Boss
Johnny
Johnny is the final boss of The Bunker in Act 2, a massive mutant with potent psychic and telekinetic abilities. With 250 HP and occupying a 4-tile footprint that always spawns in the center of the…
Johnny is the final boss of The Bunker in Act 2, a massive mutant with potent psychic and telekinetic abilities. With 250 HP and occupying a 4-tile footprint that always spawns in the center of the board, Johnny is an imposing presence whose fight revolves around a unique washing mechanic. His 0 ATK and 0 SPD stats are deceptive, as his real danger comes from the devastating psychic powers he unlocks when his Cultist Lackeys wash his head.
The core mechanic is the washing system. If no Cultist is washing Johnny's head (only the top tiles count), he cannot use any offensive abilities and is limited to summoning Cultist Lackeys or giving them extra turns. He can summon a maximum of 3 Cultists at once. However, when a Cultist successfully washes his head, Johnny unlocks devastating psychic attacks: Telekinesis pushes a unit back and deals damage, Mind Control inflicts the Charm status on a cat (turning it against its allies), Mind Blast pushes away all units around Johnny, and Mega Mind Blast pushes away all units in a wide area. Preventing the washing is the single most important objective in this fight.
Block Johnny's head tiles by positioning your own cats or corpses on them. Cultists cannot break corpses, so dead bodies can permanently block washing positions for the rest of the fight. Use Knockback to push approaching Cultists away from the head tiles, apply Bleed for sustained damage that does not trigger retaliation, and manage space each turn to prevent Cultists from reaching their goal. If you successfully deny the washing mechanic, Johnny becomes a helpless punching bag with no offensive output. The fight becomes steady and manageable as long as you prioritize Cultist management over direct damage to Johnny himself.
Details
Quick Facts
- Type
- Boss
- Confidence
- High
- Verified
- Mar 17, 2026