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Mobile Legends/Heroes/Johnson
IF / MLBB#032

SEASON 41 PROFILE

Wild Engine

Johnson

TankSupportRoaming

Full Throttle turns Johnson into a car that can carry an ally and stun the enemy team on impact. His value begins before the crash: disappearing from the map forces every lane to respect an open route.

DATA REVIEWED 24.08.2026 · PATCH 2.1.95

GuideBuildsAbilitiesMetaPatchesCountersSkinsFAQ
01

HOW TO PLAY

Johnson guide for Season 41

DAMAGE
Magic
ATTACK
Melee
SPECIALTY
Support / Crowd Control
MAIN POSITIONS
Roaming
IN THE GAME SINCE
14 March 2017
  1. 01EARLY GAME

    Protect lanes with Impact Wrench and use Electro Airbag's shield to absorb the first burst without taking unnecessary gold or experience from the marksman.

  2. 02MID GAME

    Before Full Throttle, agree on passenger and destination. Drive a route with an exit if the enemy moves away; being forced to crash into the tank is usually a poor arrival.

  3. 03LATE GAME

    Around Lord, use the car to cut off a retreat or threaten from fog. If your jungler needs protection, staying back and holding the control is also valid.

IF / LOADOUT LAB

Three builds. One draft.

Choose the lane or job first. Hover or use the keyboard on any item, talent or emblem to see exactly what it does. Spells and blessings are explained alongside their icons.Choose the lane or job first. Tap any item, talent or emblem to open its explanation. Spells and blessings are explained alongside their icons.

Roam Armor Crash

Default roam setup that turns Johnson's Physical Defense scaling into crash damage, shield value, and front-line punishment.

11,060 GOLD
  1. WHAT IT DOES

    +18 Magic Defense. +40 Movement Speed. Fortitude: CC and Slow Duration Reduced by 30%

    Magic Defense
    +18
    Movement Speed
    +40
  2. WHAT IT DOES

    +40 Physical Defense. +5% Movement Speed. +40 Magic Defense. Fortress Shield: For each enemy hero within 5 units, Hybrid Defense is increased by 8, up to 40. Lifebane: Reduces Shield and HP Regen effects of nearby enemies within 5 units to 60% of normal for 1 second.

    Physical Defense
    +40
    Movement Speed
    +5%
    Magic Defense
    +40
  3. WHAT IT DOES

    +920 HP. +4 HP Regen. +40 Physical Defense. Deter: When hit by a skill, reduces the attacker's Physical Damage by 6% for 2s (this effect stacks up to 3 times).

    HP
    +920
    HP Regen
    +4
    Physical Defense
    +40
  4. WHAT IT DOES

    +70 Physical Defense. 20% Critical Damage Reduction. Bladed Armor: When struck by a Basic Attack, deals Physical Damage equal to 30% of the incoming damage (calculated before Damage Reduction) plus 20% of the hero's Physical Defense to the attacker and slows them by 15% for 1s.

    Physical Defense
    +70
  5. WHAT IT DOES

    +900 HP. +2 HP Regen. +48 Magic Defense. Shield: Upon taking Magic Damage, gains 25% Magic Damage Reduction for 3s (applies before taking damage). Regains this effect 5s after leaving combat.

    HP
    +900
    HP Regen
    +2
    Magic Defense
    +48
  6. WHAT IT DOES

    +800 HP. +15 Physical Defense. Immortal: Revives 2.5s after death and gaining 16% Max HP and 220-1200 shield (scales with level) that lasts for 3s. (210 cooldown).

    HP
    +800
    Physical Defense
    +15
EMBLEM + 2 STANDARD TALENTS + 1 CORE TALENT
BASE EMBLEM

Recommended emblem setup for this build.

HP
+500
Hybrid Defense
+10
HP Regen
+4
STANDARD TALENT

Gain 8 extra Physical & Magic Defense.

STANDARD TALENT

When HP is below 50%, Damage Reduction is increased by 5%.

CORE TALENT

After the next Basic Attack, deal 100(+7% Total HP) Magic Damage to nearby enemies. Cooldown: 15s.

BATTLE SPELL
75s
Vengeance

For three seconds, reduces damage taken by 35% and returns 40% of the damage received to the attacker as Magic Damage.

ADAPT ITEMS AND BLESSINGS TO THE MATCH
WHAT IT DOES

+18 Physical Defense. +40 Movement Speed. Valor: Gain 4 extra Physical Defense for 3s when taking Physical Damage, up to 20

Physical Defense
+18
Movement Speed
+40
↔
WHAT IT DOES

+18 Magic Defense. +40 Movement Speed. Fortitude: CC and Slow Duration Reduced by 30%

Magic Defense
+18
Movement Speed
+40

Warrior Boots FOR Tough BootsUse into low-control physical drafts when the first collision must survive marksman retaliation.

WHAT IT DOES

+950 HP. +12 HP Regen. +40 Magic Defense. Holy Blessing: Taking Magic Damage grants 6-20 Magic Defense (scales with level) for 5s, up to 6 stacks (1 stack only every 0.6s).

HP
+950
HP Regen
+12
Magic Defense
+40
↔
WHAT IT DOES

+900 HP. +2 HP Regen. +48 Magic Defense. Shield: Upon taking Magic Damage, gains 25% Magic Damage Reduction for 3s (applies before taking damage). Regains this effect 5s after leaving combat.

HP
+900
HP Regen
+2
Magic Defense
+48

Radiant Armor FOR Athena's ShieldUse against repeated magic damage that keeps hitting after the crash instead of one burst combo.

WHAT IT DOES

+850 HP. +20 Physical Defense. +20 Magic Defense. +10% Cooldown Reduction. Bless: Received Shield and HP Regen effects are increased by 25%.

HP
+850
Physical Defense
+20
Magic Defense
+20
Cooldown Reduction
+10%
↔
WHAT IT DOES

+900 HP. +2 HP Regen. +48 Magic Defense. Shield: Upon taking Magic Damage, gains 25% Magic Damage Reduction for 3s (applies before taking damage). Regains this effect 5s after leaving combat.

HP
+900
HP Regen
+2
Magic Defense
+48

Oracle FOR Athena's ShieldUse when your passive shield and allied sustain decide whether you live through the second rotation.

WHAT IT DOES

+1550 HP. +20 HP Regen. Recovery: Regenerates 2.5% Max HP per second (reduced to 0.5% Max HP per second over 5s after taking damage).

HP
+1550
HP Regen
+20
↔
WHAT IT DOES

+800 HP. +15 Physical Defense. Immortal: Revives 2.5s after death and gaining 16% Max HP and 220-1200 shield (scales with level) that lasts for 3s. (210 cooldown).

HP
+800
Physical Defense
+15

Guardian Helmet FOR ImmortalityUse before the final item slot when repeated drives and resets matter more than one revive.

IF / KIT

Abilities at a glance

Hover or use the keyboard on any ability to read exactly what it does in game.Tap any ability to open its in-game explanation. Tap elsewhere to close it.

  1. HOW IT WORKS

    When Johnson's HP drops below 30%, he gains a Shield for 10 seconds. Cooldown: 100.0 seconds.

  2. HOW IT WORKS

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

  3. HOW IT WORKS

    Johnson raises his shield, continuously dealing 80–180 Magic Damage to enemies in a fan-shaped area in the target direction and slowing them by 20%. Each instance of damage also increases the enemy's subsequent damage taken from the skill by 15% (up to 45%). This damage is increased by 60% against creeps. Johnson can cast Basic Attacks and skills for the duration.

    HOW IT WORKS

    Johnson holds Nitrous to accelerate for up to 5 seconds. Releasing the button stops the extra acceleration.

  4. HOW IT WORKS

    Johnson transforms into a car and accelerates while driving. One nearby ally can ride with him. Crashing into an enemy hero or obstacle causes an explosion that deals Magic Damage, stuns nearby enemies and leaves an electrified area that continues to damage and slow them. Johnson can brake or use Nitrous while driving.

    HOW IT WORKS

    While Johnson is driving, Brake stops the car immediately and ends the driving state without waiting for a collision.

IF / LIVE META

Johnson in ranked and pro play

AUTOMATIC SNAPSHOT24 Aug 2026
CURRENT TIERB
WIN RATE
49.65%
PICK RATE
0.74%
BAN RATE
2.62%
WIN-RATE CHANGE
+0.06 pp
OUR READING

Johnson sits close to the middle of the field. The draft and player execution currently matter more than a headline number.

Seven-day ranked data, updated 24 Aug 2026 · MLBBHub · cross-checked with MLBB.io

PRO / MLBB Mid Season Cup 2026NO PICKS OR BANS

Johnson has not been picked or banned in this event so far. That tells us about this tournament's draft, not whether the hero works in ranked.

Tournament statistics · Liquipedia · CC BY-SA 3.0
02

PATCH ARCHIVE

Every buff, nerf and adjustment

IF / PATCH TRACKER

Johnson's full patch history

Every documented buff, nerf and adjustment, ordered from the latest patch backwards.

15documented patches

15 patches shown

  1. v2.1.88BUFF
    17 June 2026
    • BUFFAttribute: Base Physical Defense: 27 → 30
    Check original notes · MLBBHub
  2. v2.1.40BUFF
    18 December 2025
    • BUFFUltimate: Explosion Damage Bonus Upon Hitting Enemies: 160%-240% Total Magic Power → 240%-360% Τοtal Physical Defense
    Check original notes · MLBBHub
  3. v1.8.78ADJUSTMENT
    • ADJUSTMENTAttribute: Physical Defense Growth: 5 → 8
    • ADJUSTMENTAttribute: Magic Defense Growth: 2.5 → 4
    Check original notes · MLBB Wiki
  4. v1.8.20ADJUSTMENT
    • ADJUSTMENTRapid Touchdown: Johnson doesn't automatically carry teammates with his Ultimate.
    • ADJUSTMENTRapid Touchdown: His teammates must manually tap a button to enter the car.
    Check original notes · MLBB Wiki
Open the earlier archive · 11 patches
  1. v1.6.66ADJUSTMENT
    • ADJUSTMENTDeadly Pincers: Cooldown: 9-6s → 8s at All Levels
    • NERFDeadly Pincers: Damage: 150-250 + 200% Physical Defense → 120-220 + +220% Physical Defense
    • BUFFElectromag Rays: Cooldown: 11-8.5s → 10-8s
    • ADJUSTMENTElectromag Rays: Damage: 100-175 + 40% Magic Power → 80-180 + 60% Magic Power
    • ADJUSTMENTElectromag Rays: Enemies hit by Johnson's Skill 2 will take 15% increased damage from the next attack (up to 45%).
    • ADJUSTMENTElectromag Rays: Damage dealt to creeps is increased by 50%.
    • NERFRapid Touchdown: Max Damage: 525-875 + 280% Magic Power → 450-750 + 280% Magic Power
    • NERFRapid Touchdown: Sustained Damage: 80-120 + 20% Magic Power → 60-100 + 20% Magic Power
    Check original notes · MLBB Wiki
  2. v1.5.62ADJUSTMENT
    • ADJUSTMENTRapid Touchdown: His sight is exposed for 3 seconds after starting driving.
    Check original notes · MLBB Wiki
  3. v1.5.46BUFF
    • BUFFRapid Touchdown: His Electromag Rays will transfer during the drive. Pressing and holding Electromag Rays for a while increases driving speed gradually, which will return back to normal after releasing it.
    Check original notes · MLBB Wiki
  4. v1.5.24ADJUSTMENT
    • BUFFRapid Touchdown: Optimized control feeling.(Slowed the car speed by 16.549% approximately.)
    • BUFFRapid Touchdown: Cooldown: 53/48/43s → 45/42.5/40s
    • NERFRapid Touchdown: Base Damage: 400/500/600-700/875/1050 → 300/400/500-525/700/875
    Check original notes · MLBB Wiki
  5. v1.4.94ADJUSTMENT
    • ADJUSTMENTAdjusted label specialty - Crowd Control/Initiator to Support/Crowd Control.
    Check original notes · MLBB Wiki
  6. v1.4.86ADJUSTMENT
    • BUFFDeadly Pincers: Increased the Physical Defense Gain from 150% to 200%.
    • NERFDeadly Pincers: Reduced the Basic Damage from 200-350 to 150-250.
    • BUFFElectromag Rays: Increased the Basic Damage from 80-155 to 100-175.
    • ADJUSTMENTElectromag Rays: Adjusted the Damage Bonus from 20% Physical Defense to 40% Magic Power.
    • ADJUSTMENTRapid Touchdown: Adjusted the Car Explosion Minimum Damage from 300-600 (+90% Magic Power) to 400-600 (+160% Magic Power).
    • ADJUSTMENTRapid Touchdown: Adjusted the Car Explosion Maximum Damage from 750-1500 (+225% Magic Power) to 700-1050 (+280% Magic Power).
    • ADJUSTMENTRapid Touchdown: Shortened the Cast Animation so Rapid Touchdown can be used shortly after transforming into a car.
    • NERFRapid Touchdown: Reduced the HP Growth from 255 to 235.
    • ADJUSTMENTRapid Touchdown: Increased the Base Physical Attack from 112~207 to 120~209. Reduced the Physical Attack Growth from 6.8 to 6.4.
    Check original notes · MLBB Wiki
  7. v1.3.60ADJUSTMENT
    • ADJUSTMENTRapid Touchdown: Optimized the skill logic. Fixed a problem where the car may be out of control under some circumstances. Fixed a problem where the car moves erroneously. Fixed a problem where Johnson may fail to get off the car.
    Check original notes · MLBB Wiki
  8. v1.3.52ADJUSTMENT
    • ADJUSTMENTRapid Touchdown: Fixed a problem where the CD is wrongly calculated when Johnson skills or assists to kill with the item "Fleeting Time".
    Check original notes · MLBB Wiki
  9. v1.3.30NERF
    • NERFElectro Airbag: Cooldown of Electro-Airbag increased to 100 seconds from 75 seconds.
    Check original notes · MLBB Wiki
  10. v1.2.80ADJUSTMENT
    • ADJUSTMENTRapid Touchdown: The area of effect enjoys Magic points instead of Armor points.
    • NERFRapid Touchdown: Reduced the speed of the spanner.
    • NERFElectromag Rays: Reduced the speed from 10 hits to 8 hits.
    • NERFElectromag Rays: Now this skill deals continous damage every 0.5 secs.
    • ADJUSTMENTFixed Johnson's bug that can use the ultimate again when he crashes into some obstacles.
    Check original notes · MLBB Wiki
  11. v1.2.50ADJUSTMENT
    • ADJUSTMENTPrevious Skills: Electro-Airbag: When Johnson's health is less than 30%, generates a shield that can absorb 300(+800% Total Physical DEF) for 10 seconds.
    • ADJUSTMENTPrevious Skills: Deadly Pincers: Johnson throws his pincer to a designated direction, dealing 200(+150% Total Physical DEF) of magic damage to the enemies in its path. Enemies in the area of spanner will be stunned by 0.8 secs.
    • ADJUSTMENTPrevious Skills: Electromag Rays: Johnson raises his shield, continously dealing 80(+20% Total Physical DEF) of magic damage to the enemies in a fan shaped area every 0.4 secs, slowing them down. Lasts 4 secs.
    • ADJUSTMENTPrevious Skills: Rapid Touchdown: Passive: Increases armor by 10%. Active: Johnson transforms into an accelerating car. The car will explode upon hitting an enemy hero, dealing 300(+90% Total Magic Power) - 750(+225% Total Magic Power) of magic damage in the area. After the explosion, the ground will be electrified, dealing 80(+20% Total Physical DEF) of magic damage to the enemies in the area and slowing them down.
    Check original notes · MLBB Wiki
03

THE DRAFT

Johnson in the draft: strengths, counters and teammates

GOOD INTO

Layla and Zilong struggle against an arrival that instantly removes the distance or side route they need.

LaylaMarksmanBrodyMarksmanValentinaMage
WATCH OUT FOR

Gloo can block roads, while Minotaur answers the crash with crowd control and healing across the group.

GlooTankBalmondFighterMarcelSupport
WORKS WELL WITH

Zhask can ride as passenger and deploy damage on arrival, while Saber turns the opening stun into an execution.

MinsittharFighterEdithTank / MarksmanSaberAssassin

See all 5 counters, favorable matchups and best teammates for Johnson

04

COLLECTION

Johnson skins: what you can get right now

Available now5

Fire Chief, a Johnson skin
AVAILABLE
Fire Chief
ORIGIN / EVENTin-game shop: 269 Diamonds

Permanently available through the in-game shop: 269 Diamonds.

S.A.B.E.R. Automata, a Johnson skin
AVAILABLE
S.A.B.E.R. Automata
ORIGIN / EVENTin-game shop: 899 Diamonds

Permanently available through the in-game shop: 899 Diamonds.

Jeepney Racer, a Johnson skin
AVAILABLE
Jeepney Racer
ORIGIN / EVENTin-game shop: 599 Diamonds

Permanently available through the in-game shop: 599 Diamonds.

Death Ride, a Johnson skin
AVAILABLE
Death Ride
ORIGIN / EVENTLucky Shop: 40 Lucky Gems

Permanently available through the Lucky Shop: 40 Lucky Gems.

Sovereign of Realms, a Johnson skin
AVAILABLE
Sovereign of Realms
ORIGIN / EVENTMagic Shop: 200 Magic Cores

Permanently available through the Magic Shop: 200 Magic Cores.

Locked right now3

Wreck King, a Johnson skin
NOT AVAILABLE NOW
Wreck King
ORIGIN / EVENTLucky Box draw; recorded release in 2019

It was obtainable through the Lucky Box draw; recorded release in 2019. It is not currently available.

Optimus Prime, a Johnson skin
NOT AVAILABLE NOW
Optimus Prime
ORIGIN / EVENTMLBB × Transformers collaboration

It was obtainable through the MLBB × Transformers collaboration. It is not currently available.

Starblazer, a Johnson skin
NOT AVAILABLE NOW
Starblazer
ORIGIN / EVENT7th Anniversary event; recorded release in September 2023

It was obtainable through the 7th Anniversary event; recorded release in September 2023. It is not currently available.

05

QUICK ANSWERS

The questions players ask about Johnson

01What is the best lane for Johnson?+

Johnson is currently played mainly in Roaming. The guide separates the recommended builds by lane or job, so choose that tab before copying the six items.

02Which Johnson build should I use?+

Start with «Roam Armor Crash». The other options, «Roam Pickoff Dire Hit» and «EXP Thunder Armor», are there for a different lane or match-up; they are not cosmetic variations.

03Which heroes counter Johnson?+

Gloo, Balmond and Marcel are the first counters to consider. Gloo can block roads, while Minotaur answers the crash with crowd control and healing across the group.

04Which Johnson skins can be obtained now?+

5 skins are marked as obtainable right now. 3 more are kept in the vault with the event or shop where each one originally appeared.

SAME ROLE OR LANEView all heroes
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