Sergeant Johnson (leader): Difference between revisions

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***Cooldown: 90 seconds
***Cooldown: 90 seconds
*'''Tier 3 Leader Powers'''
*'''Tier 3 Leader Powers'''
**'''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.
**'''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.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 300
***Supply Cost: 300
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**'''Remote Sensors''': Structures and captured points have increased line of sight.
**'''Remote Sensors''': Structures and captured points have increased line of sight.
*'''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

Revision as of 16:17, August 22, 2021

FPS games

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

"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.[1]
  • Unique Units: Avery Johnson (Hero unit), HRUNTING/YGGDRASIL Mark II (J) Colossus (Replaces M808S Scorpion), and HRUNTING/YGGDRASIL Mark IX Mantis (Replaces M12 Warthog)
  • Privileges: Allows Marines to garrison anywhere on the battlefield (With Bunker Drop) and increased Mech's capabilities.
  • Tier 1 Leader Powers
    • Digging In I: Turrets can siphon health from units they attack and bunker and turret drops now cost less.
    • Digging In II: Improves siphon, further reduces the cost of bunker and turret drops, and lowers the cost of base turrets.
    • Restoration Drones I: Units and buildings within area are healed.
      • Population Cost: N/A
      • Supply Cost: 200
      • Power Cost: 50
      • Cooldown: 160 seconds
    • Restoration Drones II: Increases power of Restoration drones
      • Population Cost: N/A
      • Supply Cost: 350
      • Power Cost: 125
      • Cooldown: 160 seconds
    • Restoration Drones III: Increases power of Restoration drones
      • Population Cost: N/A
      • Supply Cost: 400
      • Power Cost: 150
      • Cooldown: 160 seconds
  • Tier 2 Leader Powers
    • 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
    • Bunker Drop I: Activate to drop a garrisonable bunker. Costs population. Can hold up to 3 infantry squads.
      • Population Cost: N/A
      • Supply Cost: 400
      • Power Cost: N/A
      • Cooldown: 90 seconds
    • Bunker Drop II: Increases garrison capacity by 1 and adds an energy shield.
      • Population Cost: N/A
      • Supply Cost: 500
      • Power Cost: N/A
      • Cooldown: 90 seconds
  • Tier 3 Leader Powers
    • 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
      • Supply Cost: 300
      • Power Cost: 200
      • Cooldown: 190 seconds
    • EMP MAC Blast II: Improves the blast and all effects.
      • Population Cost: N/A
      • Supply Cost: 400
      • Power Cost: 300
      • Cooldown: 190 seconds
    • Remote Sensors: Structures and captured points have increased line of sight.
  • Tier 4 Leader Powers
    • Siege Turret Drop I: Deploys a temporary siege turret into battle.
      • Population Cost: N/A
      • Supply Cost: 900
      • Power Cost: N/A
      • Cooldown: 203 seconds
    • Siege Turret Drop II: Increases turret damage and duration and adds an energy shield to the turret.
      • Population Cost: N/A
      • Supply Cost: 1100
      • Power Cost: N/A
      • Cooldown: 203 seconds
    • Mech Overcharge I: For a short time, all mechs the player control become invulnerable and receive a speed boost.
      • Population Cost: N/A
      • Supply Cost: 500
      • Power Cost: 200
      • Cooldown: 180 seconds
    • Mech Overcharge II: Increases the duration of the power and speed boost.
      • Population Cost: N/A
      • Supply Cost: 700
      • Power Cost: 300
      • Cooldown: 180 seconds
  • Tier 5 Leader Powers
    • Combat Salvage: Causes next eight non-infantry units to respawn at home base after being destroyed.
      • Population Cost: N/A
      • Supply Cost: 1,000
      • Power Cost: 500
      • Cooldown: 330 seconds
    • Digging in Deep: Makes all standard building slots free.

Sergeant Johnson

  • Info: Ranged hero, Powerful rapid-fire Minigun, Rapidly-recharging shield, Deploys Repair Beacon.
  • Tier: 1
  • Cost: Population 0, Supplies 300, Power 275
  • Sergeant Johnson upgrade: Smart Missile
    • Info: Adds a Smart Missile, Periodically fires a long range missile
    • Tier: 1
    • Cost: Supplies 0, Power 300
  • Sergeant Johnson upgrade: Beacon Shield
    • Info: Units inside the shield take less damage, Repair Beacon lasts longer and heals faster
    • Tier: 2
    • Cost: Supplies 0, Power 450
  • Sergeant Johnson upgrade: Gauss Chaingun
    • Info: Replaces the Minigun with a Gauss Chaingun
    • Tier: 3
    • 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.

Strategy

  • 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 game or when you are still building up your forces.

Sources