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    Infinite Crisis builds for Green Lantern

    Late Game Green Lantern (v1.0)

    A Green Lantern guide by Mantra
    Last updated: Nov 13th, 2013
    Link to guide: www.dawnbase.com/guides/i6xJsvKC
    6,041 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
    Green Lantern, Late Game Carry
    Green Lantern is a caster character, who scales extremely well into the late game if built for it. This guide aims to maximize his will and sustain early, get a huge spike in power by the midgame to smooth into a heavy nuker by the late game.

    Stolen Powers
    [[Flash's Super Speed]]
    Green Lantern has no escape mechanic, and has an inherently low movement speed, so super speed is an obvious choice for a stolen power. This isn't a get out of jail free card, as it won't necessarily get you away from some of the faster champions with gap closers (), but it certainly helps, especially when combined with Constrict. 

    [[Green Lantern's Meteor Drop]]
    Green Lantern's Meteor Drop is an AoE nuke. It takes a second to hit its target, so if you want to hit one target with it you have to lead them a bit. I take this for the additional damage in my kit, mostly to compensate for the lack of damage I have early game, so you can use this is an earlier teamfight to try and snag a kill. It's still effective midgame in the busier team fights, because people will be bunched up more and there is more chance for this to hit, but by late game you're more likely to just kill people before you would even get this to hit and it becomes slightly less effective. 

    Other Choices
    [[Doomsday's Invulnerability]]
    The only other choice I consider with Green Lantern is Invulnerability. As described above, gap closers can render even super speed ineffective, and having the few seconds of invulnerability can keep you alive long enough for an extra Constrict cast, which might be enough to get you out of trouble. 

    Amplifiers

    With this build, I take Blaster End Game amplifier. It gives a nice mix of Power Penetration, damage, will regen, power lifesteal. But the main reason I pick this over the early game one is the 500 coin discount on [[Starheart (4)]] and the 100 coin discounton [[Abin Sur's Lantern (1)]]. On Gotham Heights, this amplifier set lets you leave base at the start of the game with a Nil Ring, [[Abin Sur's Lantern (1)]], and a The Logoz (1).

    Skills
    Q > E > W > R > Passive
    An exception, in this guide, is that at level 8 I sneak in an additional point to the passive, to increase the bonus damage from .25 to .5 damage, at around the time you should be finishing The Logoz (3) and [[Abin Sur's Lantern (4)]]. 


    Slam (Q)
    Your Q is Slam, a point-and-click single target nuke. Its going to be your go-to harass tool in lane, as you can cast it from a fairly safe distance and do a decent amount of damage, with a very low cooldown. You can use this skill more or less whenever it's off cooldown, because the early Abin Sur's Lantern gives you bonus will for every cast of a skill, so go crazy. Take a point at level one and max this first.


    Constrict (W)
    Your W is Constrict, a point-and-click slow. It does a little bit of damage, but the main appeal is the slow. Use this on advancing attackers when you're trying to escape, or to keep someone from escaping you. Use this skill as early as you can within your combo, because using other skills lowers the cooldown. Take a point at level 2 for the utility and safety, but max it last.


    Missle Barage (E)
    Your E is Missile Barrage, an AoE skillshot. Activating it loads you with three missile constructs that shoot forward a set distance and explode, or explode on contact with an enemy. The missiles apply Shattered Will stacks on whoever it hits, up to a cap of three stacks. Your Q consumes these stacks for bonus damage, so using your missiles before you use slam is essential to maximizing your burst. By the midgame, your missile barrage can be very effective at clearing minion waves, and at this point you have the will to spare and the cooldowns on your skills will let you use it, so feel free to chuck missiles at drone waves to get some extra farm quickly. Take a point at level 3 or 4, and max it second.


    Green Lantern's Light (R)
    Your ultimate is an AoE nuke. It brings a jet down to deal power damage in an area, stunning anyone caught in the center. This is most effective in busy teamfights, used early, but can also be used in smaller skirmishes to add to your burst. Take a point whenever you can.


    Indomitable Will (Passive)
    Your passive is Indomitable Will, and applies .25-1 bonus power damage for every 1% of your will that you're missing. This doesn't help out to much early game, but once we have our core items complete and a large stock of will, we can spam our skills and maintain our will somewhere below 50-60%, and utilize this passive to the best of our ability. This guide sneaks in a point to this at level 8 to increase from .25 to .5 bonus points, as about this point your The Logoz (3) and [[Abin Sur's Lantern (4)]] should be finished and your will should be hitting a peak.
    Some guides, and the recommended items of Infinite Crisis itself, suggest getting a [[Doctor Destiny's Dreamstone (3)]] on Green Lantern, but I disagree. Having the increased will regeneration effectively nullifies your passive, whereas this guide aims to maximize the amount of will you have, making your will regeneration unnecessary except for very, very long skirmishes.

    First Buy's
    Nil Ring
    Nil Ring is the Doran's Ring of Infinite Crisis (for those of you familiar with Riot's League of Legends), and is a safe first buy to give you some will regen, max will, and power damage.

    [[Abin Sur's Lantern (1)]]
    Gives you a little power damage, will regen, and max will. You get this as soon as possible and try to get it to level two on your next back.

    The Logoz (1)
    A nice addition to your early game build that promotes effective farming, and at level 2 and above you get bonus power damage for each coin you pick up, and a little bit of will regen. This gives you more sustain in lane, and gradually increases your power the longer you stick around. You lose your power damage stacks upon death, so try to avoid that (obviously). This should be brought to level 2 right after Abin Sur's Lantern.

    Midgame
    You should have: Nil Ring[[Abin Sur's Lantern (2)]] The Logoz (2)
    Hopefully you've been doing ok in lane and have some money to spare. Ideally, at this point you would start rushing towards [[Abin Sur's Lantern (4)]], and consider starting your The Starheart (4). The Starheart (1) is expensive, but if you can sneak it in after [[Abin Sur's Lantern (3)]] then do it before you finish your The Logoz (3), as it will give you more power than Logoz would.

    Late Game
    You should have: Nil Ring[[Abin Sur's Lantern (4)]] The Logoz (3)
    At Least The Starheart (2), ideally, though possible higher if you're doing very well.
    At this point you really just start building to counter what's going on in the game. Finish The Starheart (4) as quickly as possible, sell your Nil Ring when convenient, but otherwise make your decisions accordingly:

    Fragment Of Mogo (3)
    Build this item if you find yourself dying to physical damage carries or bruisers. You get a bonus to physical armor, power damage, and get an AoE active that deals power damage in an area around you immediately, and then applies a power damage Damage Over Time (DOT) effect.

    Entropy Aegis (4)
    Build this item if you find yourself dying to power damage blasters or enforcers. Gets a bonus to will, HP, power armor, and gives you an active spell shield.

    [[Eclipso's Diamond (2)]]
    Gives a bonus to power damage, and gives 20% power lifesteal. Pick this to sustain a bit more in teamfights, if you find yourself wanting just a little bit more health but still want to do more damage.

    Psi-Scimitar (3)
    I've experimented with this one and found it gives you even more burst damage by applying bonus power damage to your auto attack after each use of your skill. This lets you alternate between your E and your auto attack and still do consistent power damage, letting you space out your combo and giving you enough burst to make even the tankiest bruisers afraid of you.

    Cosmic Staff (4)
    Gives you a nice boost in power damage, and gives you power penetration. Also, applies an effect on hit that deals 2% of the enemies max health as power damage. Get this if you're having time dealing with enemy tanks, or if the other team is building a lot of power armor to deal with your burst.

    [[Fatality's Energy Lance (4)]]
    Gives you power damage increase, as well as an active nuke. The active deals power damage to the target based on their max HP, and leaves an effect that makes them take bonues power damage from you for a time. Get this to deal with HP heavy tank lines.

    Example Final Build
    [[Abin Sur's Lantern (4)]]
    The Logoz (3)
    The Starheart (4)
    Psi-Scimitar (3)
    Fragment Of Mogo (3)
    [[Eclipso's Diamond (2)]]


    Single Target Combos
    E-W-E-Q-E
    E-W-E-R-E-Q
    This is an effective single target combo that maximizes your use of shattered will stacks from your E. If you have your ult, a good point to use it is between the 1st and 3rd E somewhere, to give you time to get the shattered will stacks up to 3 and max it. This also aims to minimize the cooldown of Constrict.

    With Psi-Scimitar..
    W-E-Auto-E-Auto-E-Auto-Q-Auto-W...xN
    If you opt to get the psi-scimitar, it becomes effective to alternate your skills with your auto-attack, because each skill use gives you a power damage boost to your auto. This also ends up being a constant DPS combo you can just repeat.

    Team Fights
    In a team fight, you want to stay at a safe range, behind your tank line, and poke with missiles and other skills that have effective range. When the other team is bunched up, drop your ult to maximize the damage and try to get the stun off in the center. If you can, burst someone down with your whole combo, then try to stay safe. Once teamfights really start, your cooldowns should be fine so that you can drop your combo, dodge out for a few seconds, and then get back in.
    Stay behind your tanks!
    Green Lantern has a slow, but his movement speed doesn't make up for it, and the active doesn't last long enough to get some of the faster assassin champions off of you, and until your burst is really high you can't compete with these assassin's. Your best bet is to not get in a duel with them at all, if you see them stay away, poke from a safe distance, and wait for a beefier partner to put his face in between you two.

    Matchups
    Coming soon...
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