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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

    Hats off to you all. It was a pleasure, ladies and gentlemen.

    Sacrilege
    @SacrilegeGG

    Infinite Crisis builds for Arcane Green Lantern

    Jungling Done Right: Arcane Green Lantern

    An Arcane Green Lantern guide by Spaghetti
    Last updated: Nov 16th, 2013
    Link to guide: www.dawnbase.com/guides/jungling-done-right-arcane-green-lantern
    4,996 1
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    The purest support in the game, Arcane Green Lantern exists as a large, emerald wall, sometimes washing over enemies with CC, but usually parked in front of the carries, daring an enemy to dive them. His natural bulk, his powerful disable, and near map wide pressure make Arcane Green Lantern (henceforth ArGL) a great pick for a tanky jungler, so long as you don't mind doing only barely more damage than 0.


    Amp Page: Engame Initiator for a more tank heavy route, Blaster: Early Burst for a more damage heavy route.

    I will list 2 different item builds under core and optional. Optional will be the damage heavy route, Core will be the normal tanky route.


    Items: I start with Nil Ring, Marauder's Shield 1, and 2 HP pots, because I tend to run the Early Burst page more often than I run Endgame Initiator. It's mostly so I can start with the nil ring. Nil Ring start with the new mods has made a big difference in the life of a power damage jungler. Rush Abin Sur's 2 no matter what build path you're taking, as ArGL has enormous mana problems.

    From here, the build splits depending on tank or mage preference.

    For Mage, after Abin Sur's, go Cosmic 4 (with mod), Mogo 3, Oa 4. Lots of pen, good HP, armor and power armor. From there, Atlantean Royal Seal 4, Dreamstone, Ra's Al Ghul's. If you don't feel like you need R'as, other options could be Starheart, Amulet of Isis, or Metallo's Heart.

    For Tank: Note that this is the infinitely more common, much safer build. You should go mage if your team REALLY needs the damage, because while you CAN put out respectable damage, you give up a hefty amount of survivability both for yourself and your allies in doing so. You still need Abin Sur's 2, because of his mana problems. Next, Ruby of Life 2, Mogo 3. Next comes Entropy 4. You'll have a mod for 100 HP on it, so it'll give you lots of that, lots of mana, skill block, and power armor. Upgrade your Lantern to 3 about now, then go Atlantean Royal Seal. Final item is Olympus Gambit 4. Nice aura, good active, good mixed stats.



    Skill order: R>E>Q>W>Passive. Obviously take ult whenever possible. E gives massive free armor, max it first. After that, max Q, the cooldown goes down per rank, and it's a super powerful line shot AOE knock up. Next is W, then passive. Passive is strong enough at rank 1 that you can wait until last.
    Latest comments
    You contradict yourself with the Ability Leveling Order you display and your comment at the bottom. Derp x100.
    8:35 pm, Dec 6th, 2013