Injustice 2 Mobile Wiki
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(Trivia, chapters 3 and 4(areas to receive his shards) changed to chapters 3)
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[[File:Emerald Green Lantern 60 Gear.jpg|thumb|259x259px]]A classic starter 2-star gold Arcane character, '''Emerald Green Lantern''' shines ever bright, even in the hands of a veteran.
[[File:Gold Cards4.jpg|thumb|303x303px]]
 
 
{{Under Construction}}
 
 
==Abilities==
 
==Abilities==
 
===For the Corps (passive)===
 
===For the Corps (passive)===
 
On Tag-in, Hal's teammates get one of three possible constructs.
 
On Tag-in, Hal's teammates get one of three possible constructs.
   
*Hammer - Stun opponent on first hit for 1/1.5/2/2.5/3/? seconds.
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*Hammer - Stun opponent on the first hit for 1/1.5/2/2.5/3/? seconds.
   
 
*Sword - 20%/40%/60%/80%/100%/? critical chance on first hit.
 
*Sword - 20%/40%/60%/80%/100%/? critical chance on first hit.
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*Power Battery - Instantly gain 1/1.25/1.5/1.75/2/? bars of power.
 
*Power Battery - Instantly gain 1/1.25/1.5/1.75/2/? bars of power.
   
Green Lantern is not a lone-wolf, So it is advised to have teammates with him, and tag-in/tag-out as much as possible.
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It is advised to have teammates tag-in/tag-out as much as possible. [[Sub-Zero]] summoning and ice klone, and it being KO'ed would both count as a tag for Emerald Green Lantern's passive.
   
 
The constructs are random, except the first which seems to always be Hammer and it will appear at the beginning of battle before any tagging is needed. They only appear if Green Lantern is not KO'ed.
 
The constructs are random, except the first which seems to always be Hammer and it will appear at the beginning of battle before any tagging is needed. They only appear if Green Lantern is not KO'ed.
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The tag-attack itself doesn't consume the construct's effect.
 
The tag-attack itself doesn't consume the construct's effect.
   
The Hammer construct will stun the opponent even if the hit inflicted is a reflected hit, e.g. Wonder Woman/Superman/Gorilla Grodd's super block. This is especially useful against power multi-hit specials: when anticipating such an enemy special, you can simply use super block and the first hit they land of you will be reflected and also stun them, canceling the rest of the special.
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The Hammer construct will stun the opponent even if the hit inflicted is a reflected hit, e.g. Wonder Woman/Superman/Gorilla Grodd's super block. This is especially useful against multi-hit specials: when anticipating such an enemy special, you can simply use super block and the first hit they land of you will be reflected and also stun them, canceling the rest of the special.
   
 
===Grinder===
 
===Grinder===
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However, If you wish to use him, Go for combos. Just like Injustice 2 Console, all green lantern characters have very strong combo boosts, The attack which hits like a cycle will hit like a truck at 10+ Combo, and will anhillate enemies with 20 or 30+ Combos.
 
However, If you wish to use him, Go for combos. Just like Injustice 2 Console, all green lantern characters have very strong combo boosts, The attack which hits like a cycle will hit like a truck at 10+ Combo, and will anhillate enemies with 20 or 30+ Combos.
   
==Teammates==
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==Good with==
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*'''Tag heroes:''' Heroes who benefit from tag in or tag out are good teammates for him, such as [[Dark Supergirl]], [[Ace Green Arrow]], or [[Atrocitus]].
Dark Supergirl- Dark Supergirl has a Tag-In Passive. When she tags in, A green lantern construct can help her boost your following attacks.
 
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**'''[[Predator Batman]]''' is a particularly strong case, as his passive can apply the stun on tag-in.
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*'''Power-reliant heroes:''' He is good at generating power for them, such as [[Sub-Zero]], [[Atlantean Armor Aquaman]], or [[Blademaster Robin]].
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*'''[[Black Adam]]''': Combination of both, being power reliant and tags a lot.
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*'''[[Shazam]]''': Power reliant, and has a passive that massively buffs Arcane class teammate's Attack.
   
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==Countered by==
Ace Green Arrow- Ace Green Arrow power locks opponents on tag-out. Making it even easier to launch a barrage of pain without worrying about abilities.
 
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*'''[[Justice League Aquaman]]:''' Gives a massive armor pierce chance on basic attacks for [[Justice League]] teammates.
 
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*'''[[Energized Starfire]]:''' Unlike power cost reduction, effects that give power would also let an enemy Energized Starfire heal more. Additionally, both Grinder and Willpower does reduced upfront damage, making it more likely that she would heal more than he could damage.
The Flash- The flash has increased fast attack chance, and If he tags in with hammer, he can easily stun the opponents.
 
 
==Enemies==
 
Mythic Wonder Woman/Horrific Scarecrow- Both of them have easily accessible abilities which can pierce the highly resistant armor of Emerald Green Lantern's Will Power.
 
 
Batman(All)- Batman has one of the easiest ways to stun, and if he stuns an enemy on tag-In, Their construct will be lost(except the power battery).
 
 
Crouch Attack- The deadliest weapon of green lantern is his combo meter, So any opponent can break his combo by a simple down swipe(Crouch Attack).
 
   
 
==Trivia==
 
==Trivia==
-Rocket Power is a move from Injustice-Gods among us Mobile. It was the second special of Green Lantern/Prime.
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*Rocket Power is a move from Injustice-Gods among us Mobile. It was the second special of Green Lantern/Prime.
 
*He, along with [[Unbreakable Cyborg]], were initially 3 Star heroes, but afterwards changed to 2 Stars.
 
 
*His shards are available in Campaign Chapter 3
-He, Along with Unbreakable Cyborg, were initially 3 Star heroes, but afterwards changed to 2 Stars.
 
 
-He, Unbreakable/Justice League Cyborg, Raiden, Hellboy and Atlantean Armor Aquaman are only 2 star gold characters as of now.
 
   
-His shards used to be available in Campaign Chapter 4, but now changed to Campaign Chapter 3.
 
   
==<nowiki/>==
 
 
[[Category:Arcane class]]
 
[[Category:Arcane class]]
 
[[Category:Green Lantern]]
 
[[Category:Green Lantern]]
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[[Category:Heroes]]
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[[Category:Gold]]

Revision as of 02:41, 29 January 2020

Emerald Green Lantern 60 Gear

A classic starter 2-star gold Arcane character, Emerald Green Lantern shines ever bright, even in the hands of a veteran.

Abilities

For the Corps (passive)

On Tag-in, Hal's teammates get one of three possible constructs.

  • Hammer - Stun opponent on the first hit for 1/1.5/2/2.5/3/? seconds.
  • Sword - 20%/40%/60%/80%/100%/? critical chance on first hit.
  • Power Battery - Instantly gain 1/1.25/1.5/1.75/2/? bars of power.

It is advised to have teammates tag-in/tag-out as much as possible. Sub-Zero summoning and ice klone, and it being KO'ed would both count as a tag for Emerald Green Lantern's passive.

The constructs are random, except the first which seems to always be Hammer and it will appear at the beginning of battle before any tagging is needed. They only appear if Green Lantern is not KO'ed.

The tag-attack itself doesn't consume the construct's effect.

The Hammer construct will stun the opponent even if the hit inflicted is a reflected hit, e.g. Wonder Woman/Superman/Gorilla Grodd's super block. This is especially useful against multi-hit specials: when anticipating such an enemy special, you can simply use super block and the first hit they land of you will be reflected and also stun them, canceling the rest of the special.

Grinder

Hazard Damage: Green Lantern floats backs then constructs a trap of spinning blades that can deal damage over time (DoT).

Use grinders when opponent is cornered. Keep close and do combos so he cannot tag out or jump. However, it is almost always more power efficient to use Will Power.

Will Power

Hal utilizes the ring's power to create a temporary barrier that significantly reduces incoming damage.

It not only shields you, but also deals decent damage (note that the damage is melee and can miss if not close enough). It cannot KO an opponent, but it staggers them in a way that it is often possible to follow up with more basic attacks after.

The damage reduction is somewhat comparable to Wonder Woman, Superman or Gorilla Grodd's enhanced block, but unlike those, Will Power has a one time cost and a set duration. Importantly, Will Power can also be used to tank an enemy supermove, which enhanced block is useless against.

Rocket Power

Green Lantern strikes from a distance, hurling a trio of rocket constructs towards his opponent.

Rocket Power deals more damage than Will Power and can also KO on every Hit, but there are many disadvantages. When the first rocket KOs an opponent, the second rocket misses. Additionally, it can often be dodged by jumping opponents. So, a supermove with high combo is more preferable.

Strategy

Emerald Green Lantern is more of a support hero than a frontline fighter. His passive gives tag-in teammates good support and when the time comes, The Emerald Knight can also devastate his opponents with combo will-power. However, If you wish to use him, Go for combos. Just like Injustice 2 Console, all green lantern characters have very strong combo boosts, The attack which hits like a cycle will hit like a truck at 10+ Combo, and will anhillate enemies with 20 or 30+ Combos.

Good with

Countered by

  • Justice League Aquaman: Gives a massive armor pierce chance on basic attacks for Justice League teammates.
  • Energized Starfire: Unlike power cost reduction, effects that give power would also let an enemy Energized Starfire heal more. Additionally, both Grinder and Willpower does reduced upfront damage, making it more likely that she would heal more than he could damage.

Trivia

  • Rocket Power is a move from Injustice-Gods among us Mobile. It was the second special of Green Lantern/Prime.
  • He, along with Unbreakable Cyborg, were initially 3 Star heroes, but afterwards changed to 2 Stars.
  • His shards are available in Campaign Chapter 3