|Gold||1,400/1,300||491,000||Challenge Mode, Yellow Lantern Hal Jordan Early Access Bundle|
|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.|
Hal Jordan left his Will of Green,
And donned the Yellow Lantern Ring.
With newfound power so austere,
He conquered all, Instilling Fear.
|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.
- Raven/Rebirth: She can steal back the power that Yellow Lantern has stolen.
|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.||Rapid 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
|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 X% MORE DAMAGE
[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.