Avery Johnson/Gameplay

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.


 * Unique Units: Avery Johnson, HRUNTING/YGGDRASIL Mark II (J) Colossus , and HRUNTING/YGGDRASIL Mark IX Mantis
 * 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
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.
 * 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

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.