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    Infinite Crisis builds for Arcane Green Lantern

    Arcane Green Lantern:The Will Of A Lantern.

    An Arcane Green Lantern guide by Supportive_Magic
    Last updated: Jul 3rd, 2014
    Link to guide: www.dawnbase.com/guides/arcane-green-lantern-my-maceyour-face
    7,104 1
    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
    It's odd that we don't see this hero more often he has great cc and his ult is amazing.AGL is all about heavy engagment when he goes in he can keep a target locked down pretty well since he has a stun,slow,snare.

    Augments
    Page 2/12 3.9 Power Armor 2.52 Movement Speed
    Page 4/12 20.05 Health 2.52 Movement Speed
    Page 9/12  3.9 Attack Armor 3.9 Power Armor
    Page 9/12 3.9 Attack Armor 2.52 Movement Speed

    Mods
    Resonant Metallo's Heart Improved Dampening Aura: -25% Attack Speed for all nearby enemy Champions (Tier 3)
    Resonant Olympus Gambit Improved Olympus Gambit +20 Attack Armor,+20 Power Armor, and +10 Hp10(Tier 3)
    Accelerated Abin Sur's Lantern Will Battery: 2 stacks per skill use (Tier 2)

    Stolen Powers
    Green Arrow's Surveillance Camera
    Green Arrow's Surveillance Camera can see through Stealth for a few seconds.

    Gain charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them and can see through Stealth for a few seconds. A limited number of Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base.

    Gaslight Batman's Surveillance Camera

     Gaslight Batman's Surevillance Camera has increased sight distance

      Gain 3 charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them for 180 seconds. Up to 2 Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base.

      Gaslight is one of the camera's i love but i hate the fact that it doesn't have 5 charges. But it does give a great difference in view distance in comparsion.

    Robin's Surveillance Camera
      Robin's Surveillance Camera has two additional charges.

      Gain 5 charges that are spent to place Stealthed Surveillance Cameras that grant vision in an area around them for 180 seconds. Up to 2 Surveillance Cameras may be on the battlefield at once. Charges are refilled automatically upon returning to base.

    This camera is great for lane sustain but now Green Arrow's Cam's just destroy.

    Gaslight Catwoman's X-Ray Vision
      Gaslight Catwoman's X-Ray Vision has a longer vision range.

      For 8 seconds your Champion has increased vision range, can see enemies in Stealth, can see through barriers and into stealth pads.

      This is great for the extra safety  play  of having farther view range and works well for not face checking but just checking with far range which also helps with spotting wards at a distance.

    Atomic Poison Ivy's X-Ray Vision
      Atomic Poison Ivy's X-Ray Vision has a reduced cooldown.

      For 8 seconds your Champion has increased vision range, can see enemies in Stealth, can see through barriers and into stealth pads.

      The entire purpose of this is to do nothing but clear camera's like crazy so that your jungler can come in even more often or make the other support waste another camera.

    Arcane Green Lantern's Healing Wave
    Arcane Green Lantern's Healing Wave  grants increased Power Armor and Attack Armor to you and nearby allies.

    Heal yourself and nearby allies for 40 Health. Further Healing Waves within 30 seconds will have their effectiveness reduced by 50%. You and nearby allies also gain X Power Armor and Attack Armor for 3 seconds.

    Poison Ivy's Healing Wave
    Poison Ivy's Healing Wave grants increased Attack Damage and Power Damage to you and nearby allies.

    Heal yourself and nearby allies for 40 Health. Further Healing Waves within 30 seconds will have their effectiveness reduced by 50%. You and nearby allies also gain a X Attack Damage and X Power Damage increase for 5 seconds.

    Skill Order
    R,Passive,W,Q,E
    Skill Rundown
     In this segment ill cover all the moves and their leveling. Hopefully this gives a indepth explaination of the moves and their purpose.

    CONSTRUCT CHAMPION (Q)
    Arcane Green Lantern constructs a knight that marches forward, dealing X Power Damage ((+60% Power Damage)) and knocking up all enemies it touches for X second. ((0.03% Bonus Will)) If Construct Champion is activated a second time, Arcane GreenLantern will blink to the knight's location, taking its place and dispelling it.

     SHACKLES (W)
    Enemy Champions near Arcane Green Lantern's lantern lose 25% Move Speed for 3 seconds, while they remain within range of the lantern. If they are still within range when the effect expires, then they will be rooted (unable to move or use movement abilities) for X seconds. ((+0.04% Bonus Will))

     EMERALD LANTERN (E)
    Active: Arcane Green Lantern throws his lantern, dealing X Power Damage ((+70% Power Damage)) in an area. The lantern remains in the targeted spot for 12 seconds, granting vision of the area. If he touches the lantern, he will retrieve it, and Emerald Lantern's current cooldown will be reduced by 4 seconds.

    DENY THE BLACK (R)
    Arcane Green Lantern channels for 2 seconds and then teleports to the targeted ally. As soon as he begins channeling the ally receives a shield that blocks X damage ((+30% Bonus Will)) and lasts for 6 seconds, and the fog of war is revealed in a large area around them. Enemies within this area receive the Emerald Light effect.
    EMERALD LIGHT (PASSIVE)
    Trigger: When Arcane Green Lantern damages an enemy with a Basic Attack, they receive the Emerald Light effect for 3 seconds.

    When an allied champion uses a Basic Attack on a target with Emerald Light, that ally regains X ((7.5% Bonus Will)) Health over 4 seconds.

    Passive: The lantern grants nearby allies X Attack Armor.

    Laning Phase
     During laning phase you want to abuse your passive as much as you can because not only does it heal your partner but it also heals you and the more Will plus points into passive the better. Your passive is massive and yet oddly underrated. You always want to be ahead of your carry so that way when they are last hitting ((Or hitting your buff for healing.))That you take the poke and not them. Now of course you don't want to get freely poked to death so you want to pay attention to what damage you are eatting.
    Now as ive said before in my introduction AGL is a massive engagment tank support. This guy is a monster when he engages most carries besides maybe Gaslight Bats but then that will make him flee and leave his support behind which when you engage you should try your best to get chains on both and NEVER forget that you can throw your lantern forwards to keep chains on them. I have gotten so many kills locked down just because of that snare.Your lantern is also for more then just engagment did you happen to just see the jungler walk into a brush? Well just lantern it and you will now have vision of his location as you walk away. This is great for when the other support is hiding in the brush as well because you will have vision of them when your lantern is in there so it acts as another ward which is insanely great.

    Team Fights
    In team fights watching health bars and keeping cc going around while picking up your lantern and throwing it often is a great thing.Also remember your lantern does give vision which can work hand and hand when you are cleaning up the other team. You ult is a key part of AGL in a teamfight for low health targets when you ult it could be a game changing save in a teamfight. More then most likely your ult will be going to your carry so that you are directly on top of them and they also get a ton of shielded health.

    Warding Locations

    Warding Early:These are all the yellow locations. These locations make it abit annoying for junglers to invade your side and also prevent you from getting ganked easily. With map awareness these spots are key for the early game.

    Warding Mid Game:These are all the blue locations. These locations are great for objective control and jungle control of the enemy jungle. Use the blue in the enemy jungle Only if you have the lead and it is safe to ward the enemy jungle otherwise stay to the middle points of the yellow wards for coverage as they are still good spots.The two spots that should remain the rest of the game is Raider and Levi. with these spots coverage it gives you objective control so that way it isn't done while you had no idea.

    Warding Late Game:These spots are great for Raider camera's in the early game and really good for catch outs in the late game when they go to get their buffs. And if they don't well you just steal them instead. with this map coverage it makes it hard for the enemy to either get into your jungle if you are losing by warding your side where the spots are marked. Or it makes it hard for them to go around in their jungle due to the amount of vision you have of them.
    Latest comments
    This is an awesome guide. I definitely recommend it to everyone. It'd be great to know the explaination behind taking Posion Ivy's Healing Wave versus Arcane Green Lantern's Healing Wave though. It seems to me have the extra armor for that amount of time would be more beneficial that damage. I could be wrong though. I also find that I prefer Entropy Armor to Amulet of Isis for both the Skill Shield and the +250 Will. In any case, this has turned my Arcane Green Lantern skills around and I'm now liking him quite a lot.
    7:19 pm, Apr 29th, 2014
    The reasoning behind taking Pivy's Wave vs arcane green lanterns is the fact that the damage makes a bigger impact then the armors. its more damage then the armor is. With Pivy's wave it could be the difference between a kill and dying  
    10:55 am, May 21st, 2014
    And team wise i prefer amulet for making fights happen just because that bonus movement means a ton for getting away or forcing fights.  
    10:56 am, May 21st, 2014
    And team wise i prefer amulet for making fights happen just because that bonus movement means a ton for getting away or forcing fights.  
    10:56 am, May 21st, 2014