Johnson

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Johnson

A super cyborg who can transform into a car and lead his teammates into battle.

- Johnson

Counters & Compatibility

Counter Relationship

Best Counters

# Hero Score Win Rate Pick Rate
1 18 2.36% 51.25% 3.39%
2 15 1.83% 50.06% 1.48%
3 16 1.78% 50.92% 2.16%
4 121 1.6% 49.68% 0.56%
5 10 1.5% 47.02% 2.43%

Most Countered By

# Hero Score Win Rate Pick Rate
1 129 -3.57% 52.3% 0.01%
2 76 -2.7% 46.66% 0.04%
3 70 -2.67% 54.57% 1.11%
4 102 -2.56% 46.69% 0.15%
5 104 -2.52% 54.16% 0.25%

Compatibility

Best Partners

# Hero Score Win Rate Pick Rate
1 24 2.7% 48.86% 0.39%
2 76 2.02% 46.66% 0.04%
3 68 1.63% 49.31% 0.19%
4 45 1.48% 57.14% 0.97%
5 86 1.36% 50.11% 0.33%

Worst Partners

# Hero Score Win Rate Pick Rate
1 78 -12.54% 52.51% 0.12%
2 93 -11.28% 52.72% 0.29%
3 6 -10.44% 48.29% 1.75%
4 10 -10.33% 47.02% 2.43%
5 48 -9.15% 50.96% 0.13%

Skills

Icon Name Description CD & Cost Tags
Electro Airbag Electro Airbag
When Johnson's HP drops below 30%, he gains a 300 (+700% Total Physical Defense) shield for 10s. Cooldown: 100s.
Shield
Impact Wrench Impact Wrench
Johnson throws his wrench toward the target location, dealing 120 (+220% Total Physical Defense) Magic Damage to enemies in its path. Enemies around the landing point are stunned for 0.8s.
CD: 8 CC AOE
Electromagnetic Waves Electromagnetic Waves
Johnson raises his shield, continuously dealing 120 (+60% Total Magic Power) Magic Damage to enemies in a fan-shaped area in the target direction, reducing their Movement Speed and Magic Defense by 10% (stacks up to 3 times) for 2s. While his shield is raised, Johnson can perform Basic Attacks and cast skills.
CD: 10 AOE Slow
Full Throttle Full Throttle
Passive: Johnson's Physical Defense is increased by 10%. Johnson transforms into a car. An allied hero can use Hop In when near Johnson to board the car (only 1 allied hero can ride with Johnson). The car will explode upon hitting an enemy hero, dealing 300 (+160% Total Magic Power)-450 (+280% Total Magic Power) Magic Damage to nearby enemies, stunning them for 0.5-1s (scales with driving time), and creating an electrified zone at the location. The zone continuously deals 60 (+20% Total Magic Power) Magic Damage and slows enemies within. Johnson's location will be revealed to the enemy for 3s when casting this skill.
CD: 36 Morph CC

Recommend Master Plan

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Relations

Type Hero(es) Description
Assist
Johnson works well with heroes that need help initiating like Odette and Kadita since they can just jump into Johnson's Ultimate for a ride.
Strong Against
Johnson counters melee heroes with high burst like Alucard and Zilong because of Johnson's high Physical Defense and CC ability.
Weak Against
Johnson is countered by agile heroes who deal Magic Damage such as Harith and Kagura because they can easily dodge Johnson's skills while their damage is not affected by his Physical Defense.