How To Beat Flowery In Deltarune Chapter 5
To beat Flowery in Deltarune Chapter 5, focus on TP, healing, and using the right ACTs for each phase. The fight is not about dealing damage. You need to survive Flowery’s blue-object attacks, use ACTs to push each section forward, keep Susie and Ralsei alive, and save enough control for the final climb and Omega Flowery section.
The biggest mistake is treating Flowery like a normal boss. You are not trying to burn down his HP. You are trying to keep your party alive long enough to use the correct ACTs. Bring strong healing items, use the blue objects to build TP when it is safe, and do not let Susie stay down near the end because you need her idea to finish the fight.
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Best Setup Before Flowery
Before fighting Flowery, stock up on strong healing items.
Green Tea is one of the easiest recommendations because it heals 180 HP and is sold at Green’s Shop. By the time you are at Flowery, you should have enough money to buy several. I would also bring at least one Revive Mint if you have one, because losing Susie or Ralsei at the wrong time can slow the fight down or make the final phase more annoying than it needs to be.
The setup I would use is simple:
- Bring multiple Green Teas.
- Bring a Revive Mint if available.
- Do not waste your best healing only after everyone is already low.
- Keep Susie alive for the final phase.
- Keep Ralsei alive when possible so you can keep using stronger party ACTs.
This fight throws a lot at you, and you probably will take damage. That is fine. Flowery is not a “never get hit” fight. It is a “recover quickly and keep the ACTs moving” fight.
How Flowery’s Blue Object Mechanic Works
Flowery’s fight is built around breaking and interacting with blue objects.
During many attacks, your SOUL can dash through blue bamboo or knock Flowery back when he charges. Breaking blue objects helps build TP, which you need for the ACTs that move the fight forward.
You can charge the dash for stronger movement, but you do not need to overcharge every time. In a lot of sections, quick repeated taps are easier than trying to perfectly hold and release every dash.
My rule is this: charge when the game clearly wants a jump or big movement, but tap quickly when you are smashing through blue bamboo or reacting to a charge. The more you overthink the dash, the more likely you are to eat damage.
Flowery Phase 1
In Flowery’s first phase, use Pose and Blow Away to build mercy and push the fight forward.
Pose asks you to line up the small figure in the right gap. The better your placement, the more useful the ACT is. Blow Away is simpler: mash the button as fast as you can to push Flowery back.
Flowery has two main attacks here. One sends you through blue bamboo barriers where you need to move up and down while breaking through the blue parts. The other has Flowery face you directly, turn blue, and dash at you.
For the dash attack, tap your charge / dash button right before Flowery hits you. If you time it correctly, you knock him back. If you panic too early, you lose the timing and take the hit.
This phase is mostly teaching you the fight. Do not burn all your healing here unless you have to. Learn the dash timing, build TP off blue objects when safe, and get through the ACTs cleanly.
How To Beat Aqua And Seth
When Aqua and Seth join the fight, use Spin with Susie and Ralsei to make them leave.
If you use the correct ACTs with both party members, you can move through this section quickly. Do not waste turns attacking them. Like most of the Flowery fight, this phase is about using the right action, not winning through damage.
Seth’s attack fills the screen with blue movement zones and scrolling words. You can collect green words for extra TP, but do not get greedy. If grabbing a green word costs you a hit, it probably was not worth it.
Aqua’s attack uses lilypads and knives. Charge onto the first lilypad, then focus on staying steady instead of overcorrecting every movement. The pads can carry your momentum, so one bad input can throw the whole section off.
My advice for Aqua and Seth is to play safe. This is not the part where you need to prove anything. Use Spin, avoid unnecessary damage, and save your resources for later.
How To Beat Orange And Green
When Orange and Green join Flowery, use Praise with Susie and Ralsei to move the fight forward.
This section is chaotic because Orange adds aggression while Flowery keeps using pressure attacks. If you use the correct ACTs with both Susie and Ralsei, you should only need a couple of rounds before the fight advances.
The main danger is the dash pattern. Orange and Flowery can both charge, and after Orange gets knocked back, white fists can fly out that you still need to dodge. Flowery can also fake out the dash and send flames instead, so do not go completely autopilot.
The other attack is a harder version of the bamboo chase. You need to break through blue bamboo while avoiding cactus hazards, with thorns rising behind you. This is where slow movement gets punished. Break the blue bamboo quickly and keep moving forward.
If you want more detail on Green’s role, use the Deltarune Chapter 5 Green guide. In this fight, though, the short answer is enough: Praise, survive, and do not waste turns attacking.
How To Beat Blue And Yellow
For Blue and Yellow, you need to use Justice when you have max TP.
This triggers a trial sequence. The key answer is to choose Moss and accuse Flowery. After that, the fight moves forward, and the later version of this section does not play out like a normal repeat of the trial.
While building TP, you deal with another blue bamboo attack, this time with exploding flowers mixed in. This section is easy to mess up because greed makes you want to break every blue object, but the white projectiles can punish that hard.
Do not chase perfect TP if it means getting hit repeatedly. Build enough TP to use Justice, dodge what you can, and move on.
The important thing is that Blue and Yellow are not a damage check. They are a trial check. Get the TP, use Justice, pick the right answer, and keep going.
Final Flowery Phase
After the flower pairs leave, Flowery moves into the final boss phase.
This part asks you to break through tighter blue bamboo gaps and knock Flowery back several times. The gaps get smaller, so do not mash blindly. You need quick movement, but you still need enough control to avoid slamming into everything.
Once you survive that sequence, you need to use Susie’s Idea.
This is why I keep saying to protect Susie. If Susie is down when you need her, the fight becomes much more stressful. Heal her before things get desperate, not after you are already one mistake away from losing control.
After Susie’s Idea, the fight changes from a normal bullet pattern into the climb sequence.
How To Beat The Flowery Climb
The Flowery climb is a vertical chase where you climb the trellis while thorns rise behind you.
The goal is to move through the mini-maze and hit the blue bamboo boosts to keep climbing. The thorns are scary, but the section gives you more room than it first looks like. The worst thing you can do is panic and start making sloppy inputs.
Move with purpose. Take the clean route, grab the blue boosts, and do not stop unless you need to line up the next movement.
This is not the same as the optional climbing minigame reward grind. You do not need a perfect speedrun time here. You just need to stay ahead of the thorns and keep climbing.
If you are also working on the separate wall climb reward, that is covered in the Deltarune Chapter 5 climbing minigame rewards guide.
How To Beat Omega Flowery
Omega Flowery is the final part of the fight, and it is easier than the climb once you understand the timing.
The battle turns into a side-scrolling section where Kris runs with a sword. Flowery charges from either a low or high position. If Flowery comes low, slash normally. If Flowery comes high, jump and slash at the same time.
You need to knock Flowery back several times, usually around seven or eight hits, to end the fight.
You can take a few mistakes here. Each failed hit deals damage, but the section gives you enough HP to survive several misses. Do not panic after one mistake. Reset your timing and watch whether Flowery is charging high or low.
Compared to the earlier phases, Omega Flowery is more of a final execution check than the hardest part of the fight. Stay calm, slash the low charges, jump-slash the high charges, and finish it.
What To Do If You Keep Dying
If you keep dying to Flowery, your problem is probably not one single attack. It is usually a bad resource plan.
Go back in with better healing, stop wasting turns on attacks, and use the correct ACTs as soon as you can. Flowery gets much worse when you drag sections out, because every extra turn is another chance to lose HP or let a party member go down.
My recommendation is simple: buy Green Tea, bring a revive, use ACTs instead of damage, and protect Susie before the final phase. Break blue objects for TP when it is safe, but do not take three hits trying to squeeze out a little extra meter.
Once Flowery is beaten, you can continue the chapter and see the aftermath. If you are following the stranger Flowery rewards after the Pink route, the Deltarune Flowery Scarf guide is worth reading too.
Looking for more? Browse our complete Deltarune guides hub for every walkthrough, route, and secret in one place.

