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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

    Hats off to you all. It was a pleasure, ladies and gentlemen.

    Sacrilege
    @SacrilegeGG

    Infinite Crisis builds for Green Lantern

    Hal Jordan: The Fearless Power Carry (Always Updating!)

    A Green Lantern guide by KorruptionXI
    Last updated: Dec 19th, 2013
    Link to guide: www.dawnbase.com/guides/hal-jordan-the-fearless-power-carry-always-updating
    7,659 0
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    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 Prime is a very strong Power Carry when played properly. He excels at all stages of the game, but is most dominant later on. Green Lantern Prime's kit allows him to nuke from a distance, slow rushing enemies, and disrupt fights with his ultimate. With the recent changes, Green Lantern's passive is much stronger and doesn't require you to be low on will to be effective. The changes to Abin Sur's also compliment new the passive.

    Currently most of my experience playing Green Lantern Prime has been on Gotham Heights, but that is mainly due to the long queue times for Coast City. With ranked solo queue, hopefully I can play more and update this guide with better information. Rest assured I have a bit of experience in the MOBA genre, playing at a Platinum-Diamond level in League Of Legends.

    What to do
    Play more Coast City for guide
    Update Play Style section
    Experiment more with Augments
    Test more build orders
    Maybe pretty up the guide some more

    Please feel free to leave feedback and questions in the comment section below. Also IGN: KorruptionXI if you want to play.


    Stolen Powers

    These are the only ones I believe are good or okay, but feel free to use what you want.
    [[Flash's Super Speed]]: The biggest problem with Green Lantern's kit is the lack of an escape mechanism. Flash's Super Speed easily solves that problem and even allows you to chase down fleeing targets. This is pretty much a must have in my opinion.

    [[Doomsday's Invulnerability]]: You will be squishy most of the time depending on your item build. This can save you at all stages of the game and is never bad to have. It's not a must, but is certainly recommended if you're just starting out.

    [[Gaslight Batman's Surveillance Camera]]/[[Gaslight Catwoman's X-Ray Vision]]: Either are extremely good, but only on Coast City. Vision is everything and can save your life from ganks/junglers. When using these make sure to keep up your map awareness or they will be useless.

    [[Wonder Woman's Super Strength]]: This can be good if you're feeling very aggressive and only if you can hit the skill shot. The small boulder throw is extremely strong and the knockdown can set up an easy combo for a kill.



    Amplifiers

    With the December patch, you can now create your very own set of amplifiers. If you don't know how, go to profile and it should be under there. Of course you have to buy them, but they are only a measly 10 merit each.

    I'm still experimenting with the augments part, but they don't seem too significant compared to the mods.

    Mods, in my opinion, are the most important part of the amplifiers. They have a much bigger impact on the game than augments do, but this is only because the values are larger. Currently, you can have three mods.

    Required:
    [[Abin Sur's Lantern (2)]]: The Accelerated Abin Sur's is pretty ridiculous. You get TWO stacks per cast instead of one. This allows you to reach Green Lantern's late game faster and makes it easier to fill the increased cap of Abin Sur's.

    The Book Of Eternity (2): Enhanced Book of Eternity adds 16 Power Damage. I'll explain the importance of the item later on, but the additional Power Damage scales really well with The Starheart (3). They also nerfed the cost reduction mods, so I value them a lot less than before.

    The third mod is optional and dependent on how you build/play Green Lantern. Here are the ones that I believe are most viable for the third slot.

    Atlantean Royal Seal (4): The Enhanced version adds 105 health on top of 400. This is NEVER bad and allows you to be a little bulkier. The Empowered version is another viable option increasing the slow  from 20% to 30%. Kiting your enemies will become much easier.

    Cosmic Staff (4): The Optimized and Enhanced versions are both okay. I think Optimized is much better, even though I think cost reduction is meh. The burn damage on Cosmic Staff is a nice bonus, but the Enhanced version didn't seem to significant. It's probably better to pick a mod for a different item, but feel free to try it yourself.

    [[Doctor Destiny's Dreamstone (3)]]: Only option for this is the Enhanced version. 22 Power damage is huge, and the new rank gives you a total of 82 Power damage. Really strong and I'm starting to use it more often. I'll give you more of my opinion on the item itself in the item build section.

    [[Fatality's Energy Lance (4)]]: Your options are either 5% Cooldown Reduction or 22 Power Damage. I would go for the 22 Power Damage, because if you get this item you are looking to deal out a huge burst of damage. 5% CDR isn't that much anyway and you can do without it.

    The Starheart (3): It may seem okay, but 250 credits can be easily earned in less than a minute. Like I said before, the nerf to cost reduction mods make them WAY less valuable.

    The values of the augments are fairly low, so they don't make that big of an impact to your character. I haven't tried many, but currently I use three augments each with flat Power Damage and Power Penetration. The fourth augment has Power Damage per level and Power Penetration. The Power Damage is just to help you early game and later on scale with your The Starheart (3). The Power Penetration is just a main focus of the build and just good in general.




    Skills

    Skill Order: R>Q>W>E>Passive

    Passive - Indomitable Will: This passive is SO much better with the December patch. You gain 1/2/3/4% of your Bonus Will as Bonus Power Damage. This makes [[Abin Sur's Lantern (4)]] amazing, and you benefit from it before upgrading it to tier 4. With the increased Will and and 800 cap it just gets better. Level this last, because your lantern has to stack first.

    Q - Slam: This is your main nuke and has no real travel time. It has okay base damage (50/90/130/170 +70% Power Damage) and a low cooldown (8/7/6/5), but the power ratios and combo make it amazing. Every stack of Shattered Will on the target will increase the damage dealt (10/20/30/40 +15% Power Damage per stack). These stacks will be applied by your E/Missile Barrage. If you get full stacks, a max level Slam will do 290 +130% Power Damage. Amazing scaling so be sure to be on point with your Missle Barrage.

    W - Constrict: The closest thing you have to your own escape skill. Not only is it a small nuke (60/110/160/210 + 50% Power Damage), but it slows an enemy by 70% at ALL LEVELS. We max this second, because of its duration (1/1.5/2/2.5). Every time your skills strike an enemy under the effects of Constrict, the cooldown of Constrict goes down by 1.5 seconds. With the increased duration, you can chain slows and output more damage.

    E - Missle Barrage: This one point wonder is what allows you to deal so much damage with your E. We max this third to add a bit more damage (30/45/60/75 + 25% Power Damage) and to lower its cooldown (16/14/12/10). Missle Barrage fires one missle everytime you press E, up to 3 times. Every hit places a stack of Shattered Will on your enemies, lowering their power armor by 6 per stack and lasts for 6 seconds. Be patient with this abilitiy, you have around 10 seconds to fire all three missles and the missles explode in an AoE at max range or on impact. You NEED to hit this skill in order to output a lot of damage.

    R - Green Lantern's Light: This is our ultimate skill, so put a point into it whenever you can. After a short delay, you drop a jet construct dealing high damage (175/300/425/550 + 60% Power Damage) in a large radius and stunning the enemies in the center for 1 second. This skill is amazing for teamfights and can also help you win certain matchups a lot easier. For example, you can beat predictable Flash players by placing it at the end of their dash or timing it after their ult. Just be sure not to whiff this skill cause it can be game changing.



    Item Build

    The starting items will be based on Gotham Heights gameplay, but the overall build should apply to both maps. Make changes accordingly, all builds should be subject to change based on the game you are in.

    That aside, the main focus of this build is dealing as much damage as possible. We reach this goal by building around Power Penetration. By building mass amounts of it and doing it early, we are essentially outputting true damage to average enemies. This will carry us into late game where our Power Damage just skyrockets.

    Starting Items:

    [[Abin Sur's Lantern (2)]]: I always get Abin Sur's Lantern tier 2 first to stack my Will as fast as possible. It won't help you much in the early game, but I'm confident enough to know what I can and can't do. Just play safe, Green Lantern is at his weakest early on. Let this sit at tier 2 until you have at least your core items and have more than 400 will stacked.

    Core Items:
    I always build these items in the exact order I am listing them.

    Cosmic Staff (4): Before the December Patch, I almost always left this at tier 3 until late game. With the new health stats it increases your survivability while increasing your Power Damage. The Power Penetration is what really makes this item shine though.

    The Book Of Eternity (2): As I said before, Power Penetration is the core. Once you reach this, enemies should be taking full damage from your abilities. The mod increasing the base Power Damage helps carry you since we are building [[The Starheart (3)] so late.

    The Starheart (3): It just gets better. Once you have this you should be pretty much unstoppable with the exception of a few roadblocks like assassin champions, but you should be able to handle them.

    [[Abin Sur's Lantern (4)]]: Should only be completed when you have AT LEAST 400 Will stacked and the previous core items finished. By no means should you rush this after you finished the previous items though. The situation changes and if you need to build certain items to help you win, then do so.

    Optional Items:

    [[Doctor Destiny's Dreamstone (3)]]: Site isn't letting me post the tier 4 version, but you should understand. Before the December patch, I hated this item with a passion. It gimped your early to mid game so much from the lack of Power Damage despite the other good stats. With the new tier 4 version in this patch combined with the mod, you get 82 Power Damage AND 20% Cooldown reduction. This is so good now, but I'm not sure about buying it before my core items. It probably helps that it doesn't counter his new passive like it did with the previous passive. 

    [[Neron's Contract (4)]]: The Zhonya's Hourglass of Infinite Crisis. Not only does it give 60 Attack Armor and 50 Power Damage, but the active can be a godsend in many situations. It's all about using it intelligently. Think of it as a double edged sword.

    [[Pandora's Box (4)]]: Haven't used it much, but it's definitely a good option. It provides a lot of sustain, CDR, Power Damage, and a lot of movement speed which is always helpful when you dont have an escape. The active isn't too bad either.

    [[Ra's al Ghul's Robe (2)]]: A second life and good defenses. What more could you ask for? I would only buy this though if I don't think Neron's Contract's active will be good enough and I'm having trouble staying alive. The fact that you have this item can make you a less appealing target and also help you win that game winning teamfight. 

    [[Fatality's Energy Lance (4)]]: If you're having trouble erasing that one manditory target from existence, this item will help you get the job done. Not only is the huge chunk of Power Damage good, but it has 10% CDR and  a killer active. Dealing 15% of your target's health and boosting your Power Damage dealt is enough to kill almost anyone.

    Atlantean Royal Seal (4): I build this almost every game, but decided to list it under optional items. This is amazing for Green Lantern. It gives you a big HP pool, 60 Power Damage, AND a slow on your skills. It's good for kiting your targets and chasing. Not to mention it makes the slow on your Constrict insanely strong for locking down a single target.



    Play Style

    I'll update this when I get the chance. Probably going to include both Gotham Heights and Coast City sections.
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