finishing blow to the runaways with this power.

    [[Doomsday's Invulnerability]] 
    With Green Lanterns fragile nature you want to trigger this when coming close to death so you can unload all of your skills if you have not already to see if you can turn the fight around. It is good bait as well to those that think they bested Green Lantern until they see this activated and its too late to turn around.   

    [[Nightmare Superman's Teleport]] 
    Being able to teleport right in the midst of team battles is Green Lanterns best attribute because he can reassuringly do so with great success. Since he will most likely not be a primary target due to being a newcomer into the battle he can dish out his payload without much repercussions. The bonus Power Damage from this Stolen Power is pretty decent too. More players tend to choose [[Cyborg's Teleport]] for the quicker summon so it comes down to preference. Reminder: The teleport is only as good as the locations that Green Lantern can teleport to so Surveillance Camera support is a must from allies or if you are lucky there are allied drones nearby where the outbreak is happening.

    [[Sinestro's Psychic Assault]] 
    Although this is more of a utility Stolen Power to support your allies it can be used as a defensive escape as well. It is a good setup for ganks and just overall keeping your enemy slowed alongside your Constrict (W). The Power Armor reduction is also a good bonus and helps when you are unleashing your combo.  


    Stats

    The primary focus when it comes to stats pre-game and in-game in order of importance is: 
    1. Power Damage 
    2. Power Pentration
    3. Cooldown Reduction
    4. Will Regen
    5. Move Speed


    Augments

    These are some great suggested Augments for you to place into your Amplifiers page:
    BLAST: +4.21 Power Damage (G), +1.8 Power Penetration (G)
    ORION: +0.53 Power Damage/lvl (Max 10.07) (G), +1.8 Power Penetration (G
    NEBULA: +4.21 Power Damage (G), +1.64% Cooldown Reduction (S)
    FOREST: +1.97% Cooldown Reduction (G), +3.51 Power Damage (S)   
    QUICKSAND: +1.97% Cooldown Reduction (G), +1.5 Power Penetration (S) 


    Gameplay

    General

    When playing Green Lantern you should almost always use his Constrict (W) to start his engagements because with it you slow the enemy intensely. It is the best slow in the game because it yields the highest debuff of all slows with its 70%. Although initially it starts with 1 seconds and scales to 2.5 seconds at the highest level it is more than enough to zone in range of the enemy and start whaling on him with your skills. Keep in mind that activating any skills after Constrict (W) will decreases its cooldown meaning more (W) in the near future.
       
    The general combination of skills to execute is usually Constrict (W) into three Missle Barrage (E) and lastly Slam (Q) because that nets you the highest success and damage output you can do. Reminder that these are just the common skills minus the Ultimate, Green Lantern's Light (R). His ultimate is very situational and majority of the time a last resort if your combination of skills did not kill the enemy already. If you need to use the Ultimate it can usually be casted anytime during the combination of skills but pretty much after Constrict (W) so that the enemy can never run away from it as well as get you that 1 second Stun for being at the center of the Ultimate.     

    Early Game

    Green Lantern is a good solo lane champion so for the purpose of this guide I will be playing him as a solo mid. I leveled his Constrict (W) as a first skill because it's not only his reliable way of escape but it is a great form of harassment too. When you are safe to harass the enemy meaning the enemy drone has cleared or you are far away from their drones cast Constrict (W). The majority of the time they will backoff and at that point you can right click him/her a few times to get more damage out of that harass. This is better than dropping Slam (Q) because by then your opponent might already retreat to avoid further damage. Try to be in range of your (W) so that you don't have to run up to your opponent since that will hint to your opponent to start backing away. When you have both Constrict (W) and Missle Barrage (E) ready make sure the drone wave is clear to drop the combination for a pretty chunk of health from the opponent. The (E) skill on its own is a pretty good harassment tool because it's area of effect damage so even if the enemy is hiding behind drones as long as they are within the blast radius when you hit that particular drone they will receive chip damage as well as the Missle Barrage mark. If you can mark them to 3 by all means attempt to drop Slam (Q) for its maximum damage. 
     
    Green Lantern is not only a good control laner but a ganker as well. So being a mid laner grants him the priviledge of ganking top or bottom. Make sure before you gank that your mid lane oppponent has no way of warning top or bot of the incoming gank unless they have Surveillance Cameras that would see you otherwise. Clear the drone wave so that vision of you being in middle is cleared for a brief moment and work your way to the lane to be ganked. Assess the situation as any ganker would as you are approaching the lane and when ready go in starting with Constrict (W), following up with the other skills accordingly.

    Mid Game to Late Game

    Due to Green Lantern not being a great pusher it is his job to make sure lanes are controlled and supported. You can clear waves fast but it requires you to waste your precious Will and it is quite a toll but if you choose to do so be a bit conservative with it because you definitely don't want to enter unwanted team battles when you have little to no Will. To make sure lanes are doing well you will need to be active around the map to help allies push their turrets or if they come to you push your own. In team fights you viewed as a high level threat so try to position yourself out of danger. Remember that you're only as good as your front line so if nobody other than you is there to soak up the enemies teams damage then you cannot fire your skills without putting yourself at risk unless you know for sure you can take out the target and then retreat back to your team. If there is no team fights and you are caught in a 1v1 situation go ahead and show them who is king of 1v1.  


    Artifacts

    Core 

    Cosmic Belt (3)    
    This is a great artifact to begin the early game especially on any Champion reliant on Power Damage. The health bonus give you some survivability and the Power Damage and Power Penetration from its Devastating will pack some punch behind your skills especially in the early game. If you have the Enhanced Health Cosmic Belt Mod for this artifact it just give you +75 Health for taking those extra hits early. Alot of players will just upgrade it to Tier 2 for this reason and move on to another artifact but upgrading it to Tier 3 yields you more Health, Power Damage, and Power Penetration.   

    The Logoz (3)
    This is your next item to go to for its potential Power Damage due to its Power Damage Collector and its affordable cost. It also gives you a sizeable chunk of Will to fit the need of Green Lantern's skill spamming playstyle. You only need to upgrade to Tier 2 to start the Power Damage Collector but if you have the credits to spare upgrading to Tier 3 is not a bad idea since it gives you an additional 225 Will and 20 Power Damage for only 1,000 credits. Talk about value! Also the cool thing about this artifact is when you have maxed out the credit collection you get a max of 10% CDR which is very useful for getting those skills in as soon as possible. This process can be hastened with Accelerated The Logoz.

    The Starheart (3)
    This artifact is from the motherland of all Power Damage dealers and having this on Green Lantern is no exception. With this radiant crowned jewel it literally turns Green Lantern's role into an Assassin. Although this is very much a luxury item for Green Lantern if you can your hands on this early your opponents are in for a treat with its Power Feedback.

    The Book Of Eternity (2)
    This is a very situational artifact in times when you find that with The Starheart (3) you're not dealing enough damage (which is never). You only come across this situation when your opponents are stack building artifacts with Health and/or Power Armor. With its Arcane % Power Penetration you will find that bypassing their sturdy exterior a problem of the past. 


    Optional

    [[Pandora's Box (4)]]
    This is an upcoming artifact that could possibly find its place in the meta. It is probably one of the most reliable ways for Power Damage dealers like Blasters to have Will Regen and Power Damage while building it. If you can get this artifact to Tier 3 and 4 you start getting CDR and provides more utility especially its active Blood Spirit, closing the gap on runaways and makes his combos much easier to land. Having it modded with Empowered Pandora's Box gives it more charges and increases its overall effectiveness. 

    [[Eclipso's Diamond (2)]]
    For someone like Green Lantern Hal Jordan who thrives on Power Damage and being the focus of enemy team this artifact makes a great contribution under these circumstances. When you are spamming your skills while being targeted you are getting the benefit of both the Power Lifesteal and its passive Desperate Power to further fuel your sustain in the fight and dealing out bonus Power Damage.

    Others: 

    If you find that you are always out of Will [[Abin Sur's Lantern (4)]] can improve your Will pool so you can always continue your assault of skills without finding the need to go back to base to refuel. The extra Power Damage only further serves to increase your killing potential. Although the build that I have set out has a high demand for building stack this artifact will add another to the mix if you don't find that troubling. If you do find this troublesome you can always go for a Tier 2 [[Doctor Destiny's Dreamstone (4)]] for an easier alternative to refuel. The higher tier Cooldown Reduction of this same item is also a nice bonus if you want to aim for it. Because you are a high priority target for the opponent you will often times find yourself in a pickle that you cannot escape from so having [[Neron's Contract (4)]] for its Blood Bargain can delay the time that the enemies will focus on you enough for your allies to make them regret going after you. These last two artifacts are mainly situational against enemies who have high endurance against your relentless assault. [[Fatality's Energy Lance (4)]] is my opinion the better of the two since with its Energy Blast it can increase the burst like effect of Green Lanterns skills. Cosmic Staff (3) has less damage output then the former but is ideally used against enemies who have either high Health, Health Regen, Lifesteal with its respective Wounding Skill or Disintegration.


     

    Edit: 

    10/02/14 - Updated for the September 2014 Patch.




    Thanks for reading my guide and if you have any questions, comments, concerns, and suggestions please do post them in the comments section. If you enjoyed it and find it useful please upvote this guide as it will serve as an indicator to me that I nailed the guide or on the right track so this guide and future guides will meet the same quality. 

    You can also find me on twitch.tv/tmeisterj
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