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Deltarune Chapter 5 – How to Easily Defeat Flowery
Image via TheGameSlayer/tobyfox

At the end of Chapter 5, towards the top of the castle, one last boss stands in your way. The first flower you met in the Dark World, Flowery, is here to give you one last trial.

One of the most challenging battles in the entire Chapter, Flowery is a legitimately tough encounter that will force you to ACT properly while learning a whole new Soul control type. Let’s take a look at the battle itself, his attacks, and how to get through Chapter 5’s final fight!

Flowery’s Mechanic – The Orange Soul

As the battle begins, Flowery tells Kris to show their bravery, enchanting the Soul with a chargeable dash. The dash can be tapped or charged with the interact key, allowing Kris to blow through blue obstacles and clash with Flowery.

Even when tapped, the soul has a slight charge-up time, so some minor planning is required. Luckily, as long as you didn’t turn off voice clips earlier in the chapter, most of Flowery’s attacks have a sound cue to charge during.

Sparing Flowery – Turn by Turn


Image via TheGameSlayer/tobyfox

Flowery is one of the few bosses that can’t be bested through FIGHTing. You’ll need to convince him to stop fighting by ACTing, whether or not your playthrough has been a peaceful one.

Flowery has half a dozen mini-phases that each have their own unique attacks he cycles through. Let’s go through them phase by phase.

  • For his opening phase, use either POSEY or POSEYZ to hit the 10% point of Flowery’s Mercy bar. You’ll need to time the pose as close to the center as possible. If you can nail a perfect pose, you’ll be able to move on in one. Otherwise, repeat the process.
  • Phase 2 brings the battle higher, requiring the BlowAway or BlowAwayZ ACTs to push Flowery to the 20% mark. Either ACT will add 5% to the bar, so you’ll need to perform it twice no matter how hard you mash.
  • Phase 3 reintroduces Aqua and Seth, neither of which can be targeted for ACTs. Instead, you’ll need to use Spin or SpinZ on Flowery himself. Each cast will add 5% to his Mercy bar, as well as 50% to both Aqua and Seth. Another two casts and you’ll be moving on.

Image via TheGameSlayer/tobyfox
  • Phase 4 calls in the second flower duo, Orange and Green. Here you’ll need to Praise or PraiseZ Flowery in the same way you Spin‘d during the last phase.
  • Phase 5 summons Yellow and Blue, switching up the formula by only having one act, Justice. It costs a full 100% TP bar, so make sure you’re using Defends or Ralsei and Susie’s unique ACT actions to keep up your TP. Casting Justice will start a trial like in Yellow and Blue’s boss fight, with only Flowery to accuse. Pin him down with the Moss Susie and Kris were forced to eat and jail, and you’ll be on the way to the next phase.

Image via TheGameSlayer/tobyfox
  • In Phase 6, Kris and Susie are left to battle Flowery alone. Gather up 40% TP to use the ACT Susie’s Idea to quickly move on as Kris is tossed up the pillar. You’ll be met with a short Chapter 4-style climbing minigame as you ascend. You’ve got greatly increased move speed, so scuttle as close as you can to the blue bars barring your path and leap into them to move on.
  • Phase 7 is Flowery’s final stand, infused with the power of the other flowers. Kris will transition to 2D as they dash towards Flowery, who will perform 7 dashes in sequence. Whether he’s on the ground or airborne, you’ll need to meet him head-on with a swing of your own. Do so for all 7 attacks, and you’re finally through the entire battle!

Flowery’s Attacks


Image via TheGameSlayer/tobyfox

For each phase, Flowery boasts a fresh set of attacks. Once you know what you’ve got to do, all that’s left is to master each attack. Just like the phases, let’s go step by step.

  • Phases 1&2 – Flowery will always open with an attack that mirrors the tutorial’s test, summoning bamboo to block your path. You’ll need to dash through the blue segments of each bamboo bar. During phases 1 and 2, he alternates between that attack and a clashable dash. Before every dash, he says ‘Jarona!’, and flashes white. Both the sound and visual cues are your sign to let your dash go. If you clash with him head-on, you’ll reflect the attack.
  • Phase 3 – Our first shakeup, the arrival of Aqua and Seth, incorporates the duo’s mechanics into Flowery’s patterns. For the first turn, Seth will trap the Soul between series of damaging words. You’ll need to dash between platforms through the words, catching the green words that slightly heal the party and grant TP. On the next turn, Aqua takes over, forcing you to dash into blue lily pads to hop over waves of knives. You’ll get faster as you bounce, so start moving as soon as you see the next lily pad to make sure you make it. Flowery will then alternate between these two attacks.

Image via TheGameSlayer/tobyfox
  • Phase 4 – In comes Orange and Green, who simply modify Flowery’s dash attack. For the first turn, Orange will combo off of Flowery’s ‘Jarona!’ with a slightly faster timing. Clashing with Orange tosses out a few projectiles you can easily dodge by moving hard either upwards or downwards, whichever gives you more space. From the next turn onward, Green will occasionally jump in, signified by a ‘J-ust kidding!’ bark from Flowery. Look for openings in the incoming fire and keep an ear out for Orange and Flowery’s dashes.
  • Phase 5 – Yellow and Blue only have one attack, adding blue flowers to the standard bamboo attacks from phases 1 and 2. These flowers are then shot by Yellow, firing butterflies in every direction. These butterflies curve slightly, so plan out your path before dashing to keep away from the chasing vines and butterflies simultaneously.
  • Phase 6 – While you stall for TP to use Susie’s Idea, Flowery will throw out a harder version of his standard bamboo attack, giving you smaller and smaller openings to dash through. He also uses a special version of his clash attack, summoning four copies that attack one after another. After you clash the final clone, Flowery will fly back, summoning spinning projectiles that leave small openings to dip between.
  • Phase 7 – Wait to jump until you’re sure which direction Flowery is flying in, as you won’t have time to readjust once he picks up speed if you’re already committed. After the 7th clash, you’ll need to time an attack prompt to break through, finishing the fight.

Image via TheGameSlayer/tobyfox

Congratulations, you’ve just beaten one of the toughest fights in current Deltarune. Now sit back and enjoy the close of Chapter 5, you’ve earned it!

This article first appeared on TheGameSlayer and was syndicated with permission.

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