Hal Jordan the Yellow Lantern
Rarity Base Stats Price Unlock
Gold 1,400/1,300 491,000 Challenge Mode, Yellow Lantern Hal Jordan Early Access Bundle
Passive Instilling Fear: If an opponent tags-out Yellow Lantern steals 25% of his Power and steals additional 20% from other Lanterns. All enemy Lanterns receive 10% more damage from Yellow Lantern.


Basic Attacks

Basic combo Damage pattern (% of damage stat) Total
Light (Combo Ender) 2% - 2% - 2% - 2% - (3% - 3%) 14%
Heavy 4% - 4% - 4% 12%

Yellow Lantern's passive works very similar to the 2-piece effect of the League of Assassins Set, albeit the effect is persistent and not temporary. Despite the passive description, Sinestro does NOT count towards Yellow Lantern's power steal, Sinestro/Green Lantern does however, similar to Green Lantern/Jessica Cruz Rebirth whose passive will only work with characters that are a Green Lantern by nature. Yellow Lantern himself also contributes towards his own power steal. Yellow Lantern will steal 20% extra power from opposing Lanterns that tags out, which is almost half a full bar of power, preventing them from activating their Super Move. The additional 20% power stolen does not extend to Lanterns that are tagged out, only those who are currently tagged in.

He does not count as a Justice League character for Wonder Woman/Justice League's passive, and does not count as a Green Lantern for Green Lantern/Jessica Cruz Rebirth's passive, but does count for Challenge requirements (such as Battle 4 for his own challenge).


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

Good Against

Countered By

  • Raven/Rebirth: She can steal back the power that Yellow Lantern has stolen.


Ability Classification Description Usage
Turbine smash First Special Yellow Lantern materializes an active jet turbine engine and uses it as a weapon. CAUSES OPPONENT TO BLEED. Rapid tap
Heavy Weaponry Second Special Yellow Lantern performs a series of powerful attacks using heavy rigs. Swipe (10% per swipe), Quick Tap (10% per tap)
Beware My Power Super Move Yellow Lantern unleashes a beatdown through the power of his ring. UNBLOCKABLE. Tap

Yellow Lantern's Turbine Smash can apply bleed on Batman/Arkham Knight even if he has the DOT immunity buff. It deals half of the normal damage upfront, similar to most bleed specials. It causes a bleeding for 8 seconds, for 12%-24% damage in total. The whole special deals 22%-44% damage if the DOT is not removed.

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


[Green Lantern] X% CHANCE to REFLECT Special 2 while blocking

[EVOLVED] DISABLE enemy specials, X% CHANCE on Special 1

25,000 - 1,000,000 (upgrading)


  • His artifacts are Chest Piece, Yellow Power Ring, Gloves, Mask and Boots.
  • He is the second version of Green Lantern to have his SP1 that deals a status effect, following Green Lantern/Red Lantern Hal Jordan.
  • His Super Move is different from the console version, which transports the combatants to Qward, and instead has a modified scene from the normal super, except with the yellow central battery and the Guardians removed.
  • His First Special Move has a lower case "s" at the start of "smash," unlike the other versions of Green Lantern.