Deltarune Fight Simulator

Jevil Boss Fight

White spade bullets around a green bullet box, with Jevil on the left and the party's HP bars along the bottom.

Keyboard needed. Click the game after you press Play so the keys reach it.

Practice the Chapter 1 secret boss in the browser with this Jevil fight simulator. tripoid's Jevil boss fight puts Kris, Susie, and Ralsei on the carousel floor. Q skips the intro. Z advances the line "LET THE GAMES BEGIN?"

Jevil gameplay framed as a Deltarune Fight Simulator card: spade bullets around a green bullet box.

How to start

  • Arrow keys move the SOUL and move through menus.
  • Z selects and advances dialogue.
  • X cancels, slows the SOUL, and speeds up text.
  • Q skips the intro.

After the intro, Jevil asks "LET THE GAMES BEGIN?" The next line in this project is "CHAOS, CHAOS, CATCH ME IF YOU CAN?" tripoid's own tip sits under the controls: if you are doing the attack fight, use Pirouette on the second turn.

Jevil on a blue carousel floor with Kris, Susie, and Ralsei, and the line LET THE GAMES BEGIN?
Jevil saying CHAOS, CHAOS, CATCH ME IF YOU CAN? with Kris, Susie, and Ralsei ready to act.

Spoilers

Who Jevil is

Jevil is the Chapter 1 Shadow Crystal boss, the former court jester, locked on a hidden floor of Card Castle. His line on the wiki is "I CAN DO ANYTHING!" Pacifying him makes him say he will sleep for the other 100 years, and he warns of a nightmare in the shadow of the Knight's hand, then gives the Jevilstail. Fighting him makes him give the Devilsknife.

He shares Card Castle with the Chaos King and with Lancer. The survival version of his patterns, Hardest difficulty only, is on the battle simulator. Spamton NEO is the Chapter 2 secret boss.

Spoilers

Attack patterns by phase

The Deltarune Wiki splits the fight into five phases. Phase 2 starts at Tiredness 2 or at 80% HP. Phase 3 starts at Tiredness 4 or 60% HP. Phase 4 starts at Tiredness 6 or 40% HP. Phase 5 starts after phase 4's last attack. If his HP reaches 15%, he skips ahead to the fake-out before Final Chaos. The first pass through a phase plays its attacks in order.

  • Phase 1: five spades aimed from the sides, with the middle spade tracking the SOUL; ten spades spiraling inward; heart bombs that burst into four hearts; four spinning scythes.
  • Phase 2: carousel horses crossing the board (only the bodies hit); club bombs in a three-way spread; diamonds rising from the bottom, a faster Rudinn pattern; a longer, faster spiral that can reverse.
  • Phase 3: carousel horses and ducks moving opposite each other; spade bombs that burst in every direction and do not aim; clubs firing three aimed spreads, a faster Clover pattern; scythes plus a large red scythe that crosses the board.
  • Phase 4: single aimed diamonds thrown from the sides; Chaos Bomb, every suit bomb including a diamond that fires three slowing shots; a slow diamond rain that gives a lot of TP; Final Chaos, when the arena fills the screen and Devilsknives fall. The warning line is "Something terrible is coming...!"
  • Phase 5: he blurs and repeats earlier attacks, with Chaos Bomb three times as likely. Each of his turns raises attack a little, up to 11, and lowers defense if it is still above -10. The line is "JEVIL's pulling out all the stops!"

Pirouette costs 20% TP, adds 0.5 Tiredness, and cycles with the turn number. Turn 2 lowers defense. Turn 3 cuts invincibility frames. Turn 4 lowers his attack for the turn. Turn 6 heals one random party member for 25–55 HP. Turn 7 shows the line "Everyone's HP got jumbled up!". Turn 8 raises his attack for the turn. Turn 9 heals every party member for 36–50 HP. Turns 1 and 5 have no combat effect. Hypnosis costs 50% TP, adds 1 Tiredness, and lowers attack for the turn. Nine Hypnosis uses, or the tired shortcut in phase 5 from turn 30, let Ralsei Pacify him. TP from FIGHT is reduced during this battle; a critical hit gives 4% TP.

White spade bullets around a green bullet box during the Jevil fight, with party HP and a mercy bar.

Spoilers

Tips

  • On an attack route, tripoid says to Pirouette on the second turn. That is the defense drop on the wiki's turn list.
  • Turns 3 and 8 of Pirouette make the next attack worse. Turns 4, 6, and 9 help either route.
  • Hypnosis tires him twice as fast as Pirouette and needs all three party members plus 50% TP. DEFEND fills TP at 16% per character in a normal battle and reduces damage.
  • Spade spirals and the diamond rains are the easy graze turns if you want TP. The slow diamonds in phase 4 give a very large amount.
  • Hold X during bullets when you need the slower SOUL. The same key speeds up his text.

FAQ

How do I skip Jevil's intro?

Press Q. tripoid's instructions list Q as skip intro. Z still advances dialogue if you watch it.

What does Pirouette do on the second turn?

tripoid's tip says that if you are fighting rather than sparing, use Pirouette on the second turn. On the Deltarune Wiki, Pirouette's second-turn effect lowers Jevil's defense by 4 unless it is already very low. The effect follows the turn number, in a fixed cycle, and it is not a random roll.

How do you pacify Jevil in DELTARUNE?

Hypnosis adds 1 Tiredness and costs 50% TP. Pirouette adds 0.5 and costs 20% TP. At 9 Tiredness, Zs show by his name and Ralsei can cast Pacify. Pacify gives the Jevilstail. Fighting him gives the Devilsknife.

Does this page need a mouse?

No. Arrow keys, Z, X, and Q are the controls tripoid lists. A keyboard is required.

Credits

Made by tripoid. Art and code for this Jevil Fight are theirs. The notes credit music, sounds, and the concept to Toby Fox, and sprites to Temmie Chang and Toby Fox.

The Scratch project is shared under CC BY-SA 2.0. If you share it, name the author and link the original project. DELTARUNE is © Toby Fox.

Game authors who want a game removed or credited differently can email support@deltarunefight.com.

Sources