• BreezeBlue Network
  • Dawnbase×
  • Home
  • Champions
  • Items
  • Stolen Powers
  • Browse Guides
  • Help & FAQ
  • Premium Upgrade
  • 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 Arcane Green Lantern

    Arcane Green Lantern - Willing to Assist [GH]

    An Arcane Green Lantern guide by Liy010
    Last updated: Aug 17th, 2014
    Link to guide: www.dawnbase.com/guides/hNQIAbcU
    6,036 2
    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
    Hey there! Thanks for taking a look at my guide. If you enjoy playing a Champion that aids your teammates and isn't afraid to take a couple of hits, you've come to the right place. Keep in mind that Arcane Green Lantern is a Support / Tank. He rarely gets kills, but will lead your team to victory, getting around 20 or so assists in the process. 

    Overview

    Arcane Green Lantern, when played correctly, is a force to be reckoned with. His Q can be used to poke and also can be used chase down enemies with it's knockdown and blink. In addition, it can also be used as an escape over a wall. His W is an AoE slow and root, when cused in a combo with his E, you'll almost always get the root. His E is a very versatile skill, and has so many functions when combined with his W. Alone, it provides a nice poke and some extra damage. When used with E, it allows for chase and escapes. Finally, his R allows you to protect your carries so they can get more damage in, or it can be used as a second teleport. 

    Overall, Arcane Green Lantern is a great addition to any team. His kit allows you to protect your allies, while low HP enemies close for your allies to secure the kill. When played right, Arcane Green Lantern will aid your team to victory!

    Stolen Powers

    Primarily, the two stolen powers you want are:

    [[Catwoman's Teleport]] OR [[Cyborg's Teleport]] - Lets you be where you are needed, usually a team fight or a dying ally.

    [[Arcane Green Lantern's Healing Wave]] - Gives a boost of Health and Armor, useful for saving dying allies, or changing the tide in a team fight.

    Optionally, you can go for these stolen powers

    [[Doomsday's Invulnerability]] OR [[Shazam's Invulnerability]] - Allows you soak up a bit more damage in a team fight.

    [[Flash's Super Speed]] OR [[Atomic Wonder Woman's Super Speed]] - Easier to escape, chase and rush to an ally in need.

    Mods and Augments

    Use these keywords to find the desired augment:

    WRECK
    BEAST
    CASTLE
    WOLF

    As for modifiers: 
    Altered Olympus Gambit (4) - Investment: 5 Credits per 10 seconds (Tier 1)

    Empowered [[Ra's al Ghul's Robe (2)]] - Lazarus Effect 2: If you would fall to 0 Health, you instead gain a shield worth 300 + 100/level, your Attack Armor is set to 60 and your Power Armor is set to 50, and you become Suppressed. If the shield is unbroken after 4s, the remaining shield is converted to Health and you regain 50% Will (4 minute cooldown).

    Overclocked [[Abin Sur's Lantern (4)]] - Will Harvest: Gain stacks every 45 seconds

    Skill Leveling

    Ultimate (R) whenever possible, pretty standard there.

    You will always want to level your E at first, because that's your main source of damage. In addition, ir combos really nicely with your W

    From there, it's up to how the game is going. If you feel like you're doing well, start putting points in W to increase the slow and root, allowing your teammates to secure more kills OR, you can put points into Q to increase the damage and lower the cooldown to get yourself some kills instead of just assists. If you're doing bad, or want to help your team win more teamfights, start leveling your passive to boost the attack armor gained and give more of a heal on your Emerald Light Mark.

    Artifacts

    Arcane Green Lantern is a HUGE Will drainer. Iwthout any bonus will or will restoration, you're able to use your Q - W - E in a combo once, maybe twice, before you're depleted of Will. He drains even more will than Green Lantern Prime. The good thing is that his skills scale off Will, so we're dumping a ton of Will in him.

    With the starting 1250 Credits in GH, I get  Olympus Gambit (2) and [[Abin Sur's Lantern (1)]]. Then, take the top lane and stay there until your reach 750 Credits. From there, go for [[Abin Sur's Lantern (2)]] to get Will Harvest. Next, go for Entropy Aegis (4) for that extra Will, Health, Power Armor and Skill Shield (Don't get this item if the entire opposing team is attack damage, but if even one of them is power damage, the synergy this item has with Arcane Green Lantern is worth getting). After that, look at the opposing team. If there is a good amount of attack damage champions, go for [[Metallo's Heart (3)]]. If not, go for either [[Ra's al Ghul's Robe (2)]] for more armor and a revival effect or Atlantean Royal Seal (4) for more damage and HP. After all those items are built, go back and upgrade your Olympus Gambit (2) to  Olympus Gambit (3) for the Olypmus Aura. Then, finish up [[Abin Sur's Lantern (4)]] and finally Olympus Gambit (4)

    As for the optional items...
    Oa Gambit (4) is an option instead of Olympus Gambit (4) for more damage and armor against power damage heavy teams

    Amulet Of Isis (3) grants Health, will Regen and a Move Speed buff to chase down enemies

    [[Steel's Breastplate (3)]] redirects some damage to your Will, which you have a massive pool of, allowing you to stay in fights longer

    [[Doctor Destiny's Dreamstone (4)]] gives you a ton of Will regen, although it's one or the other over this and [[Abin Sur's Lantern (4)]], you don't need both

    Eye Of Ekron (4) gives Will and damage, while the passive ability gives even MORE damage.

    Well, that's it guys, hope you enjoyed the guide! Get out there and assist with Arcane Green Lantern, and lead your team to victory, with the power of Will!

     
    Latest comments
    The major downside of this guide as I see it is the late capping of the chains. It is a very effective way to chase down a feeling enemy, or give your carry time to escape, as well as keep your enemies inside AoE ults for at least a little longer.
    2:26 pm, Aug 19th, 2014
    I tend to cap the Passive and Shackles sooner too, to maximize his controlling potential. By leveling the Passive sooner, the teammates heal more than the damage they receive early game, and it scales well until the end. As for the Shackles, other than the examples you gave, I found that the more you slow your targets, the more prone they are to get rooted after the slow duration, so this skill becomes very powerful.
    12:44 pm, Aug 21st, 2014
    The ability leveling order at the top is just a general guide on how I usually level Lantern in Heights, I go for raw damage. In my guide, under the ability leveling portion, I explain that his Q, W and Passive are all just as good as the other, and that they should be leveled accordingly depending on how the game is going. Sometimes I max W before Q because my team is fed and snowballing, or sometimes I go Passive since my team can coordinate well. The reason I don't typically go for W immediately is because in a 3-5 man team fight, the chains don't really do anything at all, until chases happen by either team. As for the passive, it's nice, but pub games tend to lack communication and more than often, you'll be the only one actually utilizing your passive. Thanks for the thoughts and criticism. I'll be sure to take it into consideration when I update the guide!
    10:05 am, Aug 24th, 2014
    Thanks for your guide! I had a hard time at first figuring out which items to get in the early game and your suggestions helped a lot. Will try this more and give my insights, but I can already say that I find Metallo's Heart is a must, no matter the opposing team composition : the Attack Armor helps reducing the damage taken from most Basic Attacks, and the Dampening Aura really helps reducing the damage potential of enemies (Marksmen in particular, since they relate on their BA). Plus the bonus Will fuels most of his skills, and Cooldown Reduction is always appreciated.
    12:39 pm, Aug 19th, 2014
    Thanks for considering my guide! Glad to hear that it's helped you! :)
    9:59 am, Aug 24th, 2014