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.

Hal Jordan, now a Yellow Lantern, can be a devastating character to fight against. His power stealing will give him a huge chance to retaliate with his SP1, which deals a devastating amount of DOT. Thus, when equipped with the LOA Set, he'll be more deadly than he already is.


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. Yellow Lantern will steal 20% extra power from opposing Lanterns that tag 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. Despite the passive description, Sinestro does NOT count towards Yellow Lantern's additional 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 contribute towards his own additional power steal.

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).

Previously, Yellow Lantern's Turbine Smash can apply the "Bleeding" status effect on Batman/Arkham Knight even if he has the DOT immunity buff. This has since been fixed.


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, but to great effect, as she can steal all power, which includes Hal's current and stolen power.
  • Batman/Arkham Knight: Batman can apply his DOT Immunity Buff, rendering Yellow Lantern's Turbine Smash less effective.


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. 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 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

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)


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 10,962 18,954
Elite I 16,443 28,431
Elite II 21,924 37,908
Elite III 32,886 56,862
Elite IV 38,367 68,234
Elite V 43,843 75,816
Elite VI 49,329 85,293
Elite VII 54,810 94,770
Elite VIII 60,291 104,247
Elite IX 65,772 113,724
Elite X ? 146,016


  • 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. Instead, he has a modified scene from the normal super, except with the yellow central battery instead of green, and the Guardians removed.
  • He has the same base stats as The Joker Unhinged/Suicide Squad and Hawkgirl/Earth 2.
  • His combo ender involves summoning an anvil to smash onto his opponent from above. It is very similar to the first half of Red Lantern Hal Jordan's special 2, except with a different color and corps symbol.