Editing Sergeant Johnson (leader)

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{{Status|Gameplay}}
==FPS games==
{{disambig header|the ''Halo: Wars 2'' leader|other uses|Johnson (disambiguation)}}
In ''[[Halo: Combat Evolved]]'', Johnson can appear in multiple levels as a standard allied Marine. In ''[[Halo 2]]'' and ''[[Halo 3]]'' Johnson cannot be killed. In ''[[Halo 3: ODST]]'' Johnson is a playable character for [[Firefight]].
==''Halo Wars 2''==
==''Halo Wars 2''==
{{Quote|Sergeant Major Avery Johnson, a hero of the Covenant War, geared up for battle. He's a dangerous adversary due to his powerful mechs and solid command.|In-Game description of Sergeant Johnson.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}}
{{Quote|Sergeant Major Avery Johnson, a hero of the Covenant War, geared up for battle. He's a dangerous adversary due to his powerful mechs and solid command.|In-Game description of Sergeant Johnson.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}}
*'''Unique Units:''' [[Avery Johnson]] {{C|Hero unit}}, [[HRUNTING/YGGDRASIL Mark II (J) Colossus]] {{C|Replaces [[M808S Scorpion]]}}, [[HRUNTING/YGGDRASIL Mark IX Mantis]] {{C|Replaces [[M12 Warthog]]}}, [[Bunker Drop]] {{C|Leader Power Structure}}
*'''Unique Units:''' [[Avery Johnson]] {{C|Hero unit}}, [[Colossus]] {{C|Replaces [[M808S Scorpion]]}}, and [[HRUNTING/YGGDRASIL Mark IX Mantis]] {{C|Replaces [[M12 Warthog]]}}
*'''Privileges''': Allows Marines to garrison anywhere on the battlefield (With Bunker Drop) and increased Mech's capabilities.
*'''Tier 1 Leader Powers'''
*'''Tier 1 Leader Powers'''
**'''Digging In I''': Turrets can siphon health from units they attack and bunker and turret drops now cost less.
**'''Remote Sensors''': Structures and captured points have increased line of sight.
**'''Digging In II''': Improves siphon, further reduces the cost of bunker and turret drops, and lowers the cost of base turrets.
**'''[[Restoration Drone]]s I''': Units and buildings within area are healed.
**'''[[Restoration Drone]]s I''': Units and buildings within area are healed.
***Population Cost: N/A
***Population Cost: N/A
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***Cooldown: 160 seconds
***Cooldown: 160 seconds
*'''Tier 2 Leader Powers'''
*'''Tier 2 Leader Powers'''
**'''Pelican Transport I''': Transports own units anywhere in range.
**'''Digging In I''': Turrets can siphon health from units they attack and bunker and turret drops now cost less.
***Population Cost: N/A
**'''Digging In II''': Improves siphon, further reduces the cost of bunker and turret drops, and lowers the cost of base turrets.
***Supply Cost: N/A
**'''Bunker Drop I''': Activate to drop a garrisonable bunker. Costs population. Can hold up to 3 infantry squads.
***Power Cost: 100
***Cooldown: 100 Seconds
**'''Pelican Transport II''': Transports more units anywhere in range.
***Population Cost: N/A
***Supply Cost: N/A
***Power Cost: 300
***Cooldown: 100 Seconds
**'''[[Bunker Drop]] I''': Activate to drop a garrisonable bunker. Costs population. Can hold up to 3 infantry squads.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 400
***Supply Cost: 400
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***Cooldown: 90 seconds
***Cooldown: 90 seconds
*'''Tier 3 Leader Powers'''
*'''Tier 3 Leader Powers'''
**'''EMP MAC Blast I''': Fires a [[Magnetic Accelerator Cannon|MAC]] round which damages and disables enemy air and vehicle units and boosts damage of friendly air and vehicles.
**'''EMP MAC Blast I''': Fires a [[MAC]] round which damages and disables enemy air and vehicle units and boosts damage of friendly air and vehicles.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 300
***Supply Cost: 300
***Power Cost: 200
***Power Cost: 200
***Cooldown: 190 seconds
***Cooldown: 228 seconds
**'''EMP MAC Blast II''': Improves the blast and all effects.
**'''EMP MAC Blast II''': Improves the blast and all effects.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 400
***Supply Cost: 400
***Power Cost: 300
***Power Cost: 300
***Cooldown: 190 seconds
***Cooldown: 228 seconds
**'''Remote Sensors''': Structures and captured points have increased line of sight.
**'''Pelican Transport I''': Transports own units anywhere in range.
***Population Cost: N/A
***Supply Cost: N/A
***Power Cost: 100
***Cooldown: 100 Seconds
**'''Pelican Transport II''': Transports more units anywhere in range.
***Population Cost: N/A
***Supply Cost: N/A
***Power Cost: 300
***Cooldown: 100 Seconds
*'''Tier 4 Leader Powers'''
*'''Tier 4 Leader Powers'''
**'''Siege Turret Drop I''': Deploys a temporary [[siege turret]] into battle.
**'''Siege Turret Drop I''': Deploys a temporary [[Siege Turret]] into battle.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 900
***Supply Cost: 900
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**'''Cost:''' Supplies 0, Power 600
**'''Cost:''' Supplies 0, Power 600
Sergeant Johnson can be purchased at the [[UNSC Armory]] as a hero unit. Johnson is able to heal friendly units within an area with his Y ability, Repair Beacon. Un-upgraded Johnson performs well against vehicles, but only okay against infantry, aircraft, and structures.
Sergeant Johnson can be purchased at the [[UNSC Armory]] as a hero unit. Johnson is able to heal friendly units within an area with his Y ability, Repair Beacon. Un-upgraded Johnson performs well against vehicles, but only okay against infantry, aircraft, and structures.
===Strategy===
====General====
*Johnson's primary firepower lies at Mechs, use it wisely. ''Mech Overcharge'' can make all of your Mechs invulnerable for any attacks including leader power attacks for several seconds.
**The con side is you may need to build more supplies than generators. That is to keep your mech supplied.
**You may also need to bring more Nightingales than other leaders to keep themselves healed albeit you can utilize '''Combat Salvage''' leader power for your advantage.
*Johnson's Leader Power '''Digging in Deep''' is the best UNSC Leader Power as you can divert all of your resources to the unit production and upgrades.
**Generators that normally can siphon your supplies due to the increased price of 300 supplies for each construction will also become free to build.
*Bunker is suitable for early defensive games or when you are still building up your forces.
====Allies====
*Drop bunkers around your allies for additional defenses if they have infantry available. That will help them in holding their ground for a while.
*Players can "Invest" their resources on Johnson, as he will be one of the most earning leaders after acquiring '''Digging in Deep''' which allows him to return the "Investment" back to the players that lend their supplies and power to you.
====Enemies====
*Some players may be creative as they can use Bunker Drop to lay siege on your base. It's best to make a quick interception or deploy any anti-building units to destroy it.
*Be wary of '''EMP MAC''' as it can immobilize your mechanical unit and allow them to be exposed to any attack.
*Don't use any offensive leader power if the enemy's main force is a Mech and using '''Mech Overcharge''' Leader Power, as the entire mech will be invulnerable during the duration.
*Isabel's '''Ghost In The Machine''' is practically your best friend. Hijack it as soon as the enemy were clustered for damage advantage.


==Sources==
==Sources==
{{Ref/Sources}}
<references/>
 
[[Category:Gameplay guides]]
[[Category:Gameplay guides]]

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