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. |
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Block |
Press the Block button plus to reduce damage from incoming attacks.
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Breakout |
Press the Block button plus to immediately regain control of yourself and recover from Knockdown or other Control Effects. |
Innate |
Damage Role |
Press Cycle Power Tray button in order to toggle between roles.
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Control Role |
Press Cycle Power Tray button in order to toggle between roles.
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Construct Combos |
Use melee or ranged attacks after any Construct Combo ability to activate additional attacks. |
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Ram |
Smash your enemies with a forward-moving construct, damaging them. |
Level: 1 |
Minigun |
Construct a trio of rifles to blanket the area with gun fire, damaging and pushing back enemies in front of you. |
Vulnerable to Interrupt
Level: 3 |
Chompers |
Create construct chompers that latch on to your enemies, damaging them over time. |
Level: 5 |
Light Claws |
Slash your target with giant claws, damaging and stunning it. |
Level: 7 |
Grasping Hand |
Grab your target with a giant construct hand, stunning it and damaging it over time. |
Controller Debuff |
Ballistic Assault |
Construct an attack helicopter that deploys a volley of construct missiles at your enemies, heavily damaging and knocking them down. |
Level: 11 |
Recharge |
Recharge your team and instantly revitalize your group's three most fatigued members, restoring Power. |
Group Power Heal |
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 |
Whip Thrash |
Thrash your enemies with a construct chain, repeatedly damaging and stunning them. |
Controller Debuff |
Group Shielding |
Shield yourself and your group members, preventing incoming damage and restoring Power over time. |
Shield |
Light Weight |
Create a construct weight and swing it around, continuously damaging and knocking down nearby enemies. Also provides protection against ranged attacks. |
Level: 18 |
Light Weight Strike |
Create a construct weight and drop it on your target, damaging it and knocking down nearby enemies. |
Supercharge Generator |
Spikequake |
Erupt spikes at the feet of your target and nearby enemies, damaging them and knocking them down. |
Level: 19 |
Inspiration |
Use your connection to the emotional spectrum to inspire yourself, increasing the damage of your weapon attacks for a short time. |
Weapon Buff |
Snap Trap |
Catch your target in the jaws of a trap, stunning it and causing damage over time. |
Controller Debuff |
Impact |
Generate a runaway train construct that crashes into your enemies, damaging them. |
Level: 22 |
Strafing Run |
Generate a construct jet to bomb your target and surrounding enemies, damaging, stunning and knocking them down. |
Level: 23 |
Boxing |
Pummel your target with boxing gloves made of hard light, damaging and knocking it down. This attack may provide protection against ranged attacks. |
Level: 24 |
Light Blast |
Blast a beam of light at each of your enemies, damaging and stunning them. |
Vulnerable to Interrupt |
Triage |
Focus your emotions and heal your wounds over time. |
Level: 26 |
Hand Clap |
Create a pair of construct hands that clap together around your target, damaging and knocking it down. |
Level: 27 |
Entrap |
Trap your enemies inside light constructs. |
Controller Debuff |
Fan |
Create a mechanical fan construct to damage, and pull enemies to you. |
Level: 29 |
Chainsaw |
Leap at your enemies with a giant chainsaw, damaging them. This attack may panic nearby enemies. |
Level: 30 |
Restore |
Activate a restorative power to prevent incoming damage, rapidly regenerate Health, and protect against control effects for a short time. |
Usable While Controlled |
Light Power Interactions[]
Interaction | Powers |
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Dazes enemies |
Ballistic Assault, Chompers, Entrap, Light Weight Strike, Spikequake |
Panics opponents | |
Additional damage to Dazed enemies |
Boxing, Fan, Grasping Hand, Hand Clap, Impact, Light Claws, Light Weight, Minigun, Ram, Snap Trap, Whip Thrash |
Construct Combos[]
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 |
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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 |
Trivia[]
- 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.
Gallery[]
External Links[]
- DCUO Blogguide: Light (with loadout suggestions)
See also[]
- Green Energy Style
- Yellow Energy Style
- Glowing Aura Style
- Sinister Aura Style
- Glowing Material Style
- Sinister Material Style
- Glowing Material Ball
- Sinister Material Ball
- Exobyte-Attuned Robot Sidekick
v · e · d Powers
| |
---|---|
Tank | Fire - Ice - Earth - Rage - Atomic - Experimental Serums (u) |
Controller | Mental - Gadgets - Light - Quantum - Munitions |
Healer | Nature - Sorcery - Electricity - Celestial - Water |