Encounter
Out of anyone, I'm glad we randomly encountered all of you.
Encounters in Deltarune are battles against enemies at preset areas in a Dark World. It often initiates when Kris contacts an enemy in the overworld. Once the battle begins, the party cannot flee. Defeating enemies by recruiting or violence can impact the route of a Chapter.
To avoid hostile Darkners in the overworld, Kris can try to stay out of their line of sight or run via holding the [CANCEL] button while moving. Some encounters cannot be avoided, such as bosses, being initiated via cutscene, or enemies that fully block Kris's path.
While Deltarune's combat system is similar to the encounters in Undertale, it features distinct mechanics: party members, a TP meter, and status effects. The battle menu has names and icons of party members, their current HP, and the commands: FIGHT, ACT/MAGIC, ITEM, SPARE, and DEFEND.
Beside stat changes, some equipment have unique abilities that can aid in battle.

In Deltarune, up to three party members are controlled on the battlefield. Each character gets a chance to use their turn, with Kris always going first. Since multiple commands can be performed in the same turn, it is possible to end battles quickly. Commands can also be cancelled and changed as long as the last character does not have a set command. Additionally, each command occurs in a particular command order.
At the start of the party's turn, narration or character dialogue can appear at the bottom of the screen:
- When an encounter starts, the flavor text reflects the nature of the encounter. For example, "Rudinn and Hathy blocked the way!"
- Afterwards, the flavor text describes or relates to one of the enemies in battle. It may also change depending on a chosen command, or describe a party member's command, whether it is from doing ACTs, or as a story element.
If an ally was "DOWNed" by an attack, they heal 1/8th of their maximum HP during this turn. A party member can also get back "Up" with 1/6th of their HP returned if their recovered HP is above 0. Both healing amounts are rounded up.

Though FIGHTing is unnecessary in this world...
There's no harm in a thorough lesson!Ralsei, Chapter 1
A party member deals damage to an enemy with a basic attack. It is based on input timing, the character's Attack stat, and the enemy's Defense.
After selecting an enemy, a cursor slides across a meter from right to left. Pressing [CONFIRM] while the cursor is in the meter causes the character to attack. Damage can increase and 2-6% TP is earned depending on how close the cursor is to the left. No input results in a "MISS", unless the target's defense is negative, in which case it acts as a normal attack and deals damage.[1]

A critical attack gives the highest damage and 6% TP. It is when the cursor aligns with the rectangle reticle, and is indicated by the cursor turning yellow, a set of stars drifting off from the attack, and snd_criticalswing.[2][3][4]
Each party member has their own cursor, and the timing can be randomized. Pressing the [CONFIRM] button always hits the leftmost cursor(s):
- The first cursor to hit is always 30 frames away from the critical hit. This is 14 frames later than it first becomes able to hit.
- After the first, the next characters' cursor appears at random by 0, 10, or 15 frames later, with an equal chance for each possibility. If three characters are attacking and they are rolled to all be simultaneous, the last one rerolls until they are not simultaneous.
When an enemy's HP is under 50%, they become Tired. This makes them prone to Pacify or Sleep Mist and can be spared. The enemy is considered to be defeated peacefully and added to the recruit count, even if no ACTs were used.
If an enemy's HP reaches zero, they flee the battle, except in certain scripted encounters or if Noelle's IceShock spell is used to deal the final blow.[note 1]
From Chapter 2 onwards, if a regular enemy is defeated violently, that type of enemy becomes LOST, and can never be recruited. However, defeating enemies this way can boost the party's stats for that Chapter.[5]

ing! Through this, even the most violent enemies...
Can be defeated through variouss of kindness!
Ralsei, Chapter 1
ACTing primarily resolves a fight peacefully. This command is exclusive to Kris, and lets them "execute various behaviors". It costs 0 TP, as it is not magic. Kris selects an enemy, and can choose from one or more ACT options unique to that enemy. Occasionally, a side description for the ACT displays.
The "Check" ACT is available in nearly all encounters. It shows the enemy's name, ATK and DF stats, and extra flavor text about the enemy. Starting from Chapter 3, it has "Useless analysis" as a base description. As of Chapter 4, the description can be replaced with "Consider strategy", and the ACT gives practical information. It occurs when Darkness constricts the party.
Some Check ACTs can be altered:
- K. Round's Check ACT can vary slightly if used.
- Susie's Check can vary if she was equipped with armor.
- Tenna's second Check can vary depending if Dealmaker is equipped or not, or if Sword Route was completed.
- The Sound of Justice's Check ACT is unavailable.
Starting with Chapter 2, Kris's solo ACT typically earns a higher Mercy percent than an ally's S/R/N-Action.
ACTs can also require both Kris and a party member, or rarely, all of them, which spends their turns. This is indicated by their battle icon in front of the text. These team ACTs usually grant more Mercy than solo ACTs combined, and can have Kris either order or also perform with allies.[6][7]
Some ACTs have extra effects besides increasing the Mercy percent. It can range from: altered stats, status effects, requires player input, cause costume changes, or have unique sounds, such as snd_ralseising1.
There are situational ACTs, which may be needed to earn the wanted end result for a Chapter:
- In Chapter 1, the "Warn" ACT is crucial to end battles peacefully when Susie is in the party.
- Some of Kris's ACTs versus bosses and select enemies cost TP to perform. These can temporarily alter a stat, heal, deal extra damage, or end the fight.

The big orange TP bar on the left filled up a bit!
How about spending that TP on one of my SPELLs?Ralsei, Chapter 1
The MAGIC command is exclusive to Susie, Ralsei, and Noelle. With enough TP, a party member can cast a spell from the Spell menu, which can either harm/spare the enemy or benefit the party. Its effectiveness is mostly based on the character's Magic stat.
- Susie's spells are mainly attacks, and deal large damage to an enemy. Attacks do more damage if the input is timed correctly, and damage is partially based on her Attack stat.
- In Chapter 2, Susie learns a healing spell, which gets renamed and improves as the story progresses.
- Ralsei's spells are supportive: he can heal the party or spare Tired enemies.
- Noelle's spells are a mix of attack and support. She can heal the party, spare enemies if they are Tired, or deal significant damage to an enemy, including a Frozen effect.
As of Chapter 2, party members can perform a singular "Standard" ACT through the Spell menu with S/R/N-Action.[8] It is similar to Kris's ACT command, costs 0 TP, and the ally often does a different described ACT. It allows an ally to individually increase the Mercy percent of a selected enemy, but often at a slightly less amount. Depending on the enemy, some Actions can also have varying Mercy percents, such as versus Bibliox.
The Actions are named and colored per party member in their Spell menu:
- S-Action: Susie's ACT. Available after battling Sweet Cap'n Cakes.[9]
- R-Action: Ralsei's ACT. Available after battling Sweet Cap'n Cakes.[9]
- N-Action: Noelle's ACT. Available after she joins the party in Cyber City.
At times, the lettered Action is replaced with a word instead, which is often colored. In this state, it is akin to Kris's ACT, and cost TP and gives an effect. These Actions include Supercharge, FluffyGuard, WakeKris, and ReviveKris.

You really want to learn about ITEMS, Kris...? OK, I'll teach you!
You use them, and something happens...is that sufficient?Ralsei, Chapter 1
The ITEM menu allows any party member to use consumables from Kris's inventory.
For party members, items can restore HP to one or all party members, revive one or all Downed party members, or fill a portion of the TP meter. Some items can instead have different effects than in the overworld, such as LancerCookie and Pipis restoring more HP in a battle.
Some items can have effects against specific enemies. The Manual can make Rudinns Tired, or cause Clover to be 50% spareable, and the Glowshard makes Rudinns instantly spareable, but uses up the item.

If we SPARE all the enemies we meet, we'll never have to FIGHT!
Ralsei, Chapter 1
SPARE peacefully removes an enemy from the battle. The icon and text flickers to white when it can be performed. Due to the party member mechanics, it is possible to ACT and SPARE an enemy on the same turn. Sparing a certain number of a recruitable enemy type recruits them to Castle Town. As of Chapter 2, the SAVE menu can display recruiting progress.
An enemy can be spared if its name is yellow with a star beside it. The name can also be a gradient of yellow and blue, indicating the enemy is spareable and Tired. Otherwise, sparing an enemy makes it glow yellow and the text mentions "but its name wasn't YELLOW..."
Progress toward sparing an enemy is tracked by the Mercy stat. It is tracked internally in Chapter 1 and shown as a stat bar next to the enemy's name in further Chapters. Once the bar reaches 100%, the enemy can be spared. This does not occur for certain bosses, as a "X" or "???" appears instead. Attempting to spare them results in a "MISS".
There are alternate methods to spare an enemy:
- Making an enemy Tired through at less than 50% HP, an ACT, or using certain items.
- Repeatedly using SPARE on an enemy gradually makes them spareable, though the Mercy percent is often less than an ACT. In Chapter 1, most enemies can be spared after ten attempts.
- Swatchlings can only be spared when the group's colors are matched through ACTs.

Simply DEFEND, and the enemy's attack will hurt you less...
Not only that, but you'll also gather TP!Ralsei, Chapter 1
A character is set to DEFEND during the enemy's turn. 16% TP is earned immediately, and the ally takes 33% less damage. When "Darkness" is active, only 2% TP is earned instead.
It is a consistent means of gaining TP besides "grazing" enemy attacks. This is crucial for casting Spells, or earning more Dark Dollars at the end of a battle. The TP gained can be used for a Spell instantly during the party's turn.
Commands occur at different times in a certain order after each member is assigned a command. If two party members have issued commands that would occur at the same time, the topmost character goes first. Some commands have immediate effects as soon as they are selected. If that command is canceled before the last character is given a command, those effects are undone. If the battle ends partway through the party's turn, all unfinished commands do not happen.
The order of commands is as follows:
- Immediate: DEFEND, ITEM (TP items), MAGIC/ACT TP cost
- ACT, including S/R/N-Action and enemy-specific ACTS, such as Susie's Supercharge or Ralsei's FluffyGuard
- MAGIC, SPARE, ITEM (non-TP)
- FIGHT

The enemy or enemies may speak before attacking. Text can be advanced by pressing the "[CONFIRM]" button, or skipped by holding the [MENU] button.
In Chapter 1, a white "TARGET" reticle appears before the enemy attacks party member(s), and non-targeted party members are faded out slightly. This reticle mechanic is absent in later Chapters.
Immediately after, Kris's SOUL is placed in the bullet board, and enemies attempt to attack it. The SOUL can be moved to dodge bullets, or slowed down 50% by holding the "[CANCEL]" button.[10] If the SOUL gets hit, the targeted, random, or all party members lose HP. Random attacks with special rules can also occur, such as versus the Knight. An enemy's bullet attack can vary in color and type, and can include the enemy itself. Enemy attacks may overlap if there are multiple enemies.
An attack that causes a party member to fall "DOWN" leads to them having negative 50% of their maximum HP. This happens regardless of the character DEFENDing.
Versus certain bosses. the SOUL mode can be active. This is indicated by the SOUL changing color or having a visual effect.

When shots aim directly, try to move SLOW.
They aim where you WERE, not where you GO.
Take advantage and move BIT BY BIT.
You'll gain TP but you won't get HIT.Battle's Master, Chapter 2
When the SOUL is close to a bullet without getting hit, it "grazes" the attack. A white heart-shaped outline appears around the SOUL, and TP is earned based on how long the SOUL is near a bullet. An enemy's turn can also be shortened this way, though this does not apply to all enemies.[11]
Grazing is also taught in a tutorial challenge via Party Dojo, but only in Chapter 2.
There are items that have beneficial effects for grazing:
- Pink Ribbon: Improves graze range. After Chapter 2, it decreases TP gain and graze duration.
- TwinRibbon: Greatly improves graze range. After Chapter 2, it decreases TP gain and graze duration.
- TensionBow: Rewards extra TP when grazing.
- Silver Watch: Improves graze duration.
- LodeStone: Rewards extra TP when grazing.

There are varying types of bullets. Damage bullets can follow the SOUL or drift in a set direction. Other types can indicate to the player, impede the SOUL, or can give benefits:
Damage:
- White/Red: Deals damage normally.
- Purple: When a purple arrow bullet contacts a white bullet, it transforms and flies toward the SOUL. Only used by Virovirokun.
- Obsidian: Bullets with the Dark/Star element. Does less damage if the Shadow Mantle is equipped.
- Physical: An enemy jumps into the bullet board and tries to collide with the SOUL. They have the same effect as white bullets, though they do not disappear if the SOUL gets hit. Many enemies such as Lancer and blue Swatchlings perform these type of attacks.
Indicators:
- Gray: Harmless; typically used for minor details in an attack.
- Flashing Red/Red Line: Does not deal damage, but rather warns the player of an incoming attack in that path/area.
Wall:
- Obscuring: Harmless like gray attacks, but can cover the bullet board. Used by Poppup and Queen.
- Dark Green: Blocks the SOUL from moving past them, but does not damage it. Used by Spamton NEO and Jackenstein.
Interactive:
- Green: Heals party members or increases the Mercy percent on contact. Used by Swatchling and Organikk.
- Dark-Blue: A damaging bullet similar to white bullets, but can be shot at and destroyed with Yellow SOUL mode.
- Treasure/Courage: Touching these gives TP. Appears in battles featuring the "Darkness" effect, such as the Jackenstein and Titan fights.
- Titan Spawn: Damage bullets that can be destroyed if it is surrounded by light. When this occurs, it transforms into Treasure/Courage. Appears versus the Titan Spawn and Titan.

The bullet board is an unofficial term for the box the SOUL is placed into during the enemy's turn. It is generally in the shape of a square or rectangle, and the border restricts the SOUL's movement.
Some boss fights can manipulate the board. They can change its rotation, shape, size, and position dynamically:
- Jevil's "Final Chaos" and the Knight's "Roaring" extend the bullet board to the edges of the screen.
- Four of King's attacks can have the box dragged up and down, pulled by his chain, or bounced around a white outer box while the bullet board grows spikes.
- In Berdly's second battle, the bullet board tilts in an acute angle during his tornado attack.
- Both of Spamton's fights distorts the bullet board's shape by sucking it in.
- Spamton NEO has two unique attacks:
- He can add an additional box to right side of the bullet board. However, the SOUL cannot enter this box, as the border acts as a wall. In the secondary box, Spamton NEO uses his face to shoot projectiles to attack the SOUL.
- Spamton NEO's final attack extends the bullet board to the edges of the screen, much like Jevil or the Knight as mentioned above. However, the actual space available does not extend to the edges.
- Tasque Manager alters the bullet board shape to a 'Simon Says'-like minigame. It consists of a diamond divided into four quadrants when the party performs the "Order" or "OrderX" ACTs.
- Queen can electrocute the borders of the bullet board and spin it around. The electrified board deals damage if touched. She can also trap the SOUL inside a drinking glass-shaped bullet board that teeters side to side.
- During the battle with three Shadowguys in Round 1, the bullet board is extended vertically and shrunk horizontally to make the bullet patterns more fair. The board goes back to normal when one is spared.
- During the bonus round version of Zapper, the horizontal sides of the bullet board are extended to the edges of the screen. The SOUL cannot access these areas, but bullets can bounce off of them.
- Tenna can split the bullet board in two. This is a visual effect only; the bullet board collision is unchanged.
- The Knight can split the bullet box into sections. Unlike in Tenna's fight, this is not just a visual effect; the box's collision is actually changed.
- Jackenstein's battle uses a series of unique maze-like bullet boards that fit his Halloween theming.
- The Hammer of Justice manipulates the board in multiple ways:
- He can hit the bullet board back and rotate it into a diamond during his throwing hammer attack, and the final hammer impacts the board with enough force to push it downward.
- During the shell attack, whenever the shell rebounds off of the top or bottom of the board, it nudges it slightly in that direction.
- One of his hammer attacks opens with him slamming the board, visibly deforming it into a rectangle. Unlike other instances of the board becoming rectangular, this one appears to have been literally stretched out, which is most apparent when looking at the vertical borders.
- Similarly to its appearance in Undertale, an equilateral square board always accompanies the green SOUL mode, with the SOUL locked in the center.
- Mike's battle has two unique attacks:
- The bullet board can have flaps that move when the VOLUME bar is increased. This moves the board up and down.
- The bullet board can be attached to a green line. The line will vibrate like a string and move the box around when the VOLUME bar is increased.
There are currently six status effects that affect participants directly in a battle, with the first two exclusive to party members.

If an ally takes more damage than their remaining HP, their HP becomes negative 50% of their maximum HP. They do not take damage during an enemy's turn and cannot be targeted.

During the party's turn, the DOWNed ally's turn is skipped, and they heal 1/8th of their maximum HP. Healing items or more turns can get the party member back "UP" if their HP is above 0. If a character gets "Up" at the start of the party's turn, they recover 1/6th of their maximum HP. If a character is DOWN upon winning an encounter, they recover 1/8th of their maximum HP. All healing amounts are rounded up.

SWOON is a status effect exclusive to the Knight fight in Chapter 3, where only Susie and Ralsei can get affected by it when their HP is depleted. A SWOONed party member has their HP set to -999 instead of -50% of their maximum HP. Items and healing spells can still be used to regenerate HP, and revive items like ReviveMint function normally.
Additionally, Kris's damage is doubled per party member in a SWOON state.
In the Japanese translation, this effect is known as FELL.
The Tired state is caused by some ACTs or using certain items. For most enemies, it is also inflicted when the enemy's HP is below 50%.
These enemies can be spared with a Pacify or Sleep Mist Spell, which removes them from the battle.
Tired is indicated by the enemy's name being blue, or the name having a blue gradient, and a set of blue "Zz"s.[12]
In Chapter 4, this status is also indicated by a blue "TIRED" text beside the enemy, such as versus Mizzle. If an enemy wakes up, a blue "AWAKE" text appears next to it.
The targeted enemy falls asleep and cannot attack. In this state, they can be defeated or spared. Similar to the Tired status effect, a Pacify Spell can be used on them. Susie wakes after a few turns.
The Sleepy state is caused by Kris ordering Ralsei to sing a lullaby. It only affects Ponman and Susie, both as an ally and as an enemy.
In Chapter 1, Susie's attacks against a Warned enemy miss until the battle is over. Warning an enemy is essential to winning a battle peacefully.
The Warned state is caused by Kris and Ralsei warning all enemies through an ACT. This does not apply to K. Round, however, as it cannot comprehend warnings.
The "Warned" status is inaccessible after Susie joins the party "for real" in Card Castle, as she stops attacking without input.

Frozen enemies are considered defeated. They remain frozen in the overworld until the party leaves the room, except on the Weird Route, where they remain frozen even if the party leaves the room and returns.
This effect can only be inflicted by Noelle when she defeats an enemy with her IceShock spell. This is vital in completing Chapter 2's Weird Route.
An encounter may have two outcomes:
All enemies are removed from the battle, either through peaceful or violent means. Downed allies recover 1/8th of their maximum HP, rounded up. The party earns Dark Dollars depending on the enemies fought, and the amount of extra TP left. EXP is mentioned as well — in Chapter 1, all battles grant 0 EXP, while from Chapter 2 onwards 0 EXP is gained for battles where no enemies were defeated violently, whereas in violent battles, the EXP text is replaced by the vague mention of the party "becoming stronger".
HP of all party members reaches zero. During a standard loss, the SOUL breaks in half and shatters, and the Game Over screen is presented.
In Chapter 1, the voice speaks to the player; from Chapter 2 onward, the screen has the text "Game Over", and Faint Courage (Game Over) plays. If the player chooses not to continue from the Game Over screen, the voice mentions that "THE WORLD WAS COVERED IN DARKNESS" and the screen becomes black while Darkness Falls plays.
Certain scenarios are exempt from the loss condition, and losing all health does not result in a Game Over for Lancer and Susie's fight, The Legend of Tenna, the Knight fight, or the Hammer of Justice fight.
In a screenshot of an early version of the encounters in Undertale from Toby Fox's "UnderBound 2" joke post, a predecessor to the MAGIC command in Deltarune can be seen, labeled as "SPELL" and with a different icon.[13]
In the Deltarune Cheat Sheet, Toby mentioned that the ACT icon is second because it should be a conscious decision from the player to not be violent.[14]
- When a character is set to ACT, their icon changes to a set of lines similar to the ACT command in Undertale.
- The bullet board in Deltarune has a green border, which contrasts the white used in Undertale. This color change may have been done to prevent confusion, as green is not a color typically used for bullets.
- The bullet board is internally called
obj_growtangle, being a portmanteau of the words "grow" and "rectangle". - If the battle against Sweet Cap'n Cakes is skipped using glitches, S-Action and R-Action never get unlocked, even in later Chapters continuing from this SAVE file via Completion FILE.[9]

- In Chapter 2, holding A while in a party member’s ACT menu will display a box that contains the text for their S/R/N-Action depending on what S/R/N-Action is used for that battle, and what party members are currently in the party. This feature is only present in Chapter 2 under normal means, and is locked behind debug mode in Chapters 3 & 4. It is unknown whether this feature is intentional or a left over debug mode shortcut.
| Game edition | Version tag | Changes |
|---|---|---|
| Chapter 1&2 Demo | v1.07 | Added the functionality of holding "[CANCEL]" button during attacks to slow the SOUL, allowing for more precise movement in battle.[10] |
| v1.08 | Holding "[CANCEL]" button through the start of an attack no longer slows the SOUL, allowing it to be held constantly while remaining at full speed. Pressing "[MENU]" and "[CONFIRM]" button during an attack plays a sound and toggles SOUL-slowing. | |
| v1.09 | Removed the SOUL-slowing toggle with "[MENU]" and "[CONFIRM]" button. |
- ↑ For clarity, enemies defeated in this way are referred to on this wiki as "defeated violently".
- ↑ Why Noelle Refuses to Miss (07:05) on YouTube
- ↑
Good job, Kris! By the way, you'll do more damage...
— Ralsei, if Kris did less than 50 damage to the Dummy, Chapter 1
Pressing [(CONFIRM)] when the cursor enters the box on the left! - ↑
When attacking, press the confirm button when the reticle aligns to deal the most damage.
— DELTARUNE GAMEPLAY REMINDER CHEAT SHEET (Fox, Toby, June 01, 2025.) deltarune.com. - ↑ gml_Object_obj_heroparent_Draw_0 script, lines 54–61, Chapter 1
- ↑
On the other hand, starting from Chapter 2, defeating enemies VIOLENTLY makes your characters permanently stronger, increasing their HP, Attack, and Magic for the rest of the Chapter up to a certain extent.
— DELTARUNE GAMEPLAY REMINDER CHEAT SHEET (Fox, Toby, June 01, 2025.) deltarune.com. - ↑
You ordered Ralsei to flatter all enemies!
— Narration, "X-Flatter" versus Hathy, Chapter 1 - ↑
You and Noelle pet the enemies!
— Narration, "PettingX" versus Tasque, Chapter 2 - ↑
Starting from the middle of Chapter 2, Susie and Ralsei gain the ability to use a singular 'ACT' on each enemy from their Spell menus. Make sure to make the most of these moves – if you don't, battles will take considerably longer.
— DELTARUNE GAMEPLAY REMINDER CHEAT SHEET (Fox, Toby, June 01, 2025.) deltarune.com. - 1 2 3 gml_Object_obj_sweet_enemy_Step_0 script, line 223, Chapter 2
- 1 2
While dodging bullets in battle, you can now hold the cancel button (X key) to move at half speed.
— @UnderTale on Twitter, September 30, 2021. - ↑
By the way, did you notice that getting close to bullets makes enemy attacks end faster? It doesn't work for every attack, but...
— Here are my thoughts on Ch 1 of Deltarune. This should answer some questions. (Fox, Toby, November 02, 2018.) twitlonger.com. - ↑
An enemy that is able to be PACIFYed will have its name turn blue with a "Zz" next to it in the targeting menu.
— DELTARUNE GAMEPLAY REMINDER CHEAT SHEET (Fox, Toby, June 01, 2025.) deltarune.com. - ↑ UnderBound - Toby Fox; February 4, 2013. Retrieved on December 9, 2015.
- ↑
If you want to play the game nonviolently (I assume this is most of you), then Kris's second battle command, ACT, is most important. It's not in the first position because choosing this should always be a conscious effort from you (sorry if you end up choosing FIGHT by mistake.)
— DELTARUNE GAMEPLAY REMINDER CHEAT SHEET (Fox, Toby, June 01, 2025.) deltarune.com.