Sergeant Johnson (leader): Difference between revisions

From Halopedia, the Halo wiki

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*'''Unique Units:''' [[Avery Johnson]] {{C|Hero unit}}, [[Colossus]] {{C|Replaces [[M808S Scorpion]]}}, and [[HRUNTING/YGGDRASIL Mark IX Mantis]] {{C|Replaces [[M12 Warthog]]}}
*'''Unique Units:''' [[Avery Johnson]] {{C|Hero unit}}, [[Colossus]] {{C|Replaces [[M808S Scorpion]]}}, and [[HRUNTING/YGGDRASIL Mark IX Mantis]] {{C|Replaces [[M12 Warthog]]}}
*'''Tier 1 Leader Powers'''
*'''Tier 1 Leader Powers'''
**'''Remote Sensors''': Structures and captured points have increased line of sight.
**'''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 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'''
**'''Digging In I''': Turrets can siphon health from units they attack and bunker and turret drops now cost less.
**'''Pelican Transport I''': Transports own units anywhere in range.
**'''Digging In II''': Improves siphon, further reduces the cost of bunker and turret drops, and lowers the cost of base turrets.
***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.
**'''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
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***Supply Cost: 300
***Supply Cost: 300
***Power Cost: 200
***Power Cost: 200
***Cooldown: 228 seconds
***Cooldown: 190 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: 228 seconds
***Cooldown: 190 seconds
**'''Pelican Transport I''': Transports own units anywhere in range.
**'''Remote Sensors''': Structures and captured points have increased line of sight.
***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.

Revision as of 01:04, September 9, 2017

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), Colossus (Replaces M808S Scorpion), and HRUNTING/YGGDRASIL Mark IX Mantis (Replaces M12 Warthog)
  • 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.

Sources