Sergeant Johnson (leader)
From Halopedia, the Halo wiki
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
- Pelican Transport I: Transports own units anywhere in range.
- 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.
- 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.
- 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
- Siege Turret Drop I: Deploys a temporary siege turret into battle.
- 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.
- Combat Salvage: Causes next eight non-infantry units to respawn at home base after being destroyed.
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.