Green Lantern's Light
Hal Jordan heals allies in a circular area for 180%240%300%360%420% of his Attack. 50% of any excess healing is converted into Shield.


Justice League
Green Lantern Corps
Energy WielderGreen Lantern is a Mythic + Supporter Champion who does Spiritual damage. Green Lantern is best used in PvP.
They can be obtained in VIP Perks.
You should focus on the following transmutes for Green Lantern: Energy Gain Bonus, ATK, Healing Bonus.
Obviously Hal Jordan is a pay-to-win champion, but he's an incredible healer at high stars. I can't in good conscience recommend that anyone spend $15,000 to $20,000 USD just to unlock him at five red stars, but if you're able to get him to purple stars over time, you'll finally be able to start inserting him into your Justice League lineups. Mera getting her Justice League tag back does mean that Green Lantern is less needed, but he was S-tier before his legacy piece came out, and now he's solidly entrenched in that ranking.
A versatile healing, control, and defensive support Champion, Hal Jordan keeps the squad alive with group healing and shields converted from excess healing. He can stun enemies with Green Lantern energy, create an energy field for continuous healing, and grant the whole squad bonus Physical Defense at battle start.
Increases Hal Jordan's HP and Attack, and turns his excess healing into an Attack bonus for allies. At the start of battle, it also grants the whole squad a shield based on Hal Jordan's Ultimate level and Attack, with double the shield strength for [Justice League] and [Green Lantern Corps] allies. A versatile choice that combines healing, shielding, and offensive support.
Increases Attack and healing done, greatly improving Hal Jordan's healing and shield conversion while giving the squad a stronger shield at battle start.
Provides HP and control-focused bonuses, letting Hal Jordan keep allies healthy, land stuns more reliably, and improve the squad's overall survivability.
Boosts base HP and Spiritual Amplification, giving Hal Jordan reliable healing even before his gear is fully in place. A solid all-purpose choice across modes.
Abilities unlock from 1 star and gain an upgrade at every rank — White, Blue, Purple, Yellow, Red. The star each ability upgrades on is shown on its card.
Hal Jordan heals allies in a circular area for 180%240%300%360%420% of his Attack. 50% of any excess healing is converted into Shield.
Hal Jordan shapes Green Lantern energy into a giant hammer and smashes an enemy, dealing spiritual damage equal to 200%320%440%560%680% of his Attack and inflicting Stunned for 2s. Stunned: Incapacitates the target.

Hal Jordan gains an additional 6/12/18/24/30 Energy.
★3Increases all Champions' Crit DMG RES by 1.5%3%4.5%6%7.5%, and Supporter Champions' HP by 1%2%3%4%5%.
Hal Jordan creates an energy field beneath him for 5s, healing allies within range for 30%42%54%66%78% of his Attack per second.

Allies inside the energy field also gain Healing Over Time. Healing Over Time: Restores HP equal to 3/6/9/12/15% of Hal Jordan's Attack over time.
At the start of battle, all allies gain bonus base Physical Defense equal to 10%16%24%32%40% of Hal Jordan's base Physical Defense. The effect is doubled for Justice League allies.

Increases Hal Jordan's Physical Defense by 4/8/12/16/20%.
Set the level, stars and Force talents on their own; the totals combine all three the way the game does: stars multiply the level stat, then Force % bonuses and base skin bonuses multiply that, then flat Force bonuses are added.
No star bonus yet. Each star from here adds to HP, ATK and both DEFs.
Mythic+ champions use the game's stronger star table: HP and ATK rise faster from Purple on.
| Star | HP | ATK | P. DEF | S. DEF | Also unlocks |
|---|---|---|---|---|---|
| 1★ White | +5% (5%) | +5% (5%) | +3% (3%) | +3% (3%) | — |
| 2★ White | +5% (10%) | +5% (10%) | +3% (6%) | +3% (6%) | — |
| 3★ White | +5% (15%) | +5% (15%) | +3% (9%) | +3% (9%) | — |
| 4★ White | +5% (20%) | +5% (20%) | +3% (12%) | +3% (12%) | — |
| 5★ White | +5% (25%) | +5% (25%) | +3% (15%) | +3% (15%) | — |
| 1★ Blue | +5% (30%) | +5% (30%) | +3% (18%) | +3% (18%) | Green Lantern's Light Lv 2, Lore 2 |
| 2★ Blue | +5% (35%) | +5% (35%) | +3% (21%) | +3% (21%) | Emerald Armory Lv 2 |
| 3★ Blue | +5% (40%) | +5% (40%) | +3% (24%) | +3% (24%) | — |
| 4★ Blue | +5% (45%) | +5% (45%) | +3% (27%) | +3% (27%) | Lantern Shield Lv 2 |
| 5★ Blue | +5% (50%) | +5% (50%) | +3% (30%) | +3% (30%) | Green Lantern Corps Lv 2 |
| 1★ Purple | +8% (58%) | +8% (58%) | +3% (33%) | +3% (33%) | Green Lantern's Light Lv 3, Lore 3 |
| 2★ Purple | +8% (66%) | +8% (66%) | +3% (36%) | +3% (36%) | Emerald Armory Lv 3 |
| 3★ Purple | +8% (74%) | +8% (74%) | +3% (39%) | +3% (39%) | — |
| 4★ Purple | +8% (82%) | +8% (82%) | +3% (42%) | +3% (42%) | Lantern Shield Lv 3 |
| 5★ Purple | +8% (90%) | +8% (90%) | +3% (45%) | +3% (45%) | Green Lantern Corps Lv 3 |
| 1★ Yellow | +8% (98%) | +8% (98%) | +3% (48%) | +3% (48%) | Green Lantern's Light Lv 4, Lore 4 |
| 2★ Yellow | +8% (106%) | +8% (106%) | +3% (51%) | +3% (51%) | Emerald Armory Lv 4 |
| 3★ Yellow | +8% (114%) | +8% (114%) | +3% (54%) | +3% (54%) | — |
| 4★ Yellow | +8% (122%) | +8% (122%) | +3% (57%) | +3% (57%) | Lantern Shield Lv 4 |
| 5★ Yellow | +8% (130%) | +8% (130%) | +3% (60%) | +3% (60%) | Green Lantern Corps Lv 4 |
| 1★ Red | +8% (138%) | +8% (138%) | +3% (63%) | +3% (63%) | Green Lantern's Light Lv 5, Lore 5 |
| 2★ Red | +8% (146%) | +8% (146%) | +3% (66%) | +3% (66%) | Emerald Armory Lv 5 |
| 3★ Red | +8% (154%) | +8% (154%) | +3% (69%) | +3% (69%) | — |
| 4★ Red | +8% (162%) | +8% (162%) | +3% (72%) | +3% (72%) | Lantern Shield Lv 5 |
| 5★ Red | +8% (170%) | +8% (170%) | +3% (75%) | +3% (75%) | Green Lantern Corps Lv 5, Lore 6 |
Each row is what that star adds; the total so far is in brackets. Tap a row to set the slider.
Tap each base skin you own: its owned bonus applies to every champion. Then pick the one your base has equipped to add its equipped bonus. Your picks are saved in this browser and shared with the Base Skins page.
Before gear, legacy pieces, Global Skills, team bonuses and in-battle buffs. Enhanced talents count only when they are a plain stat boost.
Hal Jordan was a retired fighter pilot with a reputation for being fearless when he took a job as a test pilot with Ferris Aircraft. On a routine solo flight, a strange green force summoned Hal to a crashed starship and its occupant, Abin Sur, a member of the intergalactic Green Lantern Corps, a peacekeeping force dedicated to protecting the universe. They do so with the aid of powerful rings that, fueled by the wearer's willpower, use their green energy to create nearly anything their user imagines. The dying alien informed Hal that his ring identified him as the best choice to replace him as Green Lantern. Would he accept the responsibility? Hal never hesitated. He placed the ring on his finger and recited the Green Lantern oath: "In brightest day, in blackest night..."
After a series of adventures on Earth, Hal was contacted by the founders of the Green Lantern Corps: the Guardians of the Universe. Immortal beings of great power, they established the Corps to keep peace throughout the universe, which they divided into 3,600 sectors. Deemed worthy of remaining in the Corps, Hal was assigned to be mentored by the respected veteran Green Lantern Sinestro of the planet Korugar. After witnessing Sinestro's ruthless, totalitarian ways of keeping order on Korugar, Hal disobeyed Sinestro's orders and requested help from other Lanterns to repel a hostile invasion. The backup lanterns arrived in time to observe Sinestro's dictatorial methods that violated the Green Lantern code. Sinestro was expelled from the Corps. Hal completed his training, but made a deadly arch-enemy.
Hal joined the Justice League and became respected among both superheroes and Green Lanterns. He found love with Carol Ferris, heir to Ferris Aircraft. But as his legend reached new heights, his world came crashing down. The alien conqueror Mongul annihilated Hal's hometown of Coast City, killing millions. Unable to cope, Hal suffered a mental breakdown. He went to the Guardians' world of Oa and demanded the power to restore Coast City. Refusing to believe the Guardians' insistence that this was not possible, he absorbed the power of the Central Power Battery, brutally defeated the Guardians and many fellow Lanterns, and adopted the identity of Parallax, vowing to "fix" the universe. Hal's misguided quest ended with his death when he sacrificed himself to save Earth.
Hal's soul merged with the divine spirit of justice known as The Spectre as a means of finding redemption. Eventually, he learned that he hadn't just had a mental breakdown; it was caused by an ancient, demonic, yellow fear entity called Parallax that the Guardians had imprisoned in the Central Power Battery. Parallax infected Hal's mind at his moment of greatest vulnerability and possessed him, causing his violent rampage, until his true self emerged at the end. Realizing the truth, and that Parallax and his servant Sinestro were plotting far greater crimes, Hal was resurrected to stop Parallax from conquering the universe. He succeeded, and both he and the Green Lantern Corps were reborn. With the help of his close friend Green Arrow, Hal set out to rebuild his life and his reputation.
Hal tried to pick up where he'd left off, but many mistrusted him, feeling that he might have been possessed by Parallax due to a hidden dark side that still existed. He knew he would have to earn people's trust. He sought to re-establish relationships, such as with his brother and his family, while allowing other Green Lanterns to take the lead, like John Stewart and Kyle Rayner, who had served prominently in his absence. Initially, Hal sometimes found his confidence shaken in difficult moments, but with the help and support of friends and allies, he returned to his former role, wiser and more mature.
Hal and the Green Lanterns faced perhaps their greatest challenge when other ring-wielders on the emotional spectrum arose, such as Sinestro's Yellow Lanterns, powered by fear; the rage-fueled Red Lanterns, led by Atrocitus; and the greed-motivated Orange Lantern, wielded by Larfleeze. But all of them had to fear the rise of the Black Lanterns, a corps of undead Lanterns led by the villain Black Hand. Hal gathered a team able to recreate the white light of creation and briefly established the White Lantern Corps, which defeated Black Hand and his demonic master Nekron, banishing the Black Lanterns back to the grave and ending the threat of the Blackest Night. With that feat, Hal's journey of redemption was complete in the view of most beings in the universe... and, most importantly, his own.
