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    Infinite Crisis builds for Arcane Green Lantern

    Robapanchi's Tank/Support Arcane Green Lantern Guide

    An Arcane Green Lantern guide by Robapanchi
    Last updated: Mar 17th, 2014
    Link to guide: www.dawnbase.com/guides/robapanchis-tank-support-arcane-green-lantern-guide
    4,326 0


    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
    Stolen Powers
    First off, thanks to everyone who checked this guide out!  Also, stop by my team's website: www.lanebullies.com! Arcane Green Lantern is a terrific tank with a plethora of CC abilities and can be a formidable foe to many of the other champions.  I played him once and fell in love with this guy.  I figured I would share some information I've gained on playing him and have been pretty successful with.  

    For the abilites, keep the level ups in mind in the order I have listed. I will list the abilities in the order that seems to work great for laning support.
  • Construct Champion (Q)- First point spent. period. This ability when teamed up with a good carry will net a quick First Blood.  Great lane harass, great teamfight initiator.  This ability, when activated a second time while the construct is still active, will teleport you to the construct's current location and will dispel the construct.  When utilized correctly, this can create a great escape/mobility tool.  Practice using this and it will provide you a terrific fight or flight mechanic.
  • Next is our passive: Emerald Light.  This ability should be your top priority! Nearby allies are granted 10 attack armor.  When triggered, Emerald Light grants health over time when basic attacks are used on the target.  This provides great sustain in lane.  Place this trigger intelligently and you can stay in lane longer than your adversaries.
  • Emerald Lantern (E) is our next ability that will be greatly used in laning.  When thrown, the lantern deals AoE damage and grants vision in a small radius.  This is great for checking bushes and if you think an ambush is imminent.  Also, when you pick up the lantern,  it's cooldown is reduced by 6 seconds.   Lantern has a pretty decent range for poking the enemy and can cause paranoia when paired with the next ability in our kit...
  • Shackles (W)!  Enemy champions near the lantern lose 25% movement speed for 3 seconds.  If they are still within range of the lantern after those 3 seconds, they will be rooted.  Now...for the fun part.  The lantern can be in your hand when using the shackles!  If you're on the run and being chased, pop shackles and the enemy gets left behind!  After the enemy gets introduced to shackles a few times in lane, paranoia kicks in when a lantern is dropped.  This ability is also a great addition to teamfights.
  • Deny The Black (R).  This. Ability. Is. AMAZING!  I don't know whether to call this the ring of salvation or the gong of doom.  This is what got me addicted to this dude.  When used on an ally in a large radius, Arcane GL channels this spell for 2 seconds while essentially rendering the ally invincible and clearing the Fog of War granting a large area of vision.  Any enemy within this area gains the Emerald Light granting allied basic attacks health sustain.  One game I found myself with my teammate Sither in the middle of a 2v5 and we came out with a enemy team wipeout due to this ability.  Use it wisely and it will return great yields.
    After a lot of practice, I have removed my previous item setup and gone close to the same route as Burzi94 with a few exceptions.  I tend to push more towards an offensive build due to my playstyle.  Your top priority as Arcane GL is to build tanky as the teamfight initiator.  If you feel you're ahead, then by all means start to buy into power damage items to clean up enemy champions.

    As for Mods, Accelerated Abin Sur's Lantern, Altered Steel's Breastplate, and Empowered Suit of Sorrows.

    Augments that I have chosen to use currently are ones that give Attack Armor and Power Armor per level and those that give Ability Cooldown.  The sooner your abilities are back up, the more dangerous you are.

    Well that's it for now and as I play more I will update this guide as I discover new things.  If anyone has any comments or opinions, please feel free to send me a message and let me know BUT PLEASE KEEP COMMENTS POSITIVE!  Let's keep this community in good shape and keep the toxicity out.  Thanks again champions and see you on the battlefield!
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