#4 is now, and forever, the original…
Green Lantern (DC 75th Anniversary #049)
This oldie-but-goodie brings a lot to his team:
- anti-Stealth from his Speed SP. Batmen cannot hide from him;
- anti-Stealth for the rest of his team. If he hits his target, they can’t use Stealth the rest of the turn;
- Running Shot and 8 range and Indomitable helps him get that first shot off;
- Penetrating/Psychic Blast from his Attack SP “The Green Flame” to make the hit hurt (along with Incapacitate if you’re targeting a Mystic);
- Impervious defense to hold up under enemy fire after taking the shot;
- But suppose there’s tons of Penetrating/Psychic Blast you don’t want to expose him to. You can hold him back in a support role, using Telekinesis (again via “The Green Flame”) to move the team;
- He’s a Perplexer, too, mid-dial, and Pulse Wave shows up late, too;
- The Justice Society TA might help himself or others, as can his good assortment of strong keywords;
- Regeneration for that second wind.
He’s a little range-dependent and his AV is a little weak for his cost, but that cost still leaves plenty of room for friends to address those minor shortcomings.
Next one has plenty of tail.