Defeating Flowery: Best Strategy for Deltarune Chapter 5’s Final Boss
Flowery ultimately turns out to be the story’s climactic boss for Deltarune Chapter 5—and his fight confirms he’s way more threatening than his friendly look implies. The confrontation is staged at the very top of the Castle, right before the Fountain is sealed, making it one of the hardest required encounters in the chapter. If you’re stuck trying to bring Flowery down, here’s a structured walkthrough of how the mechanics work and what to do in each phase.
To reach Asgore and Flowery at the top of the vines in Deltarune Chapter 5, you’ll also need to solve the climbing route—so let’s start with the Flowery fight itself, then move through the key steps.
How the Flowery Boss Fight Works
The most important system in this battle is your SOUL ability. During the fight, Kris gains the ability to charge and dash through blue objects. You can hold the charge input to build momentum, then burst through blue barriers to keep the pressure on.
Smashing blue objects doesn’t just open space—it also generates TP. In fact, most of the battle’s forward progression relies on spending TP through ACT commands, so destruction and resource management are tightly linked.
Keeping Susie and Ralsei alive matters a lot. Many segments of the Flowery encounter call for their involvement, and having both party members active gives you access to stronger team ACT options when you need them.
Before you start the fight, stock up on healing items like Green Tea. It restores a large amount of HP and can stop the match from snowballing out of control. In practice, having Green Tea purchased from the shop near the save point made a noticeable difference.
How to Beat Flowery Boss in Deltarune
Your win condition is to use ACT commands to build Mercy, then move the encounter along until Flowery’s state changes. Depending on the route you prefer, you can use either Posey or BlowAway.
- Posey asks for precision timing: a small figure appears, and you need to place it as accurately as possible to get the best outcome.
- BlowAway is about speed—pressing Z quickly is the main requirement.
Flowery’s Attack Patterns
In the opening phase, Flowery leans on two primary attacks. The first floods the arena with blue bamboo barriers that leave only tiny gaps. Move carefully and dash through when you can. Since breaking bamboo feeds you TP, the optimal approach is to destroy as many pieces as you safely can, without taking unnecessary hits.
The second attack has Flowery charging straight at your party. When he turns Blue and lunges forward, tap the charge input right before impact to shove him backward. The faster sequences tighten the window significantly, so spam-tapping the charge instead of holding it is the more reliable way to land the knockback.
Aqua and Seth Duo
As you progress, Flowery brings in additional Flowers to support him. The first pair is Aqua and Seth.
Testing shows this support phase can be cleared both ways: once with both of them present, and once with just Susie assisting — and either approach is sufficient to finish the segment.
Seth pressures wide areas with blue zones while scrolling text runs across the screen. Dash between the safest pockets and avoid taking risky detours purely to grab extra TP.
PC note: the game may boot in a minimized window on Steam. If that’s happening, enable fullscreen so you can track patterns and movement more comfortably.
Green words that appear on-screen can be collected for extra TP. Still, don’t let the resource chase override survival.
Aqua introduces one of the toughest patterns in this section. Kris must jump across shifting blue lily pads while dodging streams of knives. Charge SOUL to reach the first platform, then time your movement between pads as they reposition.
When you’re doing the jumps, it’s easier to read the lily pads’ movement than to focus on the knife stream. Prioritizing the pad timing makes the route more consistent.
Orange and Green Duo
The next support pair is Orange and Green, and this is where the pressure keeps ramping.
To clear the segment, repeatedly use the Praise ACT with Susie and Ralsei. If both party members are participating, you can defeat the duo in two uses.
Orange and Flowery also coordinate often. One pattern involves both of them charging at Kris at the same time. If you successfully knock them away, you can prevent major damage—though Orange then counters by firing white fists across the arena.
Another combo includes a charge feint, followed by an immediate switch to flames. A separate attack drags you back into the bamboo mechanic while adding more hazards: small cactus plants appear between the barriers, and a large wall of thorns gradually rises behind Kris.
For that thorn sequence, break as many bamboo stalks as you can while pushing forward. If you stall too long, the thorns will eventually catch up and close off your escape route.
Blue and Yellow Duo
Blue and Yellow are the last two support Flowers. Here, you’ll rely on the Justice ACT. Start by building to maximum TP, then trigger Justice once you have enough resource to begin the courtroom-style sequence.
During the trial, choose Moss as the evidence and then accuse Flowery. If you complete the sequence successfully, the story advances and Blue and Yellow are removed from the battle.
The duo’s main offense blends exploding flowers with heavy bamboo formations. You generally don’t need to shatter every barrier. Instead, maintain safe spacing and only break the bamboo that falls naturally along your movement path.
Next Phase
After each support Flower is removed, Flowery starts his next big push.
- He upgrades earlier attacks, now featuring tighter bamboo gaps and more aggressive charge patterns.
- During one major sequence, you must break through multiple bamboo walls and knock Flowery back four separate times.
- After you survive the sequence, open the ACT menu and choose Susie’s Idea. This option shows up only if Susie is still conscious.
- Flowery continues with stronger bash attacks while releasing spinning projectiles across the arena. Heal when needed, keep generating TP, and continue until the next story-triggered event begins.
Final Phase
Once you select Susie’s Idea, the encounter moves into its last stage. Kris is launched onto a huge plant structure covered in trellises. From there, you climb upward through a compact maze while a thorns wall keeps chasing from below.
Even with the pressure, the thorns advance slowly enough that most small mistakes remain survivable.
At the top, Flowery powers up. Thankfully, this final section is noticeably easier than what came before. The fight becomes a side-scrolling sequence where Kris automatically runs forward.
When Flowery glows and charges, counter with your sword to knock him back. Some attacks land at ground level, while others require you to jump and slash at the same time.
You’ll usually need to repel him about seven or eight times before the battle ends. Even if you miss, Kris has enough HP to endure multiple errors.
When Flowery finally collapses, Chapter 5’s climactic battle is over.


