W-4 HAL JORDAN
Keywords: Green Lantern Corps, White Lantern Corps
Range: 8 x 1
DIAL & CARD:
Running Shot with 11 AV, 3 damage and 18 DV
Impervious — plus Shape Change! — makes White Hal a
strong offense piece. And unlike most of the other
WLs, he needn't fear his Force Blast click because
A) his combat abilities barely change, trading a
point of DV and Imperv for Invulnerability and extra
damage and, more importantly, B) his SP Leadership
that heals him on 5-6.
The mid-dial reappearance of Shape Change, his
constant damage reduction, and his remarkably stable
stats keep him in the fight all the way to the Last
White Lantern Click.
But the main reason he's likely on the team is his
trait allowing him to choose ANY of the Lantern
Corps' keyword at the start of the game and thus
either blend into those themed teams or benefit from
other keyword-activated effects.
His Energy Explosion isn't really necessary. There's
an additional click of Force Blast deep in his dial
that could strand him in a bad place.
CARDS TO CONSIDER:
Well, OK, maybe Energy Explosion has a use in
qualifying him for RECHARGE, so he has a way of
healing on every click but his first.
As a Lantern, he's only OK. But he certainly won't
drag your teams down one bit and can lead the attack
for many of them. 4 of 5.