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Johnson — hero art from Mobile Legends: Bang Bang

Johnson

BTier

Transforms into a car to drive an ally into the backline and stun on impact.

TankSupportRoamDeals magic

Johnson is a roam tank whose ultimate, Full Throttle, turns him into an accelerating car that an ally can ride along in; hitting an enemy hero or wall stuns everyone nearby for a duration that scales with the car's speed. He softens targets first with Impact Wrench's ranged stun and leans on Electro Airbag's automatic low-HP shield to stay alive while his team follows up.

Difficulty
Moderate
Specialities
SupportCrowd Control

Full Throttle needs the car to build speed for a long stun and the direction to be committed to well before impact, so a rushed or mistimed cast wastes the whole engage.

At a glance

When Johnson is strong

6Early7Mid6Late

Attributes

Damage
3
Durability
8
Crowd Control
8
Mobility
5
Utility
8

Strengths

  • Full Throttle's car engage removes an enemy from the fight with a long, hard-to-avoid stun once it connects.
  • Electro Airbag's automatic shield below 30% HP buys extra time to disengage or fight on.
  • Impact Wrench stuns a whole area from range, opening fights before the enemy can react.
  • Extremely tanky off pure defense stats since his shield and skill damage scale with Physical Defense.

Weaknesses

  • Full Throttle telegraphs its direction early, giving mobile heroes time to dodge or block it.
  • Deals almost no personal damage, so he cannot punish a target that avoids his engage.
  • The car's building acceleration means a badly timed ultimate leaves him committed to a miss.
  • Needs a teammate to hop in and follow up, so solo engages rarely convert into a kill.

Skills

Max Impact Wrench first for cooldown and stun uptime, then Skill 2 for the sustained fan damage and slow; take Full Throttle at 4, 8 and 12.

Electro Airbag icon
Passive

Electro Airbag

Shield

When Johnson's HP drops below 30%, he gains a 300 (+700% Total Physical Defense) shield for 10 seconds. Cooldown: 100.0 seconds.

Always active — no cooldown

Impact Wrench icon
Skill 1

Impact Wrench

CCAOE

Johnson throws his wrench toward the target location, dealing 120–220 (+220% Total Physical Defense) Magic Damage to enemies in its path. Enemies around the landing point are stunned for 0.8 seconds.

Cooldown
8s
Spell vamp
50%
What the terms mean(2)
Magic Damage Skill
Deal Magic DMG to enemies. Triggers Spell Vamp.
Stun
Basic level Crowd Control: Prevents a target from moving, and using Basic Attacks and skills. Can interrupt some skills.
Electromagnetic Waves icon
Skill 2

Electromagnetic Waves

Magic DamageSlowAOE

In his default form, Johnson raises a shield and channels a fan-shaped beam that repeatedly deals Magic Damage to enemies in front of him while slowing them, and he can still move and use his other abilities while channeling. After Johnson transforms with Full Throttle, the same skill instead becomes Nitrous, letting him hold the button to keep accelerating the car or tap Brake to stop immediately.

DefaultElectromagnetic Waves

Johnson raises a shield and fires a continuous fan-shaped beam in the target direction, dealing repeated Magic Damage to enemies caught in it and slowing them, with each hit increasing the damage they take from subsequent hits. Johnson can move, Basic Attack, and use Impact Wrench while channeling.

Car (after Full Throttle)Nitrous

Johnson holds Nitrous to keep accelerating the car for several seconds, or taps Brake to stop immediately. The faster the car is moving on impact, the longer the stun it deals to enemies it collides with.

Cooldown not recorded

Full Throttle icon
Ultimate

Full Throttle

MorphCC

Johnson transforms into a car and begins accelerating over time. 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 or obstacle, dealing 300–400 (+160% Total Magic Power) Magic Damage–450–600 (+280% Total Magic Power) Magic Damage to nearby enemies.

Our source cuts this description off mid-sentence — the rest is not shown.

Spell vamp
50%

Signature combo

Impact Wrench to stun and soften a target → Skill 2 to shred their movement speed and defense → Full Throttle, timed to build speed before impact, to remove them from the fight entirely.

Johnson builds

Core items in buy order, with the emblem, talents and battle spell that go with them.

Standard Initiator

6,890g total

Default pick as the team's primary engage tank.

Emblem

  1. Vitality iconT1Vitality
  2. Tenacity iconT2Tenacity
  3. Concussive Blast iconT3Concussive Blast

Battle spell

Flicker iconFlicker120s CD

The 'Flicker combo' — blinking in right as a hook or stun lands, or blinking out the instant an enemy ultimate is cast — is the single most common high-elo outplay moment in the game.

Swap in when needed

  • Immortality icon

    Immortality Insurance for diving in first with Full Throttle.

  • Antique Cuirass icon

    Antique Cuirass Against a skill-combo assassin punishing him after the engage.

  • Athena's Shield icon

    Athena's Shield Against a burst-magic-heavy enemy team.

Johnson Standard Initiator build: Tough Boots, then Cursed Helmet, then Dominance Ice, then Queen's Wings.

Anti-Dive Peel

7,640g total

When drafted to protect a hyper-carry instead of leading engages.

Emblem

  1. Vitality iconT1Vitality
  2. Tenacity iconT2Tenacity
  3. Brave Smite iconT3Brave Smite

Battle spell

Aegis iconAegis75s CD

Because the shield is flat and doesn't scale with items, its relative value drops in the late game — it's strongest as a laning-phase and early-mid-game defensive tool.

Swap in when needed

  • Immortality icon

    Immortality Lets him body-block a dive and come back to peel again.

  • Radiant Armor icon

    Radiant Armor Against sustained magic DPS chasing his carry.

  • Dominance Ice icon

    Dominance Ice 40 Physical Defense and Lifebane's anti-heal against a marksman auto-attacking through the whole fight.

Johnson Anti-Dive Peel build: Warrior Boots, then Queen's Wings, then Antique Cuirass, then Guardian Helmet.

Who counters Johnson

The heroes that make this matchup hard, and the mechanic that does it.

Who to pair Johnson with

Duo partners whose kit completes this one.

Playing Johnson well

  1. 1

    Hop your team's burst carry into the car before charging Full Throttle so the stun leads straight into a kill combo.

  2. 2

    Delay the ultimate's cast until the car has built enough speed for the long stun duration, not the short one.

  3. 3

    Cast Impact Wrench from a bush or fog of war so the enemy cannot see and dodge the stun in time.

  4. 4

    Play near your team so Electro Airbag's shield buys time for allies to peel rather than trying to solo-survive.

  5. 5

    Use the car's straight-line telegraph to zone a lane rather than always chasing a kill — the threat alone forces enemies off position.

Johnson — common questions

Is Johnson good for beginners?

Johnson is approachable — Impact Wrench is a simple point-and-click stun — but timing Full Throttle's speed buildup and picking the right passenger takes practice to convert into kills.

What is the best build for Johnson?

Tough Boots into Cursed Helmet, Dominance Ice and Queen's Wings gives him HP, magic power off his defense stats and crowd-control resistance for most roam matchups.

Which heroes counter Johnson?

Diggie's Time Journey instantly clears Full Throttle's stun, Atlas can out-engage him with Fatal Links first, and mobile mages like Kadita or Harith simply dodge the car.

Does Johnson need a passenger to be useful?

A passenger converts the ultimate into a kill by following up on the stun, but Johnson still provides value alone by zoning lanes and body-blocking with Impact Wrench and Electro Airbag.

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