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Green Lantern uses the power of his ring to unleash a melee ballistic combo. Green Lantern materializes a jet turbine engine, then slams it into his target. The Flash/Earth 2: His stun can bypass invulnerability.However, they will be protected while helpless. Jessica Cruz/Rebirth: If the end of Jessica's combo ender stuns Green Lantern or any of his teammates at the exact time their shield goes up, the stun will remain on them.Batman's SP2 can effectively bypass the trigger and deliver the KO, especially when Batman is equipped with Cloak of Destiny. Batman/Batman Ninja: The shield that John offers to himself and to his teammates triggers at a very low health threshold.Ares/Prime, Bane/Luchador, and Doomsday/Prime: Their one-hit SP2 and SP1s, respectively, can avoid triggering Green Lantern's passive.Superman/Dawn of Justice: Shattering Blow has no effect on John Stewart's Invulnerability.Characters with powerful DOT: Invulnerability will prevent existing DOT from dealing damage.Raven/Teen Titans: Should his shield be up while her passive activates, she will still receive health and power, but he will lose no health.Deathstroke/Arkham Origins: Although punishing, both of his special attacks are multi-hit, allowing Green Lantern to relatively easily negate large amounts of damage.Wonder Woman/New 52, Superman/New 52, and Shazam/New 52: He counts as Justice League member for their passives.Hal Jordan/Red Lantern: His Invulnerability allows Hal Jordan to activate at least one SP or Super Move without taking self-damage.
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Jessica Cruz/Rebirth: John Stewart's presence helps to extend Jessica's SP2 by one hit as well as support her with his own passive.Solomon Grundy/Boss: Grundy can maximize the effectiveness of his passive by staying at critically low health without the risk of being knocked out.Characters that trigger their passives at low health, such as Raven/Regime, Superman/Prime, and Superman/Regime: He can protect them from being hit during their passive, allowing them to make use of it without being interrupted.Solomon Grundy/Regime, Solomon Grundy/Prime, and Doomsday/Containment: When their health first fall between 1% and 20% remaining (either before or after resurrection), John Stewart's passive will render them temporarily invulnerable and this can act as a second chance/life saver for them.Having a card that "counters" Green Lantern does not mean it is always a good choice. 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. The invulnerability wears off the moment when the animation of the barrier dissipating begins, not when it finishes. If a Hero triggers the barrier, is tagged out and resummoned immediately, the barrier will linger very briefly on the next Hero. If the first hit (the stun) of Batgirl's Art of Deception triggers his invulnerability, the character will continue to be stunned even when invulnerable.įor Aquaman/Prime, Aquaman himself gets the invulnerability once any Atlantean Heroes Aquaman summons share one Emergency Barrier between them (if the first Hero was KO'ed without triggering it, the second can trigger it, etc.). Hal Jordan/Red Lantern's release caused him to briefly resurface, as Emergency Barrier used to be able to shield Hal from his self-damage and allows him to use at least one more special or super (this interaction was, at once point, removed, but then it was reinstated). However, his poor base stats and the short-lived nature of his passive (as well as the fact that it could be bypassed entirely by high hits) makes him rather unpopular. His passive grants Invulnerability, a rare form of status effect only shared by the Militarized Batmobile and Astro-Harness, which negates almost all forms damage and status effects on the affected character, including flinching, allowing you to get unblocked specials much easier.
#JOHN STEWART GREEN LANTERN FREE#
Green Lantern John Stewart is a lifesaver with his passive, shielding characters at critical health so they can get a few free uninterrupted blows and/or allow them to use healing gear.
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