With the recent release of Deltarune's second chapter, many players are going back to experience the game from the beginning. While there are some variables from the first Deltarune chapter that seem to carry on over, one thing that players may want to get done is defeating Jevil before sealing the fountain.

It seems that Deltarune will have a secret boss hidden in every chapter, revealing hidden lore that may become important upon the full game's completion. The first chapter's secret boss is Jevil, an impish jester capable of dealing out heavy amounts of damage within a single turn.

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At this time, it is unknown how much of the story in Deltarune's later chapters will be affected by defeating Jevil. It is also unknown if the method used to defeat Jevil will have a later impact other than the reward items given at the end of the battle. He is still mentioned by characters in chapter two, however, so it is clear that there is some impact from his fight.

Updated December 6th, 2021 by Russ Boswell: With Deltarune Chapter 2 popping up, some players are hopping back into the entertaining Indie release and continuing their journey. But others are just getting started and may be opening Chapter 1 for the first time in order to catch up on what's happened so far. For those new players, many of them may be curious on how to beat Jevil, one of the bonus bosses of the original release. To give new and returning players a better look at how to beat Jevil, the following list has been updated and includes even more information on the encounter.

Victory Conditions

Jevil Fight Deltarune

There are two different ways to defeat Jevil like with the majority of Deltarune battles. He can be defeated by whittling down all of his health or by using Ralsei's Pacify on Jevil after tiring him out. No matter which method players choose, it is highly recommended to fill the inventory with healing items. Ralsei's Manual can be discarded in order to make extra room.

How To Defeat Jevil

Deltarune Jevil Header

While going the violent route is the most straightforward, the other method is far more complicated with ACT effects affecting Jevil differently depending on the current turn. Defeating Jevil via attacking him will give players the Devilsknife weapon for Susie with the pacifism defeat giving the Jevilstail armor. This armor can be equipped by anyone.

Those looking to take down Jevil by depleting his HP will need to survive his onslaught of attacks, live through his five phases, and whittle down his large health pool. Jevil begins the fight with 3500 HP, meaning players will be there a while if their attacks fail to land. To make matters worse, he will swap phases and introduce new attacks at certain health thresholds. Currently, the thresholds for progression during the fight are as follows:

  • Phase 1 - Jevil begins the battle in this phase.
  • Phase 2 - Once Jevil reaches 80 percent (2800) or lower HP this phase will begin.
  • Phase 3 - Once Jevil reaches 60 percent (2100) or lower HP this phase will begin.
  • Phase 4 - Once Jevil reaches 40 percent (1400) or lower HP this phase will begin.
  • Phase 5 - Jevil will automatically enter this phase after he uses a "Final Attack" during Phase 4.

How to Pacify Jevil

Deltarune Jevil Bullets

Pacifying Jevil requires players to get his tiredness level to at least 9. This can be done before the end of Phase 4 if players are diligent. Much like the "violent method," Jevil will go through a series of phases, even if players are intent on pacifying him and leaving his health bar fully intact. These phases are triggered according to his tiredness levels and will proc accordingly:

  • Phase 1 - Jevil begins the battle in this phase.
  • Phase 2 - Once Jevil reaches 80 percent (2) or lower tiredness this phase will begin.
  • Phase 3 - Once Jevil reaches 60 percent (4) or lower tiredness this phase will begin.
  • Phase 4 - Once Jevil reaches 40 percent (6) or lower tiredness this phase will begin.
  • Phase 5 - Jevil will automatically enter this phase after he uses a "Final Attack" during Phase 4.

In order to get Jevil's tiredness amount up to full, players need to make use of two different actions from Kris: Hypnosis and Pirouette. Hypnosis costs 50 TP to use and will take up the turn for the entire party while adding one level of tiredness to Jevil. It will additionally decrease Jevil's damage output for the turn.

Pirouette meanwhile only costs 20 TP and Kris's turn, but it only gives half a level of tiredness and causes another effect to happen that is dependant on the turn it's used on. These effects are the following:

Turn Number

Extra Pirouette Effect

Turn One

Nothing

Turn Two

Lowers Jevil's defense by four

Turn Three

Decreases number of invincibility frames for the player during the turn

Turn Four

Raises party defense

Turn Five

Nothing

Turn Six

Heals a random party member

Turn Seven

Shuffles the health bars of all party members

Turn Eight

Jevil deals more damage with his next attack

Turn Nine

Heals -30 HP to all party members

Further Turns

The cycle loops back to the first turn indefinitely

The best way to quickly build up TP is by having party members defend and taking advantage of bullet grazing.

The sheer number of bullets and their speed may make this fight one of the toughest, but it can be completed if players are prepared to go the extra mile. Defeating Jevil will also get players prepared for even more challenges in future Deltarune chapters.

Once Jevil is successfully defeated or Pacified, he will reward players with the Devilsknife or Jevilstail. Players that have a full inventory need not worry as a chest containing the item will appear outside his chamber should players be carrying too much stuff after the fight.

Deltarune: Chapters 1 and 2 are available now for PC via itch.io and Steam.

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