Source overview
- 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 best power.

Source wiki detail links (7)
Green Lantern · Sinestro Corps · Marketplace · Daybreak Cash · Marketplace Cash · Loyalty Points · Crowd ControlAbilities and roles
- Source details and references for Source details.
Source wiki detail links (65)
Dodge · Block · Innate · Vulnerable to Interrupt · Cooldown · Defense · Toughness · Resistance · Control Effects · Vulnerable to Block Breaker · Breakout · Knockdown · Counter · Interrupt · Power Cost · Damage Role · Damage · Role · Control Role · Control · Vitalization · Level · Construct Combos · Light Claws · Minigun · Ram · Impact · Whip Thrash · Boxing · Hand Clap · Snap Trap · Grasping Hand · Light Weight · Chainsaw · Light Blast · Fan · Smash · Power Interactions · Dazed · Chompers · dazing effects · Panics · (Entrap) Swing · Controller Debuff · Ballistic Assault · Supercharge Cost · Recharge · restoring Power · Group Power Heal · Group Weapon Buff · Light Barrier · Usable While Controlled · Shield · Group Shielding · Light Weight Strike · Supercharge Generator · Spikequake · dazing · Inspiration · Weapon Buff · Strafing Run · Triage · Trap · Restore · HealthAbilities and roles - table 1
- Source-listed entries. Follow the source references above for unconverted detail pages.
| 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:; - +100% Defense; - +100% Toughness; - Gain Resistance to Control Effects; - Counter certain melee attacks, damaging and knocking down your opponent and preventing incoming damage for a short time. | 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 Combo ability to activate additional attacks.; Construct Combo abilities include:; - Light Claws; - Minigun; - Baseball; - Ram; - Impact; - Whip Thrash; - Boxing; - Hand Clap; - Snap Trap; - Grasping Hand; - Light Weight; - Chainsaw; - Light Blast; - Fan | Not specified |
| 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 |
Abilities and roles - table 2
- Source-listed entries. Follow the source references above for unconverted detail pages.
| Power | Description | Details |
|---|---|---|
| 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 Interactions
- Source details and references for Light Power Interactions.
Source wiki detail links (21)
Dazes · Ballistic Assault · Chompers · Entrap · Light Weight Strike · Spikequake · Iconic · Gag Glove · Panics · Chainsaw · Light Claws · Boxing · Fan · Grasping Hand · Hand Clap · Impact · Light Weight · Minigun · Ram · Snap Trap · Whip ThrashLight Power Interactions - table 1
- Source-listed entries. Follow the source references above for unconverted detail pages.
| 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 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.
Source wiki detail links (15)
Might · Boxing · Chainsaw · Entrap · Fan · Grasping Hand · Hand Clap · Impact · Light Blast · Light Claws · Light Weight · Minigun · Ram · Snap Trap · Whip ThrashConstruct Combos - table 1
- Source-listed entries. Follow the source references above for unconverted detail pages.
| Power | Construct | Combo | Repeat |
|---|---|---|---|
| Boxing | Boxing | Tap Melee | x 5 |
| Boxing | Chainsaw | Tap Melee x 5, Hold Melee | Not specified |
| Boxing | Hand Clap | Tap Range | x 3 |
| Boxing | Impact | Hold Range | Not specified |
| Chainsaw | Chainsaw | Tap Melee | x 5 |
| Chainsaw | Chainsaw | Hold Melee | Not specified |
| Chainsaw | Light Claws | Tap Melee x 5, Hold Melee | Not specified |
| Chainsaw | Ram | Tap Range | Not specified |
| Chainsaw | Minigun | Hold Range | Not specified |
| Entrap | Swing | Tap Melee | x 4 |
| Entrap | Boxing | Tap Melee x 4, Hold Melee | Not specified |
| Entrap | Impact | Hold Range | Not specified |
| Fan | Light Claws | Tap Melee | x 4 |
| Fan | Impact | Hold Range | Not specified |
| Grasping Hand | Grasping Hand [Pull] | Hold Melee | Not specified |
| Grasping Hand | Fan | Tap Range | Not specified |
| Grasping Hand | Light Blast | Hold Range | Not specified |
| Hand Clap | Chainsaw | Tap Melee | x 5 |
| Hand Clap | Grasping Hand | Hold Melee | Not specified |
| Hand Clap | Hand Clap | Tap Range | x 2 |
| Impact | Chainsaw | Tap Melee | Not specified |
| Impact | Grasping Hand | Hold Melee | Not specified |
| Impact | Light Blast | Hold Range | Not specified |
| Light Blast | Boxing | Tap Melee | x 4 |
| Light Blast | Minigun | Hold Range | Not specified |
| Light Claws | Light Claw Slash | Tap Melee | x 4 |
| Light Claws | Final Claw | Hold Melee | Not specified |
| Light Claws | Swing | Hold Melee x 2 | Not specified |
| Light Claws | Ram | Tap Range | Not specified |
| Light Claws | Minigun | Hold Range | Not specified |
| Light Weight | Light Weight | Tap Range | Not specified |
| Minigun | Whip Thrash | Tap Melee | x 2 |
| Minigun | Snap Trap | Hold Melee | Not specified |
| Minigun | Ram | Tap Range | Not specified |
| Ram | Whip Thrash | Tap Melee | x 2 |
| Ram | Snap Trap | Hold Melee | Not specified |
| Ram | Fan | Tap Range | Not specified |
| Snap Trap | Fan | Tap Range | Not specified |
| Snap Trap | Light Blast | Hold Range | Not specified |
| Whip Thrash | Whip Thrash | Tap Melee | Not specified |
| Whip Thrash | Hand Clap | Tap Range | x 3 |
| Whip Thrash | Impact | Hold Range | Not specified |
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.
Source wiki detail links (1)
Fight for the LightGallery
- Source details and references for Gallery.










See also
- Green Energy Style
- Glowing Aura Style
- Glowing Skin Style
- Glowing Tendril Cloak Style
- Glowing Material
- Glowing Chroma Pack
- Glowing Material Ball
- Exobyte-Attuned Robot Sidekick
- Yellow Energy Style
- Sinister Aura Style
- Sinister Skin Style
- Sinister Tendril Cloak Style
- Sinister Material
- Sinister Chroma Pack
- Sinister Material Ball
