How to Beat Flowery in DELTARUNE Chapter 5

Flowery is easily one of the toughest encounters in DELTARUNE Chapter 5. The fight is long, asks you to manage your TP carefully, and changes its mechanics as it progresses. If you’re getting close to the end only to lose, don’t worry—you probably don’t need a completely different strategy. A few small adjustments can make the battle much more manageable.

This guide walks through the fight from beginning to end, explaining what to expect during each phase, how to build TP efficiently, and when it’s worth using your healing items.

Learn the Four Phases of the Fight

Instead of treating the entire encounter as one long battle, think of it as four separate sections. Each phase has its own rhythm, and understanding what’s coming next makes planning much easier.

Phase One

The opening section is Flowery by himself.

Compared to everything that follows, this is the simplest part of the encounter. You’ll mainly deal with dashing and parrying mechanics, making it the perfect opportunity to settle into the fight.

If possible, try to keep damage taken here to a minimum. The healthier your party is at the end of this phase, the easier the later sections become.

Phase Two

This is where the battle really begins.

Flowery is joined by six additional flowers that appear in pairs. Each pair has different attack patterns, so pay attention to how they behave instead of trying to brute-force your way through every attack.

According to the strategy outlined here, the flower pairs generally become easier in this order:

  • Blue and Yellow (most difficult)
  • Aqua and Seth
  • Orange and Green (least difficult)

Learning where each pair tends to attack helps you avoid unnecessary damage during repeated attempts.

At the end of the Blue and Yellow section, you’ll face another trial. Select “Moss” as your answer.

Before moving on, you’ll also need to reach 50% Mercy.

Phase Three

Flowery returns on his own, but this time your party changes.

Ralsei is no longer available, so your remaining resources become much more important.

To successfully escape this section, you’ll need:

  • 48% TP
  • Susie’s Idea

If you’ve managed your TP well throughout the earlier phases, reaching this requirement becomes much easier.

Phase Four

After everything you’ve been through, the final section is surprisingly straightforward.

Simply climb upward while repeatedly attacking with your sword until the fight ends.

Compared to the earlier phases, this is the least demanding part of the battle.

Build TP Whenever You Can

TP management is one of the biggest factors that determines whether you’ll clear this fight.

Fortunately, there are several reliable ways to build it throughout the battle.

Use Character Actions

Susie’s S-Action and Ralsei’s R-Action each provide 12% TP.

Using both together earns 24% TP, making them one of the fastest ways to fill your gauge.

Don’t Ignore Defending

Defending provides 8% TP for each character.

Since Kris, Susie, and Ralsei can all defend, you can mix defensive turns with character actions depending on what your party needs.

One efficient setup is:

  • Kris — Defend
  • Susie — S-Action
  • Ralsei — R-Action

This combination generates 32% TP during the turn.

Another advantage of defending is that its TP is gained immediately. That means if you suddenly need enough TP for a healing spell, defending with multiple characters can provide it before the turn ends.

Dash Through Blue Attacks

Whenever it’s safe to do so, dash through blue attacks.

This grants a surprisingly large amount of TP and can significantly speed up your resource generation.

Don’t force risky dashes just for extra TP, though. Staying alive is always more valuable than squeezing out a little more meter.

Grazing Helps, But Don’t Depend on It

Grazing attacks does provide TP, but not enough to build an entire strategy around.

Treat it as a small bonus whenever it happens naturally rather than something you actively chase.

Certain Items Also Restore TP

A few consumables can restore TP while healing at the same time.

The guide specifically recommends:

  • Raw Moon
  • Phanta

Both can be obtained from Flowery’s drink dispenser and restore roughly 16% TP in addition to their other benefits.

Bringing a couple is useful, but there’s no need to fill your inventory with them.

Let Kris Handle Most ACT Commands

Whenever possible, have Kris perform the ACT commands.

Although Kris’s actions cost more TP, this leaves Susie and Ralsei available for other responsibilities like generating TP, healing, or handling whatever the battle demands at that moment.

If absolutely necessary, group ACTs are still an option, but relying on Kris helps keep the rest of your party more flexible throughout the encounter.