When performed, Bandana Dee dons the characteristic large jester-like hat variant of the Beam ability. Then, using a different and bigger variant of the Beam Rod, he conjures a large ball of electricity that directly damages opponents it makes contact with, with each hit dealing 4% electricdamage and having moderate knockback. The player can maneuver the ball of electricity with the directional inputs and as a result of this, Bandana Dee will remain in the spot where he initiated the Final Smash throughout its duration. After a certain amount of time, the ball will disappear with a brief explosion that deals up to two hits of 15% damage with moderate knockback each. At the same time, Bandana Dee's jester hat and Beam Rod will disappear, ending the move.
Flare Beam is one of five Super Abilities that appear in Kirby's Return to Dream Land and is an upgraded version of the Beam ability. In the aforementioned game, Bandana Dee cannot use this move, but instead Kirby does. It can be obtained after inhaling a Super Waddle Doo. After he transformed, Kirby dons a jester-like hat much like the regular Beam ability hat, only that it is larger, and the Beam Rod is also a bit different, being bigger and possessing a purple orb as opposed to a green one. Kirby can use this ability to create a large ball of electricity that can be maneuvered across the screen by pressing the control pad. This ball is able to take out any enemy on contact, is able to destroy some obstacles that are otherwise indestructible and is able to trigger some switches that will grant Kirby access to new areas. The conversion of Flare Beam into SSF2 is a very faithful one, working almost the same as it does on its source game.
Bandana Dee conjuring the ball of electricity with Flare Beam on Dream Land.