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Characters of the world of Deltarune who are natives of the Dark World known as the Card Kingdom. They first appear in Chapter 1.

As with the main page, all spoilers are unmarked. Due to the ties of various elements and cast members derived from Undertale and the game expecting you to at least have some familiarity with it, spoilers involving Undertale are also unmarked.

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    General Tropes 
  • But You Were There, and You, and You: All of the Card Kingdom citizens have counterparts that are inanimate objects in the unused classroom. The Card Castle royals, Rudinn, Hathy, Clover, Rouxls Kaard and Jevil are playing cards (Spade, Diamond, Heart, Club, Rules Card and Black Joker, respectively), Seam is a stuffed toy, C. Round/K. Round is a checkers piece, Ponman is a chess pawn, Jigsawry is a jigsaw puzzle piece, Bloxer is a building block or Lego brick, Rabbick is the dust accumulated in the abandoned classroom, Topchef is a spinning top, and Malius is a squeaky toy hammer.
  • Chess Motifs: To a smaller extent than playing card motifs, but still present in the Great Board area, which looks like a giant chessboard, complete with piece-like NPCs and enemies.
  • Easily Forgiven: Even if the player goes beating up all the enemies through Chapter 1, all of Card Kingdom's inhabitants will still join Castle Town in Chapter 2 with no held animosity. This is justified as Lancer using his powers as the new king to grant the party amnesty, with all their past transgressions being forgiven after the King conveniently lands in a hamster cage.
  • Living Toys: In addition to the Playing Card and Chess Motifs, many of the local Darkners are based on the toys scattered across the unused classroom, such spinning tops, LEGOs, toy hammers, and plush dolls.
  • Playing Card Motifs: The kingdom's main theme is this, with the enemies and bosses mainly representing the various card suits. Most notable are Lancer (Jack of Spades), the King (King of Spades), Rouxls Kaard (the Rules Card), and Jevil (the Black Joker).
  • Toy Time: The world in general is an area filled with living toys from the school's rec room.
  • Your Terrorists Are Our Freedom Fighters: The King claims that he appears as a hero to his subjects, while taking the role of "the bad guy" to the party. If the party took much of the Pacifist Route, this is quickly proven to be the other way around, as the people overthrow him for the kinder heroes. His words are truer if the party was violent instead, as Lancer tries his best to hold off the rising mob threatening their safety.

Card Castle Royalty

Shopkeepers

    Seam 

Seam

https://static.tvtropes.org/pmwiki/pub/images/seam.png
"Around here, you learn to pass the time... or go mad, like everyone else."
"You too, will begin to realize the futility of your actions. Ha ha ha... At that time, feel free to come back here. I'll make you tea... And we can toast... to the end of the world!"
A cynical shopkeeper. Formerly the court magician.
  • Ambiguous Gender: Even though "Seán" is a common male Irish name, the game doesn't refer to Seam with any pronouns, and Toby uses exclusively they/them pronouns when talking about them. In the official Japanese translation they refer to themselves with the pronoun atashi, which is highly feminine, but also sometimes used by men to indicate flippancy or goofiness, as well as being used by male merchants in the Edo period.
  • Beard of Sorrow: Although it's somewhat hard to tell with their sprite being cut off below the neck, both the look of their purple fur around their face and the orange ruff below their head evoke a beardly appearance, befitting their depressed, cynical state.
  • Black Bead Eyes: What their left eye looks like.
  • Brilliant, but Lazy: Heavily implied when they talk about Jevil. Seam says Jevil was the only one who could keep up with their games, meaning Seam would be the stronger of the two.
  • Cats Are Mean: Ultimately subverted. Despite their ghoulish appearance and finding the idea of the heroes restoring the fountain laughable, they are otherwise friendly and means well in their own way even if they think it is pointless. After their post-Jevil chat, Seam invites them for tea when they realize how hopeless the world is.
  • Collector of the Strange: Their current hobby is collecting odds and ends as a shopkeeper.
  • Court Jester: Not by occupation or thematically, but it is implied within the playing card theme that they are the red Joker to Jevil's black.
  • The Cynic: Their views and outlook certainly aren't the brightest in the dark world.
  • Dark Is Not Evil: They aren't exactly idealistic and have a grizzly appearance for a Darkner, but they're not an evil person either.
  • Despair Event Horizon: It's unclear if there was a specific event triggering it or if it happened over time, but some of what Jevil said has apparently stuck with them; whatever conclusion Seam arrived at, it seems it caused them to simply give up. They're cozy in their sheer hopelessness, but it's clear they're just waiting for the end now and are saving you a seat on their side of the horizon for when you inevitably realize it's all pointless.
    • Downplayed in Chapter 2. If we bring them the second Shadow Crystal, proof that we defeated Spamton NEO. In this case, they foresee a possibility of avoiding the tragic situation with the help of a "Shadow Mantle". But since they have lost it and do not know how to recover it, they remain extremely pessimistic.
  • Didn't See That Coming: Is genuinely surprised that the party was able to beat Jevil, going as far as to say the party may actually be heroes. They still think the world will end.
  • Dub Name Change: Known as "Nui" (ヌイ) in the official Japanese localization, which can mean "sewing" (縫い), but as they point out it's also a Sdrawkcab Name for "Inu", meaning "Dog".
  • Everyone Has Standards: Seam will not buy certain items, which includes the Thorn Ring from the Weird Route. They share this trait with the other shopkeepers.
  • Expy: They are meant to be seen as a Cheshire Cat analog from Alice's Adventures in Wonderland, due to the characters cards-theme and believing "Most everyone's mad here". They share the same color palette from the Disney version.
  • Eyes Do Not Belong There: Their left eye is seemingly missing, but the three buttonholes over their right one change with their expressions, suggesting that those are their eyes.
  • Facial Horror: Downplayed. They have stitches over part of their mouth, a large scar on their right cheek, and one of their eyes is a button and the other is purely black. It would be grotesque on a realistic face, but here, it just makes them look like a poorly mistreated stuffed toy. Especially since they actually are one in the Light World.
  • The Fatalist: Doesn't care when the party tells them they are the heroes who've come to seal the fountain, and even after the party beats Jevil and they acknowledge their strength, they think they aren't strong enough to fight what comes after Jevil, and they still believe that the world will end.
  • Friendly Shopkeeper: Despite their dim view on the world, they maintain a certain warmth and provide you with weapons and healing items, and they will also give part of the key needed to open Jevil's jail cell when questioned about him. After fighting him, while they still maintain their belief that the end is inevitable, they invite the party to share tea with them also should they realize the futility in stopping it.
  • Heroic Wannabe: Initially views the heroes as this. After they beat Jevil, they begin to change their mind. They still don't think it will be enough to save the world.
  • Hidden Depths: They just seem like a random stuffed animal when you first meet them, but they're actually the retired court magician, and while you never have a chance to fight them, they imply that they're as strong as Jevil, if not stronger.
  • Improbable Weapon User: According to the official Undertale cross-stitch book, Seam once wielded a Seam Ripper in combat.
  • It Amused Me: Possibly the reason they give Kris part of the key to Jevil's cell.
    "Perhaps a little chaos may be fun."
  • Jade-Colored Glasses: Although they probably weren't a Naïve Newcomer as the court magician, their view of the world has taken a negative turn before Kris and Susie arrived in the Dark World.
  • Know When to Fold Them: Believes Kris and co will realize this one day, and invites them for tea when they do so.
  • Leitmotif: "Lantern", a slower, more somber version of "Rude Buster" that plays in their shop.
  • Living Toys: Their stitches, patches, and sole button eye make them look like a worn-out stuffed animal. They even refer to being filled with cotton in their monologue about Jevil. Understandably, they're shown to be an actual stuffed animal in the Light World.
  • Mad Eye: The large button for their right eye gives them this appearance.
  • Mr. Exposition: Provides some background about the history of Darkners and Lightners, as well as the current state of the kingdom. After each Shadow Crystal holder fight, they also give a bit of backstory on them, at least until Chapter 2.
  • Noticing the Fourth Wall: The fact that they correct how their name is pronounced seems to confirm that they are, at the very least, aware that their words are being conveyed through text.
  • Playing Card Motifs: They represent the Joker card just like Jevil (as a standard deck comes with two of them). The two personify the common interpretation of the Jokers in cartomancy: Jevil represents the black Joker as the fool, and Seam represents the red Joker as the magician. Seam is discarded from the deck just like the other Joker, but instead of being locked up, they simply choose not to interact with anyone. Unlike Jevil however, his counterpart in the Light World is a stuffed toy instead of a playing card.
  • Pronouncing My Name for You: They clarify how their name is pronounced when first talked to ("Pronounced 'Shawm'."). They also provide the page image for the trope.
  • Punny Name: Easy to miss due to their prompt pronunciation guide, but Seam is what seems to be a stuffed animal, which of course, have seams.
  • Scary Stitches: Has some stitching, patching, and a button eye to creepy effect.
  • Slasher Smile: Sports one when they're thinking about what might happen if the party fights Jevil.
  • The Stoic: Apart from brief surprise when told that the party beat Jevil, they don't display much emotion.
  • Straw Nihilist: They are not exactly idealistic, and seem rather excited for the end of the world.
    "One day soon... You too, will begin to realize the futility of your actions. Ha ha ha... At that time, feel free to come back here. I'll make you tea... and we can toast... to the end of the world!"
  • Tarot Motifs: The Magician.
    • Seam, formerly a court magician, used to be best friends with Jevil, who was formerly a court jester. In the Major Arcana, the Fool card (sometimes symbolized by a jester) and the Magician card are ordered right next to each other, numbered 0 and I (1) respectively. The Fool card is also sometimes numbered XXII (22), making it the very last card of the Major Arcana and putting it as far as possible from the Magician card, possibly hinting at how strained Seam and Jevil's relationship has become.
    • In divination, the reversed Magician card symbolises lack of action or untapped potential, fitting Seam's apathetic and bleak look on life.
  • Took a Level in Cynic: This happened to them sometime after they locked Jevil away, because what Jevil said stuck with them.
  • We Buy Anything: Unlike the many shopkeepers in Undertale, they're willing to buy whatever items and gear you no longer have use for.
  • Wham Line: If you defeat the Superboss, they will say some interesting things about how Jevil met a strange someone and was driven mad, seeing everything as a game and everyone as its participants. They were forced to lock him up... and, during this exposition, their wording very conspicuously draws on Gaster entry 17 from Undertale.
    "And my view of this world have become darker, yet darker."
  • You Can't Fight Fate: Believes that the world will end no matter what, and invites the party to have tea with them when they realize it as well.

Citizens

    Topchef 

Topchef

https://static.tvtropes.org/pmwiki/pub/images/topchef.png
"Mama miba! I'm TOPCHEF!"

An overly dramatic patissier whose cake was destroyed by a certain purple beast.


  • As Long as It Sounds Foreign: He has a tendency to add in random phrases that sound vaguely Italian.
  • Because You Were Nice to Me: If you repair his Top Cake and give it back to him, he'll reward you by giving away a free Spin Cake whenever you talk to him (as long as you don't already have a Spin Cake in your inventory).
  • Butt-Monkey: Topchef gets it rough. In Chapter 1, his cake gets destroyed by a rampaging, pre-Took a Level in Kindness Susie. Then in Chapter 2, when Castle Town has flourished into a hub world, Malius already set up shop in his bakery and wouldn't trade and has no interest in letting him work there, so Topchef had no choice but to run the café as a second bakery so he could keep working. Post-Chapter 2, Swatch kicks him out of there after finding the notion of two bakeries in Castle Town ridiculous, forcing him to crash with Malius anyway (who still won't let him bake).
  • Entertainingly Wrong: If you go for a pacifist playthrough, then after the battle with King, he assumes that the gathering is Clover's birthday party and Susie is Clover's mother, and the reason she ate the cake was to protect Clover. Susie begins to object, then realizes that playing along might get her more cake.
  • Fisher King: Subverted. When the empty Castle Town suddenly redesigns its facilities with new denizens, you get a bakery designed after Topchef. Naturally, you'd assume he set up shop there, but then you meet Malius and Lancer inside instead. Topchef couldn't get there first, so he got sent to the café instead.
  • Gratuitous Italian: Parodied. He has a Verbal Tic of adding words to his sentences that almost sound like stock Italian phrases, but aren't.
    "M-m-mama miba! M-m-mama SHIBA!"
  • Gratuitous Japanese: Said phrases will sometimes have random Japanese words in them, like "edamame" note  or "shiba".note 
  • Large Ham: He shouts almost every line of his, complete with the spinning pirouette mentioned below.
  • Living Toys: A toy top come to life.
  • Punny Name: Topchef is a good chef (his cakes heal a great deal of HP) and his appearance is based on a top.
  • Spectacular Spinning: He always does an over-the-top pirouette whenever he's interacted with. Fitting, considering he's based off of a spinning top toy.
  • Supreme Chef: Downplayed. He certainly looks the part, but he doesn't seem to cook anything other than cakes. The cakes do heal a lot of HP, though.
  • Surprise Party: The cake that he first made (before being destroyed by Susie) is a surprise for Clover's birthday party, though Topchef doesn't know whose birthday it is at first.
  • Tears of Fear: His overworld sprite almost always shows him crying. If you have Susie in your party and you backtrack all the way to Topchef, the crying can be interpreted as this. In the "pacifist" ending of the game, it becomes Tears of Joy as the chef celebrates your victory.

    Jigsaw Joe 

Jigsaw Joe

https://static.tvtropes.org/pmwiki/pub/images/puzzle_guy_overworld_6.png
"Hey. Hey kid. ... ya wanna buy a tutorial?"

A jigsaw puzzle piece who once made puzzles in the Card Kingdom before King fired all the puzzlemakers. Provides tutorials alongside a group of puzzle pieces.


  • Perma-Stubble: He has a prominent stubble below his face. In Chapter 2, his tutorial challenge involves shaving his stubble and then sparing him in the same turn; if he's not spared in the same turn, his stubble will grow back.
  • Poverty for Comedy: His poor financial situation is regularly Played for Laughs. When first encountered, he'll offer tutorials for $50; if you refuse, he'll lower the price to $20, and then to $1, while desperately begging you to buy it. He has a hole in his basecamp for donations, which you can fill to the brim simply by throwing in $1. In Chapter 2, he provides a challenge on sparing, with the reward being his life savings (also $1).

    Mr. Elegance and Mr. Society 

Mr. Elegance and Mr. Society

https://static.tvtropes.org/pmwiki/pub/images/mr_elegance_society.png
Mr. Elegance on the left, Mr. Society on the right.

"Us on the Board used to have our own boss... those'n were peaceful times. But now, even the boss's been reduced to the King's peon..."
Mr. Elegance
"I, Mr. Society, am far too intelligent to ever bow down to such a tyrant! Unless he asks me. He's very scary, you see."
Mr. Society

Inhabitants of the Great Board. They help fix the Portal Door in the Forest that allows you to travel quickly between certain locations.


  • Affectionate Nickname: Mr. Elegance has a tendency to call Kris "horsie."
  • Bizarre Alien Biology: The two dots at the front of Mr. Elegance's face aren't his eyes, but his nostrils, and he can still use them to see.
  • Chess Motifs: Mr. Elegance and Mr. Society are based off of the knight and bishop pieces in chess, respectively. Whether or not this has anything to do with the mysterious Knight antagonist remains to be seen.
  • Dub Name Change: In the Japanese localization, Mr. Elegance's name is unchanged, but Mr. Society is renamed to Mr. Social (ミスター・ソーシャル).
  • Eyeless Face: Those two dots on Mr. Elegance's face are not eyes, but his nostrils. He can still see out of them, though.
  • Guilt by Association Gag: Defied. A constant for Mr. Society is that he will vehemently deny being involved in anything if there's a possibility that he'll get into trouble for it. If asked about the Warp Door, he'll say that he didn't help fix it, even though Mr. Elegance says otherwise. There's also his dialogue in Chapter 1's pacifist ending epilogue as listed below.
  • Ironic Name: "Mr. Society" isn't too sociable, and exiles himself in Chapter 2 because he can't handle society.
  • Miles Gloriosus: Mr. Society boasts about how he's far more intelligent than the simple-minded Ponmen to bow down to the tyrant King... unless said King asks him to, because "he's very scary, you see." Also, in the "pacifist" ending, he'll praise the heroes for overthrowing the King and gladly accepts any thanks for his contributions... unless the King reappears, in which case he'll claim he has nothing to do with any of it.
  • Self-Imposed Exile: In the beginning of Chapter 2, you can meet Mr. Society in front of the cliff west of the town's entrance. If you talk to him, he'll say that he realizes he's been a coward before... and that he still is a coward; afterward, he decides to exile himself from the rest of the town, and live alone at the top of the cliff until he's ready to interact with society again.
  • Those Two Guys: They almost always appear together.

    Malius 

Malius

https://static.tvtropes.org/pmwiki/pub/images/malius.png
"I can fix anything. Weapon, armor... I can even fix you!"
"Huh-hah! Let's feel my technique!"
A master smith who lives just near the bake sale in the middle of the forest.
  • The Blacksmith: Is considered as one.
  • Catchphrase: Their pre-fixing one-liner: "Huh-hah! Let's feel my technique!"
  • Forging Scene: Parodied. Their forging technique used to fix things consists of them cartoonishly beating the broken object with their squeaky hammer head until it's "fixed beyond recognition."
  • Healing Hands: They can "fix you", which heals the entire party's HP via them giving everyone a "massage" (i.e. they beat the party with their own head as mentioned above).
  • Item Crafting: Provides this service in the Castle Town from Chapter 2 onwards. They can fuse certain items together to create new items not found anywhere else in the game, whose effects combines the effects of its components.
  • Living Toys: A squeaky toy hammer come to life.
  • Meaningful Name: Their name is presumably derived from "malleus", which is Latin for "hammer" or "mallet."
  • Mr. Fixit: They can fix anything, whether it's items, weapons, broken cakes, or your selves. They do note that the only thing they can't fix is a broken heart.
  • Non-Human Head: They have a giant squeaky toy hammer for a head. With a face.
  • Use Your Head: When you're a smith, having a hammer for a head does have its perks.

    Starwalker 

The original        Starwalker

https://static.tvtropes.org/pmwiki/pub/images/starwalker_overworld_5.png
"These birds are Pissing me off..."
A walking star who proclaims to be "the original        Starwalker." Joins the party at the start of Chapter 2 if you found them in Chapter 1.

Also see their equally bizarre self-demonstrating character page.
  • Animation Bump: They walk towards Kris with a smoothly detailed animation upon joining the party, even though otherwise they just glide around as a static figure like Lancer does.
  • Beyond the Impossible: Downplayed. This Darkner does not have an equivalent in the Light World like Lancer and Rouxls, and appears in the top left corner of the screen instead of within your menu's box. While Lancer and Rouxls turn to stone at different rates, Starwalker is no worse for wear when Berdly gathers your allies. They're an oddity when accounting for the game's internal rules, because it's much funnier that way.
  • Bold Inflation: They always say their name in yellow, among other ordinary words.
  • Catchphrase: Always eager to introduce themself with little to no prompting.
    "These X are Pissing me off..."/"This X is Pissing me off..."
    "I'm the original        Starwalker"
  • Inexplicably Awesome: They're a one-note extra who is easily missable and doesn't contribute to the plot at all, but they'll join the main characters for the entirety of Chapter 2, somehow not turning to stone and even taking part in the Combining Mecha in the final battle.
  • Interface Screw: Appears outside of the menu, in the upper-left corner of the screen, after "joining" your party.
  • Joke Character: Does nothing but proclaim that they hate the birds, hate the jail, that they are "the original        Starwalker," and that they will join your party.
  • Live Item: Enters your inventory during Chapter 2, if you speak to them in Chapter 1.
  • Non Sequitur: Their oddly-spaced dialogue is either about being the original Starwalker or insisting that they join you.
  • no punctuation is funnier: For some reason, their dialogue lacks punctuation, and a large tab between the rest of their text and their name.
  • Optional Party Member: Parodied. They hop into your key items like Lancer and Rouxls if you met them in Chapter 1, and they're at the tail end of the party when Noelle and Berdly join.
  • Psycho Prototype: Inverted. As they will readily tell you, they are "the original        Starwalker", and they're much more docile than the generic variant, even if they make their grievances about the other Starwalkers and Card Castle's jail known. They'll even join you in Chapter 2 if you have them in your castle town.
  • Say My Name: They'll always tell you who they are at the end of their sentences.
  • Secret Character: Only joins your party in Chapter 2 if you found them in Chapter 1.
  • Shaped Like Itself: Their contribution to the Combining Mecha? "Star Walker".
  • Shoo Out the Clowns: After Lancer turns to stone, they're absent from the corner of the Key Items folder. They'll also be absent when going down the Weird Route. They do return to help power up the Thrash Machine towards the end of the chapter.
  • Stylistic Suck: Despite allegedly being the original Starwalker, they're drawn quite horribly. This is because they're actually the concept art for the Starwalker Birds. They'll also glide without a walk cycle, only having and using one very smooth animation for when they enter your inventory.
  • Verbal Tic: Puts a tabbed space between certain parts of their dialogue, usually when singling their name out from the rest of the text. They also color some words with golden text, such as their name.
    "I will also        join"
  • Word-Salad Humor: Their whole purpose for existence is to let everyone know who they are with a Non Sequitur of a catchphrase.

Enemies

    Rudinn/Rudinn Ranger 

Rudinn/Rudinn Ranger

https://static.tvtropes.org/pmwiki/pub/images/rudinns.png
"Long live the guy who pays us!"
"Face my Diamond Cutter!"
An ambivalent, gem-loving species that represent the diamonds suit in playing cards. Rudinns patrol the fields, while Rudinn Rangers are soldiers in King's Card Castle.
  • Always Someone Better: A Rudinn sees a Rudinn Ranger as capable of enjoying life more than them, attributing it to his higher level. At the café, a normal Rudinn orders a Dark Candy Starfait, while a Ranger will ask for a Double or Triple Starfait if seated next to them, much to the Rudinn's exasperation.
  • Apathetic Citizens: Rudinns are a whole species of apathetic Darkners, not caring enough about the current royal crisis to do anything about it (until the pacifist resolution of Chapter 1). The only thing that can get them to sway in any direction is money, which is why they obey King despite disliking him.
  • Attention Deficit... Ooh, Shiny!: Aside from their love of diamonds and shiny objects in general, presenting a Glowshard in battle will cause all Rudinns in it to be instantly spareable, though this consumes the Glowshard.
  • Dub Name Change: In the Japanese localization, Rudinn and Rudinn Ranger are known as Mondi (モンディ) and Mondinger (モンディンジャー), respectively.
  • Elite Mooks: Rudinn Rangers have higher stats than Rudinns, attack by throwing fast daggers instead of shooting diamonds, and have different reactions to ACT commands (Convince gives them the Tired status, while Compliment allows them to be spared but uses up Susie's turn).
  • Extreme Doormat: Regular Rudinns are extremely easy to push around whenever treasure isn't involved, to the point where you can make them spareable by simply telling them to stop fighting.
  • Gemstone Assault: Rudinns attack with diamond-shaped projectiles, though they may be Sword Beams.
  • The Goomba: Rudinns serve the same role as Froggits from Undertale, in that they have simple bullet patterns and straightforward ACT options to spare them with (Convince lets them be spared normally and Lecture makes them vulnerable to Pacify).
  • Locked Out of the Loop: In the pacifist ending of Chapter 1, one Rudinn has no idea what's going on because it slept through the entire chapter.
  • Money Fetish: The species' sole love is riches, to the point where a duo of them living in the Card Castle traded away their beds to the Hathys upstairs in exchange for piles of money.
  • Not So Above It All: The Rudinn Rangers generally appear more serious than the regular Rudinns about their jobs, but if their reactions to Susie's "complements" to them are any indication, they have... strange hobbies.
    Rudinn Ranger: I hereby declare today National Ham Sandwich Day of Independence!
  • Only in It for the Money: They only serve the King because they're paid to do so. As they put it, "long live the guy who pays us!"
  • Professional Butt-Kisser: Rudinn Ranger's bio says it likes "sucking up."
  • Punch-Clock Villain: While Rudinns serve the King, they only do so because he pays them and otherwise have no allegiance to any side. This makes it easy for Kris to convince them to stop attacking. Rudinn Rangers have slightly more loyalty and only let themselves be spared when they get complimented.
  • Sentai: Rudinn Rangers are inspired by this in both name and hood design. Their Check description states that they'd normally wear different colors like a real sentai, but everyone wanted to wear red.
  • Shout-Out: In Chapter 2, Rudinn's Recruits bio says, "Said to be someone's best friend, but maybe not. Shine on, you lazy diamond!", playing off the Pink Floyd song "Shine On You Crazy Diamond".
  • Snakes Are Sinister: Downplayed. They're enemies, yes, but since this game builds off of Undertale, they're naturally befriendable once you find out how they tick.
  • Unique Enemy: Rudinn Rangers are only encountered in a group of two on the first floor of the Card Castle, even though Lancer summoned an army of them to capture the party.

    Hathy/Head Hathy 

Hathy/Head Hathy

https://static.tvtropes.org/pmwiki/pub/images/hathy.png

Tentacled monsters that represent the hearts suit in playing cards. Hathys occupy the same area as Rudinns while Head Hathys stay in the Card Castle.


  • Call-Back: The ACT used to spare Head Hathys is Flirt, a Running Gag command from Undertale. Here, it turns out that the rest of the party isn’t nearly as good at flirting as the protagonist.
  • Crippling Overspecialization: As Lancer discovers during a failed attack on the heroes, a team consisting entirely of Hathys will use their bullet circle exclusively, which will never hit your SOUL if it stays in the center of the dodge area (although a lone Hathy will switch to a different attack that can hit you… once). Head Hathys use a different version of this attack that doesn't have this flaw.
  • Defrosting Ice Queen: Head Hathies prefer to hide their emotions, but become spareable when flirted with. They also appreciate sharing a drink with a Hathy or Werewerewire at the café.
  • Elite Mooks: Head Hathys are stronger than normal Hathys and use better versions of their attacks.
  • Heart Beat-Down: Hathy and Head Hathy use heart-shaped bullets during battles, and checking their bio reveals that their elements are HEART and HEART:ICE, respectively.
  • Ice Queen: Head Hathy has shades of these. They don't seem to have many friends, and they're known for hiding their true feelings. Even their element is HEART:ICE.
  • Minion Shipping: When paired with another recruit at the Castle Town café.
    • A more platonic example has a Rudinn glad to sit with his best friend, a normal Hathy. A somewhat more romantic case has a Hathy sharing her drink with a Head Hathy, who appreciates the company.
    • They can be seated with Werewires and Werewerewires for some additional Flavor Text. Placing a Werewerewire nearby causes it to get jealous.
  • Punny Name: The name Hathy is presumably a pun on "hati", the Indonesian and Malay word for "heart".
  • Say It with Hearts: Whenever a Hathy talks, her speech bubble displays a single heart that morphs to display her mood.
  • Screw This, I'm Outta Here: Attempting to X-Flirt with a Head Hathy will cause Susie and Ralsei (the first and second time, respectively) to bungle their flirts, making the Head Hathy leave out of embarrassment. Any time thereafter, Kris will do the flirting successfully and the Head Hathy can be spared as normal.
  • Support Party Member: When accompanied by any other monsters, they swap out their heart bullet for a ring of bullets that limit the space the SOUL can move around in while the other monsters attack. At one point, Lancer summons three of them to fight the player; naturally, they pose no threat whatsoever due to the lack of other enemies to support.
  • The Unintelligible: They only speak in emotive hearts, so talking to one on the overworld provides descriptive text instead of dialogue.

    Jigsawry 

Jigsawry

https://static.tvtropes.org/pmwiki/pub/images/jigsawry.png
"H... hurting people is cool..."
"We're friends now, la la~"
Timid mousenarys that serve as guards for the King, though they'd rather be doing anything besides fighting.
  • Apologetic Attacker: Some of their battle lines make it clear that they don't want to hurt you, and they'll gladly give up fighting if Kris even slightly shows that they're not interested in hurting them. Checking their recruit information reveals that they're only LV 1, having the lowest Killing Intent.
  • Astonishingly Appropriate Appearance: To fit in with the rest of the monster themes, Jigsawrys are square-shaped mice with their ears, arms, and feet arranged in the shape of a jigsaw puzzle piece.
  • Butt-Monkey: Several of them get beaten to a pulp by Susie as she chases after Lancer early on. They're also some of the weakest enemies in the game, as Susie will KO them in one hit.
  • Punch-Clock Villain: They’re even less willing to fight than Rudinns; one of their battle quotes mentions that they just need to pay rent, and their Check description states they only fight to "make ends meet". Trying to Befriend even a single one causes the entire group to turn spareable.
  • Punny Name: A portmanteau of "jigsaw" and "sorry", for an apologetic mouse shaped like a jigsaw puzzle piece.

    Ponman 

Ponman

https://static.tvtropes.org/pmwiki/pub/images/ponman.png
Smells like a pawn shop.

Pawn-like sentrys occupying the Great Board connecting the field and forest areas. They initially appear as statues before springing to life to ambush Kris and company.


  • Animate Inanimate Object: Ponmen are living pawns from a chessboard.
  • Cyclops: Ponmen have a black spot at the center of their head, which functions as both an eye and as their nucleus.
  • Music Soothes the Savage Beast: They can be put to sleep or tired out if Ralsei sings to them, which makes them vulnerable to Pacify (if tired) or spareable (if asleep).
  • The Speechless: They are among the very few enemies, in either Deltarune or Undertale, that have no dialogue at all.
  • Spread Shot: They attack with a three-way spread of diamond-shaped projectiles.
  • Stealth Pun: Mr. Society comments that Ponmen serve the king because they have no free will. As in, they're merely his pawns.

    C. Round/K. Round 

C. Round/K. Round

https://static.tvtropes.org/pmwiki/pub/images/round.png
Check? That's chess, not checkers!

A carefree checkers piece who gets a taste of Susie's aggression before returning on the Great Board, where it receives a crown that transforms it into the larger, stronger King Round (or K. Round). It appears again at the end of the Card Castle as a last resort from Rouxls Kaard.


  • Animate Inanimate Object: A living checkers piece with a dog face on it.
  • Awesome Moment of Crowning: As checkers pieces are wont to do, stepping on the last row of the Great Board grants C. Round a crown that transforms it into K. Round, making it much larger and more powerful.
  • Dumb Muscle: K. Round isn't the sharpest tool in the shed; no matter how much you warn it about Susie, it simply will not get the message, and even as C. Round, it seems quite spacey. Of course, K. Round is also the one enemy that can't be beaten by brute force and, as Lancer notes, is more than capable of stomping you into paste.
  • GIS Syndrome: Its "Self-Care" is a compressed photographic image of Silk-brand almond milk, edited so that the brand name spells "Milk" instead.
  • Hyperactive Metabolism: It "practices self-care" by summoning a carton of almond milk and drinking from it, restoring its HP.
  • Killer Rabbit: This thing is adorable until it grows giant legs and tries to stomp you into oblivion. Actually, it's still adorable even while it's trying to stomp you into oblivion.
  • Leitmotif: "Checker Dance", a fast-paced bass-heavy song, plays in both fights against K. Round.
  • Magikarp Power: As C. Round, it's defeated in one hit. When it gets crowned, it turns into K. Round and becomes a Nigh Invulnerable mini-boss.
  • Make My Monster Grow: When crowned, the tiny C. Round turns into the gigantic K. Round.
  • Mind-Control Device: When fought in the Card Castle, it's wearing a Control Crown that gives Rouxls Kaard full control of it. However, it could just be a bluff, because there's no difference in the crown's design or K. Round's expression despite what Ralsei says (which Susie gets frustrated about).
  • Our Monsters Are Weird: K. Round being a checkers piece isn't too weird, but it having shapely legs is pretty out there.
  • Perpetual Smiler: Despite the narration (and Ralsei's) claims that it has a 'violent expression' and looks like it is in pain when controlled by Rouxls Kaard, it wears the same dopey smile at all times. Susie points this out.
  • Punny Name: Its name is abbreviated to either C. Round or K. Round, and it’s a checker piece that got crowned.
  • Puzzle Boss: It's impossible to beat K. Round by violence, as its healing outnumbers the party's damage in a single turn. To turn K. Round docile, you need to knock off its crown, either by making it bow constantly in the first fight or by throwing Ralsei at it in the second fight.
  • Recurring Boss: Fought for the first time at the end of the Great Board and comes back for round two at the top of the Card Castle. The second battle goes by a lot quicker thanks to Susie's strategy being more effective.
  • Stealth Pun: The C. and K. stand for Checker and King, respectively. So "Checker Round" can sound like "Check around".
  • Too Dumb to Live: Unlike every other monster you encounter while Susie is on auto-attack, K. Round is too stupid and carefree to heed Ralsei's warning about her violence. As such, Susie will always land her hits on it despite it being functionally invincible.
  • Took a Level in Badass: In your first encounter with C. Round, Susie launches it into low orbit. When it returns at the end of the Great Board as K. Round, it completely shrugs off her attacks and can hit back.
  • Villain Forgot to Level Grind: On the other hand, K. Round is exactly as strong as it was in its first battle when Rouxls Kaard summons him later on, with no new skills or attacks at its disposal. Meanwhile, Susie now has the ability to throw Ralsei at K. Round's crown, causing it to go down much faster.
  • Visual Pun: C. Round becomes K. Round when it reaches the last space of the Great Board, which is how a piece gets crowned in a game of checkers.
  • Wake-Up Call Boss: Not in a difficulty sense, but K. Round hammers in the game's adherence to one path without much distinction between aggression and pacifism; it outright can't be defeated with attacks even if you've been playing aggressively, forcing you to use a pacifistic method. On the other hand, it's the only monster that can't dodge Susie's attacks, so it will get hurt no matter what you do, meaning you can't go full pacifist (as in not even hurting anyone) either.
  • You ALL Look Familiar: Both fights with K. Round have it use the exact same sprite. Lampshaded by Susie, who complains that it looks the same as always when Ralsei claims that it has a different crown and looks pained.
  • Zero-Effort Boss: C. Round never gets to attack in your first encounter with it. Depending on your choices, it will either take a One-Hit KO from Susie or flee after she whiffs her attack. This is not the case with K. Round, though — you’ll need to put some more effort into fighting it then.

    Rabbick 

Rabbick

https://static.tvtropes.org/pmwiki/pub/images/rabbick_battle.png
"Duruuuu---"
"A refreshing boy."
Lethargic rabbit slimes covered in a mass of dust, which can be blown off to reveal that they're much smaller and more energetic underneath it all.
  • Blob Monster: They look like blobby, limbless rabbit heads, moreso while covered in dust.
  • Button Mashing: To blow the dust off them, you need to mash the action button after selecting the appropriate command.
  • Gratuitous Japanese: While most of their dialogue is written in standard English, in Chapter 2 they start ending their sentences with "Sukkiri" (スッキリ), which means "refreshing" in Japanese. The Swatchlings pick this trait up from them when they move to Castle Town.
  • Living Dust Bunnies: They're the Dark World's manifestation of dust bunnies in the classroom.
  • Nonstandard Character Design: The only Darkner in Chapter 1 that doesn't obviously resemble any kind of toy or game piece. Although since the Dark World in Chapter 1 manifests from the school's unused classroom, it's possible that they're just based on piles of dust that's accumulated in the room over time.
  • Odd Friendship: Despite being Living Dust Bunnies, they're friendly to the Swatchlings. One Rabbick is seen helping a Swatchling sweep the streets with a broom of their own. If they're seated together at the café, the Rabbick calls themself the "dust on [the Swatchling's] shoulders" and repeats their Verbal Tic of "Sukkiri". Their expressed desire to be cleaned might have something to do with it.
  • Punny Name: A portmanteau of "rabbit" and "ick".
  • Stealth Pun: Rabbicks are rabbits covered in musty dirt, which means that they're dust bunnies.
  • Third-Person Person: Once cleaned off, their battle quotes start speaking in third person, referring to themselves as a "boy" or "girl".
  • Verbal Tic: Sometimes say "Sukkiri", a Japanese expression meaning "clean" or "tidy".

    Bloxer 

Bloxer

https://static.tvtropes.org/pmwiki/pub/images/bloxer.png
"Let's see how you stack up...! HIYA!!"
Bunny boxers who fight by throwing around building blocks. They'd be a lot less aggressive if their body parts weren't all mixed up.

    Clover 

Clover

https://static.tvtropes.org/pmwiki/pub/images/clover_0.png
"Let's get to know you~"
"GET OUT OF HERE!!"
"Sorry about this..."

A three-headed monster who's the sole representative of the clubs suit (aside from the imprisoned clubs king) and happens to be celebrating her birthday on the day the Delta Warriors arrive. Her only interests are sports, cute boys, and trees.

We have a self-demonstrating page too!
Yeah! Go and read it!
If you want to...

  • Ambiguously Gay: Her left head seems completely disinterested when Kris asks what kind of boys they like, her response when the rest of the heads answer affirmatively being a Verbal Backspace and a Sure, Let's Go with That. Gets confusing when the other characters refer to all three heads (the other two of which are clearly into boys) as if they were one person, a notion that the heads themselves can't seem to agree on.
  • Apologetic Attacker: The third head apologizes when the other two heads drag her into battle alongside them.
  • Is It Something You Eat?: The one thing all three heads are in agreement on.
    "I wanna eat a football." "Sports! My favorite food." "Oh! I love you two!"
    "Spaghetti and tennis balls." "That's GENIUS!" "We really agree on it."
  • Meaningful Name: The clubs suit that she represents looks like a three-leaf clover.
  • Multiple Head Case: The heads can't agree on very much at all and constantly bicker. Even with their few common interests, they can't agree on how they should enjoy all of them — the only thing they seem to genuinely agree on is the idea of sports as a food source.
  • Nice Mean And In Between: One head is overly friendly, the second is hostile, and the third just goes along with the other two.
  • Non-Standard Character Design: Downplayed. As a trio, they use three smaller portraits next to their lines, representing which head said what, similar to the Sweet Cap'n Cakes trio.
  • Optional Boss: One of the game's optional challenges is a second, more difficult match against Clover, with new attacks and a harder sparing method.
  • Rule of Three: Three heads, three eyes on each head, three tips on her tail, three visible legs, three-way spread attacks, three main interests; she's entirely themed around how the clubs symbol has three segments branching from it.
  • Say It with Hearts: One of her heads finishes every sentence with a tilde (~), which in internet culture carries connotations of flirting.
  • Ship Tease: The two heads that are into boys immediately take a shine to Ralsei, to the point where reading his manual to Clover allows you to spare her. Ralsei seems oblivious to it, though.
  • Spread Shot: Her clubs bullets either split into three small bullets or fire a spread of three bullet streams.
  • Warm-Up Boss: In Chapter 2 she can be fought in the new battle arena before the main plot kicks off, serving as a refresher course in dodging, fighting (as there's no penalty for beating enemies with violence in the arena), and more complex ACT commands.

Shadow Crystal Holder

    Jevil 

Jevil

https://static.tvtropes.org/pmwiki/pub/images/jevil_7.png
"CHAOS, CHAOS, CATCH ME IF YOU CAN!"
"UEE HEE! VISITORS, VISITORS! NOW WE CAN PLAY, PLAY! THEN, AFTER YOU, I CAN PLAY WITH EVERYONE ELSE, TOO!"

A clown-like entity that is imprisoned in Card Castle on the "??????" floor. Various sources indicate that he was imprisoned before the current crisis with the King began. He doesn't seem to follow the rules of reality very well. He's the Superboss of Chapter 1.


  • Affably Evil: He's a demented, cackling clown who joyfully admits through his game metaphors that he will go on a killing spree if he defeats the heroes, but he's genuinely delighted to meet the party and spends most of the fight exulting in how much fun he's having and complimenting the heroes for managing to last as long as they do. Jevil really doesn't come off as malicious at any point — it's just that the actions he treats as a game involve playing with lives.
  • All Your Powers Combined: Fitting his jester/joker motif, he's capable of using themed attacks from all four suits of cards. His Diamonds-from-the-floor attack belongs to Rudinn, his Clubs attack comes from Clover, his Spades come from Lancer and the King, and his Hearts are from Hathies. They're all essentially cranked up to Bullet Hell levels, especially when he starts using at least two suits in tandem. His fakeout "ultimate attack", Chaos Bomb, will bombard the player with all four suits in a single attack.
    "HEARTS, DIAMONDS, I CAN DO ANYTHING!"
  • Amazing Technicolor Battlefield: Jevil's battle takes place on a blue and purple spinning top, with a distorted texture in the background.
  • Arc Words: Chaos. Jevil revels in wreaking havoc for the sake of having fun, putting him at odds with both the set-path nature of Deltarune and other Darkners on the side of "Order".
  • Badass Boast: "THIS BODY CANNOT BE KILLED!". And, given that he's still alive even after getting his HP depleted to zero, he might be correct.
  • The Bad Guy Wins: If you defeat Jevil through violence, he becomes the Devilsknife and adds himself into your inventory as a weapon for Susie. So, if you choose to equip him and fight enemies instead of sparing them, Jevil gets what he wants: a chance to "play with everyone else". Granted, you can't kill anybody with the Devilsknife, but less-than-lethal violence is doubtless worth something to him.
  • Blood Knight: When he challenges the heroes to his "game," he seems giddy from Susie's threat. He makes it clear that he's not kidding during the fight, where he repeatedly talks about how much fun he's having.
    Jevil: "OH, IT'S JUST A SIMPLE NUMBERS GAME. [Three Devilsknives drop in front of the trio] WHEN YOUR HP DROPS TO 0, YOU LOSE!"
    Susie: "So that's the kinda game you wanna play, huh...? Then, I gotta warn you... You're dealing with a couple of sharks."
    Jevil: "UEE HEE HEE! SHARK-TO-SHARK! I WOULDN'T HAVE IT ANY OTHER WAY!"
  • Boss Banter: While all the bosses do this, his is unique in that it's done in both text and audio.
  • Boss Remix: "THE WORLD REVOLVING" is a very sped-up remix of "Field of Hopes and Dreams."
  • Bragging Rights Reward: At least in the context of Chapter 1. He drops a rather powerful axe or armor, depending on if you beat him with force or by pacifying him. But if you could beat him, then the King ought to be a cakewalk.
  • Brought to You by the Letter "S": His tail is stuck in a J-shape.
  • Bullet Hell: The hardest boss in Chapter 1. His attacks are likewise very difficult to dodge.
  • The Cameo: Everyman rarely appears as one of the duck rides during Jevil's second carousel attack for some reason.
  • Cloud Cuckoolander: Seems to think that his prison is a place of freedom and the rest of the world being a prison, walled off from freedom. He might not be entirely incorrect.
    Jevil: "[The kings] LOST THE CHASE, AND LOCKED UP THEIR ENTIRE RACE, BUILDING A PRISON AROUND THE WHOLE WORLD. NOW I'M THE ONLY FREE ONE."
    Ralsei: "Huh? Free? But you're clearly the one behind bars..."
    Jevil: "THINGS DON'T SEEM SUCH FROM HERE, LIGHTNERS!"
  • Combat Sadomasochist: Every time you hit him, he laughs maniacally as his head bounces around on a spring like a jack-in-the-box.
  • Confusion Fu: He can teleport around the SOUL's hitbox, and uses very complicated, hard-to-predict moves. The "Pirouette" command in his battle which Kris can use makes Jevil more tired but has varying effects,note  such as healing the party, making Jevil's attacks stronger, switching everyone's HP values, or just not working at all. By contrast, the "Hypnosis" command takes all three party members; in addition to making Jevil more tired, Hypnosis always reduces Jevil's attack power for one turn, and always works. In what's a case of Gameplay and Story Segregation or integration given the story's themes, however, both Jevil and the Pirouette have a fixed order of attacks and effects.
  • Contrasting Sequel Antagonist: If you see him as this game's equivalent to Sans, he can be viewed as one.
    • Sans can only be fought on a No Mercy run, Jevil can be fought indiscriminately of your playstyle and beaten either way (giving different rewards depending on how you beat him).
    • Both have Medium Awareness but have very different outlooks - Sans is driven to apathy by the inability to change anything and only wearily takes action when the player is literally about to end the world, while Jevil embraces wholeheartedly the lack of consequences to turn the world into a personal playground, and jumps at the opportunity to have a good fight.
    • Sans is "the easiest enemy", who uses dirty tricks like damaging the player when it's not his turn, hiding the telegraph for his slam attack offscreen during his final turn, and liberal use of blue SOUL mode to limit their movement. Jevil is genuinely the hardest-hitting and tankiest enemy in Chapter 1, his fight is a fair challenge of the player's reflexes, and he expands the player's room for movement during his Final Chaos.
    • Sans berates the player throughout the whole fight and tries to frustrate them into quitting and resetting, Jevil loves every minute of his fight with the heroes, encouraging the characters and complimenting them if they do well against him.
    • Finally, whereas Sans speaks in all lowercase letters, Jevil speaks in Caps Lock.
  • Court Jester: Was originally the court jester until he was driven insane by the influence of someone who might be the mysterious "Knight".
  • The Cuckoolander Was Right: While he seems to have been genuinely maddened following his mysterious encounter, Seam admits that some of Jevil's ramblings still make sense to some degree. Despite being literally locked up, awareness of the world being nothing more than a game has made him "freer" compared to everyone else in the Card Kingdom, and from his physical perspective, he's the one seeing everything else behind bars.
  • Cuckoosnarker: He is shown to have kept enough of his mind to communicate Deadly Euphemisms and taunts before and during the battle, as seen when he claims to be tired, only as set up for pulling his "final chaos". This extends to his ranting about the world being a game.
  • Deadly Euphemism: He encourages you to open the cell door so he can show you "what it means to be free", and that all he wants to do is play a "game". Enter his cell, and it turns out he wants to play "a simple numbers game" where the game is over when one side ends up with 0 HP, with that side being the loser. He also briefly mentions that if he beats you, he intends to "play with everyone else, too!".
  • Double Meaning: His iconic and voiced quote, "I can do anything". The obvious interpretation is literal omnipotence, tying into his Joker motif and his ability to use pretty much every type of attack in the game, but it could also tie into his moral outlook as The Unfettered who believes that every action, no matter how vile, is allowed because nothing ultimately has any consequence.
  • The Dreaded: Implied in Chapter 1, then outright stated in Chapter 2.
    • In Chapter 1, everyone in the dungeon is in a generic cell, or otherwise caged up, whereas Jevil has his own special cell away from the other prisoners; one that can only be opened with a magic key that's been broken into three pieces.
    • In Chapter 2, Spamton has a stated fear and hatred for Jevil, stating a desire to grow stronger than the clown. If the Jevilstail or Devilsknife is equipped during the Spamton NEO fight, he will talk about how sick he feels looking at it. In addition, Tasque Manager seems somewhat disdainful of him at the very least, with her flavor text saying "Chaos, chaos? No, no! Order, order! Now get rid of that silly Devilsknife!/tail!" if either the Devilsknife or Jevilstail is equipped.
  • Early-Bird Boss: Part of the reason Jevil is tough is because he's the first optional boss of the game. Being restricted to Chapter 1 limits what the party has for healing items (the only group heals are the Top Cake/Spin Cake and the singular Clubs Sandwich) and equipment. Jevil lacks the Mercy meter introduced in the following chapter, so tracking his spare progress is impossible without knowing how it works already, and Ralsei and Susie have yet to gain independent actions to speed the process along. Tellingly, the secret boss of Chapter 2 is considered much easier than Jevil, though still difficult, as more mechanics in the player's favor are present and there are more and stronger items available. However, this might be simply because Spamton NEO is designed to be fought as a Duel Boss on the Weird Route, mostly unchanged otherwise (he takes slightly more damage from attacks), and the reduced action economy and lack of targets to spread his damage around brings him much closer to Jevil in terms of difficulty. Had he been as hard to beat with a full party as Jevil, it would have been nigh-impossible to defeat him with Kris alone.
  • Equippable Ally: If he's beaten by reducing his HP to 0, then he will turn into the Devilsknife for Susie to wield.
  • Foreshadowing:
    • Upon his defeat, Jevil alludes to the existence not just of the Knight, but of the Queen. In chapter 1, this is the only indication that she exists, but she turns out to be the Arc Villain of chapter 2.
    • He also speaks of a "Hell's roar" that will "bubble from the depths". The "Roaring" is explained in Chapter 2 as an apocalyptic event and Kris makes a geyser of bubbling darkness erupt right in their house at the end.
    • When you tell Seam you beat Jevil, their initial shock and respect gives way to proclaiming that Jevil was only a "taste of what's to come". Considering how brutally difficult he is compared to everything else in Chapter 1, not to mention what his situation meant setting-wise, this doesn't bode well for later chapters.
  • From Nobody to Nightmare: Once a simple court jester, now a reality-warping lunatic who had to be locked up by the only person stronger than him so he won't go on a killing spree. That said, the fact that Jevil was the only one who matched Seam in their games implies he was already powerful before going insane.
  • Gameplay and Story Segregation: Once you finally tire him out enough to Pacify him, the game says he's "truly exhausted"… while he's bouncing around his side of the screen so fast it looks like there are multiple Jevils on the field.
  • Go Mad from the Revelation: Seam states that Jevil meeting a mysterious individual made the jester start to see the world around himself as if he was inside one large game, which kick-started a Sanity Slippage that forced Seam to lock him up.
  • Graceful Loser: He applauds the heroes for defeating him and rewards them depending on how they did it; he gives them the Jevilstail armor for pacifying him, or the Devilsknife weapon for depleting his HP.
  • Happy Harlequin Hat: Being a former jester, he wears one of these.
  • The Hedonist: He's completely apathetic to the concerns of everyone else, Lightner or Darkner, instead preferring to amuse himself by fighting others to the death.
  • Infinity +1 Sword: Cast Ralsei's pacify on him, and he rewards you with the Jevilstail, armor that can be worn by anyone and increases all three attack, defense, and magic stats. Defeat him through violence, and he transforms into the Devilsknife for Susie to use, greatly increasing her attack and magic stats while lowering the cost of TP for Rude Buster.
  • Insanity Immunity: Downplayed. Jevil can eventually be TIRED out to cast Ralsei's Pacify, but it takes several ACTs over the course of the battle for any of it to take effect, him being far too insanely energetic.
  • Interface Screw: Most notably for his "final chaos", which turns the screen black and gives you the whole screen to dodge while also concealing the health values of the party.
  • Irony: Despite being a proud agent of chaos, almost everything that happens in his boss battle follows a strict order, from his attack patterns to the seemingly random effects caused by Kris's Pirouette, meaning a knowledgeable player will always know what to expect next with this seemingly unpredictable foe.
  • I Surrender, Suckers: During his battle, he'll claim to be tired out, using an attack that is very easy to dodge compared to the others he's used. He'll then reveal that he was kidding, and use an attack with a massive amount of Devilsknives falling from the top of the screen.
    "ENOUGH!! YOU KIDS TIRED ME UP!... KIDDING!! HERE'S MY FINAL CHAOS!"
  • Leitmotif: While interacting with him, "The Circus", a slow and ominous theme incorporating a creepy calliope tune and dark and ominous pianos plays, immediately giving off the vibe that this guy is super bad news and absolutely off his rocker. The boss theme, "THE WORLD REVOLVING", naturally incorporates elements from it, but is far more upbeat (although still properly chaotic and intense to befit a battle with a superpowered, omnipotent Magical Clown).
  • Madwoman in the Attic: After meeting someone and devolving into madness, he was locked away by Seam under the order of the Four Kings, and word of his existence in the Card Kingdom is minimal until Seam is asked about him.
  • Magical Clown: Magical Jester, actually, but you get the idea. As the reality-warping ex-Jester of King's court, Jevil wields some of the most powerful magic seen to date, giving even Sans and Asgore a run for their money.
  • Marathon Boss: No matter what approach you go for, Jevil will take a long time to beat. Sparing him requires numerous turns of tiring him out, while his massive HP pool means that fighting won't bring him down in a hurry.
  • Meet the New Boss:
    • There's no Flowey in this game (not exactly, anyway), but here's a completely different Laughing Mad Reality Warper villain who was formerly a beloved member of a royal court but is now driven to psychopathy by his awareness of the game mechanics and whose boss fight takes place in a trippy area with a unique artstyle. The one significant difference, of course, is that Jevil is just an easy-to-miss Superboss instead of a main character.
    • He also fulfills a role similar to that of Sans, being a brutal superboss that can be easily skipped, presenting a challenge that eclipses anything faced normally in the game, and being endowed with Medium Awareness.
  • Monster Clown: While he's not horror movie levels of terrifying, his Slasher Smile filled with razor-sharp yellow teeth is certainly at least somewhat unsettling, and he strongly implied that if the party fails to stop him, he will go on a killing spree, and why shouldn't he? After all, it's all just a game...
  • Mythology Gag: Before the fight, he tells the party that if their HP reaches 0, they lose. This is actually the last line of the "how to play" screen of Undertale.
  • Nigh-Invulnerability: His HP hitting zero does not actually mean he dies, as he points out upon being hit.
    "THIS BODY CANNOT BE KILLED!"
  • Non-Indicative Name: The Devilsknife is a scythe. Though if you say it fast enough, it does sound like "devil scythe."
  • Noticing the Fourth Wall: He directly references HP, and if you try to refuse to play his game, notes that "you are already playing". This is the likely reason for his "madness", penchant for chaos, and belief that he is the only one who is free in the world. If nothing really matters and everything is just a game, Jevil has no reason not to treat existence itself as his Wide-Open Sandboxwith all that entails.
  • Objectshifting: He transforms into a scythe called the "Devilsknife" for some of his attacks. If you defeat him by fighting, he stays in this form and adds himself to your weapons as the prize.
    "METAMORPHOSIS!"
  • Obliviously Evil: While he does treat life as a game and combat as a way to play it, he isn't necessarily malicious; he's just trying to have fun in the only way that makes sense to him. It's not even clear if he knows what death means anymore, considering his own HP value doesn't even determine if he dies or not.
  • Omnicidal Maniac: When the heroes enter his cell, Jevil cheerfuly admits that, once he's done playing with them, he'll go have fun with "everyone else". He implies he already tried doing that in the past, and that's why Seam had to lock him up.
  • Our Demons Are Different: His fanged mouth and lanky tail makes Jevil resemble a stereotypical devil or imp.
  • Our Imps Are Different: His relatively small size, long tail, pointy ears, and generally wacky demeanor bring to mind a stereotypical imp. In terms of power, however, he is far from a small fry.
  • Outside-Context Problem: No one even hints towards Jevil's existence until the player stumbles across his cell and he points the player to Seam for more of an explanation. So far, whether you fight him or not, it doesn't impact the story either, so clearly King isn't concerned about the idea of him getting out.
  • Permanently Missable Content: Averted: After Seam explains what the Shadow Crystals are, if you didn't continue from a chapter 1 save that beat Jevil, it is implied that you told them you never beat Jevil… but if there exists a chapter 1 save that beat him, Seam will just assert that you did and simply don't remember, which means Jevil's Crystal should appear nearby. Head to the left of the kingdom's entrance, and both the equipment and his Shadow Crystal can be found.
  • Pint-Sized Powerhouse: He's shorter than Kris or even Lancer - who is a literal child - and is the strongest boss in Chapter 1, and the hardest fight across both Chapters 1 and 2.
  • Playing Card Motifs: The Joker. In addition to his appearance and profession, he can use all four suits in his attacks, much like how the Joker can stand in for any card. He is also introduced locked away much like how the Joker card is set aside from the deck for most card games.
  • Portmanteau: A mixture of "jester/joker" and "devil".
  • Practically Joker: A jester formed from a living Joker card, who was driven to insanity that sent Seam, his colleague, into nihilism before being locked away. Now as an agent of chaos, he unleashes his violent tendencies with a spirit of playfulness and goads the heroes into a battle that will show him if they have what it takes to prove themselves and their philosophies.
  • Pungeon Master: Introduces several of his attacks with an appropriate pun.
  • Purple Is Powerful: Wears a bluish-purple jester's outfit and is a brutal Superboss that eclipses the King in power.
  • Retraux:
    • The capitalization and grammar of some of his dialogue is reminiscent of the kind you'd find in an early NES localization.
    • His arena resembles something that a late SNES or early PlayStation developer might try, testing the waters of 3D technology. His voice acting follows suit, with a deliberately stunted performance, awkward phrasing, grainy sound quality, and a heavy reverb effect, akin to games such as Castlevania: Symphony of the Night, or Mega Man 8.
  • Satanic Archetype: Jevil is a rebel against a king sealed in a prison deep beneath the earth, his name evokes the word "Devil", and he calls the player characters "sinners" in one attack.
  • Scary Jack-in-the-Box: Attacking him will simply knock his head back, revealing that his neck is a bouncy metal spring or chain, befitting his role as a mad and scary jester.
  • Shoot the Medic First: Invokes the trope during his battle by targeting Ralsei first, much to players' chagrin.
  • Shout-Out:
  • Sinister Scythe: His Devilsknife is a huge scythe. His battle reveals he can use many of them at a time, and the post-battle cutscene shows that he can turn into a Devilsknife himself.
  • Spectacular Spinning: Jevil is always turning back and forth while firing projectiles that spin and roll all around the field. To add to this, his background is a rotating circus tent and his energetic battle theme is named "THE WORLD REVOLVING", with the music itself using stereo to give the audible impression of constant rotation.
  • Speed Echoes: Get far enough into his fight, and he starts dancing fast enough for afterimages to be produced on his side of the field. Assuming, of course, that they are afterimages.
  • Stealth Pun: Agreeing to free him, a living demonic poker card, in exchange for a tough battle with a reward at the end can be seen as you making "a deal with the Devil".
  • Story Branch Favoritism: The game seemingly favors FIGHTing Jevil and earning the Devilsknife rather than putting him to sleep.
    • Upon a violent defeat, he'll not only warn of the Knight, but also mention the return of the Queen and how "Hell's roar bubbles from the depths" long before both see elaboration in Chapter 2. If he was pacified, he simply mentions the Knight, who you already learned about anyway from Seam and will know much more from the King shortly coming up.
    • invokedNotably, there's an unused recruit description for him that states how he eventually transformed into the Devilsknife instead of offering his tail.
    • Aside from Lancer and King, he's the only Darkner in the chapter you can defeat by FIGHTing without ruining a Pacifist route.
  • Suddenly Voiced: While other characters have laugh SFX and voice grunts, Jevil has fully-voiced dialogue clips.
  • Superboss: He's hard to unlock, even harder to beat, and holds Chapter 1's Shadow Crystal along with providing you with either the Jevilstail or Devilsknife.
  • Super Spit: The animation isn't quite clear on these attacks, but some of them have him warp all over the place as projectiles shoot from his mouth while he makes a "gulp" noise.
  • Tailor-Made Prison: He's in a prison that can only be opened using a key split into three, though if you ask him, he'll say that the world outside is the prison.
  • Talkative Loon: Very much open for conversation mid-battle. However, he does try to stay on-topic to a certain extent. As Seam puts it, he says things that "don't entirely make sense, but don't entirely NOT make sense."
  • Tarot Motifs: The Fool.
    • He was formerly the court jester, and was best friends with Seam, who worked as the court magician. In the Major Arcana, the Fool card (sometimes symbolized by a jester) and the Magician card are ordered right next to each other, numbered 0 and I (1) respectively. The Fool card is also sometimes numbered XXII (22), making it the very last card of the Major Arcana and putting it as far as possible from the Magician card, possibly hinting at how strained Seam and Jevil's relationship has become.
    • In divination, the upright Fool card symbolises freedom and infinite potential; and in tarot card games, the Fool card may be used to play any trick regardless of what led before it — both of these are referenced with Jevil repeatedly stating that he "can do anything." The Fool card is also a direct ancestor of the Joker card in modern playing card decks.
    • Jevil could also represent The Devil, as indicated by his imp-like appearance and name. In divination, the upright Devil card symbolises vice, oppression, and feeling restrained, while reversed it symbolises independence and breaking free out of said restraints.
  • Turns Red: After his ultimate attack, he'll "pull out all the stops" and start blitzing the party with all four of his card suit attacks simultaneously every turn until either they fall or he does.
  • Unexplained Accent: He has a Brooklyn accent. The way he pronounces a few words such as "metamorphosis" and "bye-bye!" has hints of such an accent.
  • Unknown Rival: Jevil himself isn't this, but it's implied that he serves as this to multiple characters. Spamton is both afraid of and loathes "THAT DAMNED [Clown Around Town]", so much so that he has a stated desire to grow even stronger than Jevil. Tasque Manager's recruit bio says she "strongly dislikes clowns" and will tell you to "put away that silly Devilsknife/tail", and Clover has a stated dislike of both clowns and chaos if you fight her in the Chapter 2 dojo. Jevil doesn't mention any of them once and instead seems to treat Queen and the Knight with more reverence, and even then it's in the "a new enemy will soon come" way without any hint of malice.
  • Vagueness Is Coming: When beaten, he alludes vaguely to an upcoming "nightmare" or "hell's roar" and talks about the Knight and the Queen, but not in enough detail to actually determine anything about them. "Hell's roar" eventually gets elaborated on by Ralsei in Chapter 2.
  • Verbal Tic: He likes to repeat certain words twice, twice.
  • Voice Grunting: In addition to his voiced dialogue, he has a bitcrunched soundbyte for his standard text dialogue.
  • We Used to Be Friends: Seam wistfully reminisces about themself and Jevil playing games together all the time, and laments that they were the one that had to lock Jevil away for the good of the kingdom. Jevil took it in good spirits and doesn't seem to mind at all.
  • Worthy Opponent: The farther you get during his fight, the happier Jevil gets that the party can keep up with his games. When defeated, Jevil's genuinely satisfied and grateful for having a good fight, rewarding the party with some powerful loot, either joining the adventure by offering his own shapeshifted body in the case of the Devilsknife, or handing the Jevilstail over before going back to sleep for the next hundred years.

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