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How to Beat Flowery in Deltarune Chapter 5
2026/07/16

How to Beat Flowery in Deltarune Chapter 5

Beat Flowery with the exact ACT order, Orange SOUL dash timing, Aqua and Seth, Orange and Green, Blue and Yellow, Justice, and the final climb.

Do not FIGHT Flowery. Raise his MERCY to 50% with Posey, BlowAway, Spin, Praise, and Justice, then use Susie's Idea to start the final climb. Attacking does not shorten the battle: Flowery is healed back to 7,000 HP, and Susie and Ralsei spend the party's TP to undo the damage.

Keep the Chapter 5 Boss Cheat Sheet open if you want the compact version. This guide explains the full ACT order and the attacks that most often stop a run.

Flowery ACT order at a glance

MERCY / phaseACT and resultTP cost
0–9%Posey / PoseyZ. Time the pose near the center; a strong result can reach the 10% cap in one use.64% / 50%
10–19%BlowAway / BlowAwayZ. Mash confirm successfully for +5%, up to 20%.64% / 50%
Aqua + Seth, 20–29%Spin / SpinZ. Each use adds 5% to Flowery and 50% to both flowers; use it twice.80% / 64%
Orange + Green, 30–39%Praise / PraiseZ. Each use adds 5% to Flowery and 50% to both flowers; use it twice.80% / 64%
Blue + Yellow, 40%Justice. Start the trial and choose Moss as evidence. Flowery reaches 50%.100%
Flowery aloneSusiesIdea. Kris and Susie must both be standing. This starts Ascension.48%

The solo ACTs cost more TP but leave the other party members free to Defend, heal, or use S-Action and R-Action. Those two actions give 12% TP, while a normal Defend gives only 8% in this fight.

How the Orange SOUL dash works

Hold and release the confirm button to dash. A tap makes a short dash; a brief hold travels farther. The dash can break or pass through blue hazards, but white hazards still damage you.

Use these rules throughout the fight:

  • Prefer short taps after learning the timing. Several late patterns require consecutive dashes, and a long charge can leave you committed in the wrong lane.
  • For Flowery's direct charge, release as he flashes and turns blue. With voice clips enabled, the JARONA! cue makes this easier to anticipate.
  • Dash directly into a charging Flowery or Orange to parry them and gain TP. Drifting away usually makes the collision harder to time.
  • Do not treat every blue object as a wall. Blue lily pads launch the SOUL into the air, which is required for the final all-white bamboo wall and Aqua's knife patterns.
  • Watch the white hazards after a successful parry. Later Jarona attacks add fan or boxing-glove projectiles even when the clash succeeds.

If the dash feels delayed, stop holding the button for every attack. Use a short tap roughly one gray background-bar before contact, then adjust from that repeatable reference point.

Opening phase: Posey and BlowAway to 20%

Use Posey first. Its timing marker works like an Undertale attack bar: confirm near the center for the largest MERCY gain. Posey cannot push Flowery beyond 10%, so change to BlowAway as soon as the ACT menu changes.

BlowAway adds 5% per successful use and stops at 20%. During this opening section, Flowery alternates between bamboo walls, direct Jarona charges, and a pursuing thorn wall.

For bamboo walls, line up with the blue segment before releasing the dash. The blue section becomes smaller on later walls. Near the end, hit the blue lily pad so the SOUL jumps over the all-white wall; trying to dash through white bamboo always causes damage.

For the thorn chase, keep moving right by breaking short blue stalks. Do not wait for the left wall to reach the SOUL before charging. Each successful blue hit restores forward momentum.

Aqua and Seth: use Spin twice

At 20% MERCY, Aqua and Seth join. You still target Flowery with Spin; the ACT simultaneously raises both partners' MERCY by 50%, so two uses complete the phase.

Seth's book and word attack

Stay near the middle and let the words reveal a clean opening. White words deal damage. Green words grant only a small amount of TP, so chasing one across a white lane is rarely worth it.

The blue safe zones slow your forward movement. Dash only when the next opening is visible, then settle back toward the center instead of chaining blind movement.

Aqua's knife walls

Dash into the first blue lily pad and follow the orange landing shadow, not the SOUL sprite. Move the shadow onto the next pad before landing. Every successful bounce increases forward speed and keeps you above the knife wall; missing a pad drops you to the ground and resets the momentum.

Orange and Green: use Praise twice

At 30% MERCY, use Praise twice. This phase punishes players who react to the voice cue before identifying the attacker.

Flowery charges on his familiar Jarona timing. Orange waits roughly half a second longer after her cue, so releasing at Flowery's timing makes the dash expire early. Watch who flashes and turns blue before committing.

Orange also creates boxing-glove projectiles after a successful parry. Move vertically after the clash instead of staying in the projectile lane.

When Flowery starts a cue but says JA...st kidding!, the charge is a fake-out and Green sends fire into the battle box. Cancel the urge to parry; look for the fire opening instead.

Blue and Yellow: save 100% TP for Justice

At 40%, Blue and Yellow add butterfly projectiles to the long blue bamboo pattern. The bamboo and butterflies do not share the same path, so looking only at the next blue stalk can send you directly into a butterfly.

Enter this phase ready to build a full TP bar:

  1. Use S-Action and R-Action when their turns are not needed for healing.
  2. Dash through long blue stalks to maintain distance from the thorn wall.
  3. Pause long enough to read the butterfly lane before each dash.
  4. At 100% TP, use Justice.
  5. In the trial, select Moss as the evidence.

Choosing Moss advances Flowery to 50% MERCY. A wrong item damages the party and forces another attempt. After a successful trial, Blue and Yellow leave and Ralsei is removed from the party.

Final phase: Susie's Idea, Ascension, and Last Jarona

Kris and Susie must both be active to use Susie's Idea. Build 48% TP while surviving Flowery's four-copy Jarona and tighter bamboo patterns, then use the ACT as soon as it becomes available.

Ascension has four short climbing sections. Start moving immediately, stay ahead of the rising thorns, and charge-jump into each blue bamboo barrier to gain height and speed. Waiting for a perfect opening is more dangerous than taking the clear route already on screen.

After the climb, Kris is fully healed and the battle changes to Petal Feather mode. Meet Flowery's seven charges with attacks at the matching height. Missing the final timing can change the dialogue, but once Ascension is complete the story still proceeds.

What to do if you keep losing

Losing to Flowery does not create a normal Game Over. The party returns outside fully healed, and Green restores the items used in the attempt. That means you should use healing items when they can preserve a run instead of hoarding them.

The current Chapter 5 patch also applies small assistance after repeated losses in one play session. It begins after several defeats and gradually increases TP gained from bullets while reducing bullet damage. The early increases are deliberately small, so learning the Orange SOUL timing still matters.

Quick troubleshooting

My attacks do no damage. Is Flowery invincible?

Damage is immediately healed. The intended route is MERCY only; use the phase ACTs instead of FIGHT.

I cannot get past Aqua's knives

Aim the orange landing shadow at the next blue lily pad. Do not try to steer by watching only the airborne SOUL.

Orange keeps hitting me after the voice cue

Her charge has a later release than Flowery's. Wait for Orange to turn blue instead of reusing the exact Flowery timing.

Which evidence wins the Justice trial?

Choose Moss.

Does losing consume my healing items?

No. The party is restored and Green returns the items used during that attempt.

Continue Chapter 5

  • Open Flowery in the Boss Cheat Sheet
  • Return to the Chapter 5 walkthrough hub
  • Review the full Chapters 1–5 walkthrough

Sources

  • Flowery battle data, ACT costs, attack order, and loss mechanics
  • DELTARUNE Chapter 5 v0.0.247 patch notes
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Ralsei

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  • Guides
Flowery ACT order at a glanceHow the Orange SOUL dash worksOpening phase: Posey and BlowAway to 20%Aqua and Seth: use Spin twiceSeth's book and word attackAqua's knife wallsOrange and Green: use Praise twiceBlue and Yellow: save 100% TP for JusticeFinal phase: Susie's Idea, Ascension, and Last JaronaWhat to do if you keep losingQuick troubleshootingMy attacks do no damage. Is Flowery invincible?I cannot get past Aqua's knivesOrange keeps hitting me after the voice cueWhich evidence wins the Justice trial?Does losing consume my healing items?Continue Chapter 5Sources

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