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Icon Light
Light

As a deputy of the Corps, use the power of Will or Fear to create hard-light constructs and control or punish enemies.
The rings that grant the ability to create Hard Light Constructs are given to only a chosen few. In times of great crisis, however, the Green Lantern and Sinestro Corps may choose individuals to be reservists, thereby swelling the ranks of Light powered heroes and villains. Those who wield the power of Light are ideal front-line combatants dealing massive damage with imaginative constructs, or supporting their allies when the fight gets thickest.

Access to Light powers is available to members with an active subscription. Non-members may purchase access in the Marketplace for either 600 Daybreak Cash, 600 Marketplace Cash or 600 Loyalty Points.

Heroes wield the green power of Will, while villains use the yellow power of Fear. Specializing in Crowd Control abilities, Light is the game's seventh power.


Power Description Details
Dodge

Press the Block button plus a direction to quickly dart in that direction in order to escape an incoming attack.
While dodging, ranged attacks are deflected.

Innate
Vulnerable to Interrupt
Cooldown: 0.15s

Block

Press the Block button plus to reduce damage from incoming attacks.

You gain the following benefits while blocking:

Innate
Vulnerable to Block Breaker

Breakout

Press the Block button plus to immediately regain control of yourself and recover from Knockdown or other Control Effects.
It is ineffective against Counter attacks, Interrupt effects and other very strong attacks.

Innate
Power Cost: 100

Damage Role

Press Cycle Power Tray button in order to toggle between roles.

You gain the following benefits while in Damage Role:

  • +10% Damage

Role

Control Role

Press Cycle Power Tray button in order to toggle between roles.

You gain the following benefits while in Control Role:

  • Activating any super power restores Power to your group over time
  • +35% Vitalization

Role
Level: 10

Construct Combos

Use melee or ranged attacks after any [Construct Combos|[Construct Combo]] ability to activate additional attacks.

Construct Combo abilities include:

Ram

Smash your enemies with a forward-moving construct, damaging them.

Tap Melee: Whip Thrash x 2
Hold Melee: Snap Trap
Tap Range: Fan

Power Interactions : Dazed enemies take additional damage.
Control Role : Stuns enemies.

Level: 1
Cooldown: 0.5s
Power Cost: 200

Minigun

Construct a trio of rifles to blanket the area with gun fire, damaging and pushing back enemies in front of you.

Tap Melee: Whip Thrash x 2
Hold Melee: Snap Trap
Tap Range: Ram

Power Interactions : Dazed enemies take additional damage.

Vulnerable to Interrupt Level: 3
Cooldown: 0.5s
Power Cost: 200

Chompers

Create construct chompers that latch on to your enemies, damaging them over time.

Power Interactions : Dazes enemies, making them vulnerable to dazing effects.
Control Role : Panics enemies.

Level: 5
Cooldown: 2s
Power Cost: 100

Light Claws

Slash your target with giant claws, damaging and stunning it.

Tap Melee: Light Claws x 4
Hold Melee: Final Claw
Tap Range: Ram
Hold Range: Minigun
Hold Melee after Final Claw: (Entrap) Swing

Power Interactions : Dazed enemies take additional damage.
Control Role : Panics target.

Level: 7
Cooldown: 2s
Power Cost: 200

Grasping Hand

Grab your target with a giant construct hand, stunning it and damaging it over time.

Hold Melee: Grasping Hand (Pull)
Tap Range: Fan
Hold Range: Light Blast

Power Interactions : Dazed enemies take additional damage.
Control Role : Reduces the target's damage output.

Controller Debuff
Level: 9
Cooldown: 2s
Power Cost: 200

Ballistic Assault

Construct an attack helicopter that deploys a volley of construct missiles at your enemies, heavily damaging and knocking them down.

Power Interactions : Dazes enemies, making them vulnerable to dazing effects.

Level: 11
Cooldown: 25.4s
Supercharge Cost: 5000

Recharge

Recharge your team and instantly revitalize your group's three most fatigued members, restoring Power.

Control Role : Increase weapon attack damage for you and 3 group members with the highest Power percentage for a short time.

Group Power Heal
Group Weapon Buff
Level: 13
Cooldown: 1.5s
Power Cost: 300

Light Barrier

Surround yourself in a light shield that frees you from control effects and prevents incoming damage. Some incoming damage will be directed back at your attackers.

Usable While Controlled
Shield
Level: 15
Cooldown: 18s
Power Cost: 200

Whip Thrash

Thrash your enemies with a construct chain, repeatedly damaging and stunning them.

Tap Range: Hand Clap x 3
Hold Range: Impact
Tap Melee: Whip Thrash

Power Interactions : Dazed enemies take additional damage.
Control Role : Reduces enemy defenses.

Controller Debuff
Level: 16
Cooldown: 2.1s
Power Cost: 200

Group Shielding

Shield yourself and your group members, preventing incoming damage and restoring Power over time.

Shield
Group Power Heal
Usable While Controlled
Level: 17
Cooldown: 30s
Supercharge Cost: 5000

Light Weight

Create a construct weight and swing it around, continuously damaging and knocking down nearby enemies. Also provides protection against ranged attacks.

Tap Range: Light Weight

Power Interactions : Dazed enemies take additional damage.

Level: 18
Cooldown: 3s
Power Cost: 200

Light Weight Strike

Create a construct weight and drop it on your target, damaging it and knocking down nearby enemies.

Power Interactions : Dazes enemies, making them vulnerable to dazing effects.
Control Role : Reduces the target's damage output.

Supercharge Generator
Controller Debuff
Level: 18
Cooldown: 6s
Power Cost: 200

Spikequake

Erupt spikes at the feet of your target and nearby enemies, damaging them and knocking them down.

Power Interactions : Dazes enemies, making them vulnerable to dazing effects.
Control Role : Stuns up to two enemies.

Level: 19
Cooldown: 2s
Power Cost: 200

Inspiration

Use your connection to the emotional spectrum to inspire yourself, increasing the damage of your weapon attacks for a short time.

Weapon Buff
Level: 20
Cooldown: 12s
Power Cost: 300

Snap Trap

Catch your target in the jaws of a trap, stunning it and causing damage over time.

Tap Range: Fan
Hold Range: Light Blast

Power Interactions : Dazed enemies take additional damage.
Control Role : Reduces the target's ability to heal.

Controller Debuff
Level: 21
Cooldown: 2s
Power Cost: 200

Impact

Generate a runaway train construct that crashes into your enemies, damaging them.

Tap Melee: Chainsaw x 5
Hold Melee: Grasping Hand
Hold Range: Light Blast

Power Interactions : Dazed enemies take additional damage.
Control Role : Stuns enemies.

Level: 22
Cooldown: 0.85s
Power Cost: 200

Strafing Run

Generate a construct jet to bomb your target and surrounding enemies, damaging, stunning and knocking them down.

Level: 23
Cooldown: 60s
Supercharge Cost: 10000

Boxing

Pummel your target with boxing gloves made of hard light, damaging and knocking it down. This attack may provide protection against ranged attacks.

Tap Melee: Boxing x 5
Tap Range: Hand Clap x 3
Hold Range: Impact
Hold Melee after Boxing x 5: Chainsaw

Power Interactions : Dazed enemies take additional damage.

Level: 24
Cooldown: 3s
Power Cost: 200

Light Blast

Blast a beam of light at each of your enemies, damaging and stunning them.
If enemies are below 35% health, the attack deals extra damage.

Tap Melee: Boxing x 4
Hold Range: Minigun

Control Role : Reduces enemy defenses and stuns them.

Vulnerable to Interrupt
Controller Debuff
Level: 25
Cooldown: 4.4s
Power Cost: 200

Triage

Focus your emotions and heal your wounds over time.

Level: 26
Cooldown: 18s
Power Cost: 300

Hand Clap

Create a pair of construct hands that clap together around your target, damaging and knocking it down.

Tap Melee: Chainsaw x 5
Hold Melee: Grasping Hand
Tap Range: Hand Clap x 2

Power Interactions : Dazed enemies take additional damage.

Level: 27
Cooldown: 2s
Power Cost: 300

Entrap

Trap your enemies inside light constructs.

Tap Melee: Swing x 4
Hold Melee after Swing x 4: Boxing

Hold Range: Impact

Power Interactions : Dazes enemies, making them vulnerable to dazing effects.
Control Role : Reduces the target's ability to heal.

Controller Debuff
Level: 28
Cooldown: 1.5s
Power Cost: 300

Fan

Create a mechanical fan construct to damage, and pull enemies to you.

Tap Melee: Light Claws x 4
Hold Range: Impact

Power Interactions : Dazed enemies take additional damage.

Level: 29
Cooldown: 3s
Power Cost: 300

Chainsaw

Leap at your enemies with a giant chainsaw, damaging them. This attack may panic nearby enemies.

Tap Melee: Chainsaw x 5
Hold Melee: Chainsaw
Tap Range: Ram
Hold Range: Minigun
Hold Melee after Chainsaw x5: Light Claws

Power Interactions : Dazed enemies take additional damage.
Control Role : Knocks down enemies.

Level: 30
Cooldown: 3s
Power Cost: 200

Restore

Activate a restorative power to prevent incoming damage, rapidly regenerate Health, and protect against control effects for a short time.

Usable While Controlled
Level: 30
Cooldown: 60s
Supercharge Cost: 5000


Light Power InteractionsEdit

Interaction Powers
Dazes enemies

Ballistic Assault, Chompers, Entrap, Light Weight Strike, Spikequake
Iconic: Gag Glove
Consumable : Dazing Device

Panics opponents

Chainsaw, Chompers, Light Claws

Additional damage to Dazed enemies

Boxing, Fan, Grasping Hand, Hand Clap, Impact, Light Claws, Light Weight, Minigun, Ram, Snap Trap, Whip Thrash

Construct CombosEdit

Construct Combos are specific weapon combos that activate other Light powers after the initial cast of certain Light powers.
Combo damage is based on Might.

Power Construct Combo Repeat
Boxing Boxing Tap Melee x 5
Chainsaw Tap Melee x 5, Hold Melee
Hand Clap Tap Range x 3
Impact Hold Range
Chainsaw Chainsaw Tap Melee x 5
Hold Melee
Light Claws Tap Melee x 5, Hold Melee
Ram Tap Range
Minigun Hold Range
Entrap Swing Tap Melee x 4
Boxing Tap Melee x 4, Hold Melee
Impact Hold Range
Fan Light Claws Tap Melee x 4
Impact Hold Range
Grasping Hand Grasping Hand [Pull] Hold Melee
Fan Tap Range
Light Blast Hold Range
Hand Clap Chainsaw Tap Melee x 5
Grasping Hand Hold Melee
Hand Clap Tap Range x 2
Impact Chainsaw Tap Melee
Grasping Hand Hold Melee
Light Blast Hold Range
Light Blast Boxing Tap Melee x 4
Minigun Hold Range
Light Claws Light Claw Slash Tap Melee x 4
Final Claw Hold Melee
Swing  Hold Melee x 2
Ram Tap Range
Minigun Hold Range
Light Weight Light Weight Tap Range
Minigun Whip Thrash Tap Melee x 2
Snap Trap Hold Melee
Ram Tap Range
Ram Whip Thrash Tap Melee x 2
Snap Trap Hold Melee
Fan Tap Range
Snap Trap Fan Tap Range
Light Blast Hold Range
Whip Thrash Whip Thrash Tap Melee
Hand Clap Tap Range x 3
Impact Hold Range


TriviaEdit

  • Hero players will wield the Green light of Will whilst Villain players wield the Yellow light of Fear.
  • To add a a bit of difference between the factions besides color, some yellow light and green light constructs have slightly different animations. For instance, green light Hand Clap is normal while yellow light Hand Clap is skeletal.
  • Prior to March 31st, 2015, access to Light powers was included in the Fight for the Light DLC pack. Previous owners of the DLC will retain access to the power.

GalleryEdit

See AlsoEdit

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