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Light

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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 to Light powers in the Marketplace for either 600 Station Cash or 600 Marketplace Cash.

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.


SupportEdit

Light Support Tree

Support powers center on keeping you and your teammates in the fight.
Specializing in this tree grants +5% Critical Attack Damage and +10 Vitalization.

Construct Combos
Deputized Lanterns can perform Construct Combos by using Chainable Light Constructs from their loadout followed by a series of taps or holds. These attacks can chain additional constructs if purchased. When used as a follow up in a Construct Combo, Light Powers do not have role specific buffs or debuffs but cost no power to use.

Damage Role : Chaining together consecutive Construct Combos for a period of four seconds or more causes significantly increased damage until the combo chain is broken. While causing increased damage in this manner, Construct Combos begin inflicting and become vulnerable to counter mechanics.

Control Role : In the Controller role you gain 350 Vitalization, your Dominance is increased by 100% and the strength of all Controller effects is significantly magnified.

Player versus Player: The following rules take effect in PVP arenas: Light Barrier is less effective, reducing incoming damage by 25%. Passive damage and damage over time effects have reduced damage or duration when used against players. No bonus Vitalization is gained in Controller role.

Power Description Cost
Tier 1
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.
Control Role : Restores Power to group members over time.
Damage Role : Increases all damage by 35% until the hit counter resets.

250

Tier 2
Entrap

Trap your enemies inside light construct spheres.

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

Hold Range: Impact

Vulnerable to Interrupt : Controller Debuff
Power Interactions : Crushes enemies making them vulnerable to crushing effects.
Control Role : Reduces the target's ability to heal.
Damage Role : Increases all damage by 35% until the hit counter resets.

300

Impact

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

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

Control Role : Stuns enemies and restores Power to group members over time.
Damage Role : Increases all damage by 35% until the hit counter resets.

250

Recharge

Recharge your team and instantly revitalize your group's three most fatigued members, restoring Power. Also increase your Might and Precision for a short time.

Applies +77 Might and +62 Precision for 6 seconds.
Damage Role : Increases all damage by 35% until the hit counter resets.

300

Tier 3 [Required level 8]
Restore

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

35% Supercharge Cost : Usable While Controlled
Damage Prevention = 100% Dominance + 100% Restoration

35% SC

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
Damage Role : Increases all damage by 40% until the hit counter resets.
Damage Prevention = 100% Dominance + 100% Restoration

350

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.
Damage Role : Increases all damage by 40% until the hit counter resets.

250

Group Shielding

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

50% Supercharge Cost : Usable While Controlled
Damage Prevention = 125% Dominance + 125% Restoration

50% SC

Tier 4 [Required level 12]
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

Controller Debuff
Power Interactions : Crushes enemies making them vulnerable to crushing effects.
Dazed enemies take additional damage.
Control Role : Reduces the target's damage output and removes Damage Role buffs.
Damage Role : Increases all damage by 45% until the hit counter resets.

350

Tier 5 [Required level 16]
Triage

Focus your emotions and heal your wounds over time.

Damage Role : Increases all damage by 50% until the hit counter resets.

350

Light Blast

Blast a beam of light at each of your enemies, damaging and stunning them.

Tap Melee: Boxing x 4
Hold Range: Minigun

Controller Debuff
Control Role : Reduces enemy defenses.
Damage Role : Increases all damage by 50% until the hit counter resets.

350

Inspiration

Use your connection to the emotional spectrum to inspire yourself and up to 3 group members, increasing their Critical Strike Chance and causing additional damage.

Attack Buff
Damage Role : Increases all damage by 50% until the hit counter resets.
Buffs: +15% Precision, +10% Critical Attack Chance

AssaultEdit

Light Assault Tree

Assault your enemies with hard light constructs!
Specializing in this tree grants +1% Critical Attack Chance and +35 Power.

Construct Combos
Deputized Lanterns can perform Construct Combos by using Chainable Light Constructs from their loadout followed by a series of taps or holds. These attacks can chain additional constructs if purchased. When used as a follow up in a Construct Combo, Light Powers do not have role specific buffs or debuffs but cost no power to use.

Damage Role : Chaining together consecutive Construct Combos for a period of four seconds or more causes significantly increased damage until the combo chain is broken. While causing increased damage in this manner, Construct Combos begin inflicting and become vulnerable to counter mechanics

Control Role : In the Controller role you gain 350 Vitalization, your Dominance is increased by 100% and the strength of all Controller effects is significantly magnified.

Player versus Player: The following rules take effect in PVP arenas: Light Barrier is less effective, reducing incoming damage by 25%. Passive damage and damage over time effects have reduced damage or duration when used against players. No bonus Vitalization is gained in Controller role.

Power Description Cost
Tier 1
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 and restores Power to group members over time.
Damage Role : Increases all damage by 35% until the hit counter resets.

250

Tier 2
Minigun

Construct a trio of rifles to blanket the area with gun fire, damaging, pushing back, stunning and potentially juggling your enemies.

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

Damage Role : Increases all damage by 35% until the hit counter resets.

250

Spikequake

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

Power Interactions : Dazes enemies, making them vulnerable to dazing effects.
Dazed enemies take additional damage.
Control Role : Stuns up to two enemies.
Damage Role : Increases all damage by 35% until the hit counter resets.

250

Ram

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

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

Control Role : Stuns enemies.
Damage Role : Increases all damage by 35% until the hit counter resets.

250

Tier 3 [Required level 8]
Ballistic Assault

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

25% Supercharge Cost
Power Interactions : Dazes enemies, making them vulnerable to dazing effects.

25% SC

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

Vulnerable to Block : Controller Debuff
Power Interactions : Dazed enemies take additional damage.
Control Role : Reduces enemy defenses.
Damage Role : Increases all damage by 40% until the hit counter resets.

350

Strafing Run

Generate a construct jet to bomb your target and surrounding enemies, stunning them, heavily damaging them, setting them on fire and causing them to flee in panic.

50% Supercharge Cost
Power Interactions : Inflicts Burning to make enemies vulnerable to burning effects.

50% SC

Tier 4 [Required level 12]
Chompers

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

Power Interactions : Dazes enemies, making them vulnerable to dazing effects.
Damage Role : Increases all damage by 45% until the hit counter resets.

300

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

Vulnerable to Block : Controller Debuff
Control Role : Reduces the target's damage output and removes Damage Role buffs.
Damage Role : Increases all damage by 45% until the hit counter resets.

300

Tier 5 [Required level 16]
Fan

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

Tap Melee: Light Claws x 4
Hold Range: Impact

Power Interactions : Dazed enemies take additional damage.
Damage Role : Increases all damage by 50% until the hit counter resets.

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.
Damage Role : Increases all damage by 50% until the hit counter resets.

350

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

Controller Debuff
Power Interactions : Dazed enemies take additional damage.
Control Role : Reduces the target's ability to heal.
Damage Role : Increases all damage by 50% until the hit counter resets.

300

Light Power InteractionsEdit

Interaction Powers
Dazes enemies

Ballistic Assault, Chompers, Spikequake
Iconic: Gag Glove
Consumable : Dazing Device

Panics opponents

Chainsaw, Chompers, Light Claws, Strafing Run

Inflicts Burning Strafing Run
Additional damage to Dazed enemies

Boxing, Chainsaw, Chompers, Fan, Grasping Hand, Hand Clap, Light Claws, Snap Trap, Spikequake, Whip Thrash
Iconic : Gag Glove

Crushes enemies Entrap, Grasping Hand
Restores Power if cast on an opponent Dazed by Chompers or Spikequake Boxing, Chainsaw, Fan, Grasping Hand, Hand Clap, Light Claws, 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.
Damage from the initial cast of a Light power activated from the tray is based on Might.
Construct Combo damage is based on the equipped Weapon DPS and Precision.
The power to be activated by a Construct Combo must be purchased with a power point in order to be activated from the initial power.
Chaining together consecutive Construct Combos for a period of 4 seconds or more causes significantly increased damage until the combo chain is broken.
While causing increased damage, Construct Combos begin inflicting and become Vulnerable to Counter Mechanics.

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

Advanced Power Return MechanicEdit

Light Powers that cause additional damage to Dazed opponents will recover a portion of Power if used immediately and repeatedly against opponents Dazed from either Chompers or Spikequake.
Affected powers include Chainsaw, Whip Thrash, Light Claws, Fan, Snap Trap, Boxing, Grasping Hand and Hand Clap.

TriviaEdit

  • Hero players will wield the Green light of Will whilst Villain players wield the Yellow light of Fear.
  • The damage from the initial cast of a Light power is based on Might.
  • The damage from a Construct Combo is based on the equipped Weapon DPS and Precision.
  • The power to be activated by a Construct Combo must be purchased with a power point in order to be activated from the initial power.
  • Construct Combos are Vulnerable to Counter Mechanics just like Weapon Combos.
  • 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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