Red Lantern Rage: Special Attacks and Supermove use HEALTH instead of POWER. Red Lantern Hal CANNOT be healed.

Red Lantern Hal Jordan used to be one of the most devastating characters in the game upon his release in the 2.6 update, especially while on the offense. While having a tied second-highest health base stat with Darkseid/Apokolips, Wonder Woman/Dawn of Justice, and 3 others, and now has been surpassed by Superman/Injustice 2 (1300, 1500). With his automatically refilling 3 bars of power he can take out entire teams in Online Battle if protected with Invulnerability and Resurrection effects.

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Strategy

Basic Attacks

Basic combo Damage pattern (% of damage stat) Total Light (Combo Ender) 2% - 2% - 2% - 2% - (2% - 2%) 12% Heavy 4% - 4% - 4% 12%

Specials

Ability Normal damage Stated damage Observed damage Health cost

(% max health) Observed efficiency

(% damage per % health) Special 1 20% ~ 40% 15% ~ 30% 15% ~ 30% 15% 1 ~ 2 Special 2 60% ~ 120% 30% ~ 60% 15% ~ 30%

(+ 15% ~ 30% burn) 20% 0.75 ~ 1.5 (1.5 ~ 3 total) Super Move 150% 120% 120% 35% 3.43

All of his specials deal reduced damage. This table shows a comparison in the form of % of stats, prior to any upgrades to the ability.

Unlike other versions of Green Lantern, his SP1 is ranged. The same goes for his SP2, which can be made unblockable after throwing his opponent back with a heavy combo.

Health cost

Red Lantern Hal Jordan's specials and Super move will cost a percentage of his maximum health to use - 15% for special 1, 20% for special 2, and 35% for Super Move. This will increase accordingly if he has any max health boosts either from Gear or his teammates. If he does not have the health required to use a special or super and tries to use them, he will immediately be knocked out and the special or super will not be performed. While the s2 costs 20% health, it is sometimes possible (depends on your stats) to survive at extremely low health after using it 5 times due to rounding.

Invulnerability such as from the Astro-Harness or Green Lantern/John Stewart's passive will prevent his self-damage, allowing him to use at least one more special attack before it expires. Astro-Harness grants its first invulnerability immediately when he first enters battle - he can immediately use a super move, use a few basic attacks and his power would (just barely) come back quick enough to use another super before it wears off. It could be similarly done if his opponent triggers the next Invulnerability effects. If a single hit brings him from above 20% (John Stewart's passive threshold) to below 10% (Astro-Harness' third threshold) health, both Invulnerability effects would activate at once, wasting some of the duration. Sometimes, it is better to let your opponent trigger the Invulnerability. For example if you are at 60% health, it is better to let them hit you till you are under 50% and the effect is triggered, for an immediate free Super move.

The Astro-Harness' Power Shield can activate on self-knockout. Both Power Shield and Armor from Ares/The Merciless Metal does work for his health cost, and they are prioritized before health.

Bleeding effects on him will increase his self-damage by 20% per stack of bleed.

His self-damage will be counted as his damage dealt in the after battle screen.

An enemy Martian Manhunter/Blackest Night in his life drain phase does not heal from Red Lantern's self-damage.

Power

Red Lantern Hal Jordan always starts battles with maximum Power, allowing him to use any Special Attack or Super Move as long as he has them unlocked (refer to the Level page for more information). After any special or super, his power would be completely depleted, and will rapidly recharge to full (takes about 5 seconds to fully recover).

The Tantu Totem can refund power when his special attacks KO an enemy. However, it cannot refund his health costs.

He is immune to Power Drain. Previously he was affected by Aquaman/Regime and Raven/Rebirth's passives, but after an update he is impervious to those as well.

This ability makes him a good card for casually rolling through easy battles, such as normal tier of challenges.

Healing

Red Lantern Hal Jordan CANNOT be healed by any known means, including self-heal gear, Harley Quinn's SP2 (and her revolvers), Martian Manhunter/Blackest Night's passive, Gauntlets of Azrael (although he can heal his team with it), the regeneration handicap in some matches, Fourth World Set or LexCorp Gauntlets V2's regeneration effect on SP1.

Resurrection (from the Fourth World Set's effect or Nekron's Scythe) will work, however, allowing him to use one more special or super even at critical health, reviving him while the ability performs normally.

Miscellaneous

His passive is completely unaffected by Dead Zone.

Gear and team

The Gingold Soda and the Batman Ninja Helmet (which reduces damage according to power, and he permanently has 3 irremovable bars unless he uses a special) lets him act as an excellent tank equipped with the said gears - especially when Killer Croc Companion Card EVOLVED is thrown in the mix. By utilizing the strategy of not using any Specials at all and always Blocking, it might be tougher to take him down than as to what it seems, considering his 1400 base health.

When he uses a special or super, the Batman Ninja Helmet will reduce the self-damage taken; it is calculated with the amount of power he has before using the special or super. Therefore, if he had 3 bars, it can negate 46% of the self-damage.

The Astro-Harness is also very useful due to its invulnerability and power shield as mentioned above. In an offensive build, Nekron's Scythe is very useful as the resurrection allows him to use at least 2 more Super Moves. While he cannot use the lifedrain, the power steal is still very helpful, while other characters would try to heal up and avoid being at critical health, he can't be healed anyway so he might as well use it. It also synergizes with power shield and Armor that is very useful for paying his health costs, as they count as a second set of health. As long as his actual health is below 15%, his basic attacks will steal power no matter how much shield or armor he has.

Interactions

Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against Green Lantern. Having a card that "counters" Green Lantern does not mean it is always a good choice.

Good With

Any character offering global damage boosts: as Red Lantern Hal Jordan's strength comes from repeated usages of special or supers, rather than high damage boosts, it makes other sources of damage amplification scale well.

The same general rule above, also any characters that can help to increase his Health, namely Lex Luthor/Krypto, Lex Luthor/Insurgency, etc.; they have no effect on his health costs but makes it harder for his opponents to take away his health and deny his specials.

Ares/The Merciless Metal : Although Hal cannot heal himself, The Merciless' Armor upon tag in (and upon Dark Power use after evolving) can be used to pay health costs, making it a renewable resource.

: Although Hal cannot heal himself, The Merciless' Armor upon tag in (and upon Dark Power use after evolving) can be used to pay health costs, making it a renewable resource. Shazam/New 52: He reduces all Justice League teammates' damage taken by 10%-25%, including Hal's health costs. With New 52 Shazam, The Merciless, and the Batman Ninja Helmet maxed out, Hal can use a super move with only 10.15% health - which is almost entirely paid for by The Merciless granting 10% armor on teammate tag in.

Good Against

Killer Frost : Both of their passives reduce the opponents' ability to generate power, but since Red Lantern starts battles with full power, he is less affected than most. Killer Frost/Regime's 90% health reduction also has no effect as he cannot be healed anyway.

: Both of their passives reduce the opponents' ability to generate power, but since Red Lantern starts battles with full power, he is less affected than most. Killer Frost/Regime's 90% health reduction also has no effect as he cannot be healed anyway. Most Power Drain characters, such as Nightwing and Lex Luthor, since Red Lantern is immune to most forms of power drain, including even from Ra's Al Ghul's Scimitar.

Raven/Regime & Raven/Rebirth: Their passives are ineffective due to Hal's passive.

Countered By

Abilities

Here are Red Lantern's abilities.

Ability Classification Description Usage Image Turbine Smash First Special Red Lantern materializes an active jet turbine engine. DRAINS OPPONENT'S POWER. Rapid tap Rage of Atrocitus Second Special A demonstration of Red Lantern's inner power. BURNING: DAMAGE-OVER-TIME for 6 seconds. Rapid Swipe Beware My Power Super Move Red Lantern unleashes a beatdown through the power of his ring. UNBLOCKABLE. Tap

Support Cards and Gear

Here are Green Lantern's support cards and gear.

Card Classification Description Cost Guardians Health 10% HEALTH BOOST. 3,000 Lantern Corps Damage 10% DAMAGE BOOST. 4,000 Power Battery Energy 10% ENERGY REGENERATION. 5,000 Green Power Ring (Supercharged Green Power Ring) Gear BLOCKING stops 12% - 22% more damage [Green Lantern] 15% - 25% chance to REFLECT SPECIAL 2 while blocking [EVOLVED] DISABLE enemy Specials: 15% - 25% chance on Special 1 25,000 - 1,000,000 (upgrading)

Stats

These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters.

Tier Damage Health Normal 8,895 23,412 Elite I 14,158 34,618 Elite II 14,877 40,824 Elite III 22,316 61,236 Elite IV 26,035 73,483 Elite V 29,754 81,648 Elite VI 33,473 91,854 Elite VII 65,192 142,060

Trivia

Upon release, he could use specials and supers without delay (his power bars were permanently full) and his s2 in particular dealt a lot more damage, as shown in the table here. He was significantly weakened by the 2.7 update. The only compensation was a power drain effect added to his special 1.

Ability Normal damage Stated damage Observed damage Health cost

(% max health) Observed efficiency

(% damage per % health) Special 1 20% ~ 40% 14% ~ 28% 2% ~ 22% 15% 0.133 ~ 1.467 Special 2 60% ~ 120% 30% ~ 60% 20% ~ 180%

(+ 20% ~ 100% burn) 20% 1 ~ 9 (2 ~ 14 total) Super Move 150% 120% 150% 35% 4.286